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#ifndef __NV10_STATE_H__
#define __NV10_STATE_H__
#include "pipe/p_state.h"
#include "tgsi/util/tgsi_scan.h"
struct nv10_blend_state {
uint32_t b_enable;
uint32_t b_srcfunc;
uint32_t b_dstfunc;
uint32_t c_mask;
uint32_t d_enable;
};
struct nv10_sampler_state {
uint32_t wrap;
uint32_t en;
uint32_t filt;
uint32_t bcol;
};
struct nv10_rasterizer_state {
uint32_t shade_model;
uint32_t line_width;
uint32_t line_smooth_en;
uint32_t point_size;
uint32_t poly_smooth_en;
uint32_t poly_mode_front;
uint32_t poly_mode_back;
uint32_t front_face;
uint32_t cull_face;
uint32_t cull_face_en;
uint32_t point_sprite;
const struct pipe_rasterizer_state *templ;
};
struct nv10_vertex_program_exec {
uint32_t data[4];
boolean has_branch_offset;
int const_index;
};
struct nv10_vertex_program_data {
int index; /* immediates == -1 */
float value[4];
};
struct nv10_vertex_program {
const struct pipe_shader_state *pipe;
boolean translated;
struct nv10_vertex_program_exec *insns;
unsigned nr_insns;
struct nv10_vertex_program_data *consts;
unsigned nr_consts;
struct nouveau_resource *exec;
unsigned exec_start;
struct nouveau_resource *data;
unsigned data_start;
unsigned data_start_min;
uint32_t ir;
uint32_t or;
};
struct nv10_fragment_program_data {
unsigned offset;
unsigned index;
};
struct nv10_fragment_program {
const struct pipe_shader_state *pipe;
struct tgsi_shader_info info;
boolean translated;
boolean on_hw;
unsigned samplers;
uint32_t *insn;
int insn_len;
struct nv10_fragment_program_data *consts;
unsigned nr_consts;
struct pipe_buffer *buffer;
uint32_t fp_control;
uint32_t fp_reg_control;
};
struct nv10_depth_stencil_alpha_state {
struct {
uint32_t func;
uint32_t write_enable;
uint32_t test_enable;
} depth;
struct {
uint32_t enable;
uint32_t wmask;
uint32_t func;
uint32_t ref;
uint32_t vmask;
uint32_t fail;
uint32_t zfail;
uint32_t zpass;
} stencil;
struct {
uint32_t enabled;
uint32_t func;
uint32_t ref;
} alpha;
};
struct nv10_miptree {
struct pipe_texture base;
struct pipe_buffer *buffer;
uint total_size;
struct {
uint pitch;
uint *image_offset;
} level[PIPE_MAX_TEXTURE_LEVELS];
};
#endif
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