/************************************************************************** * * 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 SP_QUAD_H #define SP_QUAD_H #include "pipe/p_state.h" #include "tgsi/tgsi_exec.h" #define QUAD_PRIM_POINT 1 #define QUAD_PRIM_LINE 2 #define QUAD_PRIM_TRI 3 /* The rasterizer generates 2x2 quads of fragment and feeds them to * the current fp_machine (see below). * Remember that Y=0=top with Y increasing down the window. */ #define QUAD_TOP_LEFT 0 #define QUAD_TOP_RIGHT 1 #define QUAD_BOTTOM_LEFT 2 #define QUAD_BOTTOM_RIGHT 3 #define MASK_TOP_LEFT (1 << QUAD_TOP_LEFT) #define MASK_TOP_RIGHT (1 << QUAD_TOP_RIGHT) #define MASK_BOTTOM_LEFT (1 << QUAD_BOTTOM_LEFT) #define MASK_BOTTOM_RIGHT (1 << QUAD_BOTTOM_RIGHT) #define MASK_ALL 0xf /** * Quad stage inputs (pos, coverage, front/back face, etc) */ struct quad_header_input { int x0, y0; /**< quad window pos, always even */ float coverage[QUAD_SIZE]; /**< fragment coverage for antialiasing */ unsigned facing:1; /**< Front (0) or back (1) facing? */ unsigned prim:2; /**< QUAD_PRIM_POINT, LINE, TRI */ }; /** * Quad stage inputs/outputs. */ struct quad_header_inout { unsigned mask:4; }; /** * Quad stage outputs (color & depth). */ struct quad_header_output { /** colors in SOA format (rrrr, gggg, bbbb, aaaa) */ float color[PIPE_MAX_COLOR_BUFS][NUM_CHANNELS][QUAD_SIZE]; float depth[QUAD_SIZE]; }; /** * Encodes everything we need to know about a 2x2 pixel block. Uses * "Channel-Serial" or "SoA" layout. */ struct quad_header { struct quad_header_input input; struct quad_header_inout inout; struct quad_header_output output; const struct tgsi_interp_coef *coef; const struct tgsi_interp_coef *posCoef; unsigned nr_attrs; }; #endif /* SP_QUAD_H */