1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
30 * Abstract graphics pipe state objects.
33 * 1. Want compact representations, so we use bitfields.
34 * 2. Put bitfields before other (GLfloat) fields.
41 #include "p_compiler.h"
42 #include "p_defines.h"
46 * Implementation limits
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
66 * The driver will certainly subclass this to include actual memory
67 * management information.
74 /** Reference count */
82 * Primitive (point/line/tri) rasterization info
84 struct pipe_rasterizer_state
87 unsigned light_twoside
:1;
88 unsigned front_winding
:2; /**< PIPE_WINDING_x */
89 unsigned cull_mode
:2; /**< PIPE_WINDING_x */
90 unsigned fill_cw
:2; /**< PIPE_POLYGON_MODE_x */
91 unsigned fill_ccw
:2; /**< PIPE_POLYGON_MODE_x */
93 unsigned offset_ccw
:1;
95 unsigned poly_smooth
:1;
96 unsigned poly_stipple_enable
:1;
97 unsigned point_smooth
:1;
98 unsigned point_sprite
:1;
99 unsigned point_size_per_vertex
:1; /**< size computed in vertex shader */
100 unsigned multisample
:1; /* XXX maybe more ms state in future */
101 unsigned line_smooth
:1;
102 unsigned line_stipple_enable
:1;
103 unsigned line_stipple_factor
:8; /**< [1..256] actually */
104 unsigned line_stipple_pattern
:16;
105 unsigned bypass_clipping
:1;
106 unsigned origin_lower_left
:1; /**< Is (0,0) the lower-left corner? */
109 float point_size
; /**< used when no per-vertex size */
112 ubyte sprite_coord_mode
[PIPE_MAX_SHADER_OUTPUTS
]; /**< PIPE_SPRITE_COORD_ */
116 struct pipe_poly_stipple
{
117 unsigned stipple
[32];
121 struct pipe_viewport_state
{
127 struct pipe_scissor_state
{
135 struct pipe_clip_state
{
136 float ucp
[PIPE_MAX_CLIP_PLANES
][4];
142 * Constants for vertex/fragment shaders
144 struct pipe_constant_buffer
{
145 struct pipe_buffer
*buffer
;
146 unsigned size
; /** in bytes */
150 struct pipe_shader_state
{
151 const struct tgsi_token
*tokens
;
154 ubyte input_map
[PIPE_MAX_SHADER_INPUTS
]; /* XXX this may be temporary */
155 ubyte input_semantic_name
[PIPE_MAX_SHADER_INPUTS
]; /**< TGSI_SEMANTIC_x */
156 ubyte input_semantic_index
[PIPE_MAX_SHADER_INPUTS
];
157 ubyte output_semantic_name
[PIPE_MAX_SHADER_OUTPUTS
]; /**< TGSI_SEMANTIC_x */
158 ubyte output_semantic_index
[PIPE_MAX_SHADER_OUTPUTS
];
162 struct pipe_depth_stencil_alpha_state
165 unsigned enabled
:1; /**< depth test enabled? */
166 unsigned writemask
:1; /**< allow depth buffer writes? */
167 unsigned func
:3; /**< depth test func (PIPE_FUNC_x) */
168 unsigned occlusion_count
:1; /**< do occlusion counting? */
172 unsigned func
:3; /**< PIPE_FUNC_x */
173 unsigned fail_op
:3; /**< PIPE_STENCIL_OP_x */
174 unsigned zpass_op
:3; /**< PIPE_STENCIL_OP_x */
175 unsigned zfail_op
:3; /**< PIPE_STENCIL_OP_x */
179 } stencil
[2]; /**< [0] = front, [1] = back */
182 unsigned func
:3; /**< PIPE_FUNC_x */
183 float ref
; /**< reference value */
188 struct pipe_blend_state
{
189 unsigned blend_enable
:1;
191 unsigned rgb_func
:3; /**< PIPE_BLEND_x */
192 unsigned rgb_src_factor
:5; /**< PIPE_BLENDFACTOR_x */
193 unsigned rgb_dst_factor
:5; /**< PIPE_BLENDFACTOR_x */
195 unsigned alpha_func
:3; /**< PIPE_BLEND_x */
196 unsigned alpha_src_factor
:5; /**< PIPE_BLENDFACTOR_x */
197 unsigned alpha_dst_factor
:5; /**< PIPE_BLENDFACTOR_x */
199 unsigned logicop_enable
:1;
200 unsigned logicop_func
:4; /**< PIPE_LOGICOP_x */
202 unsigned colormask
:4; /**< bitmask of PIPE_MASK_R/G/B/A */
207 struct pipe_blend_color
{
212 struct pipe_framebuffer_state
214 /** multiple colorbuffers for multiple render targets */
216 struct pipe_surface
*cbufs
[PIPE_MAX_COLOR_BUFS
];
218 struct pipe_surface
*zsbuf
; /**< Z/stencil buffer */
223 * Texture sampler state.
