/************************************************************************** * * Copyright 2003 VMware, Inc. * 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 VMWARE 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 "pipe/p_state.h" #include "state_tracker/st_api.h" #include "main/fbobject.h" #include "state_tracker/st_atom.h" #ifdef __cplusplus extern "C" { #endif struct bitmap_cache; struct dd_function_table; struct draw_context; struct draw_stage; struct gen_mipmap_state; struct st_context; struct st_fragment_program; struct st_perf_monitor_group; struct u_upload_mgr; /** For drawing quads for glClear, glDraw/CopyPixels, glBitmap, etc. */ struct st_util_vertex { float x, y, z; float r, g, b, a; float s, t; }; struct st_context { struct st_context_iface iface; struct gl_context *ctx; struct pipe_context *pipe; struct u_upload_mgr *uploader, *indexbuf_uploader, *constbuf_uploader; 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 */ GLboolean clamp_frag_color_in_shader; GLboolean clamp_vert_color_in_shader; boolean has_stencil_export; /**< can do shader stencil export? */ boolean has_time_elapsed; boolean has_shader_model3; boolean has_etc1; boolean has_etc2; boolean prefer_blit_based_texture_transfer; boolean force_persample_in_shader; boolean has_shareable_shaders; boolean has_half_float_packing; boolean has_multi_draw_indirect; /** * If a shader can be created when we get its source. * This means it has only 1 variant, not counting glBitmap and * glDrawPixels. */ boolean shader_has_one_variant[MESA_SHADER_STAGES]; boolean needs_texcoord_semantic; boolean apply_texture_swizzle_to_border_color; /* On old libGL's for linux we need to invalidate the drawables * on glViewpport calls, this is set via a option. */ boolean invalidate_on_gl_viewport; boolean vertex_array_out_of_memory; /* 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_SHADER_TYPES][PIPE_MAX_SAMPLERS]; GLuint num_samplers[PIPE_SHADER_TYPES]; struct pipe_sampler_view *sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS]; GLuint num_sampler_views[PIPE_SHADER_TYPES]; struct pipe_clip_state clip; struct { void *ptr; unsigned size; } constants[PIPE_SHADER_TYPES]; struct pipe_framebuffer_state framebuffer; struct pipe_scissor_state scissor[PIPE_MAX_VIEWPORTS]; struct pipe_viewport_state viewport[PIPE_MAX_VIEWPORTS]; struct { unsigned num; boolean include; struct pipe_scissor_state rects[PIPE_MAX_WINDOW_RECTANGLES]; } window_rects; unsigned sample_mask; GLuint poly_stipple[32]; /**< In OpenGL's bottom-to-top order */ GLuint fb_orientation; } state; char vendor[100]; char renderer[100]; uint64_t dirty; /**< dirty states */ /** This masks out unused shader resources. Only valid in draw calls. */ uint64_t active_states; /* If true, further analysis of states is required to know if something * has changed. Used mainly for shaders. */ bool gfx_shaders_may_be_dirty; bool compute_shader_may_be_dirty; GLboolean vertdata_edgeflags; GLboolean edgeflag_culls_prims; /** Mapping from VARYING_SLOT_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_geometry_program *gp; /**< Currently bound geometry program */ struct st_tessctrl_program *tcp; /**< Currently bound tess control program */ struct st_tesseval_program *tep; /**< Currently bound tess eval program */ struct st_compute_program *cp; /**< Currently bound compute program */ struct st_vp_variant *vp_variant; struct st_fp_variant *fp_variant; struct st_basic_variant *gp_variant; struct st_basic_variant *tcp_variant; struct st_basic_variant *tep_variant; struct st_basic_variant *cp_variant; struct { struct pipe_resource *pixelmap_texture; struct pipe_sampler_view *pixelmap_sampler_view; } pixel_xfer; /** for glBitmap */ struct { struct