p_state.h revision f79c225d9e5adee6287a9bba35f014c3fe00d3f9
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 "mtypes.h"
42
43
44/**
45 * Primitive (point/line/tri) setup info
46 */
47struct pipe_setup_state
48{
49   GLuint flatshade:1;
50   GLuint light_twoside:1;
51
52   GLuint front_winding:2;  /**< PIPE_WINDING_x */
53
54   GLuint cull_mode:2;      /**< PIPE_WINDING_x */
55
56   GLuint fill_cw:2;        /**< PIPE_POLYGON_MODE_x */
57   GLuint fill_ccw:2;       /**< PIPE_POLYGON_MODE_x */
58
59   GLuint offset_cw:1;
60   GLuint offset_ccw:1;
61
62   GLuint scissor:1;
63   GLuint poly_stipple:1;
64   GLuint poly_smooth:1;
65
66   GLfloat offset_units;
67   GLfloat offset_scale;
68};
69
70struct pipe_poly_stipple {
71   GLuint stipple[32];
72};
73
74
75struct pipe_viewport {
76   GLfloat scale[4];
77   GLfloat translate[4];
78};
79
80struct pipe_scissor_rect {
81   GLshort minx;
82   GLshort miny;
83   GLshort maxx;
84   GLshort maxy;
85};
86
87
88#define PIPE_MAX_CLIP_PLANES 6
89
90struct pipe_clip_state {
91   GLfloat ucp[PIPE_MAX_CLIP_PLANES][4];
92   GLuint nr;
93};
94
95struct pipe_fs_state {
96   struct gl_fragment_program *fp;
97};
98
99#define PIPE_MAX_CONSTANT 32
100
101struct pipe_constant_buffer {
102   GLfloat constant[PIPE_MAX_CONSTANT][4];
103   GLuint nr_constants;
104};
105
106
107struct pipe_depth_state
108{
109   GLuint enabled:1;   /**< depth test enabled? */
110   GLuint writemask:1; /**< allow depth buffer writes? */
111   GLuint func:3;      /**< depth test func (PIPE_FUNC_x) */
112   GLfloat clear;      /**< Clear value in [0,1] (XXX correct place?) */
113};
114
115struct pipe_alpha_test_state {
116   GLuint enabled:1;
117   GLuint func:3;    /**< PIPE_FUNC_x */
118   GLfloat ref;      /**< reference value */
119};
120
121struct pipe_blend_state {
122   GLuint blend_enable:1;
123
124   GLuint rgb_func:3;
125   GLuint rgb_src_factor:5;
126   GLuint rgb_dst_factor:5;
127
128   GLuint alpha_func:3;
129   GLuint alpha_src_factor:5;
130   GLuint alpha_dst_factor:5;
131
132   GLuint logicop_enable:1;
133   GLuint logicop_func:4;
134};
135
136struct pipe_blend_color {
137   GLfloat color[4];
138};
139
140struct pipe_clear_color_state
141{
142   GLfloat color[4];
143};
144
145/** XXXX probably merge into pipe_setup_state */
146struct pipe_line_state
147{
148   GLuint smooth:1;
149   GLuint stipple:1;
150   GLushort stipple_pattern;
151   GLint stipple_factor;
152   GLfloat width;
153};
154
155/** XXXX probably merge into pipe_setup_state */
156struct pipe_point_state
157{
158   GLuint smooth:1;
159   GLfloat size;
160   GLfloat min_size, max_size;
161   GLfloat attenuation[3];
162};
163
164struct pipe_stencil_state {
165   GLuint front_enabled:1;
166   GLuint front_func:3;     /**< PIPE_FUNC_x */
167   GLuint front_fail_op:3;  /**< PIPE_STENCIL_OP_x */
168   GLuint front_zpass_op:3; /**< PIPE_STENCIL_OP_x */
169   GLuint front_zfail_op:3; /**< PIPE_STENCIL_OP_x */
170   GLuint back_enabled:1;
171   GLuint back_func:3;
172   GLuint back_fail_op:3;
173   GLuint back_zpass_op:3;
174   GLuint back_zfail_op:3;
175   GLubyte ref_value[2];      /**< [0] = front, [1] = back */
176   GLubyte value_mask[2];
177   GLubyte write_mask[2];
178   GLubyte clear_value;
179};
180
181
182/* This will change for hardware pipes...
183 */
184struct pipe_surface
185{
186   GLuint width, height;
187   GLubyte *ptr;
188   GLint stride;
189   GLuint cpp;
190   GLuint format;
191};
192
193
194struct pipe_framebuffer_state
195{
196   GLuint num_cbufs;               /**< Number of color bufs to draw to */
197   struct pipe_surface *cbufs[4];  /**< OpenGL can write to as many as
198                                        4 color buffers at once */
199   struct pipe_surface *zbuf;      /**< Z buffer */
200   struct pipe_surface *sbuf;      /**< Stencil buffer */
201   struct pipe_surface *abuf;      /**< Accum buffer */
202};
203
204
205/**
206 * Texture sampler state.
207 */
208struct pipe_sampler_state
209{
210   GLuint wrap_s:3;        /**< PIPE_TEX_WRAP_x */
211   GLuint wrap_t:3;        /**< PIPE_TEX_WRAP_x */
212   GLuint wrap_r:3;        /**< PIPE_TEX_WRAP_x */
213   GLuint min_filter:3;    /**< PIPE_TEX_FILTER_x */
214   GLuint mag_filter:1;    /**< PIPE_TEX_FILTER_LINEAR or _NEAREST */
215   GLuint compare:1;       /**< shadow/depth compare enabled? */
216   GLenum compare_mode:1;  /**< PIPE_TEX_COMPARE_x */
217   GLenum compare_func:3;  /**< PIPE_FUNC_x */
218   GLfloat shadow_ambient; /**< shadow test fail color/intensity */
219   GLfloat min_lod;
220   GLfloat max_lod;
221   GLfloat lod_bias;
222#if 0 /* need these? */
223   GLint BaseLevel;     /**< min mipmap level, OpenGL 1.2 */
224   GLint MaxLevel;      /**< max mipmap level, OpenGL 1.2 */
225#endif
226   GLfloat max_anisotropy;
227};
228
229#endif
230