1/**************************************************************************
2 *
3 * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28
29#ifndef U_BLIT_H
30#define U_BLIT_H
31
32
33#include "pipe/p_defines.h"
34#include "util/u_debug.h"
35
36#ifdef __cplusplus
37extern "C" {
38#endif
39
40static INLINE boolean u_validate_pipe_prim( unsigned pipe_prim, unsigned nr )
41{
42   boolean ok = TRUE;
43
44   switch (pipe_prim) {
45   case PIPE_PRIM_POINTS:
46      ok = (nr >= 1);
47      break;
48   case PIPE_PRIM_LINES:
49      ok = (nr >= 2);
50      break;
51   case PIPE_PRIM_LINE_STRIP:
52   case PIPE_PRIM_LINE_LOOP:
53      ok = (nr >= 2);
54      break;
55   case PIPE_PRIM_TRIANGLES:
56      ok = (nr >= 3);
57      break;
58   case PIPE_PRIM_TRIANGLE_STRIP:
59   case PIPE_PRIM_TRIANGLE_FAN:
60   case PIPE_PRIM_POLYGON:
61      ok = (nr >= 3);
62      break;
63   case PIPE_PRIM_QUADS:
64      ok = (nr >= 4);
65      break;
66   case PIPE_PRIM_QUAD_STRIP:
67      ok = (nr >= 4);
68      break;
69   default:
70      ok = 0;
71      break;
72   }
73
74   return ok;
75}
76
77
78static INLINE boolean u_trim_pipe_prim( unsigned pipe_prim, unsigned *nr )
79{
80   boolean ok = TRUE;
81   const static unsigned values[][2] = {
82      { 1, 0 }, /* PIPE_PRIM_POINTS */
83      { 2, 2 }, /* PIPE_PRIM_LINES */
84      { 2, 0 }, /* PIPE_PRIM_LINE_LOOP */
85      { 2, 0 }, /* PIPE_PRIM_LINE_STRIP */
86      { 3, 3 }, /* PIPE_PRIM_TRIANGLES */
87      { 3, 0 }, /* PIPE_PRIM_TRIANGLE_STRIP */
88      { 3, 0 }, /* PIPE_PRIM_TRIANGLE_FAN */
89      { 4, 4 }, /* PIPE_PRIM_TRIANGLE_QUADS */
90      { 4, 2 }, /* PIPE_PRIM_TRIANGLE_QUAD_STRIP */
91      { 3, 0 }, /* PIPE_PRIM_TRIANGLE_POLYGON */
92      { 4, 4 }, /* PIPE_PRIM_LINES_ADJACENCY */
93      { 4, 0 }, /* PIPE_PRIM_LINE_STRIP_ADJACENCY */
94      { 6, 5 }, /* PIPE_PRIM_TRIANGLES_ADJACENCY */
95      { 4, 0 }, /* PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY */
96   };
97
98   if (unlikely(pipe_prim >= PIPE_PRIM_MAX)) {
99       *nr = 0;
100       return FALSE;
101   }
102
103   ok = (*nr >= values[pipe_prim][0]);
104   if (values[pipe_prim][1])
105       *nr -= (*nr % values[pipe_prim][1]);
106
107   if (!ok)
108      *nr = 0;
109
110   return ok;
111}
112
113
114static INLINE unsigned u_reduced_prim( unsigned pipe_prim )
115{
116   switch (pipe_prim) {
117   case PIPE_PRIM_POINTS:
118      return PIPE_PRIM_POINTS;
119
120   case PIPE_PRIM_LINES:
121   case PIPE_PRIM_LINE_STRIP:
122   case PIPE_PRIM_LINE_LOOP:
123      return PIPE_PRIM_LINES;
124
125   default:
126      return PIPE_PRIM_TRIANGLES;
127   }
128}
129
130static INLINE unsigned
131u_vertices_per_prim(int primitive)
132{
133   switch(primitive) {
134   case PIPE_PRIM_POINTS:
135      return 1;
136   case PIPE_PRIM_LINES:
137   case PIPE_PRIM_LINE_LOOP:
138   case PIPE_PRIM_LINE_STRIP:
139      return 2;
140   case PIPE_PRIM_TRIANGLES:
141   case PIPE_PRIM_TRIANGLE_STRIP:
142   case PIPE_PRIM_TRIANGLE_FAN:
143      return 3;
144   case PIPE_PRIM_LINES_ADJACENCY:
145   case PIPE_PRIM_LINE_STRIP_ADJACENCY:
146      return 4;
147   case PIPE_PRIM_TRIANGLES_ADJACENCY:
148   case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY:
149      return 6;
150
151   /* following primitives should never be used
152    * with geometry shaders abd their size is
153    * undefined */
154   case PIPE_PRIM_POLYGON:
155   case PIPE_PRIM_QUADS:
156   case PIPE_PRIM_QUAD_STRIP:
157   default:
158      debug_printf("Unrecognized geometry shader primitive");
159      return 3;
160   }
161}
162
163/**
164 * Returns the number of decomposed primitives for the given
165 * vertex count.
166 * Geometry shader is invoked once for each triangle in
167 * triangle strip, triangle fans and triangles and once
168 * for each line in line strip, line loop, lines.
169 */
170static INLINE unsigned
171u_gs_prims_for_vertices(int primitive, int vertices)
172{
173   switch(primitive) {
174   case PIPE_PRIM_POINTS:
175      return vertices;
176   case PIPE_PRIM_LINES:
177      return vertices / 2;
178   case PIPE_PRIM_LINE_LOOP:
179      return vertices;
180   case PIPE_PRIM_LINE_STRIP:
181      return vertices - 1;
182   case PIPE_PRIM_TRIANGLES:
183      return vertices /  3;
184   case PIPE_PRIM_TRIANGLE_STRIP:
185      return vertices - 2;
186   case PIPE_PRIM_TRIANGLE_FAN:
187      return vertices - 2;
188   case PIPE_PRIM_LINES_ADJACENCY:
189      return vertices / 2;
190   case PIPE_PRIM_LINE_STRIP_ADJACENCY:
191      return vertices - 1;
192   case PIPE_PRIM_TRIANGLES_ADJACENCY:
193      return vertices / 3;
194   case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY:
195      return vertices - 2;
196
197   /* following primitives should never be used
198    * with geometry shaders abd their size is
199    * undefined */
200   case PIPE_PRIM_POLYGON:
201   case PIPE_PRIM_QUADS:
202   case PIPE_PRIM_QUAD_STRIP:
203   default:
204      debug_printf("Unrecognized geometry shader primitive");
205      return 3;
206   }
207}
208
209const char *u_prim_name( unsigned pipe_prim );
210
211#endif
212