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#ifndef SPU_VERTEX_SHADER_H
#define SPU_VERTEX_SHADER_H
#include "cell/common.h"
#include "pipe/p_format.h"
#include "spu_exec.h"
struct spu_vs_context;
typedef void (*spu_full_fetch_func)( struct spu_vs_context *draw,
struct spu_exec_machine *machine,
const unsigned *elts,
unsigned count );
struct spu_vs_context {
struct pipe_viewport_state viewport;
struct {
uint64_t src_ptr[PIPE_ATTRIB_MAX];
unsigned pitch[PIPE_ATTRIB_MAX];
unsigned size[PIPE_ATTRIB_MAX];
unsigned code_offset[PIPE_ATTRIB_MAX];
unsigned nr_attrs;
boolean dirty;
spu_full_fetch_func fetch_func;
void *code;
} vertex_fetch;
/* Clip derived state:
*/
float plane[12][4];
unsigned nr_planes;
struct spu_exec_machine machine;
const float (*constants)[4];
unsigned num_vs_outputs;
};
extern void spu_update_vertex_fetch(struct spu_vs_context *draw);
static INLINE void spu_vertex_fetch(struct spu_vs_context *draw,
struct spu_exec_machine *machine,
const unsigned *elts,
unsigned count)
{
if (draw->vertex_fetch.dirty) {
spu_update_vertex_fetch(draw);
draw->vertex_fetch.dirty = 0;
}
(*draw->vertex_fetch.fetch_func)(draw, machine, elts, count);
}
struct cell_command_vs;
extern void
spu_bind_vertex_shader(struct spu_vs_context *draw,
struct cell_shader_info *vs);
extern void
spu_execute_vertex_shader(struct spu_vs_context *draw,
const struct cell_command_vs *vs);
#endif /* SPU_VERTEX_SHADER_H */
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