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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.
*
**************************************************************************/
/* Authors: Keith Whitwell <keith@tungstengraphics.com>
*/
#ifndef LP_QUAD_H
#define LP_QUAD_H
#include "pipe/p_compiler.h"
#include "pipe/p_state.h"
#include "tgsi/tgsi_exec.h"
#define QUAD_PRIM_POINT 1
#define QUAD_PRIM_LINE 2
#define QUAD_PRIM_TRI 3
/* The rasterizer generates 2x2 quads of fragment and feeds them to
* the current fp_machine (see below).
* Remember that Y=0=top with Y increasing down the window.
*/
#define QUAD_TOP_LEFT 0
#define QUAD_TOP_RIGHT 1
#define QUAD_BOTTOM_LEFT 2
#define QUAD_BOTTOM_RIGHT 3
#define MASK_TOP_LEFT (1 << QUAD_TOP_LEFT)
#define MASK_TOP_RIGHT (1 << QUAD_TOP_RIGHT)
#define MASK_BOTTOM_LEFT (1 << QUAD_BOTTOM_LEFT)
#define MASK_BOTTOM_RIGHT (1 << QUAD_BOTTOM_RIGHT)
#define MASK_ALL 0xf
/**
* Quad stage inputs (pos, coverage, front/back face, etc)
*/
struct quad_header_input
{
int x0, y0; /**< quad window pos, always even */
float coverage[QUAD_SIZE]; /**< fragment coverage for antialiasing */
unsigned facing:1; /**< Front (0) or back (1) facing? */
unsigned prim:2; /**< QUAD_PRIM_POINT, LINE, TRI */
};
/**
* Quad stage inputs/outputs.
*/
struct quad_header_inout
{
unsigned mask:4;
};
/**
* Quad stage outputs (color & depth).
*/
struct quad_header_output
{
/** colors in SOA format (rrrr, gggg, bbbb, aaaa) */
PIPE_ALIGN_VAR(16) float color[PIPE_MAX_COLOR_BUFS][NUM_CHANNELS][QUAD_SIZE];
};
/**
* Input interpolation coefficients
*/
struct quad_interp_coef
{
PIPE_ALIGN_VAR(16) float a0[1 + PIPE_MAX_SHADER_INPUTS][NUM_CHANNELS];
PIPE_ALIGN_VAR(16) float dadx[1 + PIPE_MAX_SHADER_INPUTS][NUM_CHANNELS];
PIPE_ALIGN_VAR(16) float dady[1 + PIPE_MAX_SHADER_INPUTS][NUM_CHANNELS];
};
/**
* Encodes everything we need to know about a 2x2 pixel block. Uses
* "Channel-Serial" or "SoA" layout.
*/
struct quad_header {
struct quad_header_input input;
struct quad_header_inout inout;
/* Redundant/duplicated:
*/
const struct quad_interp_coef *coef;
};
#endif /* LP_QUAD_H */
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