/************************************************************************** * * 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. * **************************************************************************/ #ifndef PIPE_STATE_H #define PIPE_STATE_H #include "mtypes.h" #include "vf/vf.h" #define WINDING_NONE 0 #define WINDING_CW 1 #define WINDING_CCW 2 #define WINDING_BOTH (WINDING_CW | WINDING_CCW) #define FILL_POINT 1 #define FILL_LINE 2 #define FILL_TRI 3 struct pipe_setup_state { GLuint flatshade:1; GLuint light_twoside:1; GLuint front_winding:2; GLuint cull_mode:2; GLuint fill_cw:2; GLuint fill_ccw:2; GLuint offset_cw:1; GLuint offset_ccw:1; GLuint scissor:1; GLuint poly_stipple:1; GLuint pad:18; GLfloat offset_units; GLfloat offset_scale; }; struct pipe_poly_stipple { GLuint stipple[32]; }; struct pipe_viewport { GLfloat scale[4]; GLfloat translate[4]; }; struct pipe_scissor_rect { GLshort minx; GLshort miny; GLshort maxx; GLshort maxy; }; #define PIPE_MAX_CLIP_PLANES 6 struct pipe_clip_state { GLfloat ucp[PIPE_MAX_CLIP_PLANES][4]; GLuint nr; }; struct pipe_fs_state { struct gl_fragment_program *fp; }; #define PIPE_MAX_CONSTANT 32 struct pipe_constant_buffer { GLfloat constant[PIPE_MAX_CONSTANT][4]; GLuint nr_constants; }; struct pipe_depth_state { GLuint enabled:1; /**< depth test enabled? */ GLuint writemask:1; /**< allow depth buffer writes? */ GLuint func:3; /**< depth test func (PIPE_FUNC_x) */ GLfloat clear; /**< Clear value in [0,1] (XXX correct place?) */ }; struct pipe_alpha_test_state { GLuint enable:1; GLuint func:3; /**< PIPE_FUNC_x */ GLfloat ref; /**< reference value */ }; struct pipe_blend_state { GLuint blend_enable:1; GLuint rgb_func:3; GLuint rgb_src_factor:5; GLuint rgb_dst_factor:5; GLuint alpha_func:3; GLuint alpha_src_factor:5; GLuint alpha_dst_factor:5; GLuint logicop_enable:1; GLuint logicop_func:4; }; struct pipe_blend_color { GLfloat color[4]; }; struct pipe_clear_color_state { GLfloat color[4]; }; struct pipe_line_state { GLuint smooth:1; GLuint stipple:1; GLushort stipple_pattern; GLint stipple_factor; GLfloat width; }; struct pipe_point_state { GLuint smooth:1; GLfloat size; GLfloat min_size, max_size; GLfloat attenuation[3]; }; struct pipe_polygon_state { GLuint cull_mode:2; /**< PIPE_POLYGON_CULL_x */ GLuint front_winding:1; /**< PIPE_POLYGON_FRONT_CCW,CW */ GLuint front_mode:2; /**< PIPE_POLYGON_MODE_x */ GLuint back_mode:2; /**< PIPE_POLYGON_MODE_x */ GLuint stipple:1; /**< enable */ GLuint smooth:1; /**< enable */ /* XXX Polygon offset? */ }; struct pipe_stencil_state { GLuint front_enabled:1; GLuint front_func:3; /**< PIPE_FUNC_x */ GLuint front_fail_op:3; /**< PIPE_STENCIL_OP_x */ GLuint front_zpass_op:3; /**< PIPE_STENCIL_OP_x */ GLuint front_zfail_op:3; /**< PIPE_STENCIL_OP_x */ GLuint back_enabled:1; GLuint back_func:3; GLuint back_fail_op:3; GLuint back_zpass_op:3; GLuint back_zfail_op:3; GLubyte ref_value[2]; /**< [0] = front, [1] = back */ GLubyte value_mask[2]; GLubyte write_mask[2]; GLubyte clear_value; }; /* This will change for hardware pipes... */ struct pipe_surface { GLuint width, height; GLubyte *ptr; GLint stride; GLuint cpp; GLuint format; }; struct pipe_framebuffer_state { GLuint num_cbufs; /**< Number of color bufs to draw to */ struct pipe_surface *cbufs[4]; /**< OpenGL can write to as many as 4 color buffers at once */ struct pipe_surface *zbuf; /**< Z buffer */ struct pipe_surface *sbuf; /**< Stencil buffer */ struct pipe_surface *abuf; /**< Accum buffer */ }; /** * Texture sampler state. */ struct pipe_sampler_state { GLuint wrap_s:3; /**< PIPE_TEX_WRAP_x */ GLuint wrap_t:3; /**< PIPE_TEX_WRAP_x */ GLuint wrap_r:3; /**< PIPE_TEX_WRAP_x */ GLuint min_filter:3; /**< PIPE_TEX_FILTER_x */ GLuint mag_filter:1; /**< PIPE_TEX_FILTER_LINEAR or _NEAREST */ GLfloat min_lod; GLfloat max_lod; GLfloat lod_bias; #if 0 /* need these? */ GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */ GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */ #endif GLfloat max_anisotropy; GLuint compare:1; /**< shadow/depth compare enabled? */ GLenum compare_mode:1; /**< PIPE_TEX_COMPARE_x */ GLenum compare_func:3; /**< PIPE_FUNC_x */ GLfloat shadow_ambient; /**< shadow test fail color/intensity */ }; #endif