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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.
*
**************************************************************************/
/**
* Private data structures, etc for the draw module.
*/
/**
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
* Brian Paul
*/
#ifndef DRAW_PRIVATE_H
#define DRAW_PRIVATE_H
#include "pipe/p_state.h"
#include "pipe/p_defines.h"
#include "tgsi/tgsi_scan.h"
struct pipe_context;
struct draw_vertex_shader;
struct draw_context;
struct draw_stage;
struct vbuf_render;
struct tgsi_exec_machine;
struct tgsi_sampler;
/**
* Basic vertex info.
* Carry some useful information around with the vertices in the prim pipe.
*/
struct vertex_header {
unsigned clipmask:12;
unsigned edgeflag:1;
unsigned pad:3;
unsigned vertex_id:16;
float clip[4];
/* This will probably become float (*data)[4] soon:
*/
float data[][4];
};
/* NOTE: It should match vertex_id size above */
#define UNDEFINED_VERTEX_ID 0xffff
/**
* Private context for the drawing module.
*/
struct draw_context
{
/** Drawing/primitive pipeline stages */
struct {
struct draw_stage *first; /**< one of the following */
struct draw_stage *validate;
/* stages (in logical order) */
struct draw_stage *flatshade;
struct draw_stage *clip;
struct draw_stage *cull;
struct draw_stage *twoside;
struct draw_stage *offset;
struct draw_stage *unfilled;
struct draw_stage *stipple;
struct draw_stage *aapoint;
struct draw_stage *aaline;
struct draw_stage *pstipple;
struct draw_stage *wide_line;
struct draw_stage *wide_point;
struct draw_stage *rasterize;
float wide_point_threshold; /**< convert pnts to tris if larger than this */
float wide_line_threshold; /**< convert lines to tris if wider than this */
boolean line_stipple; /**< do line stipple? */
boolean point_sprite; /**< convert points to quads for sprites? */
/* Temporary storage while the pipeline is being run:
*/
char *verts;
unsigned vertex_stride;
unsigned vertex_count;
} pipeline;
struct vbuf_render *render;
/* Support prototype passthrough path:
*/
struct {
struct {
struct draw_pt_middle_end *fetch_emit;
struct draw_pt_middle_end *fetch_shade_emit;
struct draw_pt_middle_end *general;
} middle;
struct {
struct draw_pt_front_end *vcache;
struct draw_pt_front_end *varray;
} front;
struct pipe_vertex_buffer vertex_buffer[PIPE_MAX_ATTRIBS];
unsigned nr_vertex_buffers;
struct pipe_vertex_element vertex_element[PIPE_MAX_ATTRIBS];
unsigned nr_vertex_elements;
/* user-space vertex data, buffers */
struct {
/** vertex element/index buffer (ex: glDrawElements) */
const void *elts;
/** bytes per index (0, 1, 2 or 4) */
unsigned eltSize;
unsigned min_index;
unsigned max_index;
/** vertex arrays */
const void *vbuffer[PIPE_MAX_ATTRIBS];
/** constant buffer (for vertex/geometry shader) */
const void *vs_constants[PIPE_MAX_CONSTANT_BUFFERS];
const void *gs_constants[PIPE_MAX_CONSTANT_BUFFERS];
} user;
boolean test_fse; /* enable FSE even though its not correct (eg for softpipe) */
boolean no_fse; /* disable FSE even when it is correct */
} pt;
struct {
boolean bypass_clipping;
boolean bypass_vs;
} driver;
boolean flushing; /**< debugging/sanity */
boolean suspend_flushing; /**< internally set */
boolean bypass_clipping; /**< set if either api or driver bypass_clipping true */
boolean force_passthrough; /**< never clip or shade */
boolean dump_vs;
double mrd; /**< minimum resolvable depth value, for polygon offset */
/* pipe state that we need: */
const struct pipe_rasterizer_state *rasterizer;
struct pipe_viewport_state viewport;
boolean identity_viewport;
struct {
struct draw_vertex_shader *vertex_shader;
uint num_vs_outputs; /**< convenience, from vertex_shader */
uint position_output;
uint edgeflag_output;
/** TGSI program interpreter runtime state */
