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/**************************************************************************
*
* 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.
*
**************************************************************************/
/**
* The rast code is concerned with rasterization of command bins.
* Each screen tile has a bin associated with it. To render the
* scene we iterate over the tile bins and execute the commands
* in each bin.
* We'll do that with multiple threads...
*/
#ifndef LP_RAST_H
#define LP_RAST_H
#include "pipe/p_compiler.h"
#include "lp_jit.h"
struct lp_rasterizer;
struct lp_scene;
struct lp_fence;
struct cmd_bin;
/** For sub-pixel positioning */
#define FIXED_ORDER 4
#define FIXED_ONE (1<<FIXED_ORDER)
struct lp_rasterizer_task;
/**
* Rasterization state.
* Objects of this type are put into the shared data bin and pointed
* to by commands in the per-tile bins.
*/
struct lp_rast_state {
/* State for the shader. This also contains state which feeds into
* the fragment shader, such as blend color and alpha ref value.
*/
struct lp_jit_context jit_context;
/* The shader itself. Probably we also need to pass a pointer to
* the tile color/z/stencil data somehow:
* jit_function[0] skips the triangle in/out test code
* jit_function[1] does triangle in/out testing
*/
lp_jit_frag_func jit_function[2];
boolean opaque;
};
/**
* Coefficients necessary to run the shader at a given location.
* First coefficient is position.
* These pointers point into the bin data buffer.
*/
struct lp_rast_shader_inputs {
float (*a0)[4];
float (*dadx)[4];
float (*dady)[4];
/* edge/step info for 3 edges and 4x4 block of pixels */
PIPE_ALIGN_VAR(16) int step[3][16];
};
/**
* Rasterization information for a triangle known to be in this bin,
* plus inputs to run the shader:
* These fields are tile- and bin-independent.
* Objects of this type are put into the setup_context::data buffer.
*/
struct lp_rast_triangle {
#ifdef DEBUG
float v[3][2];
#endif
/* one-pixel sized trivial accept offsets for each plane */
int ei1;
int ei2;
int ei3;
/* one-pixel sized trivial reject offsets for each plane */
int eo1;
int eo2;
int eo3;
/* y deltas for vertex pairs (in fixed pt) */
int dy12;
int dy23;
int dy31;
/* x deltas for vertex pairs (in fixed pt) */
int dx12;
int dx23;
int dx31;
/* edge function values at minx,miny ?? */
int c1, c2, c3;
/* inputs for the shader */
PIPE_ALIGN_VAR(16) struct lp_rast_shader_inputs inputs;
};
struct lp_rasterizer *
lp_rast_create( void );
void
lp_rast_destroy( struct lp_rasterizer * );
unsigned
lp_rast_get_num_threads( struct lp_rasterizer * );
void
lp_rast_queue_scene( struct lp_rasterizer *rast,
struct lp_scene *scene );
void
lp_rast_finish( struct lp_rasterizer *rast );
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;
uint8_t clear_color[4];
unsigned clear_zstencil;
struct lp_fence *fence;
};
/* Cast wrappers. Hopefully these compile to noops!
*/
static INLINE union lp_rast_cmd_arg
lp_rast_arg_inputs( const struct lp_rast_shader_inputs *shade_tile )
{
union lp_rast_cmd_arg arg;
arg.shade_tile = shade_tile;
return arg;
}
static INLINE union lp_rast_cmd_arg
lp_rast_arg_triangle( const struct lp_rast_triangle *triangle )
{
union lp_rast_cmd_arg arg;
arg.triangle = triangle;
return arg;
}
static INLINE union lp_rast_cmd_arg
lp_rast_arg_state( const struct lp_rast_state *state )
{
union lp_rast_cmd_arg arg;
arg.set_state = state;
return arg;
}
static INLINE union lp_rast_cmd_arg
lp_rast_arg_fence( struct lp_fence *fence )
{
union lp_rast_cmd_arg arg;
arg.fence = fence;
return arg;
}
static INLINE union lp_rast_cmd_arg
lp_rast_arg_null( void )
{
union lp_rast_cmd_arg arg;
arg.set_state = NULL;
return arg;
}
/**
* Binnable Commands.
* These get put into bins by the setup code and are called when
* the bins are executed.
*/
void lp_rast_clear_color( struct lp_rasterizer_task *,
const union lp_rast_cmd_arg );
void lp_rast_clear_zstencil( struct lp_rasterizer_task *,
const union lp_rast_cmd_arg );
void lp_rast_load_color( struct lp_rasterizer_task *,
const union lp_rast_cmd_arg );
void lp_rast_set_state( struct lp_rasterizer_task *,
const union lp_rast_cmd_arg );
void lp_rast_triangle( struct lp_rasterizer_task *,
const union lp_rast_cmd_arg );
void lp_rast_shade_tile( struct lp_rasterizer_task *,
const union lp_rast_cmd_arg );
void lp_rast_fence( struct lp_rasterizer_task *,
const union lp_rast_cmd_arg );
#endif
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