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
;
45 #define ST_NEW_MESA 0x1 /* Mesa state has changed */
46 #define ST_NEW_FRAGMENT_PROGRAM 0x2
47 #define ST_NEW_VERTEX_PROGRAM 0x4
49 struct st_state_flags
{
54 struct st_tracked_state
{
56 struct st_state_flags dirty
;
57 void (*update
)( struct st_context
*st
);
67 struct pipe_context
*pipe
;
69 struct draw_context
*draw
; /**< For selection/feedback */
70 struct draw_stage
*feedback_stage
; /**< For FL_FEEDBACK rendermode */
71 struct draw_stage
*selection_stage
; /**< For GL_SELECT rendermode */
73 /* Eventually will use a cache to feed the pipe with
74 * create/bind/delete calls to constant state objects. Not yet
75 * though, we just shove random objects across the interface.
78 const struct cso_blend
*blend
;
79 const struct pipe_sampler_state
*sampler
[PIPE_MAX_SAMPLERS
];
80 const struct pipe_depth_stencil_state
*depth_stencil
;
81 const struct cso_rasterizer
*rasterizer
;
82 const struct cso_fragment_shader
*fs
;
83 const struct cso_vertex_shader
*vs
;
85 struct pipe_alpha_test_state alpha_test
;
86 struct pipe_blend_color blend_color
;
87 struct pipe_clear_color_state clear_color
;
88 struct pipe_clip_state clip
;
89 struct pipe_constant_buffer constants
[2];
90 struct pipe_feedback_state feedback
;
91 struct pipe_framebuffer_state framebuffer
;
92 struct pipe_mipmap_tree
*texture
[PIPE_MAX_SAMPLERS
];
93 struct pipe_poly_stipple poly_stipple
;
94 struct pipe_scissor_state scissor
;
95 struct pipe_viewport_state viewport
;
99 struct st_tracked_state tracked_state
[2];
103 struct gl_fragment_program
*fragment_program
;
107 GLuint frontbuffer_dirty
:1;
113 /* State to be validated:
115 struct st_tracked_state
**atoms
;
118 struct st_state_flags dirty
;
120 GLfloat polygon_offset_scale
; /* ?? */
122 struct st_vertex_program
*vp
;
123 struct st_fragment_program
*fp
;
125 struct pipe_buffer_handle
*default_attrib_buffer
;
127 struct cso_cache
*cache
;
131 /* Need this so that we can implement Mesa callbacks in this module.
133 static INLINE
struct st_context
*st_context(GLcontext
*ctx
)
139 extern void st_init_driver_functions(struct dd_function_table
*functions
);
147 st_fb_orientation(const struct gl_framebuffer
*fb
)
149 if (fb
&& fb
->Name
== 0) {
150 /* Drawing into a window (on-screen buffer).
152 * Negate Y scale to flip image vertically.
153 * The NDC Y coords prior to viewport transformation are in the range
154 * [y=-1=bottom, y=1=top]
155 * Hardware window coords are in the range [y=0=top, y=H-1=bottom] where
156 * H is the window height.
157 * Use the viewport transformation to invert Y.
162 /* Drawing into user-created FBO (very likely a texture).
164 * For textures, T=0=Bottom, so by extension Y=0=Bottom for rendering.