
- Reduce the number of changes to the normal vertex ordering - Assume that the hardware knows how to do this in the standard case. - Add support to the passthrough vcache path.
119 lines
3.7 KiB
C
119 lines
3.7 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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/*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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*/
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#ifndef DRAW_PT_H
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#define DRAW_PT_H
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#include "pipe/p_compiler.h"
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typedef unsigned (*pt_elt_func)( const void *elts, unsigned idx );
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struct draw_pt_middle_end;
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struct draw_context;
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/* The "front end" - prepare sets of fetch, draw elements for the
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* middle end.
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*
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* Currenly one version of this:
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* - vcache - catchall implementation, decomposes to TRI/LINE/POINT prims
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* Later:
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* - varray, varray_split
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* - velement, velement_split
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*
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* Currenly only using the vcache version.
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*/
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struct draw_pt_front_end {
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void (*prepare)( struct draw_pt_front_end *,
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struct draw_pt_middle_end * );
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void (*run)( struct draw_pt_front_end *,
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unsigned prim,
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pt_elt_func elt_func,
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const void *elt_ptr,
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unsigned count );
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void (*finish)( struct draw_pt_front_end * );
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void (*destroy)( struct draw_pt_front_end * );
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};
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/* The "middle end" - prepares actual hardware vertices for the
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* hardware backend.
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*
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* Currently two versions of this:
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* - fetch, vertex shade, cliptest, prim-pipeline
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* - fetch, emit (ie passthrough)
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* Later:
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* - fetch, vertex shade, cliptest, maybe-pipeline, maybe-emit
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* - fetch, vertex shade, emit
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*
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* Currenly only using the passthrough version.
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*/
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struct draw_pt_middle_end {
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void (*prepare)( struct draw_pt_middle_end * );
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void (*run)( struct draw_pt_middle_end *,
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unsigned prim,
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const unsigned *fetch_elts,
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unsigned fetch_count,
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const ushort *draw_elts,
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unsigned draw_count );
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void (*finish)( struct draw_pt_middle_end * );
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void (*destroy)( struct draw_pt_middle_end * );
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};
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/* The "back end" - supplied by the driver, defined in draw_vbuf.h.
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*
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* Not sure whether to wrap the prim pipeline up as an alternate
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* backend. Would be a win for everything except pure passthrough
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* mode...
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*/
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struct vbuf_render;
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/* Helper functions.
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*/
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pt_elt_func draw_pt_elt_func( struct draw_context *draw );
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const void *draw_pt_elt_ptr( struct draw_context *draw,
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unsigned start );
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/* Implementations:
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*/
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struct draw_pt_front_end *draw_pt_vcache( struct draw_context *draw );
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struct draw_pt_middle_end *draw_pt_fetch_emit( struct draw_context *draw );
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#endif
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