/************************************************************************** * * 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. * **************************************************************************/ /** * The rast code is concerned with rasterization of command bins. * Each screen tile has a bin associated with it. To render the * scene we iterate over the tile bins and execute the commands * in each bin. * We'll do that with multiple threads... */ #ifndef LP_RAST_H #define LP_RAST_H #include "pipe/p_compiler.h" #include "lp_jit.h" struct lp_rasterizer; struct lp_scene; struct lp_fence; struct cmd_bin; /** For sub-pixel positioning */ #define FIXED_ORDER 4 #define FIXED_ONE (1<<FIXED_ORDER) struct lp_rasterizer_task; /** * Rasterization state. * Objects of this type are put into the shared data bin and pointed * to by commands in the per-tile bins. */ struct lp_rast_state { /* State for the shader. This also contains state which feeds into * the fragment shader, such as blend color and alpha ref value. */ struct lp_jit_context jit_context; /* The shader itself. Probably we also need to pass a pointer to * the tile color/z/stencil data somehow */ struct lp_fragment_shader_variant *variant; }; /** * Coefficients necessary to run the shader at a given location. * First coefficient is position. * These pointers point into the bin data buffer. */ struct lp_rast_shader_inputs { unsigned frontfacing:1; /** True for front-facing */ unsigned disable:1; /** Partially binned, disable this command */ unsigned opaque:1; /** Is opaque */ unsigned pad0:29; /* wasted space */ unsigned stride; /* how much to advance data between a0, dadx, dady */ unsigned pad2; /* wasted space */ unsigned pad3; /* wasted space */ /* followed by a0, dadx, dady and planes[] */ }; /* Note: the order of these values is important as they are loaded by * sse code in rasterization: */ struct lp_rast_plane { /* edge function values at minx,miny ?? */ int c; int dcdx; int dcdy; /* one-pixel sized trivial reject offsets for each plane */ int eo; }; /** * Rasterization information for a triangle known to be in this bin, * plus inputs to run the shader: * These fields are tile- and bin-independent. * Objects of this type are put into the lp_setup_context::data buffer. */ struct lp_rast_triangle { #ifdef DEBUG float v[3][2]; float pad0; float pad1; #endif /* inputs for the shader */ struct lp_rast_shader_inputs inputs; /* planes are also allocated here */ }; #define GET_A0(inputs) ((float (*)[4])((inputs)+1)) #define GET_DADX(inputs) ((float (*)[4])((char *)((inputs) + 1) + (inputs)->stride)) #define GET_DADY(inputs) ((float (*)[4])((char *)((inputs) + 1) + 2 * (inputs)->stride)) #define GET_PLANES(tri) ((struct lp_rast_plane *)((char *)(&(tri)->inputs + 1) + 3 * (tri)->inputs.stride)) struct lp_rasterizer * lp_rast_create( unsigned num_threads ); void lp_rast_destroy( struct lp_rasterizer * ); unsigned lp_rast_get_num_threads( struct lp_rasterizer * ); void lp_rast_queue_scene( struct lp_rasterizer *rast, struct lp_scene *scene ); void lp_rast_finish( struct lp_rasterizer *rast ); union lp_rast_cmd_arg { const struct lp_rast_shader_inputs *shade_tile; struct { const struct lp_rast_triangle *tri; unsigned plane_mask; } triangle; const struct lp_rast_state *set_state; uint8_t clear_color[4]; struct { uint32_t value; uint32_t mask; } clear_zstencil; const struct lp_rast_state *state; struct lp_fence *fence; struct llvmpipe_query *query_obj; }; /* Cast wrappers. Hopefully these compile to noops! */ static INLINE union lp_rast_cmd_arg lp_rast_arg_inputs( const struct lp_rast_shader_inputs *shade_tile ) { union lp_rast_cmd_arg arg; arg.shade_tile = shade_tile; return arg; } static INLINE union lp_rast_cmd_arg lp_rast_arg_triangle( const struct lp_rast_triangle *triangle, unsigned plane_mask) { union lp_rast_cmd_arg arg; arg.triangle.tri = triangle; arg.triangle.plane_mask = plane_mask; return arg; } /** * Build argument for a contained triangle. * * All planes are enabled, so instead of the plane mask we pass the upper * left coordinates of the a block that fully encloses the triangle. */ static INLINE union lp_rast_cmd_arg lp_rast_arg_triangle_contained( const struct lp_rast_triangle *triangle, unsigned x, unsigned y) { union lp_rast_cmd_arg arg; arg.triangle.tri = triangle; arg.triangle.plane_mask = x | (y << 8); return arg; } static INLINE union lp_rast_cmd_arg lp_rast_arg_state( const struct lp_rast_state *state ) { union lp_rast_cmd_arg arg; arg.set_state = state; return arg; } static INLINE union lp_rast_cmd_arg lp_rast_arg_fence( struct lp_fence *fence ) { union lp_rast_cmd_arg arg; arg.fence = fence; return arg; } static INLINE union lp_rast_cmd_arg lp_rast_arg_clearzs( unsigned value, unsigned mask ) { union lp_rast_cmd_arg arg; arg.clear_zstencil.value = value; arg.clear_zstencil.mask = mask; return arg; } static INLINE union lp_rast_cmd_arg lp_rast_arg_query( struct llvmpipe_query *pq ) { union lp_rast_cmd_arg arg; arg.query_obj = pq; return arg; } static INLINE union lp_rast_cmd_arg lp_rast_arg_null( void ) { union lp_rast_cmd_arg arg; arg.set_state = NULL; return arg; } /** * Binnable Commands. * These get put into bins by the setup code and are called when * the bins are executed. */ #define LP_RAST_OP_CLEAR_COLOR 0x0 #define LP_RAST_OP_CLEAR_ZSTENCIL 0x1 #define LP_RAST_OP_TRIANGLE_1 0x2 #define LP_RAST_OP_TRIANGLE_2 0x3 #define LP_RAST_OP_TRIANGLE_3 0x4 #define LP_RAST_OP_TRIANGLE_4 0x5 #define LP_RAST_OP_TRIANGLE_5 0x6 #define LP_RAST_OP_TRIANGLE_6 0x7 #define LP_RAST_OP_TRIANGLE_7 0x8 #define LP_RAST_OP_TRIANGLE_8 0x9 #define LP_RAST_OP_TRIANGLE_3_4 0xa #define LP_RAST_OP_TRIANGLE_3_16 0xb #define LP_RAST_OP_TRIANGLE_4_16 0xc #define LP_RAST_OP_SHADE_TILE 0xd #define LP_RAST_OP_SHADE_TILE_OPAQUE 0xe #define LP_RAST_OP_BEGIN_QUERY 0xf #define LP_RAST_OP_END_QUERY 0x10 #define LP_RAST_OP_SET_STATE 0x11 #define LP_RAST_OP_MAX 0x12 #define LP_RAST_OP_MASK 0xff void lp_debug_bins( struct lp_scene *scene ); void lp_debug_draw_bins_by_cmd_length( struct lp_scene *scene ); void lp_debug_draw_bins_by_coverage( struct lp_scene *scene ); #endif