/************************************************************************** * * 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 "mtypes.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 /* fwd decl */ struct pipe_surface; /*** *** State objects ***/ /** * Primitive (point/line/tri) setup info */ struct pipe_setup_state { GLuint flatshade:1; GLuint light_twoside:1; GLuint front_winding:2; /**< PIPE_WINDING_x */ GLuint cull_mode:2; /**< PIPE_WINDING_x */ GLuint fill_cw:2; /**< PIPE_POLYGON_MODE_x */ GLuint fill_ccw:2; /**< PIPE_POLYGON_MODE_x */ GLuint offset_cw:1; GLuint offset_ccw:1; GLuint scissor:1; GLuint poly_smooth:1; GLuint poly_stipple_enable:1; GLuint line_smooth:1; GLuint line_stipple_enable:1; GLuint point_smooth:1; GLuint multisample:1; /* XXX maybe more ms state in future */ GLubyte line_stipple_factor; /**< [1..256] actually */ GLushort line_stipple_pattern; GLfloat line_width; GLfloat point_size; /**< used when no per-vertex size */ GLfloat offset_units; GLfloat offset_scale; }; struct pipe_poly_stipple { GLuint stipple[32]; }; struct pipe_viewport_state { GLfloat scale[4]; GLfloat translate[4]; }; struct pipe_scissor_state { GLshort minx; GLshort miny; GLshort maxx; GLshort maxy; }; struct pipe_clip_state { GLfloat ucp[PIPE_MAX_CLIP_PLANES][4]; GLuint nr; }; struct pipe_constant_buffer { GLfloat constant[PIPE_MAX_CONSTANT][4]; GLuint nr_constants; }; struct pipe_fs_state { GLbitfield inputs_read; /* FRAG_ATTRIB_* */ const struct tgsi_token *tokens; struct pipe_constant_buffer *constants; /* XXX temporary? */ }; 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) */ GLuint occlusion_count:1; /**< XXX move this elsewhere? */ GLfloat clear; /**< Clear value in [0,1] (XXX correct place?) */ }; struct pipe_alpha_test_state { GLuint enabled:1; GLuint func:3; /**< PIPE_FUNC_x */ GLfloat ref; /**< reference value */ }; struct pipe_blend_state { GLuint blend_enable:1; GLuint rgb_func:3; /**< PIPE_BLEND_x */ GLuint rgb_src_factor:5; /**< PIPE_BLENDFACTOR_x */ GLuint rgb_dst_factor:5; /**< PIPE_BLENDFACTOR_x */ GLuint alpha_func:3; /**< PIPE_BLEND_x */ GLuint alpha_src_factor:5; /**< PIPE_BLENDFACTOR_x */ GLuint alpha_dst_factor:5; /**< PIPE_BLENDFACTOR_x */ GLuint logicop_enable:1; GLuint logicop_func:4; /**< PIPE_LOGICOP_x */ GLuint colormask:4; /**< bitmask of PIPE_MASK_R/G/B/A */ GLuint dither:1; }; struct pipe_blend_color { GLfloat color[4]; }; struct pipe_clear_color_state { GLfloat color[4]; }; 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; /**< PIPE_FUNC_x */ GLuint back_fail_op:3; /**< PIPE_STENCIL_OP_x */ GLuint back_zpass_op:3; /**< PIPE_STENCIL_OP_x */ GLuint back_zfail_op:3; /**< PIPE_STENCIL_OP_x */ GLubyte ref_value[2]; /**< [0] = front, [1] = back */ GLubyte value_mask[2]; GLubyte write_mask[2]; GLubyte clear_value; }; struct pipe_framebuffer_state { /** multiple colorbuffers for multiple render targets */ GLuint 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 { 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 */ 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 */ 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 */ GLfloat border_color[4]; #endif GLfloat max_anisotropy; }; /*** *** Resource Objects ***/ struct pipe_region { void *buffer; /**< driver private buffer handle */ GLuint refcount; /**< Reference count for region */ GLuint cpp; /**< bytes per pixel */ GLuint pitch; /**< in pixels */ GLuint height; /**< in pixels */ GLubyte *map; /**< only non-NULL when region is actually mapped */ GLuint 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; GLuint format:5; /**< PIPE_FORMAT_x */ GLuint width, height; GLuint offset; /**< offset from start of region, in bytes */ GLint refcount; void *rb; /**< Ptr back to renderbuffer (temporary?) */ /** get block/tile of pixels from surface */ void (*get_tile)(struct pipe_surface *ps, GLuint x, GLuint y, GLuint w, GLuint h, GLfloat *p); /** put block/tile of pixels into surface */ void (*put_tile)(struct pipe_surface *ps, GLuint x, GLuint y, GLuint w, GLuint h, const GLfloat *p); }; /** * surface sampler object * XXX prototype */ struct pipe_surface_sampler { struct pipe_sampler_state state; struct pipe_mipmap_tree *texture; void (*get_sample)(struct pipe_surface_sampler *sampler, const GLfloat strq[4], GLfloat rgba[4]); }; /** * Describes the location of each texture image within a texture region. */ struct pipe_mipmap_level { GLuint level_offset; GLuint width; GLuint height; GLuint depth; GLuint 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: */ GLuint *image_offset; /**< array [depth] of offsets */ }; struct pipe_mipmap_tree { /* Effectively the key: */ GLenum target; /* XXX convert to PIPE_TEXTURE_x */ GLenum internal_format; /* XXX convert to PIPE_FORMAT_x */ GLuint first_level; GLuint last_level; GLuint width0, height0, depth0; /**< Level zero image dimensions */ GLuint cpp; GLboolean compressed; /* Derived from the above: */ GLuint pitch; GLuint depth_pitch; /* per-image on i945? */ GLuint total_height; /* Includes image offset tables: */ struct pipe_mipmap_level level[MAX_TEXTURE_LEVELS]; /* The data is held here: */ struct pipe_region *region; /* These are also refcounted: */ GLuint refcount; }; struct pipe_buffer_handle; #define PIPE_BUFFER_FLAG_READ 0x1 #define PIPE_BUFFER_FLAG_WRITE 0x2 #define PIPE_BUFFER_USE_TEXTURE 0x1 #define PIPE_BUFFER_USE_VERTEX_BUFFER 0x2 #define PIPE_BUFFER_USE_INDEX_BUFFER 0x4 #define PIPE_BUFFER_USE_RENDER_TARGET 0x8 #endif