p_state.h revision b12a28db96d3bc7f01b6cdc9ee909f95a8c9ccc2
1/**************************************************************************
2 *
3 * Copyright 2007 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/**
30 * Abstract graphics pipe state objects.
31 *
32 * Basic notes:
33 *   1. Want compact representations, so we use bitfields.
34 *   2. Put bitfields before other (GLfloat) fields.
35 */
36
37
38#ifndef PIPE_STATE_H
39#define PIPE_STATE_H
40
41#include "p_compiler.h"
42#include "p_defines.h"
43#include "p_format.h"
44
45
46#ifdef __cplusplus
47extern "C" {
48#endif
49
50
51/**
52 * Implementation limits
53 */
54#define PIPE_MAX_SAMPLERS     8
55#define PIPE_MAX_CLIP_PLANES  6
56#define PIPE_MAX_CONSTANT    32
57#define PIPE_ATTRIB_MAX      32
58#define PIPE_MAX_COLOR_BUFS   8
59#define PIPE_MAX_TEXTURE_LEVELS  16
60#define PIPE_MAX_FEEDBACK_ATTRIBS 16
61#define PIPE_MAX_SHADER_INPUTS 16
62#define PIPE_MAX_SHADER_OUTPUTS 16
63
64
65/* fwd decls */
66struct pipe_screen;
67struct pipe_surface;
68struct pipe_winsys;
69
70
71
72/**
73 * The driver will certainly subclass this to include actual memory
74 * management information.
75 */
76struct pipe_buffer
77{
78   unsigned alignment;
79   unsigned usage;
80   unsigned size;
81
82   /** Reference count */
83   unsigned refcount;
84};
85
86
87/**
88 * Primitive (point/line/tri) rasterization info
89 */
90struct pipe_rasterizer_state
91{
92   unsigned flatshade:1;
93   unsigned light_twoside:1;
94   unsigned front_winding:2;  /**< PIPE_WINDING_x */
95   unsigned cull_mode:2;      /**< PIPE_WINDING_x */
96   unsigned fill_cw:2;        /**< PIPE_POLYGON_MODE_x */
97   unsigned fill_ccw:2;       /**< PIPE_POLYGON_MODE_x */
98   unsigned offset_cw:1;
99   unsigned offset_ccw:1;
100   unsigned scissor:1;
101   unsigned poly_smooth:1;
102   unsigned poly_stipple_enable:1;
103   unsigned point_smooth:1;
104   unsigned point_sprite:1;
105   unsigned point_size_per_vertex:1; /**< size computed in vertex shader */
106   unsigned multisample:1;         /* XXX maybe more ms state in future */
107   unsigned line_smooth:1;
108   unsigned line_stipple_enable:1;
109   unsigned line_stipple_factor:8;  /**< [1..256] actually */
110   unsigned line_stipple_pattern:16;
111   unsigned line_last_pixel:1;
112   unsigned bypass_clipping:1;
113   unsigned origin_lower_left:1;  /**< Is (0,0) the lower-left corner? */
114
115   float line_width;
116   float point_size;           /**< used when no per-vertex size */
117   float offset_units;
118   float offset_scale;
119   ubyte sprite_coord_mode[PIPE_MAX_SHADER_OUTPUTS]; /**< PIPE_SPRITE_COORD_ */
120};
121
122
123struct pipe_poly_stipple
124{
125   unsigned stipple[32];
126};
127
128
129struct pipe_viewport_state
130{
131   float scale[4];
132   float translate[4];
133};
134
135
136struct pipe_scissor_state
137{
138   unsigned minx:16;
139   unsigned miny:16;
140   unsigned maxx:16;
141   unsigned maxy:16;
142};
143
144
145struct pipe_clip_state
146{
147   float ucp[PIPE_MAX_CLIP_PLANES][4];
148   unsigned nr;
149};
150
151
152/**
153 * Constants for vertex/fragment shaders
154 */
155struct pipe_constant_buffer
156{
157   struct pipe_buffer *buffer;
158   unsigned size;    /** in bytes (XXX: redundant!) */
159};
160
161
162struct pipe_shader_state
163{
164   const struct tgsi_token *tokens;
165};
166
167
168struct pipe_depth_stencil_alpha_state
169{
170   struct {
171      unsigned enabled:1;         /**< depth test enabled? */
172      unsigned writemask:1;       /**< allow depth buffer writes? */
173      unsigned func:3;            /**< depth test func (PIPE_FUNC_x) */
174      unsigned occlusion_count:1; /**< do occlusion counting? */
175   } depth;
176   struct {
177      unsigned enabled:1;
178      unsigned func:3;     /**< PIPE_FUNC_x */
179      unsigned fail_op:3;  /**< PIPE_STENCIL_OP_x */
180      unsigned zpass_op:3; /**< PIPE_STENCIL_OP_x */
181      unsigned zfail_op:3; /**< PIPE_STENCIL_OP_x */
182      ubyte ref_value;
183      ubyte value_mask;
184      ubyte write_mask;
185   } stencil[2];           /**< [0] = front, [1] = back */
186   struct {
187      unsigned enabled:1;
188      unsigned func:3;     /**< PIPE_FUNC_x */
189      float ref;           /**< reference value */
190   } alpha;
191};
192
193
194struct pipe_blend_state
195{
196   unsigned blend_enable:1;
197
198   unsigned rgb_func:3;          /**< PIPE_BLEND_x */
199   unsigned rgb_src_factor:5;    /**< PIPE_BLENDFACTOR_x */
200   unsigned rgb_dst_factor:5;    /**< PIPE_BLENDFACTOR_x */
201
202   unsigned alpha_func:3;        /**< PIPE_BLEND_x */
203   unsigned alpha_src_factor:5;  /**< PIPE_BLENDFACTOR_x */
204   unsigned alpha_dst_factor:5;  /**< PIPE_BLENDFACTOR_x */
205
206   unsigned logicop_enable:1;
207   unsigned logicop_func:4;      /**< PIPE_LOGICOP_x */
208
209   unsigned colormask:4;         /**< bitmask of PIPE_MASK_R/G/B/A */
210   unsigned dither:1;
211};
212
213
214struct pipe_blend_color
215{
216   float color[4];
217};
218
219
220struct pipe_framebuffer_state
221{
222   /** multiple colorbuffers for multiple render targets */
223   unsigned num_cbufs;
224   struct pipe_surface *cbufs[PIPE_MAX_COLOR_BUFS];
225
226   struct pipe_surface *zsbuf;      /**< Z/stencil buffer */
227};
228
229
230/**
231 * Texture sampler state.
