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/**************************************************************************
 * 
 * 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;

#define ST_NEW_MESA                    0x1 /* Mesa state has changed */
#define ST_NEW_FRAGMENT_PROGRAM        0x2
#define ST_NEW_VERTEX_PROGRAM          0x4


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_texture_image
{
   struct gl_texture_image base;

   /* These aren't stored in gl_texture_image 
    */
   GLuint level;
   GLuint face;

   /* If stImage->pt != NULL, image data is stored here.
    * Else if stImage->base.Data != NULL, image is stored there.
    * Else there is no image data.
    */
   struct pipe_texture *pt;

   struct pipe_surface *surface;
};



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 {
      const struct cso_alpha_test      *alpha_test;
      const struct cso_blend           *blend;
      const struct cso_sampler         *sampler[PIPE_MAX_SAMPLERS];
      const struct cso_depth_stencil   *depth_stencil;
      const struct cso_rasterizer      *rasterizer;
      const struct cso_fragment_shader *fs;
      const struct cso_vertex_shader   *vs;

      struct pipe_blend_color  blend_color;
      struct pipe_clip_state clip;
      struct pipe_constant_buffer constants[2];
      struct pipe_framebuffer_state framebuffer;
      struct pipe_texture *sampler_texture[PIPE_MAX_SAMPLERS];
      struct pipe_poly_stipple poly_stipple;
      struct pipe_scissor_state scissor;
      struct pipe_viewport_state viewport;
   } state;

   struct {
      struct st_tracked_state tracked_state[2];
   } constants;

   /* XXX unused: */
   struct {
      struct gl_fragment_program *fragment_program;
   } cb;

   struct {
      GLuint frontbuffer_dirty:1;
   } flags;

   char vendor[100];
   char renderer[100];

   /** Can we access the front/back color buffers as pipe_surfaces?
    * We can't with the Xlib driver...
    * This is a hack that should be fixed someday.
    */
   GLboolean haveFramebufferSurfaces;

   /* State to be validated:
    */
   struct st_tracked_state **atoms;
   GLuint nr_atoms;

   struct st_state_flags dirty;

   GLfloat polygon_offset_scale; /* ?? */

   /** 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 {
      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;
   } pixel_xfer;

   struct {
      struct st_fragment_program *program;  /**< bitmap tex/kil program */
      GLuint user_prog_sn;  /**< user fragment program serial no. */
      struct st_fragment_program *combined_prog;
   } bitmap;

   /**
    * Buffer object which stores the ctx->Current.Attrib[] values.
    * Used for vertex array drawing when we we need an attribute for
    * which there's no enabled array.
    */
   struct pipe_buffer_handle *default_attrib_buffer;

   struct cso_cache *cache;
};


/* 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;
};


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;
   }
}


#endif