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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 "mtypes.h"
#include "pipe/p_state.h"
struct st_context;
struct st_region;
struct st_texture_object;
struct st_texture_image;
struct st_fragment_program;
struct draw_context;
struct draw_stage;
struct cso_cache;
#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_context
{
GLcontext *ctx;
struct pipe_context *pipe;
struct draw_context *draw; /**< For selection/feedback */
struct draw_stage *feedback_stage; /**< For FL_FEEDBACK rendermode */
struct draw_stage *selection_stage; /**< For GL_SELECT rendermode */
/* Eventually will use a cache to feed the pipe with
* create/bind/delete calls to constant state objects. Not yet
* though, we just shove random objects across the interface.
*/
struct {
const struct pipe_blend_state *blend;
const struct pipe_sampler_state *sampler[PIPE_MAX_SAMPLERS];
struct pipe_alpha_test_state alpha_test;
struct pipe_blend_color blend_color;
struct pipe_clear_color_state clear_color;
struct pipe_clip_state clip;
struct pipe_constant_buffer constants[2];
struct pipe_depth_state depth;
struct pipe_feedback_state feedback;
struct pipe_framebuffer_state framebuffer;
struct pipe_mipmap_tree *texture[PIPE_MAX_SAMPLERS];
struct pipe_poly_stipple poly_stipple;
struct pipe_scissor_state scissor;
struct pipe_setup_state setup;
struct pipe_shader_state fs;
struct pipe_shader_state vs;
struct pipe_stencil_state stencil;
struct pipe_viewport_state viewport;
} state;
struct {
struct st_tracked_state tracked_state[2];
} constants;
struct {
struct gl_fragment_program *fragment_program;
} cb;
struct {
GLuint frontbuffer_dirty:1;
} flags;
char vendor[100];
char renderer[100];
/* State to be validated:
*/
struct st_tracked_state **atoms;
GLuint nr_atoms;
struct st_state_flags dirty;
GLfloat polygon_offset_scale; /* ?? */
struct st_vertex_program *vp;
struct st_fragment_program *fp;
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;
}
extern void st_init_driver_functions(struct dd_function_table *functions);
#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
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