/************************************************************************** * * 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. * **************************************************************************/ /** * Private data structures, etc for the draw module. */ /** * Authors: * Keith Whitwell * Brian Paul */ #ifndef DRAW_PRIVATE_H #define DRAW_PRIVATE_H #include "pipe/p_state.h" #include "pipe/p_defines.h" #include "tgsi/exec/tgsi_exec.h" #include "tgsi/util/tgsi_scan.h" struct pipe_context; struct gallivm_prog; struct gallivm_cpu_engine; struct draw_vertex_shader; struct draw_context; struct draw_stage; struct vbuf_render; /** * Basic vertex info. * Carry some useful information around with the vertices in the prim pipe. */ struct vertex_header { unsigned clipmask:12; unsigned edgeflag:1; unsigned pad:3; unsigned vertex_id:16; float clip[4]; /* This will probably become float (*data)[4] soon: */ float data[][4]; }; /* NOTE: It should match vertex_id size above */ #define UNDEFINED_VERTEX_ID 0xffff /** * Basic info for a point/line/triangle primitive. */ struct prim_header { float det; /**< front/back face determinant */ unsigned reset_line_stipple:1; unsigned edgeflags:3; unsigned pad:28; struct vertex_header *v[3]; /**< 1 to 3 vertex pointers */ }; #define PT_SHADE 0x1 #define PT_CLIPTEST 0x2 #define PT_PIPELINE 0x4 #define PT_MAX_MIDDLE 0x8 /** * Private context for the drawing module. */ struct draw_context { /** Drawing/primitive pipeline stages */ struct { struct draw_stage *first; /**< one of the following */ struct draw_stage *validate; /* stages (in logical order) */ struct draw_stage *flatshade; struct draw_stage *clip; struct draw_stage *cull; struct draw_stage *twoside; struct draw_stage *offset; struct draw_stage *unfilled; struct draw_stage *stipple; struct draw_stage *aapoint; struct draw_stage *aaline; struct draw_stage *pstipple; struct draw_stage *wide_line; struct draw_stage *wide_point; struct draw_stage *rasterize; float wide_point_threshold; /**< convert pnts to tris if larger than this */ float wide_line_threshold; /**< convert lines to tris if wider than this */ boolean line_stipple; /**< do line stipple? */ boolean point_sprite; /**< convert points to quads for sprites? */ } pipeline; struct vbuf_render *render; /* Support prototype passthrough path: */ struct { struct { struct draw_pt_middle_end *fetch_emit; struct draw_pt_middle_end *general; } middle; struct { struct draw_pt_front_end *vcache; } front; struct { char *verts; unsigned vertex_stride; unsigned vertex_count; } pipeline; } pt; boolean flushing; /* pipe state that we need: */ const struct pipe_rasterizer_state *rasterizer; struct pipe_viewport_state viewport; struct pipe_vertex_buffer vertex_buffer[PIPE_MAX_ATTRIBS]; unsigned nr_vertex_buffers; struct pipe_vertex_element vertex_element[PIPE_MAX_ATTRIBS]; unsigned nr_vertex_elements; struct draw_vertex_shader *vertex_shader; boolean identity_viewport; uint num_vs_outputs; /**< convenience, from vertex_shader */ /* user-space vertex data, buffers */ struct { const unsigned *edgeflag; /** vertex element/index buffer (ex: glDrawElements) */ const void *elts; /** bytes per index (0, 1, 2 or 4) */ unsigned eltSize; /** vertex arrays */ const void *vbuffer[PIPE_MAX_ATTRIBS]; /** constant buffer (for vertex shader) */ const void *constants; } user; /* Clip derived state: */ float plane[12][4]; unsigned nr_planes; boolean use_sse; /* If a prim stage introduces new vertex attributes, they'll be stored here */ struct { uint semantic_name; uint semantic_index; int slot; } extra_vp_outputs; unsigned reduced_prim; /** TGSI program interpreter runtime state */ struct tgsi_exec_machine machine; /* This (and the tgsi_exec_machine struct) probably need to be moved somewhere private. */ struct gallivm_cpu_engine *engine; void *driver_private; }; extern void draw_reset_vertex_ids( struct draw_context *draw ); /******************************************************************************* * Vertex processing (was passthrough) code: */ boolean draw_pt_init( struct draw_context *draw ); void draw_pt_destroy( struct draw_context *draw ); void draw_pt_reset_vertex_ids( struct draw_context *draw ); /******************************************************************************* * Primitive processing (pipelnie) code: */ boolean draw_pipeline_init( struct draw_context *draw ); void draw_pipeline_destroy( struct draw_context *draw ); boolean draw_need_pipeline(const struct draw_context *draw, unsigned prim ); #define DRAW_FLUSH_STATE_CHANGE 0x8 #define DRAW_FLUSH_BACKEND 0x10 void draw_do_flush( struct draw_context *draw, unsigned flags ); boolean draw_get_edgeflag( struct draw_context *draw, unsigned idx ); #endif /* DRAW_PRIVATE_H */