/************************************************************************** * * 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 * Brian Paul */ #ifndef DRAW_PRIVATE_H #define DRAW_PRIVATE_H #include "pipe/p_state.h" #include "pipe/p_defines.h" #include "tgsi/tgsi_scan.h" #ifdef HAVE_LLVM #include struct draw_llvm; #endif struct pipe_context; struct draw_vertex_shader; struct draw_context; struct draw_stage; struct vbuf_render; struct tgsi_exec_machine; struct tgsi_sampler; /** * 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]; /* This will probably become float (*data)[4] soon: */ float data[][4]; }; /* NOTE: It should match vertex_id size above */ #define UNDEFINED_VERTEX_ID 0xffff /* maximum number of shader variants we can cache */ #define DRAW_MAX_SHADER_VARIANTS 1024 /** * Private context for the drawing module. */ struct draw_context { struct pipe_context *pipe; /** Drawing/primitive pipeline stages */ struct { struct draw_stage *first; /**< one of the following */ struct draw_stage *validate; /* stages (in logical order) */ 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 *stipple; struct draw_stage *aapoint; struct draw_stage *aaline; struct draw_stage *pstipple; struct draw_stage *wide_line; struct draw_stage *wide_point; struct draw_stage *rasterize; float wide_point_threshold; /**< convert pnts to tris if larger than this */ float wide_line_threshold; /**< convert lines to tris if wider than this */ boolean wide_point_sprites; /**< convert points to tris for sprite mode */ boolean line_stipple; /**< do line stipple? */ boolean point_sprite; /**< convert points to quads for sprites? */ /* Temporary storage while the pipeline is being run: */ char *verts; unsigned vertex_stride; unsigned vertex_count; } pipeline; struct vbuf_render *render; /* Support prototype passthrough path: */ struct { struct { struct draw_pt_middle_end *fetch_emit; struct draw_pt_middle_end *fetch_shade_emit; struct draw_pt_middle_end *general; struct draw_pt_middle_end *llvm; } middle; struct { struct draw_pt_front_end *vsplit; } front; struct pipe_vertex_buffer vertex_buffer[PIPE_MAX_ATTRIBS]; unsigned nr_vertex_buffers; struct pipe_vertex_element vertex_element[PIPE_MAX_ATTRIBS]; unsigned nr_vertex_elements; struct pipe_index_buffer index_buffer; /* user-space vertex data, buffers */ struct { /** vertex element/index buffer (ex: glDrawElements) */ const void *elts; /** bytes per index (0, 1, 2 or 4) */ unsigned eltSize; int eltBias; unsigned min_index; unsigned max_index; /** vertex arrays */ const void *vbuffer[PIPE_MAX_ATTRIBS]; /** constant buffers (for vertex/geometry shader) */ const void *vs_constants[PIPE_MAX_CONSTANT_BUFFERS]; unsigned vs_constants_size[PIPE_MAX_CONSTANT_BUFFERS]; const void *gs_constants[PIPE_MAX_CONSTANT_BUFFERS]; unsigned gs_constants_size[PIPE_MAX_CONSTANT_BUFFERS]; /* pointer to planes */ float (*planes)[12][4]; } user; boolean test_fse; /* enable FSE even though its not correct (eg for softpipe) */ boolean no_fse; /* disable FSE even when it is correct */ } pt; struct { boolean bypass_clip_xy; boolean bypass_clip_z; } driver; boolean flushing; /**< debugging/sanity */ boolean suspend_flushing; /**< internally set */ /* Flags set if API requires clipping in these planes and the * driver doesn't indicate that it can do it for us. */ boolean clip_xy; boolean clip_z; boolean clip_user; boolean force_passthrough; /**< never clip or shade */ boolean dump_vs; double mrd; /**< minimum resolvable depth value, for polygon offset */ /** Current rasterizer state given to us by the driver */ const struct pipe_rasterizer_state *rasterizer; /** Driver CSO handle for the current rasterizer state */ void *rast_handle; /** Rasterizer CSOs without culling/stipple/etc */ void *rasterizer_no_cull[2][2]; struct pipe_viewport_state viewport; boolean identity_viewport; /** Vertex shader state */ struct { struct draw_vertex_shader *vertex_shader; uint num_vs_outputs; /**< convenience, from vertex_shader */ uint position_output; uint edgeflag_output; /** TGSI program interpreter runtime state */ struct tgsi_exec_machine *machine; uint num_samplers; struct tgsi_sampler **samplers; /* Here's another one: */ struct aos_machine *aos_machine; const void *aligned_constants[PIPE_MAX_CONSTANT_BUFFERS]; const void *aligned_constant_storage[PIPE_MAX_CONSTANT_BUFFERS]; unsigned const_storage_size[PIPE_MAX_CONSTANT_BUFFERS]; struct translate *fetch; struct translate_cache *fetch_cache; struct translate *emit; struct