kolibrios-fun/drivers/video/Gallium/auxiliary/draw/draw_vs.h
Sergey Semyonov (Serge) edb28b33f3 Gallium 3D: initial commit
git-svn-id: svn://kolibrios.org@3770 a494cfbc-eb01-0410-851d-a64ba20cac60
2013-07-06 10:06:47 +00:00

211 lines
6.2 KiB
C

/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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 TUNGSTEN GRAPHICS 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.
*
**************************************************************************/
/* Authors: Keith Whitwell <keith@tungstengraphics.com>
*/
#ifndef DRAW_VS_H
#define DRAW_VS_H
#include "draw_context.h"
#include "draw_private.h"
#include "draw_vertex.h"
struct draw_context;
struct pipe_shader_state;
struct draw_variant_input
{
enum pipe_format format;
unsigned buffer;
unsigned offset;
unsigned instance_divisor;
};
struct draw_variant_output
{
enum attrib_emit format; /* output format */
unsigned vs_output:8; /* which vertex shader output is this? */
unsigned offset:24; /* offset into output vertex */
};
struct draw_variant_element {
struct draw_variant_input in;
struct draw_variant_output out;
};
struct draw_vs_variant_key {
unsigned output_stride;
unsigned nr_elements:8; /* max2(nr_inputs, nr_outputs) */
unsigned nr_inputs:8;
unsigned nr_outputs:8;
unsigned viewport:1;
unsigned clip:1;
unsigned const_vbuffers:5;
struct draw_variant_element element[PIPE_MAX_ATTRIBS];
};
struct draw_vs_variant;
struct draw_vs_variant {
struct draw_vs_variant_key key;
struct draw_vertex_shader *vs;
void (*set_buffer)( struct draw_vs_variant *,
unsigned i,
const void *ptr,
unsigned stride,
unsigned max_stride );
void (PIPE_CDECL *run_linear)( struct draw_vs_variant *shader,
unsigned start,
unsigned count,
void *output_buffer );
void (PIPE_CDECL *run_elts)( struct draw_vs_variant *shader,
const unsigned *elts,
unsigned count,
void *output_buffer );
void (*destroy)( struct draw_vs_variant * );
};
/**
* Private version of the compiled vertex_shader
*/
struct draw_vertex_shader {
struct draw_context *draw;
/* This member will disappear shortly:
*/
struct pipe_shader_state state;
struct tgsi_shader_info info;
unsigned position_output;
unsigned edgeflag_output;
unsigned clipvertex_output;
unsigned clipdistance_output[PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT];
unsigned culldistance_output[PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT];
/* Extracted from shader:
*/
const float (*immediates)[4];
/*
*/
struct draw_vs_variant *variant[16];
unsigned nr_variants;
unsigned last_variant;
struct draw_vs_variant *(*create_variant)( struct draw_vertex_shader *shader,
const struct draw_vs_variant_key *key );
void (*prepare)( struct draw_vertex_shader *shader,
struct draw_context *draw );
/* Run the shader - this interface will get cleaned up in the
* future:
*/
void (*run_linear)( struct draw_vertex_shader *shader,
const float (*input)[4],
float (*output)[4],
const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
const unsigned const_size[PIPE_MAX_CONSTANT_BUFFERS],
unsigned count,
unsigned input_stride,
unsigned output_stride );
void (*delete)( struct draw_vertex_shader * );
};
struct draw_vs_variant *
draw_vs_lookup_variant( struct draw_vertex_shader *base,
const struct draw_vs_variant_key *key );
/********************************************************************************
* Internal functions:
*/
struct draw_vertex_shader *
draw_create_vs_exec(struct draw_context *draw,
const struct pipe_shader_state *templ);
struct draw_vs_variant_key;
struct draw_vertex_shader;
#if HAVE_LLVM
struct draw_vertex_shader *
draw_create_vs_llvm(struct draw_context *draw,
const struct pipe_shader_state *state);
#endif
/********************************************************************************
* Helpers for vs implementations that don't do their own fetch/emit variants.
* Means these can be shared between shaders.
*/
struct translate;
struct translate_key;
struct translate *draw_vs_get_fetch( struct draw_context *draw,
struct translate_key *key );
struct translate *draw_vs_get_emit( struct draw_context *draw,
struct translate_key *key );
struct draw_vs_variant *
draw_vs_create_variant_generic( struct draw_vertex_shader *vs,
const struct draw_vs_variant_key *key );
static INLINE int draw_vs_variant_keysize( const struct draw_vs_variant_key *key )
{
return 2 * sizeof(int) + key->nr_elements * sizeof(struct draw_variant_element);
}
static INLINE int draw_vs_variant_key_compare( const struct draw_vs_variant_key *a,
const struct draw_vs_variant_key *b )
{
int keysize = draw_vs_variant_keysize(a);
return memcmp(a, b, keysize);
}
#define MAX_TGSI_VERTICES 4
#endif