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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 "mtypes.h"
/**
* 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_stipple:1;
GLuint poly_smooth:1;
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 enabled: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];
};
/** XXXX probably merge into pipe_setup_state */
struct pipe_line_state
{
GLuint smooth:1;
GLuint stipple:1;
GLushort stipple_pattern;
GLint stipple_factor;
GLfloat width;
};
/** XXXX probably merge into pipe_setup_state */
struct pipe_point_state
{
GLuint smooth:1;
GLfloat size;
GLfloat min_size, max_size;
GLfloat attenuation[3];
};
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 */
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 */
#endif
GLfloat max_anisotropy;
};
#endif
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