p_state.h revision 4617981ec72f7985941bee4b03c534d97ff96bc6
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 * @file 31 * 32 * Abstract graphics pipe state objects. 33 * 34 * Basic notes: 35 * 1. Want compact representations, so we use bitfields. 36 * 2. Put bitfields before other (GLfloat) fields. 37 */ 38 39 40#ifndef PIPE_STATE_H 41#define PIPE_STATE_H 42 43#include "p_compiler.h" 44#include "p_defines.h" 45#include "p_format.h" 46 47 48#ifdef __cplusplus 49extern "C" { 50#endif 51 52 53/** 54 * Implementation limits 55 */ 56#define PIPE_MAX_ATTRIBS 32 57#define PIPE_MAX_CLIP_PLANES 6 58#define PIPE_MAX_COLOR_BUFS 8 59#define PIPE_MAX_CONSTANT 32 60#define PIPE_MAX_SAMPLERS 16 61#define PIPE_MAX_SHADER_INPUTS 16 62#define PIPE_MAX_SHADER_OUTPUTS 16 63#define PIPE_MAX_TEXTURE_LEVELS 16 64 65 66/* fwd decls */ 67struct pipe_screen; 68struct pipe_surface; 69struct pipe_winsys; 70 71 72 73/** 74 * The driver will certainly subclass this to include actual memory 75 * management information. 76 */ 77struct pipe_buffer 78{ 79 unsigned alignment; 80 unsigned usage; 81 unsigned size; 82 83 /** Reference count */ 84 unsigned refcount; 85}; 86 87 88/** 89 * Primitive (point/line/tri) rasterization info 90 */ 91struct pipe_rasterizer_state 92{ 93 unsigned flatshade:1; 94 unsigned light_twoside:1; 95 unsigned front_winding:2; /**< PIPE_WINDING_x */ 96 unsigned cull_mode:2; /**< PIPE_WINDING_x */ 97 unsigned fill_cw:2; /**< PIPE_POLYGON_MODE_x */ 98 unsigned fill_ccw:2; /**< PIPE_POLYGON_MODE_x */ 99 unsigned offset_cw:1; 100 unsigned offset_ccw:1; 101 unsigned scissor:1; 102 unsigned poly_smooth:1; 103 unsigned poly_stipple_enable:1; 104 unsigned point_smooth:1; 105 unsigned point_sprite:1; 106 unsigned point_size_per_vertex:1; /**< size computed in vertex shader */ 107 unsigned multisample:1; /* XXX maybe more ms state in future */ 108 unsigned line_smooth:1; 109 unsigned line_stipple_enable:1; 110 unsigned line_stipple_factor:8; /**< [1..256] actually */ 111 unsigned line_stipple_pattern:16; 112 unsigned line_last_pixel:1; 113 unsigned bypass_clipping:1; 114 unsigned bypass_vs:1; /**< Skip the vertex shader. Note that the shader is 115 still needed though, to indicate inputs/outputs */ 116 unsigned origin_lower_left:1; /**< Is (0,0) the lower-left corner? */ 117 unsigned flatshade_first:1; /**< take color attribute from the first vertex of a primitive */ 118 unsigned gl_rasterization_rules:1; /**< enable tweaks for GL rasterization? */ 119 120 float line_width; 121 float point_size; /**< used when no per-vertex size */ 122 float point_size_min; /* XXX - temporary, will go away */ 123 float point_size_max; /* XXX - temporary, will go away */ 124 float offset_units; 125 float offset_scale; 126 ubyte sprite_coord_mode[PIPE_MAX_SHADER_OUTPUTS]; /**< PIPE_SPRITE_COORD_ */ 127}; 128 129 130struct pipe_poly_stipple 131{ 132 unsigned stipple[32]; 133}; 134 135 136struct pipe_viewport_state 137{ 138 float scale[4]; 139 float translate[4]; 140}; 141 142 143struct pipe_scissor_state 144{ 145 unsigned minx:16; 146 unsigned miny:16; 147 unsigned maxx:16; 148 unsigned maxy:16; 149}; 150 151 152struct pipe_clip_state 153{ 154 float ucp[PIPE_MAX_CLIP_PLANES][4]; 155 unsigned nr; 156}; 157 158 159/** 160 * Constants for vertex/fragment shaders 161 */ 162struct