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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 VMWARE 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 LP_RAST_H
#define LP_RAST_H

#include "pipe/p_compiler.h"
#include "lp_jit.h"

/* Initially create and program a single rasterizer directly.  Later
 * will want multiple of these, one or two per core.  At that stage
 * will probably pass command buffers into the rasterizers rather than
 * individual function calls like this.
 */
struct lp_rasterizer;
struct pipe_screen;

#define TILESIZE 64


struct lp_rast_state {
   /* State for the shader:
    */
   struct lp_jit_context jit_context;
   
   /* The shader itself.  Probably we also need to pass a pointer to
    * the tile color/z/stencil data somehow:
    */
   lp_jit_frag_func jit_function;

};

/* Coefficients necessary to run the shader at a given location:
 */
struct lp_rast_shader_inputs {

   /* Current rasterizer state:
    */
   const struct lp_rast_state *state;

   /* Attribute interpolation:
    *
    * First coefficient is position.
    *
    * FIXME: reduce memory waste!
    */
   float a0[1 + PIPE_MAX_SHADER_INPUTS][4];
   float dadx[1 + PIPE_MAX_SHADER_INPUTS][4];
   float dady[1 + PIPE_MAX_SHADER_INPUTS][4];
};


/* Rasterization information for a triangle known to be in this bin,
 * plus inputs to run the shader:
 */
struct lp_rast_triangle {
   int minx;
   int maxx;
   int miny;
   int maxy;

   /* one-pixel sized trivial accept offsets for each plane */
   float ei1;                   
   float ei2;
   float ei3;

   /* one-pixel sized trivial reject offsets for each plane */
   float eo1;                   
   float eo2;
   float eo3;

   /* y deltas for vertex pairs */
   float dy12;
   float dy23;
   float dy31;

   /* x deltas for vertex pairs */
   float dx12;
   float dx23;
   float dx31;

   /* edge function values at minx,miny ?? */
   float c1;
   float c2;
   float c3;

   /* XXX: this is only used inside lp_setup_tri.c, don't really
    * need it here:
    */
   float oneoverarea;

   /* inputs for the shader */
   struct lp_rast_shader_inputs inputs;
};



struct lp_rasterizer *lp_rast_create( struct pipe_screen *screen );

boolean lp_rast_begin( struct lp_rasterizer *rast,
                       struct pipe_surface *cbuf,
                       struct pipe_surface *zsbuf,
                       boolean write_color,
                       boolean write_zstencil,
                       unsigned width,
                       unsigned height );

void lp_rast_end( struct lp_rasterizer * );

/* Begining of each tile:
 */
void lp_rast_start_tile( struct lp_rasterizer *,
			 unsigned x,
			 unsigned y );



union lp_rast_cmd_arg {
   const struct lp_rast_shader_inputs *shade_tile;
   const struct lp_rast_triangle *triangle;
   const struct lp_rast_state *set_state;
   uint8_t clear_color[4];
   unsigned clear_zstencil;
};

/* Cast wrappers.  Hopefully these compile to noops!
 */
static INLINE const union lp_rast_cmd_arg
lp_rast_arg_inputs( const struct lp_rast_shader_inputs *shade_tile )
{
   union lp_rast_cmd_arg arg;
   arg.shade_tile = shade_tile;
   return arg;
}

static INLINE const union lp_rast_cmd_arg
lp_rast_arg_triangle( const struct lp_rast_triangle *triangle )
{
   union lp_rast_cmd_arg arg;
   arg.triangle = triangle;
   return arg;
}

static INLINE const union lp_rast_cmd_arg
lp_rast_arg_state( const struct lp_rast_state *state )
{
   union lp_rast_cmd_arg arg;
   arg.set_state = state;
   return arg;
}

static INLINE const union lp_rast_cmd_arg
lp_rast_arg_null( void )
{
   union lp_rast_cmd_arg arg;
   arg.set_state = NULL;
   return arg;
}





/* Binnable Commands:
 */
void lp_rast_clear_color( struct lp_rasterizer *, 
                          const union lp_rast_cmd_arg );

void lp_rast_clear_zstencil( struct lp_rasterizer *, 
                             const union lp_rast_cmd_arg );

void lp_rast_load_color( struct lp_rasterizer *, 
                         const union lp_rast_cmd_arg );

void lp_rast_load_zstencil( struct lp_rasterizer *, 
                            const union lp_rast_cmd_arg );

void lp_rast_set_state( struct lp_rasterizer *, 
                        const union lp_rast_cmd_arg );

void lp_rast_triangle( struct lp_rasterizer *, 
                       const union lp_rast_cmd_arg );

void lp_rast_shade_tile( struct lp_rasterizer *,
                         const union lp_rast_cmd_arg );


/* End of tile:
 */

void lp_rast_end_tile( struct lp_rasterizer *rast );

/* Shutdown:
 */
void lp_rast_destroy( struct lp_rasterizer * );


#endif