225 struct pipe_sampler_state
227 unsigned wrap_s
:3; /**< PIPE_TEX_WRAP_x */
228 unsigned wrap_t
:3; /**< PIPE_TEX_WRAP_x */
229 unsigned wrap_r
:3; /**< PIPE_TEX_WRAP_x */
230 unsigned min_img_filter
:2; /**< PIPE_TEX_FILTER_x */
231 unsigned min_mip_filter
:2; /**< PIPE_TEX_MIPFILTER_x */
232 unsigned mag_img_filter
:2; /**< PIPE_TEX_FILTER_x */
233 unsigned compare
:1; /**< shadow/depth compare enabled? */
234 unsigned compare_mode
:1; /**< PIPE_TEX_COMPARE_x */
235 unsigned compare_func
:3; /**< PIPE_FUNC_x */
236 unsigned normalized_coords
:1; /**< Are coords normalized to [0,1]? */
237 float shadow_ambient
; /**< shadow test fail color/intensity */
241 #if 0 /* need these? */
242 int BaseLevel
; /**< min mipmap level, OpenGL 1.2 */
243 int MaxLevel
; /**< max mipmap level, OpenGL 1.2 */
245 float border_color
[4];
246 float max_anisotropy
;
251 * 2D surface. This is basically a view into a memory buffer.
252 * May be a renderbuffer, texture mipmap level, etc.
256 struct pipe_buffer
*buffer
; /**< driver private buffer handle */
257 enum pipe_format format
; /**< PIPE_FORMAT_x */
258 unsigned status
; /**< PIPE_SURFACE_STATUS_x */
259 unsigned clear_value
; /**< may be temporary */
260 unsigned cpp
; /**< bytes per pixel */
261 unsigned width
, height
;
262 unsigned pitch
; /**< in pixels */
263 unsigned offset
; /**< offset from start of buffer, in bytes */
265 struct pipe_winsys
*winsys
; /**< winsys which owns/created the surface */
270 * Texture. Represents one or several texture images on one or several mipmap
275 /* Effectively the key:
277 enum pipe_texture_target target
; /**< PIPE_TEXTURE_x */
278 enum pipe_format format
; /**< PIPE_FORMAT_x */
280 unsigned first_level
;
283 unsigned width
[PIPE_MAX_TEXTURE_LEVELS
];
284 unsigned height
[PIPE_MAX_TEXTURE_LEVELS
];
285 unsigned depth
[PIPE_MAX_TEXTURE_LEVELS
];
288 unsigned compressed
:1;
290 /* These are also refcounted:
297 * A vertex buffer. Typically, all the vertex data/attributes for
298 * drawing something will be in one buffer. But it's also possible, for
299 * example, to put colors in one buffer and texcoords in another.
301 struct pipe_vertex_buffer
303 unsigned pitch
:11; /**< stride to same attrib in next vertex, in bytes */
304 unsigned max_index
; /**< number of vertices in this buffer */
305 unsigned buffer_offset
; /**< offset to start of data in buffer, in bytes */
306 struct pipe_buffer
*buffer
; /**< the actual buffer */
311 * Information to describe a vertex attribute (position, color, etc)
313 struct pipe_vertex_element
315 /** Offset of this attribute, in bytes, from the start of the vertex */
316 unsigned src_offset
:11;
318 /** Which vertex_buffer (as given to pipe->set_vertex_buffer()) does
319 * this attribute live in?
321 unsigned vertex_buffer_index
:5;
322 unsigned nr_components
:3;
324 enum pipe_format src_format
; /**< PIPE_FORMAT_* */