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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.
*
**************************************************************************/
/**
* 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 "mtypes.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
/* fwd decl */
struct pipe_surface;
/***
*** State objects
***/
/**
* Primitive (point/line/tri) setup info
*/
struct pipe_setup_state
{
GLuint flatshade:1;
GLuint light_twoside:1;
GLuint front_winding:2; /**< PIPE_WINDING_x */
GLuint cull_mode:2; /**< PIPE_WINDING_x */
GLuint fill_cw:2; /**< PIPE_POLYGON_MODE_x */
GLuint fill_ccw:2; /**< PIPE_POLYGON_MODE_x */
GLuint offset_cw:1;
GLuint offset_ccw:1;
GLuint scissor:1;
GLuint poly_smooth:1;
GLuint poly_stipple_enable:1;
GLuint line_smooth:1;
GLuint line_stipple_enable:1;
GLuint point_smooth:1;
GLuint multisample:1; /* XXX maybe more ms state in future */
GLubyte line_stipple_factor; /**< [1..256] actually */
GLushort line_stipple_pattern;
GLfloat line_width;
GLfloat point_size; /**< used when no per-vertex size */
GLfloat offset_units;
GLfloat offset_scale;
};
struct pipe_poly_stipple {
GLuint stipple[32];
};
struct pipe_viewport_state {
GLfloat scale[4];
GLfloat translate[4];
};
struct pipe_scissor_state {
GLshort minx;
GLshort miny;
GLshort maxx;
GLshort maxy;
};
struct pipe_clip_state {
GLfloat ucp[PIPE_MAX_CLIP_PLANES][4];
GLuint nr;
};
struct pipe_constant_buffer {
GLfloat constant[PIPE_MAX_CONSTANT][4];
GLuint nr_constants;
};
struct pipe_fs_state {
GLbitfield inputs_read; /* FRAG_ATTRIB_* */
const struct tgsi_token *tokens;
struct pipe_constant_buffer *constants; /* XXX temporary? */
};
struct pipe_depth_state
{
GLuint enabled:1; /**< depth test enabled? */
GLuint writemask:1; /**< allow depth buffer writes? */
GLuint func:3; /**< depth test func (PIPE_FUNC_x) */
GLuint occlusion_count:1; /**< XXX move this elsewhere? */
GLfloat clear; /**< Clear value in [0,1] (XXX correct place?) */
};
struct pipe_alpha_test_state {
GLuint enabled:1;
GLuint func:3; /**< PIPE_FUNC_x */
GLfloat ref; /**< reference value */
};
struct pipe_blend_state {
GLuint blend_enable:1;
GLuint rgb_func:3; /**< PIPE_BLEND_x */
GLuint rgb_src_factor:5; /**< PIPE_BLENDFACTOR_x */
GLuint rgb_dst_factor:5; /**< PIPE_BLENDFACTOR_x */
GLuint alpha_func:3; /**< PIPE_BLEND_x */
GLuint alpha_src_factor:5; /**< PIPE_BLENDFACTOR_x */
GLuint alpha_dst_factor:5; /**< PIPE_BLENDFACTOR_x */
GLuint logicop_enable:1;
GLuint logicop_func:4; /**< PIPE_LOGICOP_x */
GLuint colormask:4; /**< bitmask of PIPE_MASK_R/G/B/A */
GLuint dither:1;
};
struct pipe_blend_color {
GLfloat color[4];
};
struct pipe_clear_color_state
{
GLfloat color[4];
};
struct pipe_stencil_state {
GLuint front_enabled:1;
GLuint front_func:3; /**< PIPE_FUNC_x */
GLuint front_fail_op:3; /**< PIPE_STENCIL_OP_x */
GLuint front_zpass_op:3; /**< PIPE_STENCIL_OP_x */
GLuint front_zfail_op:3; /**< PIPE_STENCIL_OP_x */
GLuint back_enabled:1;
GLuint back_func:3; /**< PIPE_FUNC_x */
GLuint back_fail_op:3; /**< PIPE_STENCIL_OP_x */
GLuint back_zpass_op:3; /**< PIPE_STENCIL_OP_x */
GLuint back_zfail_op:3; /**< PIPE_STENCIL_OP_x */
GLubyte ref_value[2]; /**< [0] = front, [1] = back */
GLubyte value_mask[2];
GLubyte write_mask[2];
GLubyte clear_value;
};
struct pipe_framebuffer_state
{
/** multiple colorbuffers for multiple render targets */
GLuint 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
{
