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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.
*
**************************************************************************/
/**
* Private data structures, etc for the draw module.
*/
/**
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
* Brian Paul
*/
#ifndef DRAW_PRIVATE_H
#define DRAW_PRIVATE_H
#include "pipe/p_state.h"
#include "pipe/p_defines.h"
#include "draw_vertex.h"
#include "x86/rtasm/x86sse.h"
#include "pipe/tgsi/exec/tgsi_core.h"
/**
* Basic vertex info.
* Carry some useful information around with the vertices in the prim pipe.
*/
struct vertex_header {
unsigned clipmask:12;
unsigned edgeflag:1;
unsigned pad:3;
unsigned vertex_id:16;
float clip[4];
float data[][4]; /* Note variable size */
};
/* XXX This is too large */
#define MAX_VERTEX_SIZE ((2 + PIPE_MAX_SHADER_OUTPUTS) * 4 * sizeof(float))
/**
* Basic info for a point/line/triangle primitive.
*/
struct prim_header {
float det; /**< front/back face determinant */
unsigned reset_line_stipple:1;
unsigned edgeflags:3;
unsigned pad:28;
struct vertex_header *v[3]; /**< 1 to 3 vertex pointers */
};
struct draw_context;
/**
* Base class for all primitive drawing stages.
*/
struct draw_stage
{
struct draw_context *draw; /**< parent context */
struct draw_stage *next; /**< next stage in pipeline */
struct vertex_header **tmp;
unsigned nr_tmps;
void (*begin)( struct draw_stage * );
void (*point)( struct draw_stage *,
struct prim_header * );
void (*line)( struct draw_stage *,
struct prim_header * );
void (*tri)( struct draw_stage *,
struct prim_header * );
void (*end)( struct draw_stage * );
void (*reset_stipple_counter)( struct draw_stage * );
};
#define PRIM_QUEUE_LENGTH 16
#define VCACHE_SIZE 32
#define VCACHE_OVERFLOW 4
#define VS_QUEUE_LENGTH (VCACHE_SIZE + VCACHE_OVERFLOW + 1) /* can never fill up */
/**
* Private version of the compiled vertex_shader
*/
struct draw_vertex_shader {
const struct pipe_shader_state *state;
struct x86_function sse2_program;
};
/**
* Private context for the drawing module.
*/
struct draw_context
{
/** Drawing/primitive pipeline stages */
struct {
struct draw_stage *first; /**< one of the following */
struct draw_stage *validate;
/* stages (in logical order) */
struct draw_stage *feedback;
struct draw_stage *flatshade;
struct draw_stage *clip;
struct draw_stage *cull;
struct draw_stage *twoside;
struct draw_stage *offset;
struct draw_stage *unfilled;
struct draw_stage *wide;
struct draw_stage *rasterize;
} pipeline;
/* pipe state that we need: */
const struct pipe_rasterizer_state *rasterizer;
struct pipe_feedback_state feedback;
struct pipe_viewport_state viewport;
struct pipe_vertex_buffer vertex_buffer[PIPE_ATTRIB_MAX];
struct pipe_vertex_element vertex_element[PIPE_ATTRIB_MAX];
const struct draw_vertex_shader *vertex_shader;
struct pipe_vertex_buffer feedback_buffer[PIPE_ATTRIB_MAX];
struct pipe_vertex_element feedback_element[PIPE_ATTRIB_MAX];
/** The mapped vertex element/index buffer */
const void *mapped_elts;
unsigned eltSize; /**< bytes per index (0, 1, 2 or 4) */
/** The mapped vertex arrays */
const void *mapped_vbuffer[PIPE_ATTRIB_MAX];
/** The mapped constant buffers (for vertex shader) */
const void *mapped_constants;
/** The mapped vertex element/index buffer */
void *mapped_feedback_buffer[PIPE_MAX_FEEDBACK_ATTRIBS];
uint mapped_feedback_buffer_size[PIPE_MAX_FEEDBACK_ATTRIBS]; /* in bytes */
/* Clip derived state:
*/
float plane[12][4];
