p_state.h revision dc9757e1a8a0451a198d329880558b805adff42a
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 bypass_vs:1; /**< vertices are already fully transformed */ 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 */ 116 117 float line_width; 118 float point_size; /**< used when no per-vertex size */ 119 float offset_units; 120 float offset_scale; 121 ubyte sprite_coord_mode[PIPE_MAX_SHADER_OUTPUTS]; /**< PIPE_SPRITE_COORD_ */ 122}; 123 124 125struct pipe_poly_stipple 126{ 127 unsigned stipple[32]; 128}; 129 130 131struct pipe_viewport_state 132{ 133 float scale[4]; 134 float translate[4]; 135}; 136 137 138struct pipe_scissor_state 139{ 140 unsigned minx:16; 141 unsigned miny:16; 142 unsigned maxx:16; 143 unsigned maxy:16; 144}; 145 146 147struct pipe_clip_state 148{ 149 float ucp[PIPE_MAX_CLIP_PLANES][4]; 150 unsigned nr; 151}; 152 153 154/** 155 * Constants for vertex/fragment shaders 156 */ 157struct pipe_constant_buffer 158{ 159 struct pipe_buffer *buffer; 160 unsigned size; /** in bytes (XXX: redundant!) */ 161}; 162 163 164struct pipe_shader_state 165{ 166 const struct tgsi_token *tokens; 167}; 168 169 170struct pipe_depth_stencil_alpha_state 171{ 172 struct { 173 unsigned enabled:1; /**< depth test enabled? */ 174 unsigned writemask:1; /**< allow depth buffer writes? */ 175 unsigned func:3; /**< depth test func (PIPE_FUNC_x) */ 176 unsigned occlusion_count:1; /**< do occlusion counting? */ 177 } depth; 178 struct { 179 unsigned enabled:1; 180 unsigned func:3; /**< PIPE_FUNC_x */ 181 unsigned fail_op:3; /**< PIPE_STENCIL_OP_x */ 182 unsigned zpass_op:3; /**< PIPE_STENCIL_OP_x */ 183 unsigned zfail_op:3; /**< PIPE_STENCIL_OP_x */ 184 ubyte ref_value; 185 ubyte value_mask; 186 ubyte write_mask; 187 } stencil[2]; /**< [0] = front, [1] = back */ 188 struct { 189 unsigned enabled:1; 190 unsigned func:3; /**< PIPE_FUNC_x */ 191 float ref; /**< reference value */ 192 } alpha; 193}; 194 195 196struct pipe_blend_state 197{ 198 unsigned blend_enable:1; 199 200 unsigned rgb_func:3; /**< PIPE_BLEND_x */ 201 unsigned rgb_src_factor:5; /**< PIPE_BLENDFACTOR_x */ 202 unsigned rgb_dst_factor:5; /**< PIPE_BLENDFACTOR_x */ 203 204 unsigned alpha_func:3; /**< PIPE_BLEND_x */ 205 unsigned alpha_src_factor:5; /**< PIPE_BLENDFACTOR_x */ 206 unsigned alpha_dst_factor:5; /**< PIPE_BLENDFACTOR_x */ 207 208 unsigned logicop_enable:1; 209 unsigned logicop_func:4; /**< PIPE_LOGICOP_x */ 210 211 unsigned colormask:4; /**< bitmask of PIPE_MASK_R/G/B/A */ 212 unsigned dither:1; 213}; 214 215 216struct pipe_blend_color 217{ 218 float color[4]; 219}; 220 221 222struct pipe_framebuffer_state 223{ 224 unsigned width, height; 225 226 /** multiple colorbuffers for multiple render targets */ 227 unsigned num_cbufs; 228 struct pipe_surface *cbufs[PIPE_MAX_COLOR_BUFS]; 229 230 struct pipe_surface *zsbuf; /**< Z/stencil buffer */ 231}; 232 233 234/** 235 * Texture sampler state. 