232 */
233struct pipe_sampler_state
234{
235   unsigned wrap_s:3;            /**< PIPE_TEX_WRAP_x */
236   unsigned wrap_t:3;            /**< PIPE_TEX_WRAP_x */
237   unsigned wrap_r:3;            /**< PIPE_TEX_WRAP_x */
238   unsigned min_img_filter:2;    /**< PIPE_TEX_FILTER_x */
239   unsigned min_mip_filter:2;    /**< PIPE_TEX_MIPFILTER_x */
240   unsigned mag_img_filter:2;    /**< PIPE_TEX_FILTER_x */
241   unsigned compare:1;           /**< shadow/depth compare enabled? */
242   unsigned compare_mode:1;      /**< PIPE_TEX_COMPARE_x */
243   unsigned compare_func:3;      /**< PIPE_FUNC_x */
244   unsigned normalized_coords:1; /**< Are coords normalized to [0,1]? */
245   unsigned prefilter:4;         /**< Wierd sampling state exposed by some api's */
246   float shadow_ambient;         /**< shadow test fail color/intensity */
247   float lod_bias;               /**< LOD/lambda bias */
248   float min_lod, max_lod;       /**< LOD clamp range, after bias */
249   float border_color[4];
250   float max_anisotropy;
251};
252
253
254/**
255 * 2D surface.  This is basically a view into a memory buffer.
256 * May be a renderbuffer, texture mipmap level, etc.
257 */
258struct pipe_surface
259{
260   struct pipe_buffer *buffer;   /**< surface's buffer/memory */
261   enum pipe_format format;      /**< PIPE_FORMAT_x */
262   unsigned status;              /**< PIPE_SURFACE_STATUS_x */
263   unsigned clear_value;         /**< XXX may be temporary */
264   unsigned cpp;                 /**< bytes per pixel */
265   unsigned width;
266   unsigned height;
267   unsigned pitch;               /**< in pixels */
268   unsigned offset;              /**< offset from start of buffer, in bytes */
269   unsigned refcount;
270   struct pipe_winsys *winsys;   /**< winsys which owns/created the surface */
271};
272
273
274/**
275 * Texture object.
276 */
277struct pipe_texture
278{
279   enum pipe_texture_target target; /**< PIPE_TEXTURE_x */
280   enum pipe_format format;         /**< PIPE_FORMAT_x */
281
282   unsigned width[PIPE_MAX_TEXTURE_LEVELS];
283   unsigned height[PIPE_MAX_TEXTURE_LEVELS];
284   unsigned depth[PIPE_MAX_TEXTURE_LEVELS];
285
286   unsigned cpp:8;
287   unsigned last_level:8;    /**< Index of last mipmap level present/defined */
288   unsigned compressed:1;
289
290   /* These are also refcounted:
291    */
292   unsigned refcount;
293
294   struct pipe_screen *screen; /**< screen that this texture belongs to */
295};
296
297
298/**
299 * A vertex buffer.  Typically, all the vertex data/attributes for
300 * drawing something will be in one buffer.  But it's also possible, for
301 * example, to put colors in one buffer and texcoords in another.
302 */
303struct pipe_vertex_buffer
304{
305   unsigned pitch;    /**< stride to same attrib in next vertex, in bytes */
306   unsigned max_index;   /**< number of vertices in this buffer */
307   unsigned buffer_offset;  /**< offset to start of data in buffer, in bytes */
308   struct pipe_buffer *buffer;  /**< the actual buffer */
309};
310
311
312/**
313 * Information to describe a vertex attribute (position, color, etc)
314 */
315struct pipe_vertex_element
316{
317   /** Offset of this attribute, in bytes, from the start of the vertex */
318   unsigned src_offset;
319
320   /** Which vertex_buffer (as given to pipe->set_vertex_buffer()) does
321    * this attribute live in?
322    */
323   unsigned vertex_buffer_index:8;
324   unsigned nr_components:8;
325
326   enum pipe_format src_format; 	   /**< PIPE_FORMAT_* */
327};
328
329
330#ifdef __cplusplus
331}
332#endif
333
334#endif
335