/************************************************************************** * * Copyright 2003 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 ST_CONTEXT_H #define ST_CONTEXT_H #include "main/mtypes.h" #include "shader/prog_cache.h" #include "pipe/p_state.h" struct st_context; struct st_texture_object; struct st_fragment_program; struct draw_context; struct draw_stage; struct cso_cache; struct cso_blend; struct gen_mipmap_state; struct blit_state; struct bitmap_cache; /** XXX we'd like to get rid of these */ #define FRONT_STATUS_UNDEFINED 0 #define FRONT_STATUS_DIRTY 1 #define FRONT_STATUS_COPY_OF_BACK 2 #define ST_NEW_MESA 0x1 /* Mesa state has changed */ #define ST_NEW_FRAGMENT_PROGRAM 0x2 #define ST_NEW_VERTEX_PROGRAM 0x4 #define ST_NEW_FRAMEBUFFER 0x8 #define ST_NEW_EDGEFLAGS_DATA 0x10 struct st_state_flags { GLuint mesa; GLuint st; }; struct st_tracked_state { const char *name; struct st_state_flags dirty; void (*update)( struct st_context *st ); }; struct st_context { GLcontext *ctx; struct pipe_context *pipe; struct draw_context *draw; /**< For selection/feedback/rastpos only */ struct draw_stage *feedback_stage; /**< For GL_FEEDBACK rendermode */ struct draw_stage *selection_stage; /**< For GL_SELECT rendermode */ struct draw_stage *rastpos_stage; /**< For glRasterPos */ /* Some state is contained in constant objects. * Other state is just parameter values. */ struct { struct pipe_blend_state blend; struct pipe_depth_stencil_alpha_state depth_stencil; struct pipe_rasterizer_state rasterizer; struct pipe_sampler_state samplers[PIPE_MAX_SAMPLERS]; struct pipe_sampler_state *sampler_list[PIPE_MAX_SAMPLERS]; struct pipe_clip_state clip; struct pipe_buffer *constants[2]; struct pipe_framebuffer_state framebuffer; struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS]; struct pipe_scissor_state scissor; struct pipe_viewport_state viewport; GLuint num_samplers; GLuint num_textures; GLuint poly_stipple[32]; /**< In OpenGL's bottom-to-top order */ } state; struct { struct st_tracked_state tracked_state[PIPE_SHADER_TYPES]; } constants; /* XXX unused: */ struct { struct gl_fragment_program *fragment_program; } cb; GLuint frontbuffer_status; /**< one of FRONT_STATUS_ (XXX to be removed) */ char vendor[100]; char renderer[100]; struct st_state_flags dirty; GLboolean missing_textures; GLboolean vertdata_edgeflags; /** Mapping from VERT_RESULT_x to post-transformed vertex slot */ const GLuint *vertex_result_to_slot; struct st_vertex_program *vp; /**< Currently bound vertex program */ struct st_fragment_program *fp; /**< Currently bound fragment program */ struct st_vp_varient *vp_varient; struct gl_texture_object *default_texture; struct { struct gl_program_cache *cache; struct st_fragment_program *program; /**< cur pixel transfer prog */ GLuint xfer_prog_sn; /**< pixel xfer program serial no. */ GLuint user_prog_sn; /**< user fragment program serial no. */ struct st_fragment_program *combined_prog; GLuint combined_prog_sn; struct pipe_texture *pixelmap_texture; struct pipe_sampler_view *pixelmap_sampler_view; boolean pixelmap_enabled; /**< use the pixelmap texture? */ } pixel_xfer; /** for glBitmap */ struct { struct pipe_rasterizer_state rasterizer; struct pipe_sampler_state sampler; enum pipe_format tex_format; void *vs; float vertices[4][3][4]; /**< vertex pos + color + texcoord */ struct pipe_buffer *vbuf; unsigned vbuf_slot; /* next free slot in vbuf */ struct bitmap_cache *cache; } bitmap; /** for glDraw/CopyPixels */ struct { struct st_fragment_program *z_shader; void *vert_shaders[2]; /**< ureg shaders */ } drawpix; /** for glClear */ struct { struct pipe_rasterizer_state raster; struct pipe_viewport_state viewport; struct pipe_clip_state clip; void *vs; void *fs; float vertices[4][2][4]; /**< vertex pos + color */ struct pipe_buffer *vbuf; unsigned vbuf_slot; } clear; /** used for anything using util_draw_vertex_buffer */ struct pipe_vertex_element velems_util_draw[3]; void *passthrough_fs; /**< simple pass-through frag shader */ struct gen_mipmap_state *gen_mipmap; struct blit_state *blit; struct cso_context *cso_context; int force_msaa; void *winsys_drawable_handle; }; /* Need this so that we can implement Mesa callbacks in this module. */ static INLINE struct st_context *st_context(GLcontext *ctx) { return ctx->st; } /** * Wrapper for GLframebuffer. * This is an opaque type to the outside world. */ struct st_framebuffer { GLframebuffer Base; void *Private; GLuint InitWidth, InitHeight; }; extern void st_init_driver_functions(struct dd_function_table *functions); void st_invalidate_state(GLcontext * ctx, GLuint new_state); #define Y_0_TOP 1 #define Y_0_BOTTOM 2 static INLINE GLuint st_fb_orientation(const struct gl_framebuffer *fb) { if (fb && fb->Name == 0) { /* Drawing into a window (on-screen buffer). * * Negate Y scale to flip image vertically. * The NDC Y coords prior to viewport transformation are in the range * [y=-1=bottom, y=1=top] * Hardware window coords are in the range [y=0=top, y=H-1=bottom] where * H is the window height. * Use the viewport transformation to invert Y. */ return Y_0_TOP; } else { /* Drawing into user-created FBO (very likely a texture). * * For textures, T=0=Bottom, so by extension Y=0=Bottom for rendering. */ return Y_0_BOTTOM; } } /** clear-alloc a struct-sized object, with casting */ #define ST_CALLOC_STRUCT(T) (struct T *) calloc(1, sizeof(struct T)) extern int st_get_msaa(void); #endif