/* * Copyright © 2013 Intel Corporation * * 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, sublicense, * 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 NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS 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 brw_vec4_tcs.h * * The vec4-mode tessellation control shader compiler backend. */ #ifndef BRW_VEC4_TCS_H #define BRW_VEC4_TCS_H #include "brw_compiler.h" #include "brw_vec4.h" #ifdef __cplusplus namespace brw { class vec4_tcs_visitor : public vec4_visitor { public: vec4_tcs_visitor(const struct brw_compiler *compiler, void *log_data, const struct brw_tcs_prog_key *key, struct brw_tcs_prog_data *prog_data, const nir_shader *nir, void *mem_ctx, int shader_time_index, const struct brw_vue_map *input_vue_map); protected: virtual void setup_payload(); virtual void emit_prolog(); virtual void emit_thread_end(); virtual void nir_emit_intrinsic(nir_intrinsic_instr *instr); void emit_input_urb_read(const dst_reg &dst, const src_reg &vertex_index, unsigned base_offset, unsigned first_component, const src_reg &indirect_offset); void emit_output_urb_read(const dst_reg &dst, unsigned base_offset, unsigned first_component, const src_reg &indirect_offset); void emit_urb_write(const src_reg &value, unsigned writemask, unsigned base_offset, const src_reg &indirect_offset); /* we do not use the normal end-of-shader URB write mechanism -- but every vec4 stage * must provide implementations of these: */ virtual void emit_urb_write_header(int mrf) {} virtual vec4_instruction *emit_urb_write_opcode(bool complete) { return NULL; } const struct brw_vue_map *input_vue_map; const struct brw_tcs_prog_key *key; src_reg invocation_id; }; } /* namespace brw */ #endif /* __cplusplus */ #endif /* BRW_VEC4_TCS_H */