/* * Mesa 3-D graphics library * * Copyright (C) 2012-2013 LunarG, Inc. * * 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, sublicense, * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS 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: * Chia-I Wu */ #ifndef ILO_CONTEXT_H #define ILO_CONTEXT_H #include "pipe/p_context.h" #include "ilo_gpe.h" #include "ilo_common.h" struct blitter_context; struct intel_winsys; struct intel_bo; struct ilo_3d; struct ilo_cp; struct ilo_screen; struct ilo_shader_state; struct ilo_context { struct pipe_context base; struct intel_winsys *winsys; struct ilo_dev_info *dev; struct ilo_cp *cp; struct intel_bo *last_cp_bo; struct ilo_shader_cache *shader_cache; struct ilo_3d *hw3d; struct blitter_context *blitter; uint32_t dirty; struct ilo_vb_state vb; const struct ilo_ve_state *ve; struct ilo_ib_state ib; struct ilo_so_state so; struct pipe_clip_state clip; struct ilo_viewport_state viewport; struct ilo_scissor_state scissor; const struct ilo_rasterizer_state *rasterizer; struct pipe_poly_stipple poly_stipple; unsigned sample_mask; struct pipe_blend_state *blend; struct pipe_depth_stencil_alpha_state *depth_stencil_alpha; struct ilo_shader_state *fs; struct ilo_shader_state *vs; struct ilo_shader_state *gs; struct pipe_blend_color blend_color; struct pipe_stencil_ref stencil_ref; struct pipe_framebuffer_state framebuffer; struct { struct pipe_sampler_state *samplers[ILO_MAX_SAMPLERS]; unsigned num_samplers; } samplers[PIPE_SHADER_TYPES]; struct { struct pipe_sampler_view *views[ILO_MAX_SAMPLER_VIEWS]; unsigned num_views; } sampler_views[PIPE_SHADER_TYPES]; struct { struct pipe_constant_buffer buffers[ILO_MAX_CONST_BUFFERS]; unsigned num_buffers; } constant_buffers[PIPE_SHADER_TYPES]; struct { struct pipe_surface *surfaces[PIPE_MAX_SHADER_RESOURCES]; unsigned num_surfaces; } shader_resources; struct ilo_shader_state *compute; struct { struct pipe_surface *surfaces[PIPE_MAX_SHADER_RESOURCES]; unsigned num_surfaces; } compute_resources; struct { /* * XXX These should not be treated as real resources (and there could be * thousands of them). They should be treated as regions in GLOBAL * resource, which is the only real resource. * * That is, a resource here should instead be * * struct ilo_global_region { * struct pipe_resource base; * int offset; * int size; * }; * * and it describes the region [offset, offset + size) in GLOBAL * resource. */ struct pipe_resource *resources[PIPE_MAX_SHADER_RESOURCES]; uint32_t *handles[PIPE_MAX_SHADER_RESOURCES]; unsigned num_resources; } global_binding; }; static inline struct ilo_context * ilo_context(struct pipe_context *pipe) { return (struct ilo_context *) pipe; } void ilo_init_context_functions(struct ilo_screen *is); #endif /* ILO_CONTEXT_H */