p_state.h revision 1c5f27a18b775b3784fcd265d60e0affa0b31581
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 * Implementation limits
47 */
48#define PIPE_MAX_SAMPLERS     8
49#define PIPE_MAX_CLIP_PLANES  6
50#define PIPE_MAX_CONSTANT    32
51#define PIPE_ATTRIB_MAX      32
52#define PIPE_MAX_COLOR_BUFS   8
53#define PIPE_MAX_TEXTURE_LEVELS  16
54#define PIPE_MAX_FEEDBACK_ATTRIBS 16
55#define PIPE_MAX_SHADER_INPUTS 16
56#define PIPE_MAX_SHADER_OUTPUTS 16
57
58
59/* fwd decl */
60struct pipe_surface;
61
62/* opaque type */
63struct pipe_buffer_handle;
64
65struct pipe_winsys;
66
67
68/***
69 *** State objects
70 ***/
71
72
73/**
74 * Primitive (point/line/tri) rasterization info
75 */
76struct pipe_rasterizer_state
77{
78   unsigned flatshade:1;
79   unsigned light_twoside:1;
80   unsigned front_winding:2;  /**< PIPE_WINDING_x */
81   unsigned cull_mode:2;      /**< PIPE_WINDING_x */
82   unsigned fill_cw:2;        /**< PIPE_POLYGON_MODE_x */
83   unsigned fill_ccw:2;       /**< PIPE_POLYGON_MODE_x */
84   unsigned offset_cw:1;
85   unsigned offset_ccw:1;
86   unsigned scissor:1;
87   unsigned poly_smooth:1;
88   unsigned poly_stipple_enable:1;
89   unsigned point_smooth:1;
90   unsigned point_sprite:1;
91   unsigned point_size_per_vertex:1; /**< size computed in vertex shader */
92   unsigned multisample:1;         /* XXX maybe more ms state in future */
93   unsigned line_smooth:1;
94   unsigned line_stipple_enable:1;
95   unsigned line_stipple_factor:8;  /**< [1..256] actually */
96   unsigned line_stipple_pattern:16;
97   unsigned bypass_clipping:1;
98   unsigned origin_lower_left:1;  /**< Is (0,0) the lower-left corner? */
99
100   float line_width;
101   float point_size;           /**< used when no per-vertex size */
102   float offset_units;
103   float offset_scale;
104   ubyte sprite_coord_mode[PIPE_MAX_SHADER_OUTPUTS]; /**< PIPE_SPRITE_COORD_ */
105};
106
107
108struct pipe_poly_stipple {
109   unsigned stipple[32];
110};
111
112
113struct pipe_viewport_state {
114   float scale[4];
115   float translate[4];
116};
117
118struct pipe_scissor_state {
119   unsigned minx:16;
120   unsigned miny:16;
121   unsigned maxx:16;
122   unsigned maxy:16;
123};
124
125struct pipe_clip_state {
126   float ucp[PIPE_MAX_CLIP_PLANES][4];
127   unsigned nr;
128};
129
130
131/**
132 * Constants for vertex/fragment shaders
133 */
134struct pipe_constant_buffer {
135   struct pipe_buffer_handle *buffer;
136   unsigned size;    /** in bytes */
137};
138
139
140struct pipe_shader_state {
141   const struct tgsi_token *tokens;
142   ubyte num_inputs;
143   ubyte num_outputs;
144   ubyte input_map[PIPE_MAX_SHADER_INPUTS]; /* XXX this may be temporary */
145   ubyte input_semantic_name[PIPE_MAX_SHADER_INPUTS]; /**< TGSI_SEMANTIC_x */
146   ubyte input_semantic_index[PIPE_MAX_SHADER_INPUTS];
147   ubyte output_semantic_name[PIPE_MAX_SHADER_OUTPUTS]; /**< TGSI_SEMANTIC_x */
148   ubyte output_semantic_index[PIPE_MAX_SHADER_OUTPUTS];
149};
150
151struct pipe_depth_stencil_alpha_state
152{
153   struct {
154      unsigned enabled:1;   /**< depth test enabled? */
155      unsigned writemask:1; /**< allow depth buffer writes? */
156      unsigned func:3;      /**< depth test func (PIPE_FUNC_x) */
157      unsigned occlusion_count:1; /**< XXX move this elsewhere? */
158   } depth;
159   struct {
160      unsigned enabled:1;
161      unsigned func:3;     /**< PIPE_FUNC_x */
162      unsigned fail_op:3;  /**< PIPE_STENCIL_OP_x */
163      unsigned zpass_op:3; /**< PIPE_STENCIL_OP_x */
164      unsigned zfail_op:3; /**< PIPE_STENCIL_OP_x */
165      ubyte ref_value;
166      ubyte value_mask;
167      ubyte write_mask;
168   } stencil[2];		/**< [0] = front, [1] = back */
169
170   struct {
171      unsigned enabled:1;
172      unsigned func:3;    /**< PIPE_FUNC_x */
173      float ref;      /**< reference value */
174   } alpha;
175};
176
177
178struct pipe_blend_state {
179   unsigned blend_enable:1;
180
181   unsigned rgb_func:3;          /**< PIPE_BLEND_x */
182   unsigned rgb_src_factor:5;    /**< PIPE_BLENDFACTOR_x */
183   unsigned rgb_dst_factor:5;    /**< PIPE_BLENDFACTOR_x */
184
185   unsigned alpha_func:3;        /**< PIPE_BLEND_x */
186   unsigned alpha_src_factor:5;  /**< PIPE_BLENDFACTOR_x */
187   unsigned alpha_dst_factor:5;  /**< PIPE_BLENDFACTOR_x */
188
189   unsigned logicop_enable:1;
190   unsigned logicop_func:4;      /**< PIPE_LOGICOP_x */
191
192   unsigned colormask:4;         /**< bitmask of PIPE_MASK_R/G/B/A */
193   unsigned dither:1;
194};
195
196struct pipe_blend_color {
197   float color[4];
198};
199
200struct pipe_framebuffer_state
201{
202   /** multiple colorbuffers for multiple render targets */
203   unsigned num_cbufs;
204   struct pipe_surface *cbufs[PIPE_MAX_COLOR_BUFS];
205
206   struct pipe_surface *zbuf;      /**< Z buffer */
207   struct pipe_surface *sbuf;      /**< Stencil buffer */
208};
209
210
211/**
212 * Texture sampler state.
