blob: 49da41f0e5e2d789721c062eb4edfedfb871e633 [file] [log] [blame]
/**************************************************************************
*
* 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