gallium: Reformat tgsi_lowering.c for the normal style.

Acked-by: Rob Clark <robclark@freedesktop.org>
This commit is contained in:
Eric Anholt
2014-09-30 13:08:56 -07:00
parent 3141dc8e87
commit 19df602b39
2 changed files with 1099 additions and 1102 deletions
File diff suppressed because it is too large Load Diff
+49 -50
View File
@@ -1,5 +1,3 @@
/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
/*
* Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
*
@@ -32,58 +30,59 @@
#include "pipe/p_shader_tokens.h"
#include "tgsi/tgsi_scan.h"
struct fd_lowering_config {
/* For fragment shaders, generate a shader that emulates two
* sided color by inserting a BGCOLOR input for each COLOR
* input, and insert a CMP instruction to select the correct
* color to use based on the TGSI_SEMANTIC_FACE input.
*
* Note that drivers which use this to emulate two sided color
* will:
* a) need to generate (on demand) alternate shaders to use
* depending on the rasterizer state (ie. whether two
* sided shading enabled)
* b) expect to see the BGCOLOR semantic name in fragment
* shaders. During linkage, the driver should simply
* map VS.OUT.BGCOLOR[n] to FS.IN.BGCOLOR[n] (in the
* same was as linking other outs/ins).
*/
unsigned color_two_side : 1;
struct fd_lowering_config
{
/* For fragment shaders, generate a shader that emulates two
* sided color by inserting a BGCOLOR input for each COLOR
* input, and insert a CMP instruction to select the correct
* color to use based on the TGSI_SEMANTIC_FACE input.
*
* Note that drivers which use this to emulate two sided color
* will:
* a) need to generate (on demand) alternate shaders to use
* depending on the rasterizer state (ie. whether two
* sided shading enabled)
* b) expect to see the BGCOLOR semantic name in fragment
* shaders. During linkage, the driver should simply
* map VS.OUT.BGCOLOR[n] to FS.IN.BGCOLOR[n] (in the
* same was as linking other outs/ins).
*/
unsigned color_two_side:1;
/* TODO support for alpha_to_one as well?? */
/* TODO support for alpha_to_one as well?? */
/* Individual OPC lowerings, if lower_<opc> is TRUE then
* enable lowering of TGSI_OPCODE_<opc>
*/
unsigned lower_DST : 1;
unsigned lower_XPD : 1;
unsigned lower_SCS : 1;
unsigned lower_LRP : 1;
unsigned lower_FRC : 1;
unsigned lower_POW : 1;
unsigned lower_LIT : 1;
unsigned lower_EXP : 1;
unsigned lower_LOG : 1;
unsigned lower_DP4 : 1;
unsigned lower_DP3 : 1;
unsigned lower_DPH : 1;
unsigned lower_DP2 : 1;
unsigned lower_DP2A : 1;
/* Individual OPC lowerings, if lower_<opc> is TRUE then
* enable lowering of TGSI_OPCODE_<opc>
*/
unsigned lower_DST:1;
unsigned lower_XPD:1;
unsigned lower_SCS:1;
unsigned lower_LRP:1;
unsigned lower_FRC:1;
unsigned lower_POW:1;
unsigned lower_LIT:1;
unsigned lower_EXP:1;
unsigned lower_LOG:1;
unsigned lower_DP4:1;
unsigned lower_DP3:1;
unsigned lower_DPH:1;
unsigned lower_DP2:1;
unsigned lower_DP2A:1;
/* To emulate certain texture wrap modes, this can be used
* to saturate the specified tex coord to [0.0, 1.0]. The
* bits are according to sampler #, ie. if, for example:
*
* (conf->saturate_s & (1 << n))
*
* is true, then the s coord for sampler n is saturated.
*/
unsigned saturate_s, saturate_t, saturate_r;
/* To emulate certain texture wrap modes, this can be used
* to saturate the specified tex coord to [0.0, 1.0]. The
* bits are according to sampler #, ie. if, for example:
*
* (conf->saturate_s & (1 << n))
*
* is true, then the s coord for sampler n is saturated.
*/
unsigned saturate_s, saturate_t, saturate_r;
};
const struct tgsi_token * fd_transform_lowering(
const struct fd_lowering_config *config,
const struct tgsi_token *tokens,
struct tgsi_shader_info *info);
const struct tgsi_token *
fd_transform_lowering(const struct fd_lowering_config *config,
const struct tgsi_token *tokens,
struct tgsi_shader_info *info);
#endif /* FREEDRENO_LOWERING_H_ */