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third_party_mesa3d/src/mesa/pipe/p_state.h

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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.
*
**************************************************************************/
#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
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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
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{
GLuint enabled:1; /**< depth test enabled? */
GLuint writemask:1; /**< allow depth buffer writes? */
GLuint func:3; /**< depth test func */
GLfloat clear; /**< Clear value in [0,1] (XXX correct place?) */
};
struct pipe_blend_state {
GLuint blend_enable:1;
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GLuint rgb_func:3;
GLuint rgb_src_factor:5;
GLuint rgb_dst_factor:5;
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GLuint alpha_func:3;
GLuint alpha_src_factor:5;
GLuint alpha_dst_factor:5;
GLuint logicop_enable:1;
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GLuint logicop_func:4;
};
struct pipe_blend_color {
GLfloat color[4];
};
struct pipe_stencil_state {
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GLuint front_enabled:1;
GLuint front_func:3; /**< PIPE_STENCIL_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 */
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GLuint back_enabled:1;
GLuint back_func:3;
GLuint back_fail_op:3;
GLuint back_zpass_op:3;
GLuint back_zfail_op:3;
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GLubyte ref_value[2]; /**< [0] = front, [1] = back */
GLubyte value_mask[2];
GLubyte write_mask[2];
GLubyte clear_value;
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};
/* This will change for hardware pipes...
*/
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struct pipe_surface
{
GLuint width, height;
GLubyte *ptr;
GLint stride;
GLuint cpp;
GLuint format;
};
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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 */
};
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/**
* Texture sampler state.
*/
struct pipe_sampler_state
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{
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 */
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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_DEPTH_FUNC_x */
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GLfloat shadow_ambient; /**< shadow test fail color/intensity */
};
#endif