struct tgsi_exec_machine *machine;
uint num_samplers;
struct tgsi_sampler **samplers;
/* Here's another one:
*/
struct aos_machine *aos_machine;
const void *aligned_constants[PIPE_MAX_CONSTANT_BUFFERS];
const void *aligned_constant_storage[PIPE_MAX_CONSTANT_BUFFERS];
unsigned const_storage_size[PIPE_MAX_CONSTANT_BUFFERS];
struct translate *fetch;
struct translate_cache *fetch_cache;
struct translate *emit;
struct translate_cache *emit_cache;
} vs;
struct {
struct draw_geometry_shader *geometry_shader;
uint num_gs_outputs; /**< convenience, from geometry_shader */
uint position_output;
/** TGSI program interpreter runtime state */
struct tgsi_exec_machine *machine;
uint num_samplers;
struct tgsi_sampler **samplers;
} gs;
/* Clip derived state:
*/
float plane[12][4];
unsigned nr_planes;
/* If a prim stage introduces new vertex attributes, they'll be stored here
*/
struct {
uint semantic_name;
uint semantic_index;
int slot;
} extra_shader_outputs;
unsigned reduced_prim;
unsigned instance_id;
void *driver_private;
};
/*******************************************************************************
* Vertex shader code:
*/
boolean draw_vs_init( struct draw_context *draw );
void draw_vs_destroy( struct draw_context *draw );
void draw_vs_set_viewport( struct draw_context *,
const struct pipe_viewport_state * );
void
draw_vs_set_constants(struct draw_context *,
unsigned slot,
const void *constants,
unsigned size);
/*******************************************************************************
* Geometry shading code:
*/
boolean draw_gs_init( struct draw_context *draw );
void
draw_gs_set_constants(struct draw_context *,
unsigned slot,
const void *constants,
unsigned size);
void draw_gs_destroy( struct draw_context *draw );
/*******************************************************************************
* Common shading code:
*/
uint draw_current_shader_outputs(const struct draw_context *draw);
uint draw_current_shader_position_output(const struct draw_context *draw);
/*******************************************************************************
* Vertex processing (was passthrough) code:
*/
boolean draw_pt_init( struct draw_context *draw );
void draw_pt_destroy( struct draw_context *draw );
void draw_pt_reset_vertex_ids( struct draw_context *draw );
/*******************************************************************************
* Primitive processing (pipeline) code:
*/
boolean draw_pipeline_init( struct draw_context *draw );
void draw_pipeline_destroy( struct draw_context *draw );
/* We use the top few bits in the elts[] parameter to convey a little
* API information. This limits the number of vertices we can address
* to only 4096 -- if that becomes a problem, we can switch to 32-bit
* draw indices.
*
* These flags expected at first vertex of lines & triangles when
* unfilled and/or line stipple modes are operational.
*/
#define DRAW_PIPE_MAX_VERTICES (0x1<<12)
#define DRAW_PIPE_EDGE_FLAG_0 (0x1<<12)
#define DRAW_PIPE_EDGE_FLAG_1 (0x2<<12)
#define DRAW_PIPE_EDGE_FLAG_2 (0x4<<12)
#define DRAW_PIPE_EDGE_FLAG_ALL (0x7<<12)
#define DRAW_PIPE_RESET_STIPPLE (0x8<<12)
#define DRAW_PIPE_FLAG_MASK (0xf<<12)
void draw_pipeline_run( struct draw_context *draw,
unsigned prim,
struct vertex_header *vertices,
unsigned vertex_count,
unsigned stride,
const ushort *elts,
unsigned count );
void draw_pipeline_run_linear( struct draw_context *draw,
unsigned prim,
struct vertex_header *vertices,
unsigned count,
unsigned stride );
void draw_pipeline_flush( struct draw_context *draw,
unsigned flags );
/*******************************************************************************
* Flushing
*/
#define DRAW_FLUSH_STATE_CHANGE 0x8
#define DRAW_FLUSH_BACKEND 0x10
void draw_do_flush( struct draw_context *draw, unsigned flags );
#endif /* DRAW_PRIVATE_H */