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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.
*
**************************************************************************/
#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:
*/
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:
*/
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 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 *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
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