/************************************************************************** * * 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. * **************************************************************************/ /* Authors: Keith Whitwell */ #ifndef SP_STATE_H #define SP_STATE_H #include "pipe/p_state.h" #include "tgsi/tgsi_scan.h" #define SP_NEW_VIEWPORT 0x1 #define SP_NEW_RASTERIZER 0x2 #define SP_NEW_FS 0x4 #define SP_NEW_BLEND 0x8 #define SP_NEW_CLIP 0x10 #define SP_NEW_SCISSOR 0x20 #define SP_NEW_STIPPLE 0x40 #define SP_NEW_FRAMEBUFFER 0x80 #define SP_NEW_DEPTH_STENCIL_ALPHA 0x100 #define SP_NEW_CONSTANTS 0x200 #define SP_NEW_SAMPLER 0x400 #define SP_NEW_TEXTURE 0x800 #define SP_NEW_VERTEX 0x1000 #define SP_NEW_VS 0x2000 #define SP_NEW_QUERY 0x4000 struct tgsi_sampler; struct tgsi_exec_machine; struct vertex_info; /** * Subclass of pipe_shader_state (though it doesn't really need to be). * * This is starting to look an awful lot like a quad pipeline stage... */ struct sp_fragment_shader { struct pipe_shader_state shader; struct tgsi_shader_info info; void (*prepare)( const struct sp_fragment_shader *shader, struct tgsi_exec_machine *machine, struct tgsi_sampler **samplers); /* Run the shader - this interface will get cleaned up in the * future: */ unsigned (*run)( const struct sp_fragment_shader *shader, struct tgsi_exec_machine *machine, struct quad_header *quad ); void (*delete)( struct sp_fragment_shader * ); }; /** Subclass of pipe_shader_state */ struct sp_vertex_shader { struct pipe_shader_state shader; struct draw_vertex_shader *draw_data; }; void * softpipe_create_blend_state(struct pipe_context *, const struct pipe_blend_state *); void softpipe_bind_blend_state(struct pipe_context *, void *); void softpipe_delete_blend_state(struct pipe_context *, void *); void * softpipe_create_sampler_state(struct pipe_context *, const struct pipe_sampler_state *); void softpipe_bind_sampler_states(struct pipe_context *, unsigned, void **); void softpipe_delete_sampler_state(struct pipe_context *, void *); void * softpipe_create_depth_stencil_state(struct pipe_context *, const struct pipe_depth_stencil_alpha_state *); void softpipe_bind_depth_stencil_state(struct pipe_context *, void *); void softpipe_delete_depth_stencil_state(struct pipe_context *, void *); void * softpipe_create_rasterizer_state(struct pipe_context *, const struct pipe_rasterizer_state *); void softpipe_bind_rasterizer_state(struct pipe_context *, void *); void softpipe_delete_rasterizer_state(struct pipe_context *, void *); void softpipe_set_framebuffer_state( struct pipe_context *, const struct pipe_framebuffer_state * ); void softpipe_set_blend_color( struct pipe_context *pipe, const struct pipe_blend_color *blend_color ); void softpipe_set_clip_state( struct pipe_context *, const struct pipe_clip_state * ); void softpipe_set_constant_buffer(struct pipe_context *, uint shader, uint index, const struct pipe_constant_buffer *buf); void *softpipe_create_fs_state(struct pipe_context *, const struct pipe_shader_state *); void softpipe_bind_fs_state(struct pipe_context *, void *); void softpipe_delete_fs_state(struct pipe_context *, void *); void *softpipe_create_vs_state(struct pipe_context *, const struct pipe_shader_state *); void softpipe_bind_vs_state(struct pipe_context *, void *); void softpipe_delete_vs_state(struct pipe_context *, void *); void softpipe_set_polygon_stipple( struct pipe_context *, const struct pipe_poly_stipple * ); void softpipe_set_scissor_state( struct pipe_context *, const struct pipe_scissor_state * ); void softpipe_set_sampler_textures( struct pipe_context *, unsigned num, struct pipe_texture ** ); void softpipe_set_viewport_state( struct pipe_context *, const struct pipe_viewport_state * ); void softpipe_set_vertex_elements(struct pipe_context *, unsigned count, const struct pipe_vertex_element *); void softpipe_set_vertex_buffers(struct pipe_context *, unsigned count, const struct pipe_vertex_buffer *); void softpipe_update_derived( struct softpipe_context *softpipe ); boolean softpipe_draw_arrays(struct pipe_context *pipe, unsigned mode, unsigned start, unsigned count); boolean softpipe_draw_elements(struct pipe_context *pipe, struct pipe_buffer *indexBuffer, unsigned indexSize, unsigned mode, unsigned start, unsigned count); boolean softpipe_draw_range_elements(struct pipe_context *pipe, struct pipe_buffer *indexBuffer, unsigned indexSize, unsigned min_index, unsigned max_index, unsigned mode, unsigned start, unsigned count); void softpipe_set_edgeflags(struct pipe_context *pipe, const unsigned *edgeflags); void softpipe_map_transfers(struct softpipe_context *sp); void softpipe_unmap_transfers(struct softpipe_context *sp); void softpipe_map_texture_surfaces(struct softpipe_context *sp); void softpipe_unmap_texture_surfaces(struct softpipe_context *sp); struct vertex_info * softpipe_get_vertex_info(struct softpipe_context *softpipe); struct vertex_info * softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe); #endif