/* * Copyright (C) 2014 Rob Clark * * 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, sublicense, * 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 NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS 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. * * Authors: * Rob Clark */ #ifndef TGSI_LOWERING_H_ #define TGSI_LOWERING_H_ #include "pipe/p_shader_tokens.h" #include "tgsi/tgsi_scan.h" struct tgsi_lowering_config { /* For fragment shaders, generate a shader that emulates two * sided color by inserting a BGCOLOR input for each COLOR * input, and insert a CMP instruction to select the correct * color to use based on the TGSI_SEMANTIC_FACE input. * * Note that drivers which use this to emulate two sided color * will: * a) need to generate (on demand) alternate shaders to use * depending on the rasterizer state (ie. whether two * sided shading enabled) * b) expect to see the BGCOLOR semantic name in fragment * shaders. During linkage, the driver should simply * map VS.OUT.BGCOLOR[n] to FS.IN.BGCOLOR[n] (in the * same was as linking other outs/ins). */ unsigned color_two_side:1; /* TODO support for alpha_to_one as well?? */ /* Individual OPC lowerings, if lower_ is TRUE then * enable lowering of TGSI_OPCODE_ */ unsigned lower_DST:1; unsigned lower_XPD:1; unsigned lower_SCS:1; unsigned lower_LRP:1; unsigned lower_FRC:1; unsigned lower_POW:1; unsigned lower_LIT:1; unsigned lower_EXP:1; unsigned lower_LOG:1; unsigned lower_DP4:1; unsigned lower_DP3:1; unsigned lower_DPH:1; unsigned lower_DP2:1; unsigned lower_DP2A:1; unsigned lower_FLR:1; unsigned lower_CEIL:1; unsigned lower_TRUNC:1; /* bitmask of (1 << TGSI_TEXTURE_type): */ unsigned lower_TXP; /* To emulate certain texture wrap modes, this can be used * to saturate the specified tex coord to [0.0, 1.0]. The * bits are according to sampler #, ie. if, for example: * * (conf->saturate_s & (1 << n)) * * is true, then the s coord for sampler n is saturated. */ unsigned saturate_s, saturate_t, saturate_r; }; const struct tgsi_token * tgsi_transform_lowering(const struct tgsi_lowering_config *config, const struct tgsi_token *tokens, struct tgsi_shader_info *info); #endif /* FREEDRENO_LOWERING_H_ */