unsigned nr_planes;
/** Describes the layout of post-transformation vertices */
struct vertex_info vertex_info;
/** Two-sided attributes: */
uint attrib_front0, attrib_back0;
uint attrib_front1, attrib_back1;
boolean drawing; /**< do we presently have something queued for drawing? */
unsigned prim; /**< current prim type: PIPE_PRIM_x */
unsigned reduced_prim;
/** TGSI program interpreter runtime state */
struct tgsi_exec_machine machine;
/* Post-tnl vertex cache:
*/
struct {
unsigned referenced; /**< bitfield */
unsigned idx[VCACHE_SIZE + VCACHE_OVERFLOW];
struct vertex_header *vertex[VCACHE_SIZE + VCACHE_OVERFLOW];
unsigned overflow;
struct vertex_header *(*get_vertex)( struct draw_context *draw,
unsigned i );
} vcache;
/* Vertex shader queue:
*/
struct {
struct {
unsigned elt;
struct vertex_header *dest;
} queue[VS_QUEUE_LENGTH];
unsigned queue_nr;
} vs;
/* Prim pipeline queue:
*/
struct {
/* Need to queue up primitives until their vertices have been
* transformed by a vs queue flush.
*/
struct prim_header queue[PRIM_QUEUE_LENGTH];
unsigned queue_nr;
} pq;
int use_sse : 1;
};
extern struct draw_stage *draw_feedback_stage( struct draw_context *context );
extern struct draw_stage *draw_unfilled_stage( struct draw_context *context );
extern struct draw_stage *draw_twoside_stage( struct draw_context *context );
extern struct draw_stage *draw_offset_stage( struct draw_context *context );
extern struct draw_stage *draw_clip_stage( struct draw_context *context );
extern struct draw_stage *draw_flatshade_stage( struct draw_context *context );
extern struct draw_stage *draw_cull_stage( struct draw_context *context );
extern struct draw_stage *draw_wide_stage( struct draw_context *context );
extern struct draw_stage *draw_validate_stage( struct draw_context *context );
extern void draw_free_tmps( struct draw_stage *stage );
extern void draw_alloc_tmps( struct draw_stage *stage, unsigned nr );
extern int draw_vertex_cache_check_space( struct draw_context *draw,
unsigned nr_verts );
extern void draw_vertex_cache_invalidate( struct draw_context *draw );
extern void draw_vertex_cache_unreference( struct draw_context *draw );
extern void draw_vertex_cache_reset_vertex_ids( struct draw_context *draw );
extern void draw_vertex_shader_queue_flush( struct draw_context *draw );
#ifdef MESA_LLVM
extern void draw_vertex_shader_queue_flush_llvm( struct draw_context *draw );
#endif
struct tgsi_exec_machine;
extern void draw_vertex_fetch( struct draw_context *draw,
struct tgsi_exec_machine *machine,
const unsigned *elts,
unsigned count );
#define DRAW_FLUSH_PRIM_QUEUE 0x1
#define DRAW_FLUSH_VERTEX_CACHE_INVALIDATE 0x2
#define DRAW_FLUSH_DRAW 0x4
void draw_do_flush( struct draw_context *draw,
unsigned flags );
/**
* Get a writeable copy of a vertex.
* \param stage drawing stage info
* \param vert the vertex to copy (source)
* \param idx index into stage's tmp[] array to put the copy (dest)
* \return pointer to the copied vertex
*/
static INLINE struct vertex_header *
dup_vert( struct draw_stage *stage,
const struct vertex_header *vert,
unsigned idx )
{
struct vertex_header *tmp = stage->tmp[idx];
memcpy(tmp, vert, stage->draw->vertex_info.size * sizeof(float) );
tmp->vertex_id = ~0;
return tmp;
}
static INLINE float
dot4(const float *a, const float *b)
{
float result = (a[0]*b[0] +
a[1]*b[1] +
a[2]*b[2] +
a[3]*b[3]);
return result;
}
#endif /* DRAW_PRIVATE_H */
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