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path: root/src/gallium/drivers/llvmpipe/lp_rast.h
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#ifndef LP_RAST_H
#define LP_RAST_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;

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:
    */
   void (*run)( struct lp_jit_context *jc,
                struct quad_header **quads,
                unsigned nr );
};

/* 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:
    */
   struct tgsi_interp_coef position_coef;
   struct tgsi_interp_coef *coef;
};


/* 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;

   /* State to run the shader: */
   struct lp_rast_shader_inputs inputs;
};



struct lp_rasterizer *lp_rast_create( void );

void lp_rast_bind_surfaces( struct lp_rasterizer *,
			    struct pipe_surface *color,
			    struct pipe_surface *zstencil,
			    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;
};


/* 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 * );

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 *);


/* Shutdown:
 */
void lp_rast_destroy( struct lp_rasterizer * );


#endif