#include "pipe/p_state.h"
+#include "tgsi/tgsi_exec.h"
struct pipe_context;
struct draw_context;
struct draw_stage;
struct draw_vertex_shader;
struct draw_geometry_shader;
+struct draw_fragment_shader;
struct tgsi_sampler;
+/*
+ * structure to contain driver internal information
+ * for stream out support. mapping stores the pointer
+ * to the buffer contents, and internal offset stores
+ * stores an internal counter to how much of the stream
+ * out buffer is used (in bytes).
+ */
+struct draw_so_target {
+ struct pipe_stream_output_target target;
+ void *mapping;
+ int internal_offset;
+ int emitted_vertices;
+};
struct draw_context *draw_create( struct pipe_context *pipe );
+struct draw_context *draw_create_no_llvm(struct pipe_context *pipe);
+
void draw_destroy( struct draw_context *draw );
-void draw_set_viewport_state( struct draw_context *draw,
- const struct pipe_viewport_state *viewport );
+void draw_flush(struct draw_context *draw);
+
+void draw_set_viewport_states( struct draw_context *draw,
+ unsigned start_slot,
+ unsigned num_viewports,
+ const struct pipe_viewport_state *viewports );
void draw_set_clip_state( struct draw_context *pipe,
const struct pipe_clip_state *clip );
+/**
+ * Sets the rasterization state used by the draw module.
+ * The rast_handle is used to pass the driver specific representation
+ * of the rasterization state. It's going to be used when the
+ * draw module sets the state back on the driver itself using the
+ * pipe::bind_rasterizer_state method.
+ *
+ * NOTE: if you're calling this function from within the pipe's
+ * bind_rasterizer_state you should always call it before binding
+ * the actual state - that's because the draw module can try to
+ * bind its own rasterizer state which would reset your newly
+ * set state. i.e. always do
+ * draw_set_rasterizer_state(driver->draw, state->pipe_state, state);
+ * driver->state.raster = state;
+ */
void draw_set_rasterizer_state( struct draw_context *draw,
const struct pipe_rasterizer_state *raster,
void *rast_handle );
void draw_enable_point_sprites(struct draw_context *draw, boolean enable);
-void draw_set_mrd(struct draw_context *draw, double mrd);
+void draw_set_zs_format(struct draw_context *draw, enum pipe_format format);
boolean
draw_install_aaline_stage(struct draw_context *draw, struct pipe_context *pipe);
draw_install_pstipple_stage(struct draw_context *draw, struct pipe_context *pipe);
+struct tgsi_shader_info *
+draw_get_shader_info(const struct draw_context *draw);
+
+void
+draw_prepare_shader_outputs(struct draw_context *draw);
+
int
draw_find_shader_output(const struct draw_context *draw,
uint semantic_name, uint semantic_index);
+boolean
+draw_will_inject_frontface(const struct draw_context *draw);
+
uint
draw_num_shader_outputs(const struct draw_context *draw);
+uint
+draw_total_vs_outputs(const struct draw_context *draw);
+
+uint
+draw_total_gs_outputs(const struct draw_context *draw);
void
-draw_texture_samplers(struct draw_context *draw,
- uint shader_type,
- uint num_samplers,
- struct tgsi_sampler **samplers);
+draw_texture_sampler(struct draw_context *draw,
+ uint shader_type,
+ struct tgsi_sampler *sampler);
+void
+draw_set_sampler_views(struct draw_context *draw,
+ unsigned shader_stage,
+ struct pipe_sampler_view **views,
+ unsigned num);
+void
+draw_set_samplers(struct draw_context *draw,
+ unsigned shader_stage,
+ struct pipe_sampler_state **samplers,
+ unsigned num);
+
+void
+draw_set_mapped_texture(struct draw_context *draw,
+ unsigned shader_stage,
+ unsigned sview_idx,
+ uint32_t width, uint32_t height, uint32_t depth,
+ uint32_t first_level, uint32_t last_level,
