/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * 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 TUNGSTEN GRAPHICS 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 * * Abstract graphics pipe state objects. * * Basic notes: * 1. Want compact representations, so we use bitfields. * 2. Put bitfields before other (GLfloat) fields. */ #ifndef PIPE_STATE_H #define PIPE_STATE_H #include "p_compiler.h" #include "p_defines.h" #include "p_format.h" #include "p_screen.h" #ifdef __cplusplus extern "C" { #endif /** * Implementation limits */ #define PIPE_MAX_ATTRIBS 32 #define PIPE_MAX_CLIP_PLANES 6 #define PIPE_MAX_COLOR_BUFS 8 #define PIPE_MAX_CONSTANT_BUFFERS 32 #define PIPE_MAX_SAMPLERS 16 #define PIPE_MAX_VERTEX_SAMPLERS 16 #define PIPE_MAX_SHADER_INPUTS 16 #define PIPE_MAX_SHADER_OUTPUTS 16 #define PIPE_MAX_TEXTURE_LEVELS 16 struct pipe_reference { int32_t count; /* atomic */ }; /** * The driver will certainly subclass this to include actual memory * management information. */ struct pipe_buffer { struct pipe_reference reference; unsigned size; struct pipe_screen *screen; unsigned alignment; unsigned usage; }; /** * Primitive (point/line/tri) rasterization info */ struct pipe_rasterizer_state { unsigned flatshade:1; unsigned light_twoside:1; unsigned front_winding:2; /**< PIPE_WINDING_x */ unsigned cull_mode:2; /**< PIPE_WINDING_x */ unsigned fill_cw:2; /**< PIPE_POLYGON_MODE_x */ unsigned fill_ccw:2; /**< PIPE_POLYGON_MODE_x */ unsigned offset_cw:1; unsigned offset_ccw:1; unsigned scissor:1; unsigned poly_smooth:1; unsigned poly_stipple_enable:1; unsigned point_smooth:1; unsigned sprite_coord_enable:PIPE_MAX_SHADER_OUTPUTS; unsigned sprite_coord_mode:1; /**< PIPE_SPRITE_COORD_ */ unsigned point_quad_rasterization:1; /** points rasterized as quads or points */ unsigned point_size_per_vertex:1; /**< size computed in vertex shader */ unsigned multisample:1; /* XXX maybe more ms state in future */ unsigned line_smooth:1; unsigned line_stipple_enable:1; unsigned line_stipple_factor:8; /**< [1..256] actually */ unsigned line_stipple_pattern:16; unsigned line_last_pixel:1; /** * Vertex coordinates are pre-transformed to screen space. Skip * the vertex shader, clipping and viewport processing. Note that * a vertex shader is still needed though, to indicate the mapping * from vertex elements to fragment shader input semantics. * * XXX: considered for removal. */ unsigned bypass_vs_clip_and_viewport:1; /** * Use the first vertex of a primitive as the provoking vertex for * flat shading. */ unsigned flatshade_first:1; /** * When true, triangle rasterization uses (0.5, 0.5) pixel centers * for determining pixel ownership. * * When false, triangle rasterization uses (0,0) pixel centers for * determining pixel ownership. * * Triangle rasterization always uses a 'top,left' rule for pixel * ownership, this just alters which point we consider the pixel * center for that test. */ unsigned gl_rasterization_rules:1; float line_width; float point_size; /**< used when no per-vertex size */ float offset_units; float offset_scale; }; struct pipe_poly_stipple { unsigned stipple[32]; }; struct pipe_viewport_state { float scale[4]; float translate[4]; }; struct pipe_scissor_state { unsigned minx:16; unsigned miny:16; unsigned maxx:16; unsigned maxy:16; }; struct pipe_clip_state { float ucp[PIPE_MAX_CLIP_PLANES][4]; unsigned nr; }; struct pipe_shader_state { const struct tgsi_token *tokens; }; struct pipe_depth_state { unsigned enabled:1; /**< depth test enabled? */ unsigned writemask:1; /**< allow depth buffer writes? */ unsigned func:3; /**< depth test func (PIPE_FUNC_x) */ }; struct pipe_stencil_state { unsigned enabled:1; /**< stencil[0]: stencil enabled, stencil[1]: two-side enabled */ unsigned func:3; /**< PIPE_FUNC_x */ unsigned fail_op:3; /**< PIPE_STENCIL_OP_x */ unsigned zpass_op:3; /**< PIPE_STENCIL_OP_x */ unsigned zfail_op:3; /**< PIPE_STENCIL_OP_x */ unsigned valuemask:8; unsigned writemask:8; }; struct pipe_alpha_state { unsigned enabled:1; unsigned func:3; /**< PIPE_FUNC_x */ float ref_value; /**< reference value */ }; struct pipe_depth_stencil_alpha_state { struct pipe_depth_state depth; struct pipe_stencil_state stencil[2]; /**< [0] = front, [1] = back */ struct pipe_alpha_state alpha; }; struct pipe_rt_blend_state { unsigned blend_enable:1; unsigned