Switch fragment/vertex shaders to the new caching semantics.
[mesa.git] / src / mesa / state_tracker / st_context.h
1 /**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
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8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
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11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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26 **************************************************************************/
27
28 #ifndef ST_CONTEXT_H
29 #define ST_CONTEXT_H
30
31 #include "mtypes.h"
32 #include "pipe/p_state.h"
33
34
35 struct st_context;
36 struct st_region;
37 struct st_texture_object;
38 struct st_texture_image;
39 struct st_fragment_program;
40 struct draw_context;
41 struct draw_stage;
42 struct cso_cache;
43 struct cso_blend;
44
45 #define ST_NEW_MESA 0x1 /* Mesa state has changed */
46 #define ST_NEW_FRAGMENT_PROGRAM 0x2
47 #define ST_NEW_VERTEX_PROGRAM 0x4
48
49 struct st_state_flags {
50 GLuint mesa;
51 GLuint st;
52 };
53
54 struct st_tracked_state {
55 const char *name;
56 struct st_state_flags dirty;
57 void (*update)( struct st_context *st );
58 };
59
60
61
62
63 struct st_context
64 {
65 GLcontext *ctx;
66
67 struct pipe_context *pipe;
68
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 */
72
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.
76 */
77 struct {
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;
84
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;
96 } state;
97
98 struct {
99 struct st_tracked_state tracked_state[2];
100 } constants;
101
102 struct {
103 struct gl_fragment_program *fragment_program;
104 } cb;
105
106 struct {
107 GLuint frontbuffer_dirty:1;
108 } flags;
109
110 char vendor[100];
111 char renderer[100];
112
113 /* State to be validated:
114 */
115 struct st_tracked_state **atoms;
116 GLuint nr_atoms;
117
118 struct st_state_flags dirty;
119
120 GLfloat polygon_offset_scale; /* ?? */
121
122 struct st_vertex_program *vp;
123 struct st_fragment_program *fp;
124
125 struct pipe_buffer_handle *default_attrib_buffer;
126
127 struct cso_cache *cache;
128 };
129
130
131 /* Need this so that we can implement Mesa callbacks in this module.
132 */
133 static INLINE struct st_context *st_context(GLcontext *ctx)
134 {
135 return ctx->st;
136 }
137
138
139 extern void st_init_driver_functions(struct dd_function_table *functions);
140
141
142
143 #define Y_0_TOP 1
144 #define Y_0_BOTTOM 2
145
146 static INLINE GLuint
147 st_fb_orientation(const struct gl_framebuffer *fb)
148 {
149 if (fb && fb->Name == 0) {
150 /* Drawing into a window (on-screen buffer).
151 *
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.
158 */
159 return Y_0_TOP;
160 }
161 else {
162 /* Drawing into user-created FBO (very likely a texture).
163 *
164 * For textures, T=0=Bottom, so by extension Y=0=Bottom for rendering.
165 */
166 return Y_0_BOTTOM;
167 }
168 }
169
170
171 #endif