p_state.h revision b2021e7c06a9ec13b82eeeb352ad2408fe060518
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_ATTRIBS          32
55#define PIPE_MAX_CLIP_PLANES       6
56#define PIPE_MAX_COLOR_BUFS        8
57#define PIPE_MAX_CONSTANT         32
58#define PIPE_MAX_SAMPLERS         16
59#define PIPE_MAX_SHADER_INPUTS    16
60#define PIPE_MAX_SHADER_OUTPUTS   16
61#define PIPE_MAX_TEXTURE_LEVELS   16
62
63
64/* fwd decls */
65struct pipe_screen;
66struct pipe_surface;
67struct pipe_winsys;
68
69
70
71/**
72 * The driver will certainly subclass this to include actual memory
73 * management information.
74 */
75struct pipe_buffer
76{
77   unsigned alignment;
78   unsigned usage;
79   unsigned size;
80
81   /** Reference count */
82   unsigned refcount;
83};
84
85
86/**
87 * Primitive (point/line/tri) rasterization info
88 */
89struct pipe_rasterizer_state
90{
91   unsigned flatshade:1;
92   unsigned light_twoside:1;
93   unsigned front_winding:2;  /**< PIPE_WINDING_x */
94   unsigned cull_mode:2;      /**< PIPE_WINDING_x */
95   unsigned fill_cw:2;        /**< PIPE_POLYGON_MODE_x */
96   unsigned fill_ccw:2;       /**< PIPE_POLYGON_MODE_x */
97   unsigned offset_cw:1;
98   unsigned offset_ccw:1;
99   unsigned scissor:1;
100   unsigned poly_smooth:1;
101   unsigned poly_stipple_enable:1;
102   unsigned point_smooth:1;
103   unsigned point_sprite:1;
104   unsigned point_size_per_vertex:1; /**< size computed in vertex shader */
105   unsigned multisample:1;         /* XXX maybe more ms state in future */
106   unsigned line_smooth:1;
107   unsigned line_stipple_enable:1;
108   unsigned line_stipple_factor:8;  /**< [1..256] actually */
109   unsigned line_stipple_pattern:16;
110   unsigned line_last_pixel:1;
111   unsigned bypass_clipping:1;
112   unsigned bypass_vs:1; /**< Skip the vertex shader.  Note that the shader is
113                            still needed though, to indicate inputs/outputs */
114   unsigned origin_lower_left:1;  /**< Is (0,0) the lower-left corner? */
115   unsigned flatshade_first:1;   /**< take color attribute from the first vertex of a primitive */
116   unsigned gl_rasterization_rules:1; /**< enable tweaks for GL rasterization?  */
117
118   float line_width;
119   float point_size;           /**< used when no per-vertex size */
120   float point_size_min;        /* XXX - temporary, will go away */
121   float point_size_max;        /* XXX - temporary, will go away */
122   float offset_units;
123   float offset_scale;
124   ubyte sprite_coord_mode[PIPE_MAX_SHADER_OUTPUTS]; /**< PIPE_SPRITE_COORD_ */
125};
126
127
128struct pipe_poly_stipple
129{
130   unsigned stipple[32];
131};
132
133
134struct pipe_viewport_state
135{
136   float scale[4];
137   float translate[4];
138};
139
140
141struct pipe_scissor_state
142{
143   unsigned minx:16;
144   unsigned miny:16;
145   unsigned maxx:16;
146   unsigned maxy:16;
147};
148
149
150struct pipe_clip_state
151{
152   float ucp[PIPE_MAX_CLIP_PLANES][4];
153   unsigned nr;
154};
155
156
157/**
158 * Constants for vertex/fragment shaders
159 */
160struct pipe_constant_buffer
161{
162   struct pipe_buffer *buffer;
163   unsigned size;    /** in bytes (XXX: redundant!) */
164};
165
166
167struct pipe_shader_state
168{
169   const struct tgsi_token *tokens;
170};
171
172
173struct pipe_depth_stencil_alpha_state
174{
175   struct {
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   } depth;
181   struct {
182      unsigned enabled:1;  /**< stencil[0]: stencil enabled, stencil[1]: two-side enabled */
183      unsigned func:3;     /**< PIPE_FUNC_x */
184      unsigned fail_op:3;  /**< PIPE_STENCIL_OP_x */
185      unsigned zpass_op:3; /**< PIPE_STENCIL_OP_x */
186      unsigned zfail_op:3; /**< PIPE_STENCIL_OP_x */
187      ubyte ref_value;
188      ubyte value_mask;
189      ubyte write_mask;
190   } stencil[2];           /**< [0] = front, [1] = back */
191   struct {
192      unsigned enabled:1;
193      unsigned func:3;     /**< PIPE_FUNC_x */
194      float ref;           /**< reference value */
195   } alpha;
196};
197
198
199struct pipe_blend_state
200{
201   unsigned blend_enable:1;
202
203   unsigned rgb_func:3;          /**< PIPE_BLEND_x */
204   unsigned rgb_src_factor:5;    /**< PIPE_BLENDFACTOR_x */
205   unsigned rgb_dst_factor:5;    /**< PIPE_BLENDFACTOR_x */
206
207   unsigned alpha_func:3;        /**< PIPE_BLEND_x */
208   unsigned alpha_src_factor:5;  /**< PIPE_BLENDFACTOR_x */
209   unsigned alpha_dst_factor:5;  /**< PIPE_BLENDFACTOR_x */
210
211   unsigned logicop_enable:1;
212   unsigned logicop_func:4;      /**< PIPE_LOGICOP_x */
213
214   unsigned colormask:4;         /**< bitmask of PIPE_MASK_R/G/B/A */
215   unsigned dither:1;
216};
217
218
219struct pipe_blend_color
220{
221   float color[4];
222};
223
224
225struct pipe_framebuffer_state
226{
227   unsigned width, height;
228
229   /** multiple colorbuffers for multiple render targets */
230   unsigned num_cbufs;
231   struct pipe_surface *cbufs[PIPE_MAX_COLOR_BUFS];
232
233   struct pipe_surface *zsbuf;      /**< Z/stencil buffer */
234};
235
236
237/**
238 * Texture sampler state.
