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/**************************************************************************
*
* 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