svga: implement point sprite suppport
[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_ccw:1;
52 unsigned white_fragments:1;
53 unsigned num_textures:8;
54 unsigned num_unnormalized_coords:8;
55 unsigned sprite_origin_lower_left:1;
56 struct {
57 unsigned compare_mode:1;
58 unsigned compare_func:3;
59 unsigned unnormalized:1;
60 unsigned width_height_idx:7;
61 unsigned texture_target:8;
62 unsigned sprite_texgen:1;
63 } tex[PIPE_MAX_SAMPLERS];
64 };
65
66 union svga_compile_key {
67 struct svga_vs_compile_key vkey;
68 struct svga_fs_compile_key fkey;
69 };
70
71 struct svga_shader_result
72 {
73 const struct svga_shader *shader;
74
75 /* Parameters used to generate this compilation result:
76 */
77 union svga_compile_key key;
78
79 /* Compiled shader tokens:
80 */
81 const unsigned *tokens;
82 unsigned nr_tokens;
83
84 /* SVGA Shader ID:
85 */
86 unsigned id;
87
88 /* Next compilation result:
89 */
90 struct svga_shader_result *next;
91 };
92
93
94 /* TGSI doesn't provide use with VS input semantics (they're actually
95 * pretty meaningless), so we just generate some plausible ones here.
96 * This is called both from within the TGSI translator and when
97 * building vdecls to ensure they match up.
98 *
99 * The real use of this information is matching vertex elements to
100 * fragment shader inputs in the case where vertex shader is disabled.
101 */
102 static INLINE void svga_generate_vdecl_semantics( unsigned idx,
103 unsigned *usage,
104 unsigned *usage_index )
105 {
106 if (idx == 0) {
107 *usage = SVGA3D_DECLUSAGE_POSITION;
108 *usage_index = 0;
109 }
110 else {
111 *usage = SVGA3D_DECLUSAGE_TEXCOORD;
112 *usage_index = idx - 1;
113 }
114 }
115
116
117
118 static INLINE unsigned svga_vs_key_size( const struct svga_vs_compile_key *key )
119 {
120 return sizeof *key;
121 }
122
123 static INLINE unsigned svga_fs_key_size( const struct svga_fs_compile_key *key )
124 {
125 return (const char *)&key->tex[key->num_textures] - (const char *)key;
126 }
127
128 struct svga_shader_result *
129 svga_translate_fragment_program( const struct svga_fragment_shader *fs,
130 const struct svga_fs_compile_key *fkey );
131
132 struct svga_shader_result *
133 svga_translate_vertex_program( const struct svga_vertex_shader *fs,
134 const struct svga_vs_compile_key *vkey );
135
136
137 void svga_destroy_shader_result( struct svga_shader_result *result );
138
139 #endif