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-rw-r--r--src/gallium/drivers/llvmpipe/lp_setup_context.h140
1 files changed, 140 insertions, 0 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_setup_context.h b/src/gallium/drivers/llvmpipe/lp_setup_context.h
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+++ b/src/gallium/drivers/llvmpipe/lp_setup_context.h
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+/**************************************************************************
+ *
+ * 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.
+ *
+ **************************************************************************/
+#ifndef LP_SETUP_CONTEXT_H
+#define LP_SETUP_CONTEXT_H
+
+struct clear_tile {
+ boolean do_color;
+ boolean do_depth_stencil;
+ unsigned rgba;
+ unsigned depth_stencil;
+};
+
+struct load_tile {
+ boolean do_color;
+ boolean do_depth_stencil;
+};
+
+/* Shade tile points directly at this:
+ */
+struct shader_inputs {
+ /* Some way of updating rasterizer state:
+ */
+ /* ??? */
+
+ /* Attribute interpolation:
+ */
+ float oneoverarea;
+ float x1;
+ float y1;
+
+ struct tgsi_interp_coef position_coef;
+ struct tgsi_interp_coef *coef;
+};
+
+/* Shade triangle points at this:
+ */
+struct shade_triangle {
+ /* one-pixel sized trivial accept offsets for each plane */
+ float ei1;
+ float ei2;
+ float ei3;
+
+ /* one-pixel sized trivial reject offsets for each plane */
+ float eo1;
+ float eo2;
+ float eo3;
+
+ /* y deltas for vertex pairs */
+ float dy12;
+ float dy23;
+ float dy31;
+
+ /* x deltas for vertex pairs */
+ float dx12;
+ float dx23;
+ float dx31;
+
+ struct shader_inputs inputs;
+};
+
+struct bin_cmd {
+ enum {
+ CMD_END = 0,
+ CMD_CLEAR,
+ CMD_LOAD_TILE,
+ CMD_SHADE_TILE,
+ CMD_SHADE_TRIANGLE,
+ } cmd;
+
+ union {
+ struct triangle *tri;
+ struct clear *clear;
+ } ptr;
+};
+
+struct cmd_block {
+ struct bin_cmd cmds[128];
+ unsigned count;
+ struct cmd_block *next;
+};
+
+/* Triangles
+ */
+struct data_block {
+ ubyte data[4096 - sizeof(unsigned) - sizeof(struct cmd_block *)];
+ unsigned count;
+ struct data_block *next;
+};
+
+/* Need to store the state at the time the triangle was drawn, at
+ * least as it is needed during rasterization. That would include at
+ * minimum the constant values referred to by the fragment shader,
+ * blend state, etc. Much of this is code-generated into the shader
+ * in llvmpipe -- may be easier to do this work there.
+ */
+struct state_block {
+};
+
+
+/**
+ * Basically all the data from a binner scene:
+ */
+struct binned_scene {
+ struct llvmpipe_context *llvmpipe;
+
+ struct cmd_block *bin[MAX_HEIGHT / BIN_SIZE][MAX_WIDTH / BIN_SIZE];
+ struct data_block *data;
+};
+
+static INLINE struct triangle *get_triangle( struct setup_context *setup )
+{
+ if (setup->triangles->count == TRIANGLE_BLOCK_COUNT)
+ return setup_triangle_from_new_block( setup );
+
+ return &setup->triangles[setup->triangles->count++];
+}