/************************************************************************** * * 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 "draw_vertex.h" #include "x86/rtasm/x86sse.h" #include "pipe/tgsi/exec/tgsi_exec.h" struct gallivm_prog; struct gallivm_cpu_engine; /** * 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]; float data[][4]; /* Note variable size */ }; /* NOTE: It should match vertex_id size above */ #define UNDEFINED_VERTEX_ID 0xffff /* XXX This is too large */ #define MAX_VERTEX_SIZE ((2 + PIPE_MAX_SHADER_OUTPUTS) * 4 * sizeof(float)) /** * 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 */ }; struct draw_context; /** * Base class for all primitive drawing stages. */ struct draw_stage { struct draw_context *draw; /**< parent context */ struct draw_stage *next; /**< next stage in pipeline */ struct vertex_header **tmp; /**< temp vert storage, such as for clipping */ unsigned nr_tmps; void (*begin)( struct draw_stage * ); void (*point)( struct draw_stage *, struct prim_header * ); void (*line)( struct draw_stage *, struct prim_header * ); void (*tri)( struct draw_stage *, struct prim_header * ); void (*end)( struct draw_stage * ); /** * Reset temporary vertex ids in this stage * * draw_free_tmps will be called instead if null. */ void (*reset_tmps)( struct draw_stage * ); void (*reset_stipple_counter)( struct draw_stage * ); void (*destroy)( struct draw_stage * ); }; #define PRIM_QUEUE_LENGTH 16 #define VCACHE_SIZE 32 #define VCACHE_OVERFLOW 4 #define VS_QUEUE_LENGTH (VCACHE_SIZE + VCACHE_OVERFLOW + 1) /* can never fill up */ /** * Private version of the compiled vertex_shader */ struct draw_vertex_shader { const struct pipe_shader_state *state; #if defined(__i386__) || defined(__386__) struct x86_function sse2_program; #endif #ifdef MESA_LLVM struct gallivm_prog *llvm_prog; #endif }; /** * 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 *feedback; 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 *wide; struct draw_stage *rasterize; } pipeline; /* pipe state that we need: */ const struct pipe_rasterizer_state *rasterizer; struct pipe_feedback_state feedback; struct pipe_viewport_state viewport; struct pipe_vertex_buffer vertex_buffer[PIPE_ATTRIB_MAX]; struct pipe_vertex_element vertex_element[PIPE_ATTRIB_MAX]; const struct draw_vertex_shader *vertex_shader; struct pipe_vertex_buffer feedback_buffer[PIPE_ATTRIB_MAX]; struct pipe_vertex_element feedback_element[PIPE_ATTRIB_MAX]; /* user-space vertex data, buffers */ struct { /** 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_ATTRIB_MAX]; /** constant buffer (for vertex shader) */ const void *constants; /** The vertex feedback buffer */ void *feedback_buffer[PIPE_MAX_FEEDBACK_ATTRIBS]; uint feedback_buffer_size[PIPE_MAX_FEEDBACK_ATTRIBS]; /* in bytes */ } user; /* Clip derived state: */ float plane[12][4]; unsigned nr_planes; /** Describes the layout of post-transformation vertices */ struct vertex_info vertex_info; /** Two-sided attributes: */ uint attrib_front0, attrib_back0; uint attrib_front1, attrib_back1; boolean drawing; /**< do we presently have something queued for drawing? */ unsigned prim; /**< current prim type: PIPE_PRIM_x */ unsigned reduced_prim; /** TGSI program interpreter runtime state */ struct tgsi_exec_machine machine; /* Post-tnl vertex cache: */ struct { unsigned referenced; /**< bitfield */ unsigned idx[VCACHE_SIZE + VCACHE_OVERFLOW]; struct vertex_header *vertex[VCACHE_SIZE + VCACHE_OVERFLOW]; unsigned overflow; /** To find space in the vertex cache: */ struct vertex_header *(*get_vertex)( struct draw_context *draw, unsigned i ); } vcache; /* Vertex shader queue: */ struct { struct { unsigned elt; /**< index into the user's vertex arrays */ struct vertex_header *dest; /**< points into vcache.vertex[] array */ } queue[VS_QUEUE_LENGTH]; unsigned queue_nr; } vs; /* Prim pipeline queue: */ struct { /* Need to queue up primitives until their vertices have been * transformed by a vs queue flush. */ struct prim_header queue[PRIM_QUEUE_LENGTH]; unsigned queue_nr; } pq; int use_sse : 1; #ifdef MESA_LLVM struct gallivm_cpu_engine *engine; #endif }; extern struct draw_stage *draw_feedback_stage( struct draw_context *context ); extern struct draw_stage *draw_unfilled_stage( struct draw_context *context ); extern struct draw_stage *draw_twoside_stage( struct draw_context *context ); extern struct draw_stage *draw_offset_stage( struct draw_context *context ); extern struct draw_stage *draw_clip_stage( struct draw_context *context ); extern struct draw_stage *draw_flatshade_stage( struct draw_context *context ); extern struct draw_stage *draw_cull_stage( struct draw_context *context ); extern struct draw_stage *draw_wide_stage( struct draw_context *context ); extern struct draw_stage *draw_validate_stage( struct draw_context *context ); extern void draw_free_tmps( struct draw_stage *stage ); extern void draw_reset_tmps( struct draw_stage *stage ); extern void draw_alloc_tmps( struct draw_stage *stage, unsigned nr ); extern void draw_reset_vertex_ids( struct draw_context *draw ); extern int draw_vertex_cache_check_space( struct draw_context *draw, unsigned nr_verts ); extern void draw_vertex_cache_invalidate( struct draw_context *draw ); extern void draw_vertex_cache_unreference( struct draw_context *draw ); extern void draw_vertex_cache_reset_vertex_ids( struct draw_context *draw ); extern void draw_vertex_shader_queue_flush( struct draw_context *draw ); #ifdef MESA_LLVM extern void draw_vertex_shader_queue_flush_llvm( struct draw_context *draw ); #endif struct tgsi_exec_machine; extern void draw_vertex_fetch( struct draw_context *draw, struct tgsi_exec_machine *machine, const unsigned *elts, unsigned count ); #define DRAW_FLUSH_PRIM_QUEUE 0x1 #define DRAW_FLUSH_VERTEX_CACHE_INVALIDATE 0x2 #define DRAW_FLUSH_DRAW 0x4 void draw_do_flush( struct draw_context *draw, unsigned flags ); /** * Get a writeable copy of a vertex. * \param stage drawing stage info * \param vert the vertex to copy (source) * \param idx index into stage's tmp[] array to put the copy (dest) * \return pointer to the copied vertex */ static INLINE struct vertex_header * dup_vert( struct draw_stage *stage, const struct vertex_header *vert, unsigned idx ) { struct vertex_header *tmp = stage->tmp[idx]; memcpy(tmp, vert, stage->draw->vertex_info.size * sizeof(float) ); tmp->vertex_id = UNDEFINED_VERTEX_ID; return tmp; } static INLINE float dot4(const float *a, const float *b) { float result = (a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3]); return result; } #endif /* DRAW_PRIVATE_H */