svga: make texture_target a ubyte, not a bitfield
[mesa.git] / src / gallium / drivers / svga / svga_tgsi.h
1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
3 *
4 * Permission is hereby granted, free of charge, to any person
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25
26 #ifndef SVGA_TGSI_H
27 #define SVGA_TGSI_H
28
29 #include "pipe/p_state.h"
30
31 #include "svga_hw_reg.h"
32
33 struct svga_fragment_shader;
34 struct svga_vertex_shader;
35 struct svga_shader;
36 struct tgsi_shader_info;
37 struct tgsi_token;
38
39
40 struct svga_vs_compile_key
41 {
42 unsigned zero_stride_vertex_elements;
43 unsigned need_prescale:1;
44 unsigned allow_psiz:1;
45 unsigned num_zero_stride_vertex_elements:6;
46 };
47
48 struct svga_fs_compile_key
49 {
50 unsigned light_twoside:1;
51 unsigned front_cw:1;
52 unsigned num_textures:8;
53 unsigned num_unnormalized_coords:8;
54 struct {
55 unsigned compare_mode:1;
56 unsigned compare_func:3;
57 unsigned unnormalized:1;
58 unsigned width_height_idx:7;
59 ubyte texture_target;
60 } tex[PIPE_MAX_SAMPLERS];
61 };
62
63 union svga_compile_key {
64 struct svga_vs_compile_key vkey;
65 struct svga_fs_compile_key fkey;
66 };
67
68 struct svga_shader_result
69 {
70 const struct svga_shader *shader;
71
72 /* Parameters used to generate this compilation result:
73 */
74 union svga_compile_key key;
75
76 /* Compiled shader tokens:
77 */
78 const unsigned *tokens;
79 unsigned nr_tokens;
80
81 /* SVGA Shader ID:
82 */
83 unsigned id;
84
85 /* Next compilation result:
86 */
87 struct svga_shader_result *next;
88 };
89
90
91 /* TGSI doesn't provide use with VS input semantics (they're actually
92 * pretty meaningless), so we just generate some plausible ones here.
93 * This is called both from within the TGSI translator and when
94 * building vdecls to ensure they match up.
95 *
96 * The real use of this information is matching vertex elements to
97 * fragment shader inputs in the case where vertex shader is disabled.
98 */
99 static INLINE void svga_generate_vdecl_semantics( unsigned idx,
100 unsigned *usage,
101 unsigned *usage_index )
102 {
103 if (idx == 0) {
104 *usage = SVGA3D_DECLUSAGE_POSITION;
105 *usage_index = 0;
106 }
107 else {
108 *usage = SVGA3D_DECLUSAGE_TEXCOORD;
109 *usage_index = idx - 1;
110 }
111 }
112
113
114
115 static INLINE unsigned svga_vs_key_size( const struct svga_vs_compile_key *key )
116 {
117 return sizeof *key;
118 }
119
120 static INLINE unsigned svga_fs_key_size( const struct svga_fs_compile_key *key )
121 {
122 return (const char *)&key->tex[key->num_textures].texture_target -
123 (const char *)key;
124 }
125
126 struct svga_shader_result *
127 svga_translate_fragment_program( const struct svga_fragment_shader *fs,
128 const struct svga_fs_compile_key *fkey );
129
130 struct svga_shader_result *
131 svga_translate_vertex_program( const struct svga_vertex_shader *fs,
132 const struct svga_vs_compile_key *vkey );
133
134
135 void svga_destroy_shader_result( struct svga_shader_result *result );
136
137 #endif