/************************************************************************** * * Copyright 2009 VMware, Inc. * 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 DRAW_GS_H #define DRAW_GS_H #include "draw_context.h" #include "draw_private.h" #define MAX_TGSI_PRIMITIVES 4 struct draw_context; #ifdef HAVE_LLVM struct draw_gs_jit_context; struct draw_gs_llvm_variant; /** * Structure holding the inputs to the geometry shader. It uses SOA layout. * The dimensions are as follows: * - maximum number of vertices for a geometry shader input primitive * (6 for triangle_adjacency) * - maximum number of attributes for each vertex * - four channels per each attribute (x,y,z,w) * - number of input primitives equal to the SOA vector length */ struct draw_gs_inputs { float data[6][PIPE_MAX_SHADER_INPUTS][TGSI_NUM_CHANNELS][TGSI_NUM_CHANNELS]; }; #endif /** * Private version of the compiled geometry shader */ struct draw_geometry_shader { struct draw_context *draw; struct tgsi_exec_machine *machine; /* This member will disappear shortly:*/ struct pipe_shader_state state; struct tgsi_shader_info info; unsigned position_output; unsigned viewport_index_output; unsigned max_output_vertices; unsigned primitive_boundary; unsigned input_primitive; unsigned output_primitive; unsigned *primitive_lengths; unsigned emitted_vertices; unsigned emitted_primitives; float (*tmp_output)[4]; unsigned vertex_size; unsigned in_prim_idx; unsigned input_vertex_stride; unsigned fetched_prim_count; const float (*input)[4]; const struct tgsi_shader_info *input_info; unsigned vector_length; unsigned max_out_prims; #ifdef HAVE_LLVM struct draw_gs_inputs *gs_input; struct draw_gs_jit_context *jit_context; struct draw_gs_llvm_variant *current_variant; struct vertex_header *gs_output; int **llvm_prim_lengths; int *llvm_emitted_primitives; int *llvm_emitted_vertices; int *llvm_prim_ids; #endif void (*fetch_inputs)(struct draw_geometry_shader *shader, unsigned *indices, unsigned num_vertices, unsigned prim_idx); void (*fetch_outputs)(struct draw_geometry_shader *shader, unsigned num_primitives, float (**p_output)[4]); void (*prepare)(struct draw_geometry_shader *shader, const void *constants[PIPE_MAX_CONSTANT_BUFFERS], const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS]); unsigned (*run)(struct draw_geometry_shader *shader, unsigned input_primitives); }; void draw_geometry_shader_new_instance(struct draw_geometry_shader *gs); /* * Returns the number of vertices emitted. * The vertex shader can emit any number of vertices as long as it's * smaller than the GS_MAX_OUTPUT_VERTICES shader property. */ int draw_geometry_shader_run(struct draw_geometry_shader *shader, const void *constants[PIPE_MAX_CONSTANT_BUFFERS], const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS], const struct draw_vertex_info *input_verts, const struct draw_prim_info *input_prim, const struct tgsi_shader_info *input_info, struct draw_vertex_info *output_verts, struct draw_prim_info *output_prims ); void draw_geometry_shader_prepare(struct draw_geometry_shader *shader, struct draw_context *draw); int draw_gs_max_output_vertices(struct draw_geometry_shader *shader, unsigned pipe_prim); #ifdef HAVE_LLVM void draw_gs_set_current_variant(struct draw_geometry_shader *shader, struct draw_gs_llvm_variant *variant); #endif #endif