make pass-through vertex shader

This commit is contained in:
Brian
2007-08-16 17:32:24 -06:00
parent 9ba4311e71
commit 78d6d5e8fe

View File

@@ -151,9 +151,63 @@ make_color_shader(struct st_context *st)
}
/**
* Create a simple vertex shader that just passes through the
* vertex position and color.
*/
static struct st_vertex_program *
make_vertex_shader(struct st_context *st)
{
GLcontext *ctx = st->ctx;
struct st_vertex_program *stvp;
struct gl_program *p;
GLboolean b;
p = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
if (!p)
return NULL;
p->NumInstructions = 3;
p->Instructions = _mesa_alloc_instructions(3);
if (!p->Instructions) {
ctx->Driver.DeleteProgram(ctx, p);
return NULL;
}
_mesa_init_instructions(p->Instructions, 3);
/* MOV result.pos, vertex.pos; */
p->Instructions[0].Opcode = OPCODE_MOV;
p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[0].DstReg.Index = VERT_RESULT_HPOS;
p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[0].SrcReg[0].Index = VERT_ATTRIB_POS;
/* MOV result.color, vertex.color; */
p->Instructions[1].Opcode = OPCODE_MOV;
p->Instructions[1].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[1].DstReg.Index = VERT_RESULT_COL0;
p->Instructions[1].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[1].SrcReg[0].Index = VERT_ATTRIB_COLOR0;
/* END; */
p->Instructions[2].Opcode = OPCODE_END;
p->InputsRead = VERT_BIT_POS | VERT_BIT_COLOR0;
p->OutputsWritten = ((1 << VERT_RESULT_COL0) |
(1 << VERT_RESULT_HPOS));
stvp = (struct st_vertex_program *) p;
/* compile into tgsi format */
b = tgsi_mesa_compile_vp_program(&stvp->Base,
stvp->tokens, ST_FP_MAX_TOKENS);
assert(b);
return stvp;
}
/**
* Draw a screen-aligned quadrilateral.
* Coords are window coords.
* XXX need to emit clip coords when using a vertex program!
*/
static void
draw_quad(GLcontext *ctx,