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struct lp_rasterizer {
/* We can choose whatever layout for the internal tile storage we
* prefer:
*/
struct {
unsigned color[TILESIZE][TILESIZE];
unsigned depth[TILESIZE][TILESIZE];
char stencil[TILESIZE][TILESIZE];
} tile;
unsigned x;
unsigned y;
struct {
struct pipe_surface *color;
struct pipe_surface *zstencil;
unsigned clear_color;
unsigned clear_depth;
char clear_stencil;
} state;
};
struct lp_rasterizer *lp_rast_create( void )
{
return CALLOC_STRUCT(lp_rasterizer);
}
void lp_rast_bind_surfaces( struct lp_rasterizer *,
struct pipe_surface *color,
struct pipe_surface *zstencil,
const float *clear_color,
double clear_depth,
unsigned clear_stencil)
{
pipe_surface_reference(&rast->state.color, color);
pipe_surface_reference(&rast->state.depth, depth);
rast->state.clear_color = util_pack_8888(clear_color);
rast->state.clear_depth = clear_depth * 0xffffffff;
rast->state.clear_stencil = clear_stencil;
}
/* Begining of each tile:
*/
void lp_rast_start_tile( struct lp_rasterizer *,
unsigned x,
unsigned y )
{
rast->x = x;
rast->y = y;
}
void lp_rast_clear_color( struct lp_rasterizer *rast )
{
const unsigned clear_color = rast->state.clear_color;
unsigned i, j;
for (i = 0; i < TILESIZE; i++)
for (j = 0; j < TILESIZE; j++)
rast->tile[i][j] = clear_color;
}
void lp_rast_clear_depth( struct lp_rasterizer *rast )
{
const unsigned clear_depth = rast->state.clear_depth;
unsigned i, j;
for (i = 0; i < TILESIZE; i++)
for (j = 0; j < TILESIZE; j++)
rast->tile[i][j] = clear_depth;
}
void lp_rast_clear_stencil( struct lp_rasterizer *rast )
{
const unsigned clear_stencil = rast->state.clear_stencil;
memset(rast->tile.stencil, clear_stencil, sizeof rast->tile.stencil );
}
void lp_rast_load_color( struct lp_rasterizer *rast )
{
/* call u_tile func to load colors from surface */
}
void lp_rast_load_zstencil( struct lp_rasterizer *rast )
{
/* call u_tile func to load depth (and stencil?) from surface */
}
/* Within a tile:
*/
void lp_rast_set_state( struct lp_rasterizer *rast,
const struct lp_rast_state *state )
{
rast->shader_state = state;
}
void lp_rast_triangle( struct lp_rasterizer *rast,
const struct lp_rast_triangle *inputs )
{
/* Set up the silly quad coef pointers
*/
for (i = 0; i < 4; i++) {
rast->quads[i].posCoef = inputs->posCoef;
rast->quads[i].coef = inputs->coef;
}
/* Scan the tile in 4x4 chunks (?) and figure out which bits to
* rasterize:
*/
}
void lp_rast_shade_tile( struct lp_rasterizer *rast,
const struct lp_rast_shader_inputs *inputs )
{
/* Set up the silly quad coef pointers
*/
for (i = 0; i < 4; i++) {
rast->quads[i].posCoef = inputs->posCoef;
rast->quads[i].coef = inputs->coef;
}
/* Use the existing preference for 8x2 (four quads) shading:
*/
for (i = 0; i < TILESIZE; i += 8) {
for (j = 0; j < TILESIZE; j += 2) {
rast->shader_state.shade( inputs->jc,
rast->x + i,
rast->y + j,
rast->quads, 4 );
}
}
}
/* End of tile:
*/
void lp_rast_store_color( struct lp_rasterizer *rast )
{
/* call u_tile func to store colors to surface */
}
void lp_rast_store_zstencil( struct lp_rasterizer *rast )
{
/* call u_tile func to store depth/stencil to surface */
}
/* Shutdown:
*/
void lp_rast_destroy( struct lp_rasterizer *rast )
{
FREE(rast);
}
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