translate_cache *emit_cache; } vs; /** Geometry shader state */ struct { struct draw_geometry_shader *geometry_shader; uint num_gs_outputs; /**< convenience, from geometry_shader */ uint position_output; /** TGSI program interpreter runtime state */ struct tgsi_exec_machine *machine; uint num_samplers; struct tgsi_sampler **samplers; } gs; /** Fragment shader state */ struct { struct draw_fragment_shader *fragment_shader; } fs; /** Stream output (vertex feedback) state */ struct { struct pipe_stream_output_state state; void *buffers[PIPE_MAX_SO_BUFFERS]; uint num_buffers; } so; /* Clip derived state: */ float plane[12][4]; unsigned nr_planes; boolean depth_clamp; /* If a prim stage introduces new vertex attributes, they'll be stored here */ struct { uint num; uint semantic_name[10]; uint semantic_index[10]; uint slot[10]; } extra_shader_outputs; unsigned reduced_prim; unsigned instance_id; #ifdef HAVE_LLVM struct draw_llvm *llvm; struct gallivm_state *own_gallivm; #endif struct pipe_sampler_view *sampler_views[PIPE_MAX_VERTEX_SAMPLERS]; unsigned num_sampler_views; const struct pipe_sampler_state *samplers[PIPE_MAX_VERTEX_SAMPLERS]; unsigned num_samplers; void *driver_private; }; struct draw_fetch_info { boolean linear; unsigned start; const unsigned *elts; unsigned count; }; struct draw_vertex_info { struct vertex_header *verts; unsigned vertex_size; unsigned stride; unsigned count; }; /* these flags are set if the primitive is a segment of a larger one */ #define DRAW_SPLIT_BEFORE 0x1 #define DRAW_SPLIT_AFTER 0x2 struct draw_prim_info { boolean linear; unsigned start; const ushort *elts; unsigned count; unsigned prim; unsigned flags; unsigned *primitive_lengths; unsigned primitive_count; }; /******************************************************************************* * Draw common initialization code */ boolean draw_init(struct draw_context *draw); /******************************************************************************* * Vertex shader code: */ boolean draw_vs_init( struct draw_context *draw ); void draw_vs_destroy( struct draw_context *draw ); void draw_vs_set_viewport( struct draw_context *, const struct pipe_viewport_state * ); void draw_vs_set_constants(struct draw_context *, unsigned slot, const void *constants, unsigned size); /******************************************************************************* * Geometry shading code: */ boolean draw_gs_init( struct draw_context *draw ); void draw_gs_set_constants(struct draw_context *, unsigned slot, const void *constants, unsigned size); void draw_gs_destroy( struct draw_context *draw ); /******************************************************************************* * Common shading code: */ uint draw_current_shader_outputs(const struct draw_context *draw); uint draw_current_shader_position_output(const struct draw_context *draw); int draw_alloc_extra_vertex_attrib(struct draw_context *draw, uint semantic_name, uint semantic_index); void draw_remove_extra_vertex_attribs(struct draw_context *draw); /******************************************************************************* * Vertex processing (was passthrough) code: */ boolean draw_pt_init( struct draw_context *draw ); void draw_pt_destroy( struct draw_context *draw ); void draw_pt_reset_vertex_ids( struct draw_context *draw ); /******************************************************************************* * Primitive processing (pipeline) code: */ boolean draw_pipeline_init( struct draw_context *draw ); void draw_pipeline_destroy( struct draw_context *draw ); /* * These flags are used by the pipeline when unfilled and/or line stipple modes * are operational. */ #define DRAW_PIPE_EDGE_FLAG_0 0x1 #define DRAW_PIPE_EDGE_FLAG_1 0x2 #define DRAW_PIPE_EDGE_FLAG_2 0x4 #define DRAW_PIPE_EDGE_FLAG_ALL 0x7 #define DRAW_PIPE_RESET_STIPPLE 0x8 void draw_pipeline_run( struct draw_context *draw, const struct draw_vertex_info *vert, const struct draw_prim_info *prim); void draw_pipeline_run_linear( struct draw_context *draw, const struct draw_vertex_info *vert, const struct draw_prim_info *prim); void draw_pipeline_flush( struct draw_context *draw, unsigned flags ); /******************************************************************************* * Flushing */ #define DRAW_FLUSH_STATE_CHANGE 0x8 #define DRAW_FLUSH_BACKEND 0x10 void draw_do_flush( struct draw_context *draw, unsigned flags ); void * draw_get_rasterizer_no_cull( struct draw_context *draw, boolean scissor, boolean flatshade ); #endif /* DRAW_PRIVATE_H */