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/**********************************************************
 * Copyright 2008-2009 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, sublicense, 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 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
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
 * 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 SVGA_TGSI_H
#define SVGA_TGSI_H

#include "pipe/p_compiler.h"
#include "svga3d_reg.h"


#define MAX_VGPU10_ADDR_REGS 2

struct svga_compile_key;
struct svga_context;
struct svga_shader;
struct svga_shader_variant;


/* TGSI doesn't provide use with VS input semantics (they're actually
 * pretty meaningless), so we just generate some plausible ones here.
 * This is called both from within the TGSI translator and when
 * building vdecls to ensure they match up.
 *
 * The real use of this information is matching vertex elements to
 * fragment shader inputs in the case where vertex shader is disabled.
 */
static inline void svga_generate_vdecl_semantics( unsigned idx,
                                                  unsigned *usage,
                                                  unsigned *usage_index )
{
   if (idx == 0) {
      *usage = SVGA3D_DECLUSAGE_POSITION;
      *usage_index = 0;
   }
   else {
      *usage = SVGA3D_DECLUSAGE_TEXCOORD;
      *usage_index = idx - 1;
   }
}



struct svga_shader_variant *
svga_tgsi_vgpu9_translate(const struct svga_shader *shader,
                          const struct svga_compile_key *key, unsigned unit);

struct svga_shader_variant *
svga_tgsi_vgpu10_translate(struct svga_context *svga,
                           const struct svga_shader *shader,
                           const struct svga_compile_key *key,
                           unsigned unit);

boolean svga_shader_verify(const uint32_t *tokens, unsigned nr_tokens);

#endif