1 /**************************************************************************
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
32 #include "pipe/p_state.h"
37 struct st_texture_object
;
38 struct st_texture_image
;
39 struct st_fragment_program
;
44 #define ST_NEW_MESA 0x1 /* Mesa state has changed */
45 #define ST_NEW_FRAGMENT_PROGRAM 0x2
46 #define ST_NEW_VERTEX_PROGRAM 0x4
48 struct st_state_flags
{
53 struct st_tracked_state
{
55 struct st_state_flags dirty
;
56 void (*update
)( struct st_context
*st
);
66 struct pipe_context
*pipe
;
68 struct draw_context
*draw
; /**< For selection/feedback */
69 struct draw_stage
*feedback_stage
; /**< For FL_FEEDBACK rendermode */
70 struct draw_stage
*selection_stage
; /**< For GL_SELECT rendermode */
72 /* Eventually will use a cache to feed the pipe with
73 * create/bind/delete calls to constant state objects. Not yet
74 * though, we just shove random objects across the interface.
77 const struct pipe_blend_state
*blend
;
78 const struct pipe_sampler_state
*sampler
[PIPE_MAX_SAMPLERS
];
79 const struct pipe_depth_stencil_state
*depth_stencil
;
81 struct pipe_alpha_test_state alpha_test
;
82 struct pipe_blend_color blend_color
;
83 struct pipe_clear_color_state clear_color
;
84 struct pipe_clip_state clip
;
85 struct pipe_constant_buffer constants
[2];
86 struct pipe_feedback_state feedback
;
87 struct pipe_framebuffer_state framebuffer
;
88 struct pipe_mipmap_tree
*texture
[PIPE_MAX_SAMPLERS
];
89 struct pipe_poly_stipple poly_stipple
;
90 struct pipe_scissor_state scissor
;
91 struct pipe_setup_state setup
;
92 struct pipe_shader_state fs
;
93 struct pipe_shader_state vs
;
94 struct pipe_viewport_state viewport
;
98 struct st_tracked_state tracked_state
[2];
102 struct gl_fragment_program
*fragment_program
;
106 GLuint frontbuffer_dirty
:1;
112 /* State to be validated:
114 struct st_tracked_state
**atoms
;
117 struct st_state_flags dirty
;
119 GLfloat polygon_offset_scale
; /* ?? */
121 struct st_vertex_program
*vp
;
122 struct st_fragment_program
*fp
;
124 struct pipe_buffer_handle
*default_attrib_buffer
;
126 struct cso_cache
*cache
;
130 /* Need this so that we can implement Mesa callbacks in this module.
132 static INLINE
struct st_context
*st_context(GLcontext
*ctx
)
138 extern void st_init_driver_functions(struct dd_function_table
*functions
);
146 st_fb_orientation(const struct gl_framebuffer
*fb
)
148 if (fb
&& fb
->Name
== 0) {
149 /* Drawing into a window (on-screen buffer).
151 * Negate Y scale to flip image vertically.
152 * The NDC Y coords prior to viewport transformation are in the range
153 * [y=-1=bottom, y=1=top]
154 * Hardware window coords are in the range [y=0=top, y=H-1=bottom] where
155 * H is the window height.
156 * Use the viewport transformation to invert Y.
161 /* Drawing into user-created FBO (very likely a texture).
163 * For textures, T=0=Bottom, so by extension Y=0=Bottom for rendering.