pipe_constant_buffer 163{ 164 struct pipe_buffer *buffer; 165}; 166 167 168struct pipe_shader_state 169{ 170 const struct tgsi_token *tokens; 171}; 172 173 174struct pipe_depth_state 175{ 176 unsigned enabled:1; /**< depth test enabled? */ 177 unsigned writemask:1; /**< allow depth buffer writes? */ 178 unsigned func:3; /**< depth test func (PIPE_FUNC_x) */ 179 unsigned occlusion_count:1; /**< do occlusion counting? */ 180}; 181 182 183struct pipe_stencil_state 184{ 185 unsigned enabled:1; /**< stencil[0]: stencil enabled, stencil[1]: two-side enabled */ 186 unsigned func:3; /**< PIPE_FUNC_x */ 187 unsigned fail_op:3; /**< PIPE_STENCIL_OP_x */ 188 unsigned zpass_op:3; /**< PIPE_STENCIL_OP_x */ 189 unsigned zfail_op:3; /**< PIPE_STENCIL_OP_x */ 190 ubyte ref_value; 191 ubyte valuemask; 192 ubyte writemask; 193}; 194 195 196struct pipe_alpha_state 197{ 198 unsigned enabled:1; 199 unsigned func:3; /**< PIPE_FUNC_x */ 200 float ref_value; /**< reference value */ 201}; 202 203 204struct pipe_depth_stencil_alpha_state 205{ 206 struct pipe_depth_state depth; 207 struct pipe_stencil_state stencil[2]; /**< [0] = front, [1] = back */ 208 struct pipe_alpha_state alpha; 209}; 210 211 212struct pipe_blend_state 213{ 214 unsigned blend_enable:1; 215 216 unsigned rgb_func:3; /**< PIPE_BLEND_x */ 217 unsigned rgb_src_factor:5; /**< PIPE_BLENDFACTOR_x */ 218 unsigned rgb_dst_factor:5; /**< PIPE_BLENDFACTOR_x */ 219 220 unsigned alpha_func:3; /**< PIPE_BLEND_x */ 221 unsigned alpha_src_factor:5; /**< PIPE_BLENDFACTOR_x */ 222 unsigned alpha_dst_factor:5; /**< PIPE_BLENDFACTOR_x */ 223 224 unsigned logicop_enable:1; 225 unsigned logicop_func:4; /**< PIPE_LOGICOP_x */ 226 227 unsigned colormask:4; /**< bitmask of PIPE_MASK_R/G/B/A */ 228 unsigned dither:1; 229}; 230 231 232struct pipe_blend_color 233{ 234 float color[4]; 235}; 236 237 238struct pipe_framebuffer_state 239{ 240 unsigned width, height; 241 242 /** multiple colorbuffers for multiple render targets */ 243 unsigned nr_cbufs; 244 struct pipe_surface *cbufs[PIPE_MAX_COLOR_BUFS]; 245 246 struct pipe_surface *zsbuf; /**< Z/stencil buffer */ 247}; 248 249 250/** 251 * Texture sampler state. 252 */ 253struct pipe_sampler_state 254{ 255 unsigned wrap_s:3; /**< PIPE_TEX_WRAP_x */ 256 unsigned wrap_t:3; /**< PIPE_TEX_WRAP_x */ 257 unsigned wrap_r:3; /**< PIPE_TEX_WRAP_x */ 258 unsigned min_img_filter:2; /**< PIPE_TEX_FILTER_x */ 259 unsigned min_mip_filter:2; /**< PIPE_TEX_MIPFILTER_x */ 260 unsigned mag_img_filter:2; /**< PIPE_TEX_FILTER_x */ 261 unsigned compare_mode:1; /**< PIPE_TEX_COMPARE_x */ 262 unsigned compare_func:3; /**< PIPE_FUNC_x */ 263 unsigned normalized_coords:1; /**< Are coords normalized to [0,1]? */ 264 unsigned prefilter:4; /**< Wierd sampling state exposed by some api's */ 265 float shadow_ambient; /**< shadow test fail color/intensity */ 266 float lod_bias; /**< LOD/lambda bias */ 267 float min_lod, max_lod; /**< LOD clamp range, after bias */ 268 float border_color[4]; 269 float max_anisotropy; 270}; 271 272 273/** 274 * 2D surface. This is basically a view into a memory buffer. 