+ const void *base,
+ uint32_t row_stride[PIPE_MAX_TEXTURE_LEVELS],
+ uint32_t img_stride[PIPE_MAX_TEXTURE_LEVELS],
+ uint32_t mip_offsets[PIPE_MAX_TEXTURE_LEVELS]);
/*
struct draw_vertex_shader *dvs);
void draw_delete_vertex_shader(struct draw_context *draw,
struct draw_vertex_shader *dvs);
+void draw_vs_attach_so(struct draw_vertex_shader *dvs,
+ const struct pipe_stream_output_info *info);
+void draw_vs_reset_so(struct draw_vertex_shader *dvs);
+/*
+ * Fragment shader functions
+ */
+struct draw_fragment_shader *
+draw_create_fragment_shader(struct draw_context *draw,
+ const struct pipe_shader_state *shader);
+void draw_bind_fragment_shader(struct draw_context *draw,
+ struct draw_fragment_shader *dvs);
+void draw_delete_fragment_shader(struct draw_context *draw,
+ struct draw_fragment_shader *dvs);
+
/*
* Geometry shader functions
*/
*/
void draw_set_vertex_buffers(struct draw_context *draw,
- unsigned count,
+ unsigned start_slot, unsigned count,
const struct pipe_vertex_buffer *buffers);
void draw_set_vertex_elements(struct draw_context *draw,
unsigned count,
const struct pipe_vertex_element *elements);
-void
-draw_set_mapped_element_buffer_range( struct draw_context *draw,
- unsigned eltSize,
- int eltBias,
- unsigned min_index,
- unsigned max_index,
- const void *elements );
-
-void draw_set_mapped_element_buffer( struct draw_context *draw,
- unsigned eltSize,
- int eltBias,
- const void *elements );
+void draw_set_indexes(struct draw_context *draw,
+ const void *elements, unsigned elem_size,
+ unsigned available_space);
void draw_set_mapped_vertex_buffer(struct draw_context *draw,
- unsigned attr, const void *buffer);
+ unsigned attr, const void *buffer,
+ size_t size);
void
draw_set_mapped_constant_buffer(struct draw_context *draw,
unsigned size);
void
-draw_set_mapped_so_buffers(struct draw_context *draw,
- void *buffers[PIPE_MAX_SO_BUFFERS],
- unsigned num_buffers);
-void
-draw_set_so_state(struct draw_context *draw,
- struct pipe_stream_output_state *state);
+draw_set_mapped_so_targets(struct draw_context *draw,
+ int num_targets,
+ struct draw_so_target *targets[PIPE_MAX_SO_BUFFERS]);
/***********************************************************************
- * draw_prim.c
+ * draw_pt.c
*/
-void draw_arrays(struct draw_context *draw, unsigned prim,
- unsigned start, unsigned count);
-
-void
-draw_arrays_instanced(struct draw_context *draw,
- unsigned mode,
- unsigned start,
- unsigned count,
- unsigned startInstance,
- unsigned instanceCount);
-
-void draw_flush(struct draw_context *draw);
+void draw_vbo(struct draw_context *draw,
+ const struct pipe_draw_info *info);
/*******************************************************************************
struct vbuf_render *render );
void draw_set_driver_clipping( struct draw_context *draw,
- boolean bypass_clipping );
+ boolean bypass_clip_xy,
+ boolean bypass_clip_z,
+ boolean guard_band_xy,
+ boolean bypass_clip_points);
void draw_set_force_passthrough( struct draw_context *draw,
boolean enable );
+
+/*******************************************************************************
+ * Draw statistics
+ */
+void draw_collect_pipeline_statistics(struct draw_context *draw,
+ boolean enable);
+
/*******************************************************************************
* Draw pipeline
*/
const struct pipe_rasterizer_state *rasterizer,
unsigned prim );
+int
+draw_get_shader_param(unsigned shader, enum pipe_shader_cap param);
+
+int
+draw_get_shader_param_no_llvm(unsigned shader, enum pipe_shader_cap param);
+
+#ifdef HAVE_LLVM
+boolean
+draw_get_option_use_llvm(void);
+#endif
+
#endif /* DRAW_CONTEXT_H */