213 */
214struct pipe_sampler_state
215{
216   unsigned wrap_s:3;        /**< PIPE_TEX_WRAP_x */
217   unsigned wrap_t:3;        /**< PIPE_TEX_WRAP_x */
218   unsigned wrap_r:3;        /**< PIPE_TEX_WRAP_x */
219   unsigned min_img_filter:2;    /**< PIPE_TEX_FILTER_x */
220   unsigned min_mip_filter:2;    /**< PIPE_TEX_MIPFILTER_x */
221   unsigned mag_img_filter:2;    /**< PIPE_TEX_FILTER_x */
222   unsigned compare:1;       /**< shadow/depth compare enabled? */
223   unsigned compare_mode:1;  /**< PIPE_TEX_COMPARE_x */
224   unsigned compare_func:3;  /**< PIPE_FUNC_x */
225   unsigned normalized_coords:1;  /**< Are coords normalized to [0,1]? */
226   float shadow_ambient; /**< shadow test fail color/intensity */
227   float min_lod;
228   float max_lod;
229   float lod_bias;
230#if 0 /* need these? */
231   int BaseLevel;     /**< min mipmap level, OpenGL 1.2 */
232   int MaxLevel;      /**< max mipmap level, OpenGL 1.2 */
233#endif
234   float border_color[4];
235   float max_anisotropy;
236};
237
238
239/**
240 * 2D surface.  This is basically a view into a memory buffer.
241 * May be a renderbuffer, texture mipmap level, etc.
242 */
243struct pipe_surface
244{
245   struct pipe_buffer_handle *buffer; /**< driver private buffer handle */
246   ubyte *map;    /**< only non-NULL when surface is actually mapped */
247   unsigned map_refcount;  /**< Reference count for mapping */
248   enum pipe_format format;      /**< PIPE_FORMAT_x */
249   unsigned cpp;                 /**< bytes per pixel */
250   unsigned width, height;
251   unsigned pitch;               /**< in pixels */
252   unsigned offset;              /**< offset from start of buffer, in bytes */
253   unsigned refcount;
254   struct pipe_winsys *winsys;   /**< winsys which owns/created the surface */
255};
256
257
258/**
259 * Texture. Represents one or several texture images on one or several mipmap
260 * levels.
261 */
262struct pipe_texture
263{
264   /* Effectively the key:
265    */
266   enum pipe_texture_target target; /**< PIPE_TEXTURE_x */
267   enum pipe_format format;         /**< PIPE_FORMAT_x */
268
269   unsigned first_level;
270   unsigned last_level;
271
272   unsigned width[PIPE_MAX_TEXTURE_LEVELS];
273   unsigned height[PIPE_MAX_TEXTURE_LEVELS];
274   unsigned depth[PIPE_MAX_TEXTURE_LEVELS];
275   unsigned cpp;
276
277   unsigned compressed:1;
278
279   /* These are also refcounted:
280    */
281   unsigned refcount;
282};
283
284
285/**
286 * A vertex buffer.  Typically, all the vertex data/attributes for
287 * drawing something will be in one buffer.  But it's also possible, for
288 * example, to put colors in one buffer and texcoords in another.
289 */
290struct pipe_vertex_buffer
291{
292   unsigned pitch:11;    /**< stride to same attrib in next vertex, in bytes */
293   unsigned max_index;   /**< number of vertices in this buffer */
294   unsigned buffer_offset;  /**< offset to start of data in buffer, in bytes */
295   struct pipe_buffer_handle *buffer;  /**< the actual buffer */
296};
297
298
299/**
300 * Information to describe a vertex attribute (position, color, etc)
301 */
302struct pipe_vertex_element
303{
304   /** Offset of this attribute, in bytes, from the start of the vertex */
305   unsigned src_offset:11;
306
307   /** Which vertex_buffer (as given to pipe->set_vertex_buffer()) does
308    * this attribute live in?
309    */
310   unsigned vertex_buffer_index:5;
311   unsigned nr_components:3;
312
313   enum pipe_format src_format; 	   /**< PIPE_FORMAT_* */
314};
315
316
317
318#endif
319