pipe_rasterizer_state rasterizer; struct pipe_sampler_state sampler; struct pipe_sampler_state atlas_sampler; enum pipe_format tex_format; void *vs; struct bitmap_cache *cache; } bitmap; /** for glDraw/CopyPixels */ struct { void *zs_shaders[4]; void *vert_shaders[2]; /**< ureg shaders */ } drawpix; struct { GLsizei width, height; GLenum format, type; const void *user_pointer; /**< Last user 'pixels' pointer */ void *image; /**< Copy of the glDrawPixels image data */ struct pipe_resource *texture; } drawpix_cache; /** for glReadPixels */ struct { struct pipe_resource *src; struct pipe_resource *cache; enum pipe_format dst_format; unsigned level; unsigned layer; unsigned hits; } readpix_cache; /** for glClear */ struct { struct pipe_rasterizer_state raster; struct pipe_viewport_state viewport; void *vs; void *fs; void *vs_layered; void *gs_layered; } clear; /* For gl(Compressed)Tex(Sub)Image */ struct { struct pipe_rasterizer_state raster; struct pipe_blend_state upload_blend; void *vs; void *gs; void *upload_fs[3]; void *download_fs[3][PIPE_MAX_TEXTURE_TYPES]; bool upload_enabled; bool download_enabled; bool rgba_only; bool layers; bool use_gs; } pbo; /** for drawing with st_util_vertex */ struct pipe_vertex_element util_velems[3]; void *passthrough_fs; /**< simple pass-through frag shader */ enum pipe_texture_target internal_target; struct cso_context *cso_context; void *winsys_drawable_handle; /* The number of vertex buffers from the last call of validate_arrays. */ unsigned last_num_vbuffers; int32_t draw_stamp; int32_t read_stamp; struct st_config_options options; struct st_perf_monitor_group *perfmon; enum pipe_reset_status reset_status; }; /* Need this so that we can implement Mesa callbacks in this module. */ static inline struct st_context *st_context(struct gl_context *ctx) { return ctx->st; } /** * Wrapper for struct gl_framebuffer. * This is an opaque type to the outside world. */ struct st_framebuffer { struct gl_framebuffer Base; void *Private; struct st_framebuffer_iface *iface; enum st_attachment_type statts[ST_ATTACHMENT_COUNT]; unsigned num_statts; int32_t stamp; int32_t iface_stamp; }; extern void st_init_driver_functions(struct pipe_screen *screen, struct dd_function_table *functions); void st_invalidate_state(struct gl_context * ctx, GLbitfield new_state); void st_invalidate_readpix_cache(struct st_context *st); #define Y_0_TOP 1 #define Y_0_BOTTOM 2 static inline GLuint st_fb_orientation(const struct gl_framebuffer *fb) { if (fb && _mesa_is_winsys_fbo(fb)) { /* 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; } } static inline enum pipe_shader_type st_shader_stage_to_ptarget(gl_shader_stage stage) { switch (stage) { case MESA_SHADER_VERTEX: return PIPE_SHADER_VERTEX; case MESA_SHADER_FRAGMENT: return PIPE_SHADER_FRAGMENT; case MESA_SHADER_GEOMETRY: return PIPE_SHADER_GEOMETRY; case MESA_SHADER_TESS_CTRL: return PIPE_SHADER_TESS_CTRL; case MESA_SHADER_TESS_EVAL: return PIPE_SHADER_TESS_EVAL; case MESA_SHADER_COMPUTE: return PIPE_SHADER_COMPUTE; } assert(!"should not be reached"); return PIPE_SHADER_VERTEX; } static inline bool st_user_clip_planes_enabled(struct gl_context *ctx) { return (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) && /* only ES 1.x */ ctx->Transform.ClipPlanesEnabled; } /** clear-alloc a struct-sized object, with casting */ #define ST_CALLOC_STRUCT(T) (struct T *) calloc(1, sizeof(struct T)) extern struct st_context * st_create_context(gl_api api, struct pipe_context *pipe, const struct gl_config *visual, struct st_context *share, const struct st_config_options *options); extern void st_destroy_context(struct st_context *st); uint64_t st_get_active_states(struct gl_context *ctx); #ifdef __cplusplus } #endif #endif