Files
third_party_mesa3d/src/gallium/auxiliary/util/u_simple_shaders.c
Zack Rusin adfbba476d gallium: make p_winsys internal
move it to pipe/internal/p_winsys_screen.h and start converting
the state trackers to the screen usage
2009-01-30 15:57:33 -05:00

362 lines
12 KiB
C

/**************************************************************************
*
* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/**
* @file
* Simple vertex/fragment shader generators.
*
* @author Brian Paul
*/
#include "pipe/p_context.h"
#include "pipe/p_debug.h"
#include "pipe/p_defines.h"
#include "pipe/p_inlines.h"
#include "pipe/p_screen.h"
#include "pipe/p_shader_tokens.h"
#include "util/u_memory.h"
#include "util/u_simple_shaders.h"
#include "tgsi/tgsi_build.h"
#include "tgsi/tgsi_dump.h"
#include "tgsi/tgsi_parse.h"
/**
* Make simple vertex pass-through shader.
*/
void *
util_make_vertex_passthrough_shader(struct pipe_context *pipe,
uint num_attribs,
const uint *semantic_names,
const uint *semantic_indexes,
struct pipe_shader_state *shader)
{
uint maxTokens = 100;
struct tgsi_token *tokens;
struct tgsi_header *header;
struct tgsi_processor *processor;
struct tgsi_full_declaration decl;
struct tgsi_full_instruction inst;
const uint procType = TGSI_PROCESSOR_VERTEX;
uint ti, i;
tokens = (struct tgsi_token *) MALLOC(maxTokens * sizeof(tokens[0]));
/* shader header
*/
*(struct tgsi_version *) &tokens[0] = tgsi_build_version();
header = (struct tgsi_header *) &tokens[1];
*header = tgsi_build_header();
processor = (struct tgsi_processor *) &tokens[2];
*processor = tgsi_build_processor( procType, header );
ti = 3;
/* declare inputs */
for (i = 0; i < num_attribs; i++) {
decl = tgsi_default_full_declaration();
decl.Declaration.File = TGSI_FILE_INPUT;
decl.Declaration.Semantic = 1;
decl.Semantic.SemanticName = semantic_names[i];
decl.Semantic.SemanticIndex = semantic_indexes[i];
decl.DeclarationRange.First =
decl.DeclarationRange.Last = i;
ti += tgsi_build_full_declaration(&decl,
&tokens[ti],
header,
maxTokens - ti);
}
/* declare outputs */
for (i = 0; i < num_attribs; i++) {
decl = tgsi_default_full_declaration();
decl.Declaration.File = TGSI_FILE_OUTPUT;
decl.Declaration.Semantic = 1;
decl.Semantic.SemanticName = semantic_names[i];
decl.Semantic.SemanticIndex = semantic_indexes[i];
decl.DeclarationRange.First =
decl.DeclarationRange.Last = i;
ti += tgsi_build_full_declaration(&decl,
&tokens[ti],
header,
maxTokens - ti);
}
/* emit MOV instructions */
for (i = 0; i < num_attribs; i++) {
/* MOVE out[i], in[i]; */
inst = tgsi_default_full_instruction();
inst.Instruction.Opcode = TGSI_OPCODE_MOV;
inst.Instruction.NumDstRegs = 1;
inst.FullDstRegisters[0].DstRegister.File = TGSI_FILE_OUTPUT;
inst.FullDstRegisters[0].DstRegister.Index = i;
inst.Instruction.NumSrcRegs = 1;
inst.FullSrcRegisters[0].SrcRegister.File = TGSI_FILE_INPUT;
inst.FullSrcRegisters[0].SrcRegister.Index = i;
ti += tgsi_build_full_instruction(&inst,
&tokens[ti],
header,
maxTokens - ti );
}
/* END instruction */
inst = tgsi_default_full_instruction();
inst.Instruction.Opcode = TGSI_OPCODE_END;
inst.Instruction.NumDstRegs = 0;
inst.Instruction.NumSrcRegs = 0;
ti += tgsi_build_full_instruction(&inst,
&tokens[ti],
header,
maxTokens - ti );
#if 0 /*debug*/
tgsi_dump(tokens, 0);
#endif
shader->tokens = tokens;
/*shader->num_tokens = ti;*/
return pipe->create_vs_state(pipe, shader);
}
/**
* Make simple fragment texture shader:
* TEX OUT[0], IN[0], SAMP[0], 2D;
* END;
*/
void *
util_make_fragment_tex_shader(struct pipe_context *pipe,
struct pipe_shader_state *shader)
{
uint maxTokens = 100;
struct tgsi_token *tokens;
struct tgsi_header *header;
struct tgsi_processor *processor;
struct tgsi_full_declaration decl;
struct tgsi_full_instruction inst;
const uint procType = TGSI_PROCESSOR_FRAGMENT;
uint ti;
tokens = (struct tgsi_token *) MALLOC(maxTokens * sizeof(tokens[0]));
/* shader header
*/
*(struct tgsi_version *) &tokens[0] = tgsi_build_version();
header = (struct tgsi_header *) &tokens[1];
*header = tgsi_build_header();
processor = (struct tgsi_processor *) &tokens[2];
*processor = tgsi_build_processor( procType, header );
ti = 3;
/* declare TEX[0] input */
decl = tgsi_default_full_declaration();
decl.Declaration.File = TGSI_FILE_INPUT;
/* XXX this could be linear... */
