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/**********************************************************
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 * Copyright 2008-2009 VMware, Inc.  All rights reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person
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 * obtaining a copy of this software and associated documentation
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 * files (the "Software"), to deal in the Software without
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 * restriction, including without limitation the rights to use, copy,
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 * modify, merge, publish, distribute, sublicense, and/or sell copies
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 * of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be
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 * included in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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 * SOFTWARE.
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 *
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 **********************************************************/
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#ifndef SVGA_TGSI_H
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#define SVGA_TGSI_H
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#include "pipe/p_state.h"
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#include "svga_hw_reg.h"
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/**
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 * We use a 32-bit mask to keep track of the generic indexes.
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 */
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#define MAX_GENERIC_VARYING 32
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struct svga_fragment_shader;
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struct svga_vertex_shader;
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struct svga_shader;
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struct tgsi_shader_info;
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struct tgsi_token;
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struct svga_vs_compile_key
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{
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   unsigned fs_generic_inputs;
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   unsigned need_prescale:1;
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   unsigned allow_psiz:1;
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};
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struct svga_fs_compile_key
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{
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   unsigned light_twoside:1;
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   unsigned front_ccw:1;
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   unsigned white_fragments:1;
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   unsigned num_textures:8;
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   unsigned num_unnormalized_coords:8;
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   unsigned sprite_origin_lower_left:1;
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   struct {
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      unsigned compare_mode:1;
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      unsigned compare_func:3;
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      unsigned unnormalized:1;
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      unsigned width_height_idx:7;
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      unsigned texture_target:8;
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      unsigned sprite_texgen:1;
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      unsigned swizzle_r:3;
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      unsigned swizzle_g:3;
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      unsigned swizzle_b:3;
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      unsigned swizzle_a:3;
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   } tex[PIPE_MAX_SAMPLERS];
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};
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struct svga_compile_key {
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   struct svga_vs_compile_key vkey;
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   struct svga_fs_compile_key fkey;
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   int8_t generic_remap_table[MAX_GENERIC_VARYING];
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};
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/**
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 * A single TGSI shader may be compiled into different variants of
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 * SVGA3D shaders depending on the compile key.  Each user shader
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 * will have a linked list of these results.
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 */
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struct svga_shader_result
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{
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   const struct svga_shader *shader;
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   /* Parameters used to generate this compilation result:
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    */
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   struct svga_compile_key key;
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   /* Compiled shader tokens:
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    */
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   const unsigned *tokens;
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   unsigned nr_tokens;
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   /** Per-context shader identifier used with SVGA_3D_CMD_SHADER_DEFINE,
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    * SVGA_3D_CMD_SET_SHADER and SVGA_3D_CMD_SHADER_DESTROY.
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    */
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   unsigned id;
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   /* Next compilation result:
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    */
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   struct svga_shader_result *next;
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};
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/* TGSI doesn't provide use with VS input semantics (they're actually
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 * pretty meaningless), so we just generate some plausible ones here.
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 * This is called both from within the TGSI translator and when
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 * building vdecls to ensure they match up.
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 *
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 * The real use of this information is matching vertex elements to
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 * fragment shader inputs in the case where vertex shader is disabled.
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 */
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static INLINE void svga_generate_vdecl_semantics( unsigned idx,
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                                                  unsigned *usage,
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                                                  unsigned *usage_index )
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{
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   if (idx == 0) {
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      *usage = SVGA3D_DECLUSAGE_POSITION;
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      *usage_index = 0;
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   }
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   else {
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      *usage = SVGA3D_DECLUSAGE_TEXCOORD;
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      *usage_index = idx - 1;
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   }
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}
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static INLINE unsigned svga_vs_key_size( const struct svga_vs_compile_key *key )
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{
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   return sizeof *key;
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}
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static INLINE unsigned svga_fs_key_size( const struct svga_fs_compile_key *key )
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{
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   return (const char *)&key->tex[key->num_textures] - (const char *)key;
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}
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struct svga_shader_result *
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svga_translate_fragment_program( const struct svga_fragment_shader *fs,
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                                 const struct svga_fs_compile_key *fkey );
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struct svga_shader_result *
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svga_translate_vertex_program( const struct svga_vertex_shader *fs,
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                               const struct svga_vs_compile_key *vkey );
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void svga_destroy_shader_result( struct svga_shader_result *result );
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unsigned
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svga_get_generic_inputs_mask(const struct tgsi_shader_info *info);
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unsigned
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svga_get_generic_outputs_mask(const struct tgsi_shader_info *info);
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void
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svga_remap_generics(unsigned generics_mask,
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                    int8_t remap_table[MAX_GENERIC_VARYING]);
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int
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svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],
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                         int generic_index);
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#endif