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This is an alternative to the draw module's polygon stipple stage. The softpipe implementation here is just a test. The advantange of using the new polygon stipple utility module (with other drivers) is we can avoid software vertex processing in the draw module and get much better performance. Polygon stipple doesn't require special vertex processing like the other draw module stage.
196 lines
5.4 KiB
C
196 lines
5.4 KiB
C
/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/* Authors: Keith Whitwell <keith@tungstengraphics.com>
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*/
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#ifndef SP_STATE_H
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#define SP_STATE_H
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#include "pipe/p_state.h"
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#include "tgsi/tgsi_scan.h"
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#define SP_NEW_VIEWPORT 0x1
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#define SP_NEW_RASTERIZER 0x2
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#define SP_NEW_FS 0x4
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#define SP_NEW_BLEND 0x8
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#define SP_NEW_CLIP 0x10
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#define SP_NEW_SCISSOR 0x20
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#define SP_NEW_STIPPLE 0x40
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#define SP_NEW_FRAMEBUFFER 0x80
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#define SP_NEW_DEPTH_STENCIL_ALPHA 0x100
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#define SP_NEW_CONSTANTS 0x200
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#define SP_NEW_SAMPLER 0x400
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#define SP_NEW_TEXTURE 0x800
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#define SP_NEW_VERTEX 0x1000
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#define SP_NEW_VS 0x2000
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#define SP_NEW_QUERY 0x4000
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#define SP_NEW_GS 0x8000
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#define SP_NEW_SO 0x10000
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#define SP_NEW_SO_BUFFERS 0x20000
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struct tgsi_sampler;
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struct tgsi_exec_machine;
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struct vertex_info;
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struct sp_fragment_shader_variant_key
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{
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boolean polygon_stipple;
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};
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struct sp_fragment_shader_variant
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{
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const struct tgsi_token *tokens;
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struct sp_fragment_shader_variant_key key;
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struct tgsi_shader_info info;
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unsigned stipple_sampler_unit;
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/* See comments about this elsewhere */
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#if 0
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struct draw_fragment_shader *draw_shader;
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#endif
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void (*prepare)(const struct sp_fragment_shader_variant *shader,
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struct tgsi_exec_machine *machine,
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struct tgsi_sampler **samplers);
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unsigned (*run)(const struct sp_fragment_shader_variant *shader,
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struct tgsi_exec_machine *machine,
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struct quad_header *quad);
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/* Deletes this instance of the object */
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void (*delete)(struct sp_fragment_shader_variant *shader);
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struct sp_fragment_shader_variant *next;
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};
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/** Subclass of pipe_shader_state */
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struct sp_fragment_shader {
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struct pipe_shader_state shader;
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struct sp_fragment_shader_variant *variants;
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struct draw_fragment_shader *draw_shader;
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};
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/** Subclass of pipe_shader_state */
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struct sp_vertex_shader {
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struct pipe_shader_state shader;
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struct draw_vertex_shader *draw_data;
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int max_sampler; /* -1 if no samplers */
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};
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/** Subclass of pipe_shader_state */
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struct sp_geometry_shader {
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struct pipe_shader_state shader;
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struct draw_geometry_shader *draw_data;
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int max_sampler;
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};
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struct sp_velems_state {
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unsigned count;
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struct pipe_vertex_element velem[PIPE_MAX_ATTRIBS];
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};
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struct sp_so_state {
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struct pipe_stream_output_state base;
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};
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void
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softpipe_init_blend_funcs(struct pipe_context *pipe);
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void
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softpipe_init_clip_funcs(struct pipe_context *pipe);
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void
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softpipe_init_sampler_funcs(struct pipe_context *pipe);
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void
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softpipe_init_rasterizer_funcs(struct pipe_context *pipe);
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void
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softpipe_init_shader_funcs(struct pipe_context *pipe);
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void
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softpipe_init_streamout_funcs(struct pipe_context *pipe);
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void
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softpipe_init_vertex_funcs(struct pipe_context *pipe);
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void
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softpipe_set_framebuffer_state(struct pipe_context *,
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const struct pipe_framebuffer_state *);
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void
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softpipe_update_derived(struct softpipe_context *softpipe, unsigned prim);
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void
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softpipe_draw_vbo(struct pipe_context *pipe,
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const struct pipe_draw_info *info);
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void
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softpipe_draw_stream_output(struct pipe_context *pipe, unsigned mode);
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void
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softpipe_map_transfers(struct softpipe_context *sp);
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void
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softpipe_unmap_transfers(struct softpipe_context *sp);
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void
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softpipe_map_texture_surfaces(struct softpipe_context *sp);
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void
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softpipe_unmap_texture_surfaces(struct softpipe_context *sp);
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struct vertex_info *
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softpipe_get_vertex_info(struct softpipe_context *softpipe);
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struct vertex_info *
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softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe);
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struct sp_fragment_shader_variant *
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softpipe_find_fs_variant(struct softpipe_context *softpipe,
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struct sp_fragment_shader *fs,
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const struct sp_fragment_shader_variant_key *key);
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struct sp_fragment_shader_variant *
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softpipe_find_fs_variant(struct softpipe_context *softpipe,
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struct sp_fragment_shader *fs,
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const struct sp_fragment_shader_variant_key *key);
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#endif
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