p_state.h revision fa9e7e9a8debb68611909ac2ffab527c6c39a3e5
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#if 0 166 /* XXX these are going away */ 167 ubyte num_inputs; 168 ubyte num_outputs; 169 ubyte input_semantic_name[PIPE_MAX_SHADER_INPUTS]; /**< TGSI_SEMANTIC_x */ 170 ubyte input_semantic_index[PIPE_MAX_SHADER_INPUTS]; 171 ubyte output_semantic_name[PIPE_MAX_SHADER_OUTPUTS]; /**< TGSI_SEMANTIC_x */ 172 ubyte output_semantic_index[PIPE_MAX_SHADER_OUTPUTS]; 173#endif 174}; 175 176 177struct pipe_depth_stencil_alpha_state 178{ 179 struct { 180 unsigned enabled:1; /**< depth test enabled? */ 181 unsigned writemask:1; /**< allow depth buffer writes? */ 182 unsigned func:3; /**< depth test func (PIPE_FUNC_x) */ 183 unsigned occlusion_count:1; /**< do occlusion counting? */ 184 } depth; 185 struct { 186 unsigned enabled:1; 187 unsigned func:3; /**< PIPE_FUNC_x */ 188 unsigned fail_op:3; /**< PIPE_STENCIL_OP_x */ 189 unsigned zpass_op:3; /**< PIPE_STENCIL_OP_x */ 190 unsigned zfail_op:3; /**< PIPE_STENCIL_OP_x */ 191 ubyte ref_value; 192 ubyte value_mask; 193 ubyte write_mask; 194 } stencil[2]; /**< [0] = front, [1] = back */ 195 struct { 196 unsigned enabled:1; 197 unsigned func:3; /**< PIPE_FUNC_x */ 198 float ref; /**< reference value */ 199 } alpha; 200}; 201 202 203struct pipe_blend_state 204{ 205 unsigned blend_enable:1; 206 207 unsigned rgb_func:3; /**< PIPE_BLEND_x */ 208 unsigned rgb_src_factor:5; /**< PIPE_BLENDFACTOR_x */ 209 unsigned rgb_dst_factor:5; /**< PIPE_BLENDFACTOR_x */ 210 211 unsigned alpha_func:3; /**< PIPE_BLEND_x */ 212 unsigned alpha_src_factor:5; /**< PIPE_BLENDFACTOR_x */ 213 unsigned alpha_dst_factor:5; /**< PIPE_BLENDFACTOR_x */ 214 215 unsigned logicop_enable:1; 216 unsigned logicop_func:4; /**< PIPE_LOGICOP_x */ 217 218 unsigned colormask:4; /**< bitmask of PIPE_MASK_R/G/B/A */ 219 unsigned dither:1; 220}; 221 222 223struct pipe_blend_color 224{ 225 float color[4]; 226}; 227 228 229struct pipe_framebuffer_state 230{ 231 /** multiple colorbuffers for multiple render targets */ 232 unsigned num_cbufs; 233 struct pipe_surface *cbufs[PIPE_MAX_COLOR_BUFS]; 234 235 struct pipe_surface *zsbuf; /**< Z/stencil buffer */ 236}; 237 238 239/** 240 * Texture sampler state. 241 */ 242struct pipe_sampler_state 243{ 244 unsigned wrap_s:3; /**< PIPE_TEX_WRAP_x */ 245 unsigned wrap_t:3; /**< PIPE_TEX_WRAP_x */ 246 unsigned wrap_r:3; /**< PIPE_TEX_WRAP_x */ 247 unsigned min_img_filter:2; /**< PIPE_TEX_FILTER_x */ 248 unsigned min_mip_filter:2; /**< PIPE_TEX_MIPFILTER_x */ 249 unsigned mag_img_filter:2; /**< PIPE_TEX_FILTER_x */ 250 unsigned compare:1; /**< shadow/depth compare enabled? */ 251 unsigned compare_mode:1; /**< PIPE_TEX_COMPARE_x */ 252 unsigned compare_func:3; /**< PIPE_FUNC_x */ 253 unsigned normalized_coords:1; /**< Are coords normalized to [0,1]? */ 254 unsigned prefilter:4; /**< Wierd sampling state exposed by some api's */ 255 float shadow_ambient; /**< shadow test fail color/intensity */ 256 float lod_bias; /**< LOD/lambda bias */ 257 float min_lod, max_lod; /**< LOD clamp range, after bias */ 258 float border_color[4]; 259 float max_anisotropy; 260}; 261 262 263/** 264 * 2D surface. This is basically a view into a memory buffer. 265 * May be a renderbuffer, texture mipmap level, etc. 266 */ 267struct pipe_surface 268{ 269 struct pipe_buffer *buffer; /**< surface's buffer/memory */ 270 enum pipe_format format; /**< PIPE_FORMAT_x */ 271 unsigned status; /**< PIPE_SURFACE_STATUS_x */ 272 unsigned clear_value; /**< XXX may be temporary */ 273 unsigned cpp; /**< bytes per pixel */ 274 unsigned width; 275 unsigned height; 276 unsigned pitch; /**< in pixels */ 277 unsigned offset; /**< offset from start of buffer, in bytes */ 278 unsigned refcount; 279 struct pipe_winsys *winsys; /**< winsys which owns/created the surface */ 280}; 281 282 283/** 284 * Texture object. 285 */ 286struct pipe_texture 287{ 288 enum pipe_texture_target target; /**< PIPE_TEXTURE_x */ 289 enum pipe_format format; /**< PIPE_FORMAT_x */ 290 291 unsigned width[PIPE_MAX_TEXTURE_LEVELS]; 292 unsigned height[PIPE_MAX_TEXTURE_LEVELS]; 293 unsigned depth[PIPE_MAX_TEXTURE_LEVELS]; 294 295 unsigned cpp:8; 296 unsigned last_level:8; /**< Index of last mipmap level present/defined */ 297 unsigned compressed:1; 298 299 /* These are also refcounted: 300 */ 301 unsigned refcount; 302 303 struct pipe_screen *screen; /**< screen that this texture belongs to */ 304}; 305 306 307/** 308 * A vertex buffer. Typically, all the vertex data/attributes for 309 * drawing something will be in one buffer. But it's also possible, for 310 * example, to put colors in one buffer and texcoords in another. 311 */ 312struct pipe_vertex_buffer 313{ 314 unsigned pitch; /**< stride to same attrib in next vertex, in bytes */ 315 unsigned max_index; /**< number of vertices in this buffer */ 316 unsigned buffer_offset; /**< offset to start of data in buffer, in bytes */ 317 struct pipe_buffer *buffer; /**< the actual buffer */ 318}; 319 320 321/** 322 * Information to describe a vertex attribute (position, color, etc) 323 */ 324struct pipe_vertex_element 325{ 326 /** Offset of this attribute, in bytes, from the start of the vertex */ 327 unsigned src_offset; 328 329 /** Which vertex_buffer (as given to pipe->set_vertex_buffer()) does 330 * this attribute live in? 331 */ 332 unsigned vertex_buffer_index:8; 333 unsigned nr_components:8; 334 335 enum pipe_format src_format; /**< PIPE_FORMAT_* */ 336}; 337 338 339#ifdef __cplusplus 340} 341#endif 342 343#endif 344