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/**************************************************************************
*
* 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_refcnt.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 32
#define PIPE_MAX_SAMPLERS 16
#define PIPE_MAX_SHADER_INPUTS 16
#define PIPE_MAX_SHADER_OUTPUTS 16
#define PIPE_MAX_TEXTURE_LEVELS 16
/* fwd decls */
struct pipe_surface;
/**
* 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 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 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 point_size_min; /* XXX - temporary, will go away */
float point_size_max; /* XXX - temporary, will go away */
float offset_units;
float offset_scale;
ubyte sprite_coord_mode[PIPE_MAX_SHADER_OUTPUTS]; /**< PIPE_SPRITE_COORD_ */
};
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 *buffer;
};
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 */
ubyte ref_value;
ubyte valuemask;
ubyte writemask;
};
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_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_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]? */
unsigned prefilter:4; /**< Wierd sampling state exposed by some api's */
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;
/** 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_* */
};
/* Reference counting helper functions */
static INLINE void
pipe_buffer_reference(struct pipe_buffer **ptr, struct pipe_buffer *buf)
{
struct pipe_buffer *old_buf = *ptr;
if (pipe_reference((struct pipe_reference **)ptr, &buf->reference))
old_buf->screen->buffer_destroy(old_buf);
}
static INLINE void
pipe_surface_reference(struct pipe_surface **ptr, struct pipe_surface *surf)
{
struct pipe_surface *old_surf = *ptr;
if (pipe_reference((struct pipe_reference **)ptr, &surf->reference))
old_surf->texture->screen->tex_surface_destroy(old_surf);
}
static INLINE void
pipe_texture_reference(struct pipe_texture **ptr, struct pipe_texture *tex)
{
struct pipe_texture *old_tex = *ptr;
if (pipe_reference((struct pipe_reference **)ptr, &tex->reference))
old_tex->screen->texture_destroy(old_tex);
}
#ifdef __cplusplus
}
#endif
#endif
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