/************************************************************************** * * Copyright 2008 VMware, Inc. * 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 VMWARE 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. * **************************************************************************/ #ifndef U_SIMPLE_SHADERS_H #define U_SIMPLE_SHADERS_H #include "pipe/p_compiler.h" #include "pipe/p_shader_tokens.h" struct pipe_context; struct pipe_shader_state; struct pipe_stream_output_info; #ifdef __cplusplus extern "C" { #endif extern void * util_make_vertex_passthrough_shader(struct pipe_context *pipe, uint num_attribs, const uint *semantic_names, const uint *semantic_indexes, bool window_space); extern void * util_make_vertex_passthrough_shader_with_so(struct pipe_context *pipe, uint num_attribs, const uint *semantic_names, const uint *semantic_indexes, bool window_space, bool layered, const struct pipe_stream_output_info *so); extern void * util_make_layered_clear_vertex_shader(struct pipe_context *pipe); extern void * util_make_layered_clear_helper_vertex_shader(struct pipe_context *pipe); extern void * util_make_layered_clear_geometry_shader(struct pipe_context *pipe); extern void * util_make_fragment_tex_shader_writemask(struct pipe_context *pipe, unsigned tex_target, unsigned interp_mode, unsigned writemask, enum tgsi_return_type stype, enum tgsi_return_type dtype, bool load_level_zero, bool use_txf); extern void * util_make_fragment_tex_shader(struct pipe_context *pipe, unsigned tex_target, unsigned interp_mode, enum tgsi_return_type stype, enum tgsi_return_type dtype, bool load_level_zero, bool use_txf); extern void * util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe, unsigned tex_target, unsigned interp_mode, bool load_level_zero, bool use_txf); extern void * util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe, unsigned tex_target, unsigned interp_mode, bool load_level_zero, bool use_txf); extern void * util_make_fragment_tex_shader_writestencil(struct pipe_context *pipe, unsigned tex_target, unsigned interp_mode, bool load_level_zero, bool use_txf); extern void * util_make_fragment_passthrough_shader(struct pipe_context *pipe, int input_semantic, int input_interpolate, boolean write_all_cbufs); extern void * util_make_empty_fragment_shader(struct pipe_context *pipe); extern void * util_make_fragment_cloneinput_shader(struct pipe_context *pipe, int num_cbufs, int input_semantic, int input_interpolate); extern void * util_make_fs_blit_msaa_color(struct pipe_context *pipe, enum tgsi_texture_type tgsi_tex, enum tgsi_return_type stype, enum tgsi_return_type dtype); extern void * util_make_fs_blit_msaa_depth(struct pipe_context *pipe, enum tgsi_texture_type tgsi_tex); extern void * util_make_fs_blit_msaa_depthstencil(struct pipe_context *pipe, enum tgsi_texture_type tgsi_tex); void * util_make_fs_blit_msaa_stencil(struct pipe_context *pipe, enum tgsi_texture_type tgsi_tex); void * util_make_fs_msaa_resolve(struct pipe_context *pipe, enum tgsi_texture_type tgsi_tex, unsigned nr_samples, enum tgsi_return_type stype); void * util_make_fs_msaa_resolve_bilinear(struct pipe_context *pipe, enum tgsi_texture_type tgsi_tex, unsigned nr_samples, enum tgsi_return_type stype); extern void * util_make_geometry_passthrough_shader(struct pipe_context *pipe, uint num_attribs, const ubyte *semantic_names, const ubyte *semantic_indexes); #ifdef __cplusplus } #endif #endif