/************************************************************************** * * Copyright 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, 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 VMWARE 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_RAST_H #define LP_RAST_H #include "pipe/p_compiler.h" #include "lp_jit.h" /* Initially create and program a single rasterizer directly. Later * will want multiple of these, one or two per core. At that stage * will probably pass command buffers into the rasterizers rather than * individual function calls like this. */ struct lp_rasterizer; #define TILESIZE 64 struct lp_rast_state { /* State for the shader: */ struct lp_jit_context jc; /* The shader itself. Probably we also need to pass a pointer to * the tile color/z/stencil data somehow: */ lp_jit_frag_func shader; }; /* Coefficients necessary to run the shader at a given location: */ struct lp_rast_shader_inputs { /* Current rasterizer state: */ const struct lp_rast_state *state; /* Attribute interpolation: * * First coefficient is position. * * FIXME: reduce memory waste! */ float a0[1 + PIPE_MAX_SHADER_INPUTS][4]; float dadx[1 + PIPE_MAX_SHADER_INPUTS][4]; float dady[1 + PIPE_MAX_SHADER_INPUTS][4]; }; /* Rasterization information for a triangle known to be in this bin, * plus inputs to run the shader: */ struct lp_rast_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; /* inputs for the shader */ struct lp_rast_shader_inputs *inputs; }; 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; }; struct lp_rasterizer *lp_rast_create( void ); void lp_rast_bind_surfaces( struct lp_rasterizer *, struct pipe_surface *cbuf, struct pipe_surface *zsbuf, const float *clear_color, double clear_depth, unsigned clear_stencil); /* Begining of each tile: */ void lp_rast_start_tile( struct lp_rasterizer *, unsigned x, unsigned y ); union lp_rast_cmd_arg { const struct lp_rast_shader_inputs *shade_tile; const struct lp_rast_triangle *triangle; const struct lp_rast_state *set_state; const uint8_t clear_color[4]; unsigned clear_zstencil; }; /* Binnable Commands: */ void lp_rast_clear_color( struct lp_rasterizer *, const union lp_rast_cmd_arg *); void lp_rast_clear_zstencil( struct lp_rasterizer *, const union lp_rast_cmd_arg *); void lp_rast_load_color( struct lp_rasterizer *, const union lp_rast_cmd_arg *); void lp_rast_load_zstencil( struct lp_rasterizer *, const union lp_rast_cmd_arg *); void lp_rast_set_state( struct lp_rasterizer *, const union lp_rast_cmd_arg * ); void lp_rast_triangle( struct lp_rasterizer *, const union lp_rast_cmd_arg * ); void lp_rast_shade_tile( struct lp_rasterizer *, const union lp_rast_cmd_arg *, const struct lp_rast_shader_inputs *); void lp_rast_store_color( struct lp_rasterizer *, const union lp_rast_cmd_arg *); void lp_rast_store_zstencil( struct lp_rasterizer *, const union lp_rast_cmd_arg *); /* End of tile: */ void lp_rast_end_tile( struct lp_rasterizer *rast, boolean write_depth ); /* Shutdown: */ void lp_rast_destroy( struct lp_rasterizer * ); #endif