236 */ 237struct pipe_sampler_state 238{ 239 unsigned wrap_s:3; /**< PIPE_TEX_WRAP_x */ 240 unsigned wrap_t:3; /**< PIPE_TEX_WRAP_x */ 241 unsigned wrap_r:3; /**< PIPE_TEX_WRAP_x */ 242 unsigned min_img_filter:2; /**< PIPE_TEX_FILTER_x */ 243 unsigned min_mip_filter:2; /**< PIPE_TEX_MIPFILTER_x */ 244 unsigned mag_img_filter:2; /**< PIPE_TEX_FILTER_x */ 245 unsigned compare:1; /**< shadow/depth compare enabled? */ 246 unsigned compare_mode:1; /**< PIPE_TEX_COMPARE_x */ 247 unsigned compare_func:3; /**< PIPE_FUNC_x */ 248 unsigned normalized_coords:1; /**< Are coords normalized to [0,1]? */ 249 unsigned prefilter:4; /**< Wierd sampling state exposed by some api's */ 250 float shadow_ambient; /**< shadow test fail color/intensity */ 251 float lod_bias; /**< LOD/lambda bias */ 252 float min_lod, max_lod; /**< LOD clamp range, after bias */ 253 float border_color[4]; 254 float max_anisotropy; 255}; 256 257 258/** 259 * 2D surface. This is basically a view into a memory buffer. 260 * May be a renderbuffer, texture mipmap level, etc. 261 */ 262struct pipe_surface 263{ 264 struct pipe_buffer *buffer; /**< surface's buffer/memory */ 265 enum pipe_format format; /**< PIPE_FORMAT_x */ 266 unsigned status; /**< PIPE_SURFACE_STATUS_x */ 267 unsigned clear_value; /**< XXX may be temporary */ 268 unsigned cpp; /**< bytes per pixel */ 269 unsigned width; 270 unsigned height; 271 unsigned pitch; /**< in pixels */ 272 unsigned offset; /**< offset from start of buffer, in bytes */ 273 unsigned refcount; 274 struct pipe_winsys *winsys; /**< winsys which owns/created the surface */ 275}; 276 277 278/** 279 * Texture object. 280 */ 281struct pipe_texture 282{ 283 enum pipe_texture_target target; /**< PIPE_TEXTURE_x */ 284 enum pipe_format format; /**< PIPE_FORMAT_x */ 285 286 unsigned width[PIPE_MAX_TEXTURE_LEVELS]; 287 unsigned height[PIPE_MAX_TEXTURE_LEVELS]; 288 unsigned depth[PIPE_MAX_TEXTURE_LEVELS]; 289 290 unsigned cpp:8; 291 unsigned last_level:8; /**< Index of last mipmap level present/defined */ 292 unsigned compressed:1; 293 294 /* These are also refcounted: 295 */ 296 unsigned refcount; 297 298 struct pipe_screen *screen; /**< screen that this texture belongs to */ 299}; 300 301 302/** 303 * A vertex buffer. Typically, all the vertex data/attributes for 304 * drawing something will be in one buffer. But it's also possible, for 305 * example, to put colors in one buffer and texcoords in another. 306 */ 307struct pipe_vertex_buffer 308{ 309 unsigned pitch; /**< stride to same attrib in next vertex, in bytes */ 310 unsigned max_index; /**< number of vertices in this buffer */ 311 unsigned buffer_offset; /**< offset to start of data in buffer, in bytes */ 312 struct pipe_buffer *buffer; /**< the actual buffer */ 313}; 314 315 316/** 317 * Information to describe a vertex attribute (position, color, etc) 318 */ 319struct pipe_vertex_element 320{ 321 /** Offset of this attribute, in bytes, from the start of the vertex */ 322 unsigned src_offset; 323 324 /** Which vertex_buffer (as given to pipe->set_vertex_buffer()) does 325 * this attribute live in? 326 */ 327 unsigned vertex_buffer_index:8; 328 unsigned nr_components:8; 329 330 enum pipe_format src_format; /**< PIPE_FORMAT_* */ 331}; 332 333 334#ifdef __cplusplus 335} 336#endif 337 338#endif 339