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/**************************************************************************
*
* 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 DRAW_VS_H
#define DRAW_VS_H
#include "draw_context.h"
#include "draw_private.h"
struct draw_context;
struct pipe_shader_state;
/**
* Private version of the compiled vertex_shader
*/
struct draw_vertex_shader {
/* This member will disappear shortly:
*/
struct pipe_shader_state state;
struct tgsi_shader_info info;
void (*prepare)( struct draw_vertex_shader *shader,
struct draw_context *draw );
/* Run the shader - this interface will get cleaned up in the
* future:
*/
void (*run_linear)( struct draw_vertex_shader *shader,
const float (*input)[4],
float (*output)[4],
const float (*constants)[4],
unsigned count,
unsigned input_stride,
unsigned output_stride );
void (*delete)( struct draw_vertex_shader * );
};
struct draw_vertex_shader *
draw_create_vs_exec(struct draw_context *draw,
const struct pipe_shader_state *templ);
struct draw_vertex_shader *
draw_create_vs_sse(struct draw_context *draw,
const struct pipe_shader_state *templ);
struct draw_vertex_shader *
draw_create_vs_llvm(struct draw_context *draw,
const struct pipe_shader_state *templ);
/* Should be part of the generated shader:
*/
static INLINE unsigned
compute_clipmask(const float *clip, /*const*/ float plane[][4], unsigned nr)
{
unsigned mask = 0x0;
unsigned i;
/* Do the hardwired planes first:
*/
if (-clip[0] + clip[3] < 0) mask |= CLIP_RIGHT_BIT;
if ( clip[0] + clip[3] < 0) mask |= CLIP_LEFT_BIT;
if (-clip[1] + clip[3] < 0) mask |= CLIP_TOP_BIT;
if ( clip[1] + clip[3] < 0) mask |= CLIP_BOTTOM_BIT;
if (-clip[2] + clip[3] < 0) mask |= CLIP_FAR_BIT;
if ( clip[2] + clip[3] < 0) mask |= CLIP_NEAR_BIT;
/* Followed by any remaining ones:
*/
for (i = 6; i < nr; i++) {
if (dot4(clip, plane[i]) < 0)
mask |= (1<<i);
}
return mask;
}
#define MAX_TGSI_VERTICES 4
#endif
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