/************************************************************************** * * Copyright 2009 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ /** * @file * Position and shader input interpolation. * * Special attention is given to the interpolation of side by side quads. * Multiplications are made only for the first quad. Interpolation of * inputs for posterior quads are done exclusively with additions, and * perspective divide if necessary. * * @author Jose Fonseca */ #ifndef LP_BLD_INTERP_H #define LP_BLD_INTERP_H #include "gallivm/lp_bld.h" #include "gallivm/lp_bld_type.h" #include "tgsi/tgsi_exec.h" /** * Describes how to compute the interpolation coefficients (a0, dadx, dady) * from the vertices passed into our triangle/line/point functions by the * draw module. * * Vertices are treated as an array of float[4] values, indexed by * src_index. * * LP_INTERP_COLOR is translated to either LP_INTERP_CONSTANT or * PERSPECTIVE depending on flatshade state. */ enum lp_interp { LP_INTERP_CONSTANT, LP_INTERP_COLOR, LP_INTERP_LINEAR, LP_INTERP_PERSPECTIVE, LP_INTERP_POSITION, LP_INTERP_FACING }; struct lp_shader_input { uint interp:4; /* enum lp_interp */ uint usage_mask:4; /* bitmask of TGSI_WRITEMASK_x flags */ uint src_index:8; /* where to find values in incoming vertices */ uint cyl_wrap:4; /* TGSI_CYLINDRICAL_WRAP_x flags */ uint padding:12; }; struct lp_build_interp_soa_context { /* TGSI_QUAD_SIZE x float */ struct lp_build_context coeff_bld; struct lp_build_context setup_bld; unsigned num_attribs; unsigned mask[1 + PIPE_MAX_SHADER_INPUTS]; /**< TGSI_WRITE_MASK_x */ enum lp_interp interp[1 + PIPE_MAX_SHADER_INPUTS]; boolean simple_interp; double pos_offset; LLVMValueRef x; LLVMValueRef y; LLVMValueRef a[1 + PIPE_MAX_SHADER_INPUTS][TGSI_NUM_CHANNELS]; LLVMValueRef dadq[1 + PIPE_MAX_SHADER_INPUTS][TGSI_NUM_CHANNELS]; LLVMValueRef a0aos[1 + PIPE_MAX_SHADER_INPUTS]; LLVMValueRef dadxaos[1 + PIPE_MAX_SHADER_INPUTS]; LLVMValueRef dadyaos[1 + PIPE_MAX_SHADER_INPUTS]; LLVMValueRef attribs[1 + PIPE_MAX_SHADER_INPUTS][TGSI_NUM_CHANNELS]; LLVMValueRef xoffset_store; LLVMValueRef yoffset_store; /* * Convenience pointers. Callers may access this one. */ const LLVMValueRef *pos; const LLVMValueRef (*inputs)[TGSI_NUM_CHANNELS]; }; void lp_build_interp_soa_init(struct lp_build_interp_soa_context *bld, struct gallivm_state *gallivm, unsigned num_inputs, const struct lp_shader_input *inputs, boolean pixel_center_integer, LLVMBuilderRef builder, struct lp_type type, LLVMValueRef a0_ptr, LLVMValueRef dadx_ptr, LLVMValueRef dady_ptr, LLVMValueRef x, LLVMValueRef y); void lp_build_interp_soa_update_inputs_dyn(struct lp_build_interp_soa_context *bld, struct gallivm_state *gallivm, LLVMValueRef quad_start_index); void lp_build_interp_soa_update_pos_dyn(struct lp_build_interp_soa_context *bld, struct gallivm_state *gallivm, LLVMValueRef quad_start_index); #endif /* LP_BLD_INTERP_H */