rgb_func:3; /**< PIPE_BLEND_x */ unsigned rgb_src_factor:5; /**< PIPE_BLENDFACTOR_x */ unsigned rgb_dst_factor:5; /**< PIPE_BLENDFACTOR_x */ unsigned alpha_func:3; /**< PIPE_BLEND_x */ unsigned alpha_src_factor:5; /**< PIPE_BLENDFACTOR_x */ unsigned alpha_dst_factor:5; /**< PIPE_BLENDFACTOR_x */ unsigned colormask:4; /**< bitmask of PIPE_MASK_R/G/B/A */ }; struct pipe_blend_state { unsigned independent_blend_enable:1; unsigned logicop_enable:1; unsigned logicop_func:4; /**< PIPE_LOGICOP_x */ unsigned dither:1; struct pipe_rt_blend_state rt[PIPE_MAX_COLOR_BUFS]; }; struct pipe_blend_color { float color[4]; }; struct pipe_stencil_ref { ubyte ref_value[2]; }; struct pipe_framebuffer_state { unsigned width, height; /** multiple colorbuffers for multiple render targets */ unsigned nr_cbufs; struct pipe_surface *cbufs[PIPE_MAX_COLOR_BUFS]; struct pipe_surface *zsbuf; /**< Z/stencil buffer */ }; /** * Texture sampler state. */ struct pipe_sampler_state { unsigned wrap_s:3; /**< PIPE_TEX_WRAP_x */ unsigned wrap_t:3; /**< PIPE_TEX_WRAP_x */ unsigned wrap_r:3; /**< PIPE_TEX_WRAP_x */ unsigned min_img_filter:2; /**< PIPE_TEX_FILTER_x */ unsigned min_mip_filter:2; /**< PIPE_TEX_MIPFILTER_x */ unsigned mag_img_filter:2; /**< PIPE_TEX_FILTER_x */ unsigned compare_mode:1; /**< PIPE_TEX_COMPARE_x */ unsigned compare_func:3; /**< PIPE_FUNC_x */ unsigned normalized_coords:1; /**< Are coords normalized to [0,1]? */ float lod_bias; /**< LOD/lambda bias */ float min_lod, max_lod; /**< LOD clamp range, after bias */ float border_color[4]; float max_anisotropy; }; /** * 2D surface. This is basically a view into a memory buffer. * May be a renderbuffer, texture mipmap level, etc. */ struct pipe_surface { struct pipe_reference reference; enum pipe_format format; /**< PIPE_FORMAT_x */ unsigned width; /**< logical width in pixels */ unsigned height; /**< logical height in pixels */ unsigned layout; /**< PIPE_SURFACE_LAYOUT_x */ unsigned offset; /**< offset from start of buffer, in bytes */ unsigned usage; /**< PIPE_BUFFER_USAGE_* */ unsigned zslice; struct pipe_texture *texture; /**< texture into which this is a view */ unsigned face; unsigned level; }; /** * Transfer object. For data transfer to/from a texture. */ struct pipe_transfer { unsigned x; /**< x offset from start of texture image */ unsigned y; /**< y offset from start of texture image */ unsigned width; /**< logical width in pixels */ unsigned height; /**< logical height in pixels */ unsigned stride; /**< stride in bytes between rows of blocks */ enum pipe_transfer_usage usage; /**< PIPE_TRANSFER_* */ struct pipe_texture *texture; /**< texture to transfer to/from */ unsigned face; unsigned level; unsigned zslice; }; /** * Texture object. */ struct pipe_texture { struct pipe_reference reference; enum pipe_texture_target target; /**< PIPE_TEXTURE_x */ enum pipe_format format; /**< PIPE_FORMAT_x */ unsigned width0; unsigned height0; unsigned depth0; unsigned last_level:8; /**< Index of last mipmap level present/defined */ unsigned nr_samples:8; /**< for multisampled surfaces, nr of samples */ unsigned tex_usage; /* PIPE_TEXTURE_USAGE_* */ struct pipe_screen *screen; /**< screen that this texture belongs to */ }; /** * A vertex buffer. Typically, all the vertex data/attributes for * drawing something will be in one buffer. But it's also possible, for * example, to put colors in one buffer and texcoords in another. */ struct pipe_vertex_buffer { unsigned stride; /**< stride to same attrib in next vertex, in bytes */ unsigned max_index; /**< number of vertices in this buffer */ unsigned buffer_offset; /**< offset to start of data in buffer, in bytes */ struct pipe_buffer *buffer; /**< the actual buffer */ }; /** * Information to describe a vertex attribute (position, color, etc) */ struct pipe_vertex_element { /** Offset of this attribute, in bytes, from the start of the vertex */ unsigned src_offset; /** Instance data rate divisor. 0 means this is per-vertex data, * n means per-instance data used for n consecutive instances (n > 0). */ unsigned instance_divisor; /** Which vertex_buffer (as given to pipe->set_vertex_buffer()) does * this attribute live in? */ unsigned vertex_buffer_index:8; unsigned nr_components:8; enum pipe_format src_format; /**< PIPE_FORMAT_* */ }; #ifdef __cplusplus } #endif #endif