/************************************************************************** * * Copyright 2007 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. * **************************************************************************/ /* Authors: Keith Whitwell <keithw@vmware.com> */ #ifndef DRAW_VS_H #define DRAW_VS_H #include "draw_context.h" #include "draw_private.h" #include "draw_vertex.h" struct draw_context; struct pipe_shader_state; struct draw_variant_input { enum pipe_format format; unsigned buffer; unsigned offset; unsigned instance_divisor; }; struct draw_variant_output { enum attrib_emit format; /* output format */ unsigned vs_output:8; /* which vertex shader output is this? */ unsigned offset:24; /* offset into output vertex */ }; struct draw_variant_element { struct draw_variant_input in; struct draw_variant_output out; }; struct draw_vs_variant_key { unsigned output_stride; unsigned nr_elements:8; /* max2(nr_inputs, nr_outputs) */ unsigned nr_inputs:8; unsigned nr_outputs:8; unsigned viewport:1; unsigned clip:1; unsigned const_vbuffers:5; struct draw_variant_element element[PIPE_MAX_ATTRIBS]; }; struct draw_vs_variant; struct draw_vs_variant { struct draw_vs_variant_key key; struct draw_vertex_shader *vs; void (*set_buffer)( struct draw_vs_variant *, unsigned i, const void *ptr, unsigned stride, unsigned max_stride ); void (PIPE_CDECL *run_linear)( struct draw_vs_variant *shader, unsigned start, unsigned count, void *output_buffer ); void (PIPE_CDECL *run_elts)( struct draw_vs_variant *shader, const unsigned *elts, unsigned count, void *output_buffer ); void (*destroy)( struct draw_vs_variant * ); }; /** * Private version of the compiled vertex_shader */ struct draw_vertex_shader { struct draw_context *draw; /* This member will disappear shortly: */ struct pipe_shader_state state; struct tgsi_shader_info info; unsigned position_output; unsigned viewport_index_output; unsigned edgeflag_output; unsigned clipvertex_output; unsigned ccdistance_output[PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT]; /* Extracted from shader: */ const float (*immediates)[4]; /* */ struct draw_vs_variant *variant[16]; unsigned nr_variants; unsigned last_variant; struct draw_vs_variant *(*create_variant)( struct draw_vertex_shader *shader, const struct draw_vs_variant_key *key ); void (*prepare)( struct draw_vertex_shader *shader, struct draw_context *draw ); /* Run the shader - this interface will get cleaned up in the * future: */ void (*run_linear)( struct draw_vertex_shader *shader, const float (*input)[4], float (*output)[4], const void *constants[PIPE_MAX_CONSTANT_BUFFERS], const unsigned const_size[PIPE_MAX_CONSTANT_BUFFERS], unsigned count, unsigned input_stride, unsigned output_stride ); void (*delete)( struct draw_vertex_shader * ); }; struct draw_vs_variant * draw_vs_lookup_variant( struct draw_vertex_shader *base, const struct draw_vs_variant_key *key ); /******************************************************************************** * Internal functions: */ struct draw_vertex_shader * draw_create_vs_exec(struct draw_context *draw, const struct pipe_shader_state *templ); struct draw_vs_variant_key; struct draw_vertex_shader; #if HAVE_LLVM struct draw_vertex_shader * draw_create_vs_llvm(struct draw_context *draw, const struct pipe_shader_state *state); #endif /******************************************************************************** * Helpers for vs implementations that don't do their own fetch/emit variants. * Means these can be shared between shaders. */ struct translate; struct translate_key; struct translate *draw_vs_get_fetch( struct draw_context *draw, struct translate_key *key ); struct translate *draw_vs_get_emit( struct draw_context *draw, struct translate_key *key ); struct draw_vs_variant * draw_vs_create_variant_generic( struct draw_vertex_shader *vs, const struct draw_vs_variant_key *key ); static inline int draw_vs_variant_keysize( const struct draw_vs_variant_key *key ) { return 2 * sizeof(int) + key->nr_elements * sizeof(struct draw_variant_element); } static inline int draw_vs_variant_key_compare( const struct draw_vs_variant_key *a, const struct draw_vs_variant_key *b ) { int keysize = draw_vs_variant_keysize(a); return memcmp(a, b, keysize); } #define MAX_TGSI_VERTICES 4 #endif