/************************************************************************** * * 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. * **************************************************************************/ /** * 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" /** * Implementation limits */ #define PIPE_MAX_SAMPLERS 8 #define PIPE_MAX_CLIP_PLANES 6 #define PIPE_MAX_CONSTANT 32 #define PIPE_ATTRIB_MAX 32 #define PIPE_MAX_COLOR_BUFS 8 #define PIPE_MAX_TEXTURE_LEVELS 16 #define PIPE_MAX_FEEDBACK_ATTRIBS 16 #define PIPE_MAX_SHADER_INPUTS 16 #define PIPE_MAX_SHADER_OUTPUTS 16 /* fwd decl */ struct pipe_surface; /* opaque type */ struct pipe_buffer_handle; struct pipe_winsys; /*** *** State objects ***/ /** * 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 point_sprite:1; 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 bypass_clipping:1; float line_width; float point_size; /**< used when no per-vertex size */ float offset_units; float offset_scale; ubyte sprite_coord_mode[PIPE_MAX_SHADER_OUTPUTS]; /**< PIPE_SPRITE_COORD_ */ }; /** * Post-transform vertex feeback */ struct pipe_feedback_state { uint enabled:1; /**< enable feedback? */ uint discard:1; /**< discard primitives? */ uint interleaved:1; /**< interleaved output? */ uint num_attribs; uint attrib[PIPE_MAX_FEEDBACK_ATTRIBS]; uint size[PIPE_MAX_FEEDBACK_ATTRIBS]; }; 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; }; /** * Constants for vertex/fragment shaders */ struct pipe_constant_buffer { struct pipe_buffer_handle *buffer; unsigned size; /** in bytes */ }; struct pipe_shader_state { const struct tgsi_token *tokens; ubyte num_inputs; ubyte num_outputs; ubyte input_semantic_name[PIPE_MAX_SHADER_INPUTS]; /**< TGSI_SEMANTIC_x */ ubyte input_semantic_index[PIPE_MAX_SHADER_INPUTS]; ubyte output_semantic_name[PIPE_MAX_SHADER_OUTPUTS]; /**< TGSI_SEMANTIC_x */ ubyte output_semantic_index[PIPE_MAX_SHADER_OUTPUTS]; }; struct pipe_depth_stencil_state { struct { unsigned enabled:1; /**< depth test enabled? */ unsigned writemask:1; /**< allow depth buffer writes? */ unsigned func:3; /**< depth test func (PIPE_FUNC_x) */ unsigned occlusion_count:1; /**< XXX move this elsewhere? */ float clear; /**< Clear value in [0,1] (XXX correct place?) */ } depth; struct { unsigned front_enabled:1; unsigned front_func:3; /**< PIPE_FUNC_x */ unsigned front_fail_op:3; /**< PIPE_STENCIL_OP_x */ unsigned front_zpass_op:3; /**< PIPE_STENCIL_OP_x */ unsigned front_zfail_op:3; /**< PIPE_STENCIL_OP_x */ unsigned back_enabled:1; unsigned back_func:3; /**< PIPE_FUNC_x */ unsigned back_fail_op:3; /**< PIPE_STENCIL_OP_x */ unsigned back_zpass_op:3; /**< PIPE_STENCIL_OP_x */ unsigned back_zfail_op:3; /**< PIPE_STENCIL_OP_x */ ubyte ref_value[2]; /**< [0] = front, [1] = back */ ubyte value_mask[2]; ubyte write_mask[2]; ubyte clear_value; } stencil; }; struct pipe_alpha_test_state { unsigned enabled:1; unsigned func:3; /**< PIPE_FUNC_x */ float ref; /**< reference value */ }; struct pipe_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 logicop_enable:1; unsigned logicop_func:4; /**< PIPE_LOGICOP_x */ unsigned colormask:4; /**< bitmask of PIPE_MASK_R/G/B/A */ unsigned dither:1; }; struct pipe_blend_color { float color[4]; }; struct pipe_clear_color_state { float color[4]; }; struct pipe_framebuffer_state { /** multiple colorbuffers for multiple render targets */ unsigned num_cbufs; struct pipe_surface *cbufs[PIPE_MAX_COLOR_BUFS]; struct pipe_surface *zbuf; /**< Z buffer */ struct pipe_surface *sbuf; /**< 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:1; /**< shadow/depth compare enabled? */ 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 shadow_ambient; /**< shadow test fail color/intensity */ float min_lod; float max_lod; float lod_bias; #if 0 /* need these? */ int BaseLevel; /**< min mipmap level, OpenGL 1.2 */ int MaxLevel; /**< max mipmap level, OpenGL 1.2 */ #endif float border_color[4]; float max_anisotropy; }; /*** *** Resource Objects ***/ struct pipe_region { struct pipe_buffer_handle *buffer; /**< driver private buffer handle */ unsigned refcount; /**< Reference count for region */ ubyte *map; /**< only non-NULL when region is actually mapped */ unsigned map_refcount; /**< Reference count for mapping */ }; /** * 2D surface. This is basically a view into a pipe_region (memory buffer). * May be a renderbuffer, texture mipmap level, etc. */ struct pipe_surface { struct pipe_region *region; unsigned format; /**< PIPE_FORMAT_x */ unsigned cpp; /**< bytes per pixel */ unsigned width, height; unsigned pitch; /**< in pixels */ unsigned offset; /**< offset from start of region, in bytes */ unsigned refcount; struct pipe_winsys *winsys; /**< winsys which owns/created the surface */ }; /** * Describes the location of each texture image within a texture region. */ struct pipe_mipmap_level { unsigned level_offset; unsigned width; unsigned height; unsigned depth; unsigned nr_images; /* Explicitly store the offset of each image for each cube face or * depth value. Pretty much have to accept that hardware formats * are going to be so diverse that there is no unified way to * compute the offsets of depth/cube images within a mipmap level, * so have to store them as a lookup table: */ unsigned *image_offset; /**< array [depth] of offsets */ }; struct pipe_mipmap_tree { /* Effectively the key: */ unsigned target; /* XXX convert to PIPE_TEXTURE_x */ unsigned internal_format; /* XXX convert to PIPE_FORMAT_x */ unsigned format; /**< PIPE_FORMAT_x */ unsigned first_level; unsigned last_level; unsigned width0, height0, depth0; /**< Level zero image dimensions */ unsigned cpp; unsigned compressed:1; /* Derived from the above: */ unsigned pitch; unsigned depth_pitch; /* per-image on i945? */ unsigned total_height; /* Includes image offset tables: */ struct pipe_mipmap_level level[PIPE_MAX_TEXTURE_LEVELS]; /* The data is held here: */ struct pipe_region *region; /* These are also refcounted: */ unsigned refcount; }; /** * 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 pitch:11; /**< 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_handle *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:11; /** Which vertex_buffer (as given to pipe->set_vertex_buffer()) does * this attribute live in? */ unsigned vertex_buffer_index:5; unsigned dst_offset:8; unsigned src_format; /**< PIPE_FORMAT_* */ }; /** * Vertex feedback buffer */ struct pipe_feedback_buffer { struct pipe_buffer_handle *buffer; unsigned size; unsigned start_offset; }; /** * Hardware queries (occlusion, transform feedback, timing, etc) */ struct pipe_query_object { uint type:3; /**< PIPE_QUERY_x */ uint ready:1; /**< is result ready? */ uint64 count; }; #endif