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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.
*
**************************************************************************/
#ifndef LP_SETUP_CONTEXT_H
#define LP_SETUP_CONTEXT_H
struct clear_tile {
boolean do_color;
boolean do_depth_stencil;
unsigned rgba;
unsigned depth_stencil;
};
struct load_tile {
boolean do_color;
boolean do_depth_stencil;
};
/* Shade tile points directly at this:
*/
struct shader_inputs {
/* Some way of updating rasterizer state:
*/
/* ??? */
/* Attribute interpolation:
*/
float oneoverarea;
float x1;
float y1;
struct tgsi_interp_coef position_coef;
struct tgsi_interp_coef *coef;
};
/* Shade triangle points at this:
*/
struct shade_triangle {
/* 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;
struct shader_inputs inputs;
};
struct bin_cmd {
enum {
CMD_END = 0,
CMD_CLEAR,
CMD_LOAD_TILE,
CMD_SHADE_TILE,
CMD_SHADE_TRIANGLE,
} cmd;
union {
struct triangle *tri;
struct clear *clear;
} ptr;
};
struct cmd_block {
struct bin_cmd cmds[128];
unsigned count;
struct cmd_block *next;
};
/* Triangles
*/
struct data_block {
ubyte data[4096 - sizeof(unsigned) - sizeof(struct cmd_block *)];
unsigned count;
struct data_block *next;
};
/* Need to store the state at the time the triangle was drawn, at
* least as it is needed during rasterization. That would include at
* minimum the constant values referred to by the fragment shader,
* blend state, etc. Much of this is code-generated into the shader
* in llvmpipe -- may be easier to do this work there.
*/
struct state_block {
};
/**
* Basically all the data from a binner scene:
*/
struct binned_scene {
struct llvmpipe_context *llvmpipe;
struct cmd_block *bin[MAX_HEIGHT / BIN_SIZE][MAX_WIDTH / BIN_SIZE];
struct data_block *data;
};
static INLINE struct triangle *get_triangle( struct setup_context *setup )
{
if (setup->triangles->count == TRIANGLE_BLOCK_COUNT)
return setup_triangle_from_new_block( setup );
return &setup->triangles[setup->triangles->count++];
}
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