/*
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* Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
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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 "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Authors:
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* Rob Clark <robclark@freedesktop.org>
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*/
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#ifndef TGSI_LOWERING_H_
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#define TGSI_LOWERING_H_
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#include "pipe/p_shader_tokens.h"
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#include "tgsi/tgsi_scan.h"
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struct tgsi_lowering_config
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{
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/* For fragment shaders, generate a shader that emulates two
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* sided color by inserting a BGCOLOR input for each COLOR
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* input, and insert a CMP instruction to select the correct
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* color to use based on the TGSI_SEMANTIC_FACE input.
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*
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* Note that drivers which use this to emulate two sided color
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* will:
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* a) need to generate (on demand) alternate shaders to use
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* depending on the rasterizer state (ie. whether two
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* sided shading enabled)
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* b) expect to see the BGCOLOR semantic name in fragment
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* shaders. During linkage, the driver should simply
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* map VS.OUT.BGCOLOR[n] to FS.IN.BGCOLOR[n] (in the
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* same was as linking other outs/ins).
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*/
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unsigned color_two_side:1;
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/* TODO support for alpha_to_one as well?? */
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/* Individual OPC lowerings, if lower_<opc> is TRUE then
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* enable lowering of TGSI_OPCODE_<opc>
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*/
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unsigned lower_DST:1;
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unsigned lower_LRP:1;
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unsigned lower_FRC:1;
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unsigned lower_POW:1;
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unsigned lower_LIT:1;
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unsigned lower_EXP:1;
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unsigned lower_LOG:1;
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unsigned lower_DP4:1;
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unsigned lower_DP3:1;
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unsigned lower_DP2:1;
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unsigned lower_FLR:1;
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unsigned lower_CEIL:1;
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unsigned lower_TRUNC:1;
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/* bitmask of (1 << TGSI_TEXTURE_type): */
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unsigned lower_TXP;
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/* To emulate certain texture wrap modes, this can be used
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* to saturate the specified tex coord to [0.0, 1.0]. The
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* bits are according to sampler #, ie. if, for example:
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*
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* (conf->saturate_s & (1 << n))
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*
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* is true, then the s coord for sampler n is saturated.
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*/
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unsigned saturate_s, saturate_t, saturate_r;
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};
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const struct tgsi_token *
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tgsi_transform_lowering(const struct tgsi_lowering_config *config,
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const struct tgsi_token *tokens,
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struct tgsi_shader_info *info);
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#endif /* FREEDRENO_LOWERING_H_ */
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