#include "draw_context.h"
#include "draw_private.h"
-
#define MAX_TGSI_PRIMITIVES 4
struct draw_context;
+#ifdef HAVE_LLVM
+struct draw_gs_jit_context;
+struct draw_gs_llvm_variant;
+
+/**
+ * Structure holding the inputs to the geometry shader. It uses SOA layout.
+ * The dimensions are as follows:
+ * - maximum number of vertices for a geometry shader input primitive
+ * (6 for triangle_adjacency)
+ * - maximum number of attributes for each vertex
+ * - four channels per each attribute (x,y,z,w)
+ * - number of input primitives equal to the SOA vector length
+ */
+struct draw_gs_inputs {
+ float data[6][PIPE_MAX_SHADER_INPUTS][TGSI_NUM_CHANNELS][TGSI_NUM_CHANNELS];
+};
+#endif
+
/**
* Private version of the compiled geometry shader
*/
unsigned position_output;
unsigned max_output_vertices;
+ unsigned primitive_boundary;
unsigned input_primitive;
unsigned output_primitive;
unsigned in_prim_idx;
unsigned input_vertex_stride;
+ unsigned fetched_prim_count;
const float (*input)[4];
+ const struct tgsi_shader_info *input_info;
+ unsigned vector_length;
+ unsigned max_out_prims;
+
+#ifdef HAVE_LLVM
+ struct draw_gs_inputs *gs_input;
+ struct draw_gs_jit_context *jit_context;
+ struct draw_gs_llvm_variant *current_variant;
+ struct vertex_header *gs_output;
+
+ int **llvm_prim_lengths;
+ int *llvm_emitted_primitives;
+ int *llvm_emitted_vertices;
+ int *llvm_prim_ids;
+#endif
+
+ void (*fetch_inputs)(struct draw_geometry_shader *shader,
+ unsigned *indices,
+ unsigned num_vertices,
+ unsigned prim_idx);
+ void (*fetch_outputs)(struct draw_geometry_shader *shader,
+ unsigned num_primitives,
+ float (**p_output)[4]);
+
+ void (*prepare)(struct draw_geometry_shader *shader,
+ const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
+ const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS]);
+ unsigned (*run)(struct draw_geometry_shader *shader,
+ unsigned input_primitives);
};
+void draw_geometry_shader_new_instance(struct draw_geometry_shader *gs);
+
/*
* Returns the number of vertices emitted.
* The vertex shader can emit any number of vertices as long as it's
*/
int draw_geometry_shader_run(struct draw_geometry_shader *shader,
const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
+ const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS],
const struct draw_vertex_info *input_verts,
const struct draw_prim_info *input_prim,
+ const struct tgsi_shader_info *input_info,
struct draw_vertex_info *output_verts,
struct draw_prim_info *output_prims );
void draw_geometry_shader_prepare(struct draw_geometry_shader *shader,
struct draw_context *draw);
-void draw_geometry_shader_delete(struct draw_geometry_shader *shader);
-
int draw_gs_max_output_vertices(struct draw_geometry_shader *shader,
unsigned pipe_prim);
+#ifdef HAVE_LLVM
+void draw_gs_set_current_variant(struct draw_geometry_shader *shader,
+ struct draw_gs_llvm_variant *variant);
+#endif
+
#endif