GLuint wrap_s:3; /**< PIPE_TEX_WRAP_x */
GLuint wrap_t:3; /**< PIPE_TEX_WRAP_x */
GLuint wrap_r:3; /**< PIPE_TEX_WRAP_x */
GLuint min_filter:3; /**< PIPE_TEX_FILTER_x */
GLuint mag_filter:1; /**< PIPE_TEX_FILTER_LINEAR or _NEAREST */
GLuint compare:1; /**< shadow/depth compare enabled? */
GLenum compare_mode:1; /**< PIPE_TEX_COMPARE_x */
GLenum compare_func:3; /**< PIPE_FUNC_x */
GLfloat shadow_ambient; /**< shadow test fail color/intensity */
GLfloat min_lod;
GLfloat max_lod;
GLfloat lod_bias;
#if 0 /* need these? */
GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
GLfloat border_color[4];
#endif
GLfloat max_anisotropy;
};
/***
*** Resource Objects
***/
struct pipe_region
{
void *buffer; /**< driver private buffer handle */
GLuint refcount; /**< Reference count for region */
GLuint cpp; /**< bytes per pixel */
GLuint pitch; /**< in pixels */
GLuint height; /**< in pixels */
GLubyte *map; /**< only non-NULL when region is actually mapped */
GLuint map_refcount; /**< Reference count for mapping */
GLuint draw_offset; /**< Offset of drawing address within the region */
};
/**
* 2D surface.
* May be a renderbuffer, texture mipmap level, etc.
*/
struct pipe_surface
{
struct pipe_region *region;
GLuint format:5; /**< PIPE_FORMAT_x */
GLuint width, height;
void *rb; /**< Ptr back to renderbuffer (temporary?) */
};
/**
* Texture object.
* Mipmap levels, cube faces, 3D slices can be accessed as surfaces.
*/
struct pipe_texture_object
{
GLuint type:2; /**< PIPE_TEXTURE_x */
GLuint format:5; /**< PIPE_FORMAT_x */
GLuint width:13; /**< 13 bits = 8K max size */
GLuint height:13;
GLuint depth:13;
GLuint mipmapped:1;
/** to access a 1D or 2D texture object as a surface */
struct pipe_surface *(*get_2d_surface)(struct pipe_texture_object *pto,
GLuint level);
/** to access a 3D texture object as a surface */
struct pipe_surface *(*get_3d_surface)(struct pipe_texture_object *pto,
GLuint level, GLuint slice);
/** to access a cube texture object as a surface */
struct pipe_surface *(*get_cube_surface)(struct pipe_texture_object *pto,
GLuint face, GLuint level);
/** when finished with surface: */
void (*release_surface)(struct pipe_texture_object *pto,
struct pipe_surface *ps);
};
/**
* Describes the location of each texture image within a texture region.
*/
struct pipe_mipmap_level
{
GLuint level_offset;
GLuint width;
GLuint height;
GLuint depth;
GLuint 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:
*/
GLuint *image_offset; /**< array [depth] of offsets */
};
struct pipe_mipmap_tree
{
/* Effectively the key:
*/
GLenum target; /* XXX convert to PIPE_TEXTURE_x */
GLenum internal_format; /* XXX convert to PIPE_FORMAT_x */
GLuint first_level;
GLuint last_level;
GLuint width0, height0, depth0; /**< Level zero image dimensions */
GLuint cpp;
GLboolean compressed;
/* Derived from the above:
*/
GLuint pitch;
GLuint depth_pitch; /* per-image on i945? */
GLuint total_height;
/* Includes image offset tables:
*/
struct pipe_mipmap_level level[MAX_TEXTURE_LEVELS];
/* The data is held here:
*/
struct pipe_region *region;
/* These are also refcounted:
*/
GLuint refcount;
};
struct pipe_buffer_handle;
#define PIPE_BUFFER_FLAG_READ 0x1
#define PIPE_BUFFER_FLAG_WRITE 0x2
#define PIPE_BUFFER_USE_TEXTURE 0x1
#define PIPE_BUFFER_USE_VERTEX_BUFFER 0x2
#define PIPE_BUFFER_USE_INDEX_BUFFER 0x4
#define PIPE_BUFFER_USE_RENDER_TARGET 0x8
#endif
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