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/**************************************************************************
*
* 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 clipdistance_output[PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT];
unsigned culldistance_output[PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT];
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
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