275 * May be a renderbuffer, texture mipmap level, etc. 276 */ 277struct pipe_surface 278{ 279 enum pipe_format format; /**< PIPE_FORMAT_x */ 280 unsigned status; /**< PIPE_SURFACE_STATUS_x */ 281 unsigned clear_value; /**< XXX may be temporary */ 282 unsigned width; /**< logical width in pixels */ 283 unsigned height; /**< logical height in pixels */ 284 unsigned layout; /**< PIPE_SURFACE_LAYOUT_x */ 285 unsigned offset; /**< offset from start of buffer, in bytes */ 286 unsigned refcount; 287 unsigned usage; /**< PIPE_BUFFER_USAGE_* */ 288 289 struct pipe_texture *texture; /**< texture into which this is a view */ 290 unsigned face; 291 unsigned level; 292 unsigned zslice; 293}; 294 295 296/** 297 * Transfer object. For data transfer to/from a texture. 298 */ 299struct pipe_transfer 300{ 301 enum pipe_format format; /**< PIPE_FORMAT_x */ 302 unsigned x; /**< x offset from start of texture image */ 303 unsigned y; /**< y offset from start of texture image */ 304 unsigned width; /**< logical width in pixels */ 305 unsigned height; /**< logical height in pixels */ 306 struct pipe_format_block block; 307 unsigned nblocksx; /**< allocated width in blocks */ 308 unsigned nblocksy; /**< allocated height in blocks */ 309 unsigned stride; /**< stride in bytes between rows of blocks */ 310 unsigned refcount; 311 unsigned usage; /**< PIPE_TRANSFER_* */ 312 313 struct pipe_texture *texture; /**< texture to transfer to/from */ 314 unsigned face; 315 unsigned level; 316 unsigned zslice; 317}; 318 319 320/** 321 * Texture object. 322 */ 323struct pipe_texture 324{ 325 enum pipe_texture_target target; /**< PIPE_TEXTURE_x */ 326 enum pipe_format format; /**< PIPE_FORMAT_x */ 327 328 unsigned width[PIPE_MAX_TEXTURE_LEVELS]; 329 unsigned height[PIPE_MAX_TEXTURE_LEVELS]; 330 unsigned depth[PIPE_MAX_TEXTURE_LEVELS]; 331 332 struct pipe_format_block block; 333 unsigned nblocksx[PIPE_MAX_TEXTURE_LEVELS]; /**< allocated width in blocks */ 334 unsigned nblocksy[PIPE_MAX_TEXTURE_LEVELS]; /**< allocated height in blocks */ 335 336 unsigned last_level:8; /**< Index of last mipmap level present/defined */ 337 unsigned compressed:1; 338 339 unsigned nr_samples:8; /**< for multisampled surfaces, nr of samples */ 340 341 unsigned tex_usage; /* PIPE_TEXTURE_USAGE_* */ 342 343 /* These are also refcounted: 344 */ 345 unsigned refcount; 346 347 struct pipe_screen *screen; /**< screen that this texture belongs to */ 348}; 349 350 351/** 352 * A vertex buffer. Typically, all the vertex data/attributes for 353 * drawing something will be in one buffer. But it's also possible, for 354 * example, to put colors in one buffer and texcoords in another. 355 */ 356struct pipe_vertex_buffer 357{ 358 unsigned stride; /**< stride to same attrib in next vertex, in bytes */ 359 unsigned max_index; /**< number of vertices in this buffer */ 360 unsigned buffer_offset; /**< offset to start of data in buffer, in bytes */ 361 struct pipe_buffer *buffer; /**< the actual buffer */ 362}; 363 364 365/** 366 * Information to describe a vertex attribute (position, color, etc) 367 */ 368struct pipe_vertex_element 369{ 370 /** Offset of this attribute, in bytes, from the start of the vertex */ 371 unsigned src_offset; 372 373 /** Which vertex_buffer (as given to pipe->set_vertex_buffer()) does 374 * this attribute live in? 375 */ 376 unsigned vertex_buffer_index:8; 377 unsigned nr_components:8; 378 379 enum pipe_format src_format; /**< PIPE_FORMAT_* */ 380}; 381 382 383#ifdef __cplusplus 384} 385#endif 386 387#endif 388