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/**************************************************************************
*
* 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"
/**
* 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 decl */
struct pipe_surface;
/* opaque type */
struct pipe_buffer_handle;
struct pipe_winsys;
/***
*** State objects
***/
/**
* 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;
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_ */
};
/**
* Post-transform vertex feeback
*/
struct pipe_feedback_state {
uint enabled:1; /**< enable feedback? */
uint discard:1; /**< discard primitives? */
uint interleaved:1; /**< interleaved output? */
uint num_attribs;
uint attrib[PIPE_MAX_FEEDBACK_ATTRIBS];
uint size[PIPE_MAX_FEEDBACK_ATTRIBS];
};
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_handle *buffer;
unsigned size; /** in bytes */
};
struct pipe_shader_state {
const struct tgsi_token *tokens;
ubyte num_inputs;
ubyte num_outputs;
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_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; /**< XXX move this elsewhere? */
float clear; /**< Clear value in [0,1] (XXX correct place?) */
} depth;
struct {
unsigned front_enabled:1;
unsigned front_func:3; /**< PIPE_FUNC_x */
unsigned front_fail_op:3; /**< PIPE_STENCIL_OP_x */
unsigned front_zpass_op:3; /**< PIPE_STENCIL_OP_x */
unsigned front_zfail_op:3; /**< PIPE_STENCIL_OP_x */
unsigned back_enabled:1;
unsigned back_func:3; /**< PIPE_FUNC_x */
unsigned back_fail_op:3; /**< PIPE_STENCIL_OP_x */
unsigned back_zpass_op:3; /**< PIPE_STENCIL_OP_x */
unsigned back_zfail_op:3; /**< PIPE_STENCIL_OP_x */
ubyte ref_value[2]; /**< [0] = front, [1] = back */
ubyte value_mask[2];
ubyte write_mask[2];
ubyte clear_value;
} stencil;
};
struct pipe_alpha_test_state {
unsigned enabled:1;
unsigned func:3; /**< PIPE_FUNC_x */
float ref; /**< reference value */
};
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_clear_color_state
{
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 *zbuf; /**< Z buffer */
struct pipe_surface *sbuf; /**< 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 min_lod;
float max_lod;
float lod_bias;
#if 0 /* need these? */
int BaseLevel; /**< min mipmap level, OpenGL 1.2 */
int MaxLevel; /**< max mipmap level, OpenGL 1.2 */
#endif
float border_color[4];
float max_anisotropy;
};
/***
*** Resource Objects
***/
struct pipe_region
{
struct pipe_buffer_handle *buffer; /**< driver private buffer handle */
unsigned refcount; /**< Reference count for region */
unsigned cpp; /**< bytes per pixel */
unsigned pitch; /**< in pixels */
unsigned height; /**< in pixels */
ubyte *map; /**< only non-NULL when region is actually mapped */
unsigned map_refcount; /**< Reference count for mapping */
};
/**
* 2D surface. This is basically a view into a pipe_region (memory buffer).
* May be a renderbuffer, texture mipmap level, etc.
*/
struct pipe_surface
{
struct pipe_region *region;
unsigned format; /**< PIPE_FORMAT_x */
unsigned width, height;
unsigned offset; /**< offset from start of region, in bytes */
unsigned refcount;
struct pipe_winsys *winsys; /**< winsys which owns/created the surface */
};
/**
* Describes the location of each texture image within a texture region.
*/
struct pipe_mipmap_level
{
unsigned level_offset;
unsigned width;
unsigned height;
unsigned depth;
unsigned nr_images;
/* Explicitly store the offset of each image for each cube face or
* depth value. Pretty much have to accept that hardware formats
* are going to be so diverse that there is no unified way to
* compute the offsets of depth/cube images within a mipmap level,
* so have to store them as a lookup table:
*/
unsigned *image_offset; /**< array [depth] of offsets */
};
struct pipe_mipmap_tree
{
/* Effectively the key:
*/
unsigned target; /* XXX convert to PIPE_TEXTURE_x */
unsigned internal_format; /* XXX convert to PIPE_FORMAT_x */
unsigned format; /**< PIPE_FORMAT_x */
unsigned first_level;
unsigned last_level;
unsigned width0, height0, depth0; /**< Level zero image dimensions */
unsigned cpp;
unsigned compressed:1;
/* Derived from the above:
*/
unsigned pitch;
unsigned depth_pitch; /* per-image on i945? */
unsigned total_height;
/* Includes image offset tables:
*/
struct pipe_mipmap_level level[PIPE_MAX_TEXTURE_LEVELS];
/* The data is held here:
*/
struct pipe_region *region;
/* 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_handle *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 dst_offset:8;
unsigned src_format; /**< PIPE_FORMAT_* */
};
/**
* Vertex feedback buffer
*/
struct pipe_feedback_buffer {
struct pipe_buffer_handle *buffer;
unsigned size;
unsigned start_offset;
};
/**
* Hardware queries (occlusion, transform feedback, timing, etc)
*/
struct pipe_query_object {
uint type:3; /**< PIPE_QUERY_x */
uint ready:1; /**< is result ready? */
uint64 count;
};
#endif
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