
New shaders: * Fragment shader which writes depth sampled from a texture * Fragment shader which copies COLOR[0] to multiple render targets Additional improvements: * The fragment 'tex' shaders now take a sampler type (TGSI_TEXTURE_*) so that they can sample from any type of texture, not only from a 2D one.
79 lines
2.4 KiB
C
79 lines
2.4 KiB
C
/**************************************************************************
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*
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* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#ifndef U_SIMPLE_SHADERS_H
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#define U_SIMPLE_SHADERS_H
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#include "pipe/p_compiler.h"
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struct pipe_context;
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struct pipe_shader_state;
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern void *
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util_make_vertex_passthrough_shader(struct pipe_context *pipe,
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uint num_attribs,
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const uint *semantic_names,
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const uint *semantic_indexes);
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extern void *
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util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
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unsigned tex_target,
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unsigned writemask);
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extern void *
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util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target);
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extern void *
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util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
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unsigned tex_target);
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extern void *
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util_make_fragment_passthrough_shader(struct pipe_context *pipe);
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extern void *
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util_make_fragment_clonecolor_shader(struct pipe_context *pipe, int num_cbufs);
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#ifdef __cplusplus
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}
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#endif
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#endif
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