kolibrios/drivers/video/Gallium/auxiliary/draw/draw_context.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

286 lines
9.7 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.
*
**************************************************************************/
/**
* \brief Public interface into the drawing module.
*/
/* Authors: Keith Whitwell <keith@tungstengraphics.com>
*/
#ifndef DRAW_CONTEXT_H
#define DRAW_CONTEXT_H
#include "pipe/p_state.h"
#include "tgsi/tgsi_exec.h"
struct pipe_context;
struct draw_context;
struct draw_stage;
struct draw_vertex_shader;
struct draw_geometry_shader;
struct draw_fragment_shader;
struct tgsi_sampler;
/*
* structure to contain driver internal information
* for stream out support. mapping stores the pointer
* to the buffer contents, and internal offset stores
* stores an internal counter to how much of the stream
* out buffer is used (in bytes).
*/
struct draw_so_target {
struct pipe_stream_output_target target;
void *mapping;
int internal_offset;
int emitted_vertices;
};
struct draw_context *draw_create( struct pipe_context *pipe );
struct draw_context *draw_create_no_llvm(struct pipe_context *pipe);
void draw_destroy( struct draw_context *draw );
void draw_flush(struct draw_context *draw);
void draw_set_viewport_states( struct draw_context *draw,
unsigned start_slot,
unsigned num_viewports,
const struct pipe_viewport_state *viewports );
void draw_set_clip_state( struct draw_context *pipe,
const struct pipe_clip_state *clip );
/**
* Sets the rasterization state used by the draw module.
* The rast_handle is used to pass the driver specific representation
* of the rasterization state. It's going to be used when the
* draw module sets the state back on the driver itself using the
* pipe::bind_rasterizer_state method.
*
* NOTE: if you're calling this function from within the pipe's
* bind_rasterizer_state you should always call it before binding
* the actual state - that's because the draw module can try to
* bind its own rasterizer state which would reset your newly
* set state. i.e. always do
* draw_set_rasterizer_state(driver->draw, state->pipe_state, state);
* driver->state.raster = state;
*/
void draw_set_rasterizer_state( struct draw_context *draw,
const struct pipe_rasterizer_state *raster,
void *rast_handle );
void draw_set_rasterize_stage( struct draw_context *draw,
struct draw_stage *stage );
void draw_wide_point_threshold(struct draw_context *draw, float threshold);
void draw_wide_point_sprites(struct draw_context *draw, boolean draw_sprite);
void draw_wide_line_threshold(struct draw_context *draw, float threshold);
void draw_enable_line_stipple(struct draw_context *draw, boolean enable);
void draw_enable_point_sprites(struct draw_context *draw, boolean enable);
void draw_set_mrd(struct draw_context *draw, double mrd);
boolean
draw_install_aaline_stage(struct draw_context *draw, struct pipe_context *pipe);
boolean
draw_install_aapoint_stage(struct draw_context *draw, struct pipe_context *pipe);
boolean
draw_install_pstipple_stage(struct draw_context *draw, struct pipe_context *pipe);
struct tgsi_shader_info *
draw_get_shader_info(const struct draw_context *draw);
int
draw_find_shader_output(const struct draw_context *draw,
uint semantic_name, uint semantic_index);
uint
draw_num_shader_outputs(const struct draw_context *draw);
void
draw_texture_sampler(struct draw_context *draw,
uint shader_type,
struct tgsi_sampler *sampler);
void
draw_set_sampler_views(struct draw_context *draw,
unsigned shader_stage,
struct pipe_sampler_view **views,
unsigned num);
void
draw_set_samplers(struct draw_context *draw,
unsigned shader_stage,
struct pipe_sampler_state **samplers,
unsigned num);
void
draw_set_mapped_texture(struct draw_context *draw,
unsigned shader_stage,
unsigned sview_idx,
uint32_t width, uint32_t height, uint32_t depth,
uint32_t first_level, uint32_t last_level,
const void *base,
uint32_t row_stride[PIPE_MAX_TEXTURE_LEVELS],
uint32_t img_stride[PIPE_MAX_TEXTURE_LEVELS],
uint32_t mip_offsets[PIPE_MAX_TEXTURE_LEVELS]);
/*
* Vertex shader functions
*/
struct draw_vertex_shader *
draw_create_vertex_shader(struct draw_context *draw,
const struct pipe_shader_state *shader);
void draw_bind_vertex_shader(struct draw_context *draw,
struct draw_vertex_shader *dvs);
void draw_delete_vertex_shader(struct draw_context *draw,
struct draw_vertex_shader *dvs);
void draw_vs_attach_so(struct draw_vertex_shader *dvs,
const struct pipe_stream_output_info *info);
void draw_vs_reset_so(struct draw_vertex_shader *dvs);
/*
* Fragment shader functions
*/
struct draw_fragment_shader *
draw_create_fragment_shader(struct draw_context *draw,
const struct pipe_shader_state *shader);
void draw_bind_fragment_shader(struct draw_context *draw,
struct draw_fragment_shader *dvs);
void draw_delete_fragment_shader(struct draw_context *draw,
struct draw_fragment_shader *dvs);
/*
* Geometry shader functions
*/
struct draw_geometry_shader *
draw_create_geometry_shader(struct draw_context *draw,
const struct pipe_shader_state *shader);
void draw_bind_geometry_shader(struct draw_context *draw,
struct draw_geometry_shader *dvs);
void draw_delete_geometry_shader(struct draw_context *draw,
struct draw_geometry_shader *dvs);
/*
* Vertex data functions
*/
void draw_set_vertex_buffers(struct draw_context *draw,
unsigned start_slot, unsigned count,
const struct pipe_vertex_buffer *buffers);
void draw_set_vertex_elements(struct draw_context *draw,
unsigned count,
const struct pipe_vertex_element *elements);
void draw_set_indexes(struct draw_context *draw,
const void *elements, unsigned elem_size,
unsigned available_space);
void draw_set_mapped_vertex_buffer(struct draw_context *draw,
unsigned attr, const void *buffer,
size_t size);
void
draw_set_mapped_constant_buffer(struct draw_context *draw,
unsigned shader_type,
unsigned slot,
const void *buffer,
unsigned size);
void
draw_set_mapped_so_targets(struct draw_context *draw,
int num_targets,
struct draw_so_target *targets[PIPE_MAX_SO_BUFFERS]);
/***********************************************************************
* draw_pt.c
*/
void draw_vbo(struct draw_context *draw,
const struct pipe_draw_info *info);
/*******************************************************************************
* Driver backend interface
*/
struct vbuf_render;
void draw_set_render( struct draw_context *draw,
struct vbuf_render *render );
void draw_set_driver_clipping( struct draw_context *draw,
boolean bypass_clip_xy,
boolean bypass_clip_z,
boolean guard_band_xy);
void draw_set_force_passthrough( struct draw_context *draw,
boolean enable );
/*******************************************************************************
* Draw statistics
*/
void draw_collect_pipeline_statistics(struct draw_context *draw,
boolean enable);
/*******************************************************************************
* Draw pipeline
*/
boolean draw_need_pipeline(const struct draw_context *draw,
const struct pipe_rasterizer_state *rasterizer,
unsigned prim );
int
draw_get_shader_param(unsigned shader, enum pipe_shader_cap param);
int
draw_get_shader_param_no_llvm(unsigned shader, enum pipe_shader_cap param);
#ifdef HAVE_LLVM
boolean
draw_get_option_use_llvm(void);
#endif
#endif /* DRAW_CONTEXT_H */