decl.Declaration.Interpolate = TGSI_INTERPOLATE_PERSPECTIVE;
decl.Declaration.Semantic = 1;
decl.Semantic.SemanticName = TGSI_SEMANTIC_GENERIC;
decl.Semantic.SemanticIndex = 0;
decl.DeclarationRange.First =
decl.DeclarationRange.Last = 0;
ti += tgsi_build_full_declaration(&decl,
&tokens[ti],
header,
maxTokens - ti);
/* declare color[0] output */
decl = tgsi_default_full_declaration();
decl.Declaration.File = TGSI_FILE_OUTPUT;
decl.Declaration.Semantic = 1;
decl.Semantic.SemanticName = TGSI_SEMANTIC_COLOR;
decl.Semantic.SemanticIndex = 0;
decl.DeclarationRange.First =
decl.DeclarationRange.Last = 0;
ti += tgsi_build_full_declaration(&decl,
&tokens[ti],
header,
maxTokens - ti);
/* declare sampler */
decl = tgsi_default_full_declaration();
decl.Declaration.File = TGSI_FILE_SAMPLER;
decl.DeclarationRange.First =
decl.DeclarationRange.Last = 0;
ti += tgsi_build_full_declaration(&decl,
&tokens[ti],
header,
maxTokens - ti);
/* TEX instruction */
inst = tgsi_default_full_instruction();
inst.Instruction.Opcode = TGSI_OPCODE_TEX;
inst.Instruction.NumDstRegs = 1;
inst.FullDstRegisters[0].DstRegister.File = TGSI_FILE_OUTPUT;
inst.FullDstRegisters[0].DstRegister.Index = 0;
inst.Instruction.NumSrcRegs = 2;
inst.InstructionExtTexture.Texture = TGSI_TEXTURE_2D;
inst.FullSrcRegisters[0].SrcRegister.File = TGSI_FILE_INPUT;
inst.FullSrcRegisters[0].SrcRegister.Index = 0;
inst.FullSrcRegisters[1].SrcRegister.File = TGSI_FILE_SAMPLER;
inst.FullSrcRegisters[1].SrcRegister.Index = 0;
ti += tgsi_build_full_instruction(&inst,
&tokens[ti],
header,
maxTokens - ti );
/* END instruction */
inst = tgsi_default_full_instruction();
inst.Instruction.Opcode = TGSI_OPCODE_END;
inst.Instruction.NumDstRegs = 0;
inst.Instruction.NumSrcRegs = 0;
ti += tgsi_build_full_instruction(&inst,
&tokens[ti],
header,
maxTokens - ti );
#if 0 /*debug*/
tgsi_dump(tokens, 0);
#endif
shader->tokens = tokens;
/*shader->num_tokens = ti;*/
return pipe->create_fs_state(pipe, shader);
}
/**
* Make simple fragment color pass-through shader.
*/
void *
util_make_fragment_passthrough_shader(struct pipe_context *pipe,
struct pipe_shader_state *shader)
{
uint maxTokens = 40;
struct tgsi_token *tokens;
struct tgsi_header *header;
struct tgsi_processor *processor;
struct tgsi_full_declaration decl;
struct tgsi_full_instruction inst;
const uint procType = TGSI_PROCESSOR_FRAGMENT;
uint ti;
tokens = (struct tgsi_token *) MALLOC(maxTokens * sizeof(tokens[0]));
/* shader header
*/
*(struct tgsi_version *) &tokens[0] = tgsi_build_version();
header = (struct tgsi_header *) &tokens[1];
*header = tgsi_build_header();
processor = (struct tgsi_processor *) &tokens[2];
*processor = tgsi_build_processor( procType, header );
ti = 3;
/* declare input */
decl = tgsi_default_full_declaration();
decl.Declaration.File = TGSI_FILE_INPUT;
decl.Declaration.Semantic = 1;
decl.Semantic.SemanticName = TGSI_SEMANTIC_COLOR;
decl.Semantic.SemanticIndex = 0;
decl.DeclarationRange.First =
decl.DeclarationRange.Last = 0;
ti += tgsi_build_full_declaration(&decl,
&tokens[ti],
header,
maxTokens - ti);
/* declare output */
decl = tgsi_default_full_declaration();
decl.Declaration.File = TGSI_FILE_OUTPUT;
decl.Declaration.Semantic = 1;
decl.Semantic.SemanticName = TGSI_SEMANTIC_COLOR;
decl.Semantic.SemanticIndex = 0;
decl.DeclarationRange.First =
decl.DeclarationRange.Last = 0;
ti += tgsi_build_full_declaration(&decl,
&tokens[ti],
header,
maxTokens - ti);
/* MOVE out[0], in[0]; */
inst = tgsi_default_full_instruction();
inst.Instruction.Opcode = TGSI_OPCODE_MOV;
inst.Instruction.NumDstRegs = 1;
inst.FullDstRegisters[0].DstRegister.File = TGSI_FILE_OUTPUT;
inst.FullDstRegisters[0].DstRegister.Index = 0;
inst.Instruction.NumSrcRegs = 1;
inst.FullSrcRegisters[0].SrcRegister.File = TGSI_FILE_INPUT;
inst.FullSrcRegisters[0].SrcRegister.Index = 0;
ti += tgsi_build_full_instruction(&inst,
&tokens[ti],
header,
maxTokens - ti );
/* END instruction */
inst = tgsi_default_full_instruction();
inst.Instruction.Opcode = TGSI_OPCODE_END;
inst.Instruction.NumDstRegs = 0;
inst.Instruction.NumSrcRegs = 0;
ti += tgsi_build_full_instruction(&inst,
&tokens[ti],
header,
maxTokens - ti );
assert(ti < maxTokens);
#if 0 /*debug*/
tgsi_dump(tokens, 0);
#endif
shader->tokens = tokens;
/*shader->num_tokens = ti;*/
return pipe->create_fs_state(pipe, shader);
}