From b642730be93149baa7556e5791393168ab396175 Mon Sep 17 00:00:00 2001 From: José Fonseca Date: Fri, 15 Feb 2008 17:35:24 +0900 Subject: Code reorganization: move files into their places. This is in a separate commit to ensure renames are properly preserved. --- src/gallium/include/pipe/p_state.h | 322 +++++++++++++++++++++++++++++++++++++ 1 file changed, 322 insertions(+) create mode 100644 src/gallium/include/pipe/p_state.h (limited to 'src/gallium/include/pipe/p_state.h') diff --git a/src/gallium/include/pipe/p_state.h b/src/gallium/include/pipe/p_state.h new file mode 100644 index 0000000000..4d3a6b2f41 --- /dev/null +++ b/src/gallium/include/pipe/p_state.h @@ -0,0 +1,322 @@ +/************************************************************************** + * + * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. + * All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the + * "Software"), to deal in the Software without restriction, including + * without limitation the rights to use, copy, modify, merge, publish, + * distribute, sub license, and/or sell copies of the Software, and to + * permit persons to whom the Software is furnished to do so, subject to + * the following conditions: + * + * The above copyright notice and this permission notice (including the + * next paragraph) shall be included in all copies or substantial portions + * of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. + * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR + * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, + * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE + * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + * + **************************************************************************/ + + +/** + * Abstract graphics pipe state objects. + * + * Basic notes: + * 1. Want compact representations, so we use bitfields. + * 2. Put bitfields before other (GLfloat) fields. + */ + + +#ifndef PIPE_STATE_H +#define PIPE_STATE_H + +#include "p_compiler.h" +#include "p_defines.h" +#include "p_format.h" + +/** + * Implementation limits + */ +#define PIPE_MAX_SAMPLERS 8 +#define PIPE_MAX_CLIP_PLANES 6 +#define PIPE_MAX_CONSTANT 32 +#define PIPE_ATTRIB_MAX 32 +#define PIPE_MAX_COLOR_BUFS 8 +#define PIPE_MAX_TEXTURE_LEVELS 16 +#define PIPE_MAX_FEEDBACK_ATTRIBS 16 +#define PIPE_MAX_SHADER_INPUTS 16 +#define PIPE_MAX_SHADER_OUTPUTS 16 + + +/* fwd decls */ +struct pipe_surface; +struct pipe_winsys; + + + +/** + * The driver will certainly subclass this to include actual memory + * management information. + */ +struct pipe_buffer { + unsigned alignment; + unsigned usage; + unsigned size; + + /** Reference count */ + unsigned refcount; +}; + + + + +/** + * Primitive (point/line/tri) rasterization info + */ +struct pipe_rasterizer_state +{ + unsigned flatshade:1; + unsigned light_twoside:1; + unsigned front_winding:2; /**< PIPE_WINDING_x */ + unsigned cull_mode:2; /**< PIPE_WINDING_x */ + unsigned fill_cw:2; /**< PIPE_POLYGON_MODE_x */ + unsigned fill_ccw:2; /**< PIPE_POLYGON_MODE_x */ + unsigned offset_cw:1; + unsigned offset_ccw:1; + unsigned scissor:1; + unsigned poly_smooth:1; + unsigned poly_stipple_enable:1; + unsigned point_smooth:1; + unsigned point_sprite:1; + unsigned point_size_per_vertex:1; /**< size computed in vertex shader */ + unsigned multisample:1; /* XXX maybe more ms state in future */ + unsigned line_smooth:1; + unsigned line_stipple_enable:1; + unsigned line_stipple_factor:8; /**< [1..256] actually */ + unsigned line_stipple_pattern:16; + unsigned bypass_clipping:1; + unsigned origin_lower_left:1; /**< Is (0,0) the lower-left corner? */ + + float line_width; + float point_size; /**< used when no per-vertex size */ + float offset_units; + float offset_scale; + ubyte sprite_coord_mode[PIPE_MAX_SHADER_OUTPUTS]; /**< PIPE_SPRITE_COORD_ */ +}; + + +struct pipe_poly_stipple { + unsigned stipple[32]; +}; + + +struct pipe_viewport_state { + float scale[4]; + float translate[4]; +}; + + +struct pipe_scissor_state { + unsigned minx:16; + unsigned miny:16; + unsigned maxx:16; + unsigned maxy:16; +}; + + +struct pipe_clip_state { + float ucp[PIPE_MAX_CLIP_PLANES][4]; + unsigned nr; +}; + + +/** + * Constants for vertex/fragment shaders + */ +struct pipe_constant_buffer { + struct pipe_buffer *buffer; + unsigned size; /** in bytes */ +}; + + +struct pipe_shader_state { + const struct tgsi_token *tokens; + ubyte num_inputs; + ubyte num_outputs; + ubyte input_map[PIPE_MAX_SHADER_INPUTS]; /* XXX this may be temporary */ + ubyte input_semantic_name[PIPE_MAX_SHADER_INPUTS]; /**< TGSI_SEMANTIC_x */ + ubyte input_semantic_index[PIPE_MAX_SHADER_INPUTS]; + ubyte output_semantic_name[PIPE_MAX_SHADER_OUTPUTS]; /**< TGSI_SEMANTIC_x */ + ubyte output_semantic_index[PIPE_MAX_SHADER_OUTPUTS]; +}; + + +struct pipe_depth_stencil_alpha_state +{ + struct { + unsigned enabled:1; /**< depth test enabled? */ + unsigned writemask:1; /**< allow depth buffer writes? */ + unsigned func:3; /**< depth test func (PIPE_FUNC_x) */ + unsigned occlusion_count:1; /**< do occlusion counting? */ + } depth; + struct { + unsigned enabled:1; + unsigned func:3; /**< PIPE_FUNC_x */ + unsigned fail_op:3; /**< PIPE_STENCIL_OP_x */ + unsigned zpass_op:3; /**< PIPE_STENCIL_OP_x */ + unsigned zfail_op:3; /**< PIPE_STENCIL_OP_x */ + ubyte ref_value; + ubyte value_mask; + ubyte write_mask; + } stencil[2]; /**< [0] = front, [1] = back */ + struct { + unsigned enabled:1; + unsigned func:3; /**< PIPE_FUNC_x */ + float ref; /**< reference value */ + } alpha; +}; + + +struct pipe_blend_state { + unsigned blend_enable:1; + + unsigned rgb_func:3; /**< PIPE_BLEND_x */ + unsigned rgb_src_factor:5; /**< PIPE_BLENDFACTOR_x */ + unsigned rgb_dst_factor:5; /**< PIPE_BLENDFACTOR_x */ + + unsigned alpha_func:3; /**< PIPE_BLEND_x */ + unsigned alpha_src_factor:5; /**< PIPE_BLENDFACTOR_x */ + unsigned alpha_dst_factor:5; /**< PIPE_BLENDFACTOR_x */ + + unsigned logicop_enable:1; + unsigned logicop_func:4; /**< PIPE_LOGICOP_x */ + + unsigned colormask:4; /**< bitmask of PIPE_MASK_R/G/B/A */ + unsigned dither:1; +}; + + +struct pipe_blend_color { + float color[4]; +}; + + +struct pipe_framebuffer_state +{ + /** multiple colorbuffers for multiple render targets */ + unsigned num_cbufs; + struct pipe_surface *cbufs[PIPE_MAX_COLOR_BUFS]; + + struct pipe_surface *zsbuf; /**< Z/stencil buffer */ +}; + + +/** + * Texture sampler state. + */ +struct pipe_sampler_state +{ + unsigned wrap_s:3; /**< PIPE_TEX_WRAP_x */ + unsigned wrap_t:3; /**< PIPE_TEX_WRAP_x */ + unsigned wrap_r:3; /**< PIPE_TEX_WRAP_x */ + unsigned min_img_filter:2; /**< PIPE_TEX_FILTER_x */ + unsigned min_mip_filter:2; /**< PIPE_TEX_MIPFILTER_x */ + unsigned mag_img_filter:2; /**< PIPE_TEX_FILTER_x */ + unsigned compare:1; /**< shadow/depth compare enabled? */ + unsigned compare_mode:1; /**< PIPE_TEX_COMPARE_x */ + unsigned compare_func:3; /**< PIPE_FUNC_x */ + unsigned normalized_coords:1; /**< Are coords normalized to [0,1]? */ + float shadow_ambient; /**< shadow test fail color/intensity */ + float lod_bias; /**< LOD/lambda bias */ + float min_lod, max_lod; /**< LOD clamp range, after bias */ + float border_color[4]; + float max_anisotropy; +}; + + +/** + * 2D surface. This is basically a view into a memory buffer. + * May be a renderbuffer, texture mipmap level, etc. + */ +struct pipe_surface +{ + struct pipe_buffer *buffer; /**< driver private buffer handle */ + enum pipe_format format; /**< PIPE_FORMAT_x */ + unsigned status; /**< PIPE_SURFACE_STATUS_x */ + unsigned clear_value; /**< may be temporary */ + unsigned cpp; /**< bytes per pixel */ + unsigned width, height; + unsigned pitch; /**< in pixels */ + unsigned offset; /**< offset from start of buffer, in bytes */ + unsigned refcount; + struct pipe_winsys *winsys; /**< winsys which owns/created the surface */ +}; + + +/** + * Texture. Represents one or several texture images on one or several mipmap + * levels. + */ +struct pipe_texture +{ + /* Effectively the key: + */ + enum pipe_texture_target target; /**< PIPE_TEXTURE_x */ + enum pipe_format format; /**< PIPE_FORMAT_x */ + + unsigned last_level; /**< Index of last mipmap level present/defined */ + + unsigned width[PIPE_MAX_TEXTURE_LEVELS]; + unsigned height[PIPE_MAX_TEXTURE_LEVELS]; + unsigned depth[PIPE_MAX_TEXTURE_LEVELS]; + unsigned cpp; + + unsigned compressed:1; + + /* These are also refcounted: + */ + unsigned refcount; +}; + + +/** + * A vertex buffer. Typically, all the vertex data/attributes for + * drawing something will be in one buffer. But it's also possible, for + * example, to put colors in one buffer and texcoords in another. + */ +struct pipe_vertex_buffer +{ + unsigned pitch:11; /**< stride to same attrib in next vertex, in bytes */ + unsigned max_index; /**< number of vertices in this buffer */ + unsigned buffer_offset; /**< offset to start of data in buffer, in bytes */ + struct pipe_buffer *buffer; /**< the actual buffer */ +}; + + +/** + * Information to describe a vertex attribute (position, color, etc) + */ +struct pipe_vertex_element +{ + /** Offset of this attribute, in bytes, from the start of the vertex */ + unsigned src_offset:11; + + /** Which vertex_buffer (as given to pipe->set_vertex_buffer()) does + * this attribute live in? + */ + unsigned vertex_buffer_index:5; + unsigned nr_components:3; + + enum pipe_format src_format; /**< PIPE_FORMAT_* */ +}; + + +#endif -- cgit v1.2.3