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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.
*
**************************************************************************/
#ifndef LP_SETUP_H
#define LP_SETUP_H
#include "pipe/p_compiler.h"
enum lp_interp {
LP_INTERP_CONSTANT,
LP_INTERP_LINEAR,
LP_INTERP_PERSPECTIVE,
LP_INTERP_POSITION,
LP_INTERP_FACING
};
/* Describes how to generate all the fragment shader inputs from the
* the vertices passed into our triangle/line/point functions.
*
* Vertices are treated as an array of float[4] values, indexed by
* src_index.
*/
struct lp_shader_input {
enum lp_interp interp; /* how to interpolate values */
unsigned src_index; /* where to find values in incoming vertices */
};
struct pipe_texture;
struct pipe_surface;
struct pipe_buffer;
struct pipe_blend_color;
struct pipe_screen;
struct pipe_framebuffer_state;
struct lp_fragment_shader;
struct lp_jit_context;
struct setup_context *
lp_setup_create( struct pipe_screen *screen );
void
lp_setup_clear(struct setup_context *setup,
const float *clear_color,
double clear_depth,
unsigned clear_stencil,
unsigned flags);
struct pipe_fence_handle *
lp_setup_fence( struct setup_context *setup );
void
lp_setup_tri(struct setup_context *setup,
const float (*v0)[4],
const float (*v1)[4],
const float (*v2)[4]);
void
lp_setup_line(struct setup_context *setup,
const float (*v0)[4],
const float (*v1)[4]);
void
lp_setup_point( struct setup_context *setup,
const float (*v0)[4] );
void
lp_setup_flush( struct setup_context *setup,
unsigned flags );
void
lp_setup_bind_framebuffer( struct setup_context *setup,
const struct pipe_framebuffer_state *fb );
void
lp_setup_set_triangle_state( struct setup_context *setup,
unsigned cullmode,
boolean front_is_ccw );
void
lp_setup_set_fs_inputs( struct setup_context *setup,
const struct lp_shader_input *interp,
unsigned nr );
void
lp_setup_set_fs( struct setup_context *setup,
struct lp_fragment_shader *fs );
void
lp_setup_set_fs_constants(struct setup_context *setup,
struct pipe_buffer *buffer);
void
lp_setup_set_alpha_ref_value( struct setup_context *setup,
float alpha_ref_value );
void
lp_setup_set_blend_color( struct setup_context *setup,
const struct pipe_blend_color *blend_color );
void
lp_setup_set_sampler_textures( struct setup_context *setup,
unsigned num, struct pipe_texture **texture);
boolean
lp_setup_is_texture_referenced( struct setup_context *setup,
const struct pipe_texture *texture );
void
lp_setup_destroy( struct setup_context *setup );
#endif
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