239 */
240struct pipe_sampler_state
241{
242   unsigned wrap_s:3;            /**< PIPE_TEX_WRAP_x */
243   unsigned wrap_t:3;            /**< PIPE_TEX_WRAP_x */
244   unsigned wrap_r:3;            /**< PIPE_TEX_WRAP_x */
245   unsigned min_img_filter:2;    /**< PIPE_TEX_FILTER_x */
246   unsigned min_mip_filter:2;    /**< PIPE_TEX_MIPFILTER_x */
247   unsigned mag_img_filter:2;    /**< PIPE_TEX_FILTER_x */
248   unsigned compare_mode:1;      /**< PIPE_TEX_COMPARE_x */
249   unsigned compare_func:3;      /**< PIPE_FUNC_x */
250   unsigned normalized_coords:1; /**< Are coords normalized to [0,1]? */
251   unsigned prefilter:4;         /**< Wierd sampling state exposed by some api's */
252   float shadow_ambient;         /**< shadow test fail color/intensity */
253   float lod_bias;               /**< LOD/lambda bias */
254   float min_lod, max_lod;       /**< LOD clamp range, after bias */
255   float border_color[4];
256   float max_anisotropy;
257};
258
259
260/**
261 * 2D surface.  This is basically a view into a memory buffer.
262 * May be a renderbuffer, texture mipmap level, etc.
263 */
264struct pipe_surface
265{
266   struct pipe_buffer *buffer;   /**< surface's buffer/memory */
267   enum pipe_format format;      /**< PIPE_FORMAT_x */
268   unsigned status;              /**< PIPE_SURFACE_STATUS_x */
269   unsigned clear_value;         /**< XXX may be temporary */
270   unsigned cpp;                 /**< bytes per pixel */
271   unsigned width;
272   unsigned height;
273   unsigned pitch;               /**< in pixels */
274   unsigned offset;              /**< offset from start of buffer, in bytes */
275   unsigned refcount;
276   unsigned usage;              /**< PIPE_BUFFER_USAGE_*  */
277
278   struct pipe_winsys *winsys;   /**< winsys which owns/created the surface */
279
280   struct pipe_texture *texture; /**< optional texture into which this is a view  */
281   unsigned face;
282   unsigned level;
283   unsigned zslice;
284};
285
286
287#define PIPE_TEXTURE_USAGE_RENDER_TARGET   0x1
288#define PIPE_TEXTURE_USAGE_DISPLAY_TARGET  0x2 /* ie a backbuffer */
289#define PIPE_TEXTURE_USAGE_DEPTH_STENCIL   0x4
290#define PIPE_TEXTURE_USAGE_SAMPLER         0x8
291
292/**
293 * Texture object.
294 */
295struct pipe_texture
296{
297   enum pipe_texture_target target; /**< PIPE_TEXTURE_x */
298   enum pipe_format format;         /**< PIPE_FORMAT_x */
299
300   unsigned width[PIPE_MAX_TEXTURE_LEVELS];
301   unsigned height[PIPE_MAX_TEXTURE_LEVELS];
302   unsigned depth[PIPE_MAX_TEXTURE_LEVELS];
303
304   unsigned cpp:8;
305   unsigned last_level:8;    /**< Index of last mipmap level present/defined */
306   unsigned compressed:1;
307
308   unsigned tex_usage;          /* PIPE_TEXTURE_USAGE_* */
309
310   /* These are also refcounted:
311    */
312   unsigned refcount;
313
314   struct pipe_screen *screen; /**< screen that this texture belongs to */
315};
316
317
318/**
319 * A vertex buffer.  Typically, all the vertex data/attributes for
320 * drawing something will be in one buffer.  But it's also possible, for
321 * example, to put colors in one buffer and texcoords in another.
322 */
323struct pipe_vertex_buffer
324{
325   unsigned pitch;    /**< stride to same attrib in next vertex, in bytes */
326   unsigned max_index;   /**< number of vertices in this buffer */
327   unsigned buffer_offset;  /**< offset to start of data in buffer, in bytes */
328   struct pipe_buffer *buffer;  /**< the actual buffer */
329};
330
331
332/**
333 * Information to describe a vertex attribute (position, color, etc)
334 */
335struct pipe_vertex_element
336{
337   /** Offset of this attribute, in bytes, from the start of the vertex */
338   unsigned src_offset;
339
340   /** Which vertex_buffer (as given to pipe->set_vertex_buffer()) does
341    * this attribute live in?
342    */
343   unsigned vertex_buffer_index:8;
344   unsigned nr_components:8;
345
346   enum pipe_format src_format; 	   /**< PIPE_FORMAT_* */
347};
348
349
350#ifdef __cplusplus
351}
352#endif
353
354#endif
355