/**************************************************************************
*
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* 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
+ * IN NO EVENT SHALL VMWARE 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.
*
**************************************************************************/
-/* Authors: Keith Whitwell <keith@tungstengraphics.com>
+/* Authors: Keith Whitwell <keithw@vmware.com>
*/
#ifndef SP_CONTEXT_H
#define SP_CONTEXT_H
#include "pipe/p_context.h"
+#include "util/u_blitter.h"
#include "draw/draw_vertex.h"
/** Constant state objects */
struct pipe_blend_state *blend;
- struct pipe_sampler_state *fragment_samplers[PIPE_MAX_SAMPLERS];
- struct pipe_sampler_state *vertex_samplers[PIPE_MAX_VERTEX_SAMPLERS];
- struct pipe_sampler_state *geometry_samplers[PIPE_MAX_GEOMETRY_SAMPLERS];
+ struct pipe_sampler_state *samplers[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
struct pipe_depth_stencil_alpha_state *depth_stencil;
struct pipe_rasterizer_state *rasterizer;
struct sp_fragment_shader *fs;
struct pipe_framebuffer_state framebuffer;
struct pipe_poly_stipple poly_stipple;
struct pipe_scissor_state scissor;
- struct pipe_sampler_view *fragment_sampler_views[PIPE_MAX_SAMPLERS];
- struct pipe_sampler_view *vertex_sampler_views[PIPE_MAX_VERTEX_SAMPLERS];
- struct pipe_sampler_view *geometry_sampler_views[PIPE_MAX_GEOMETRY_SAMPLERS];
+ struct pipe_sampler_view *sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SHADER_SAMPLER_VIEWS];
+
struct pipe_viewport_state viewport;
struct pipe_vertex_buffer vertex_buffer[PIPE_MAX_ATTRIBS];
struct pipe_index_buffer index_buffer;
+ struct pipe_resource *mapped_vs_tex[PIPE_MAX_SHADER_SAMPLER_VIEWS];
+ struct pipe_resource *mapped_gs_tex[PIPE_MAX_SHADER_SAMPLER_VIEWS];
struct draw_so_target *so_targets[PIPE_MAX_SO_BUFFERS];
- int num_so_targets;
+ unsigned num_so_targets;
struct pipe_query_data_so_statistics so_stats;
- unsigned num_primitives_generated;
-
- unsigned num_fragment_samplers;
- unsigned num_fragment_sampler_views;
- unsigned num_vertex_samplers;
- unsigned num_vertex_sampler_views;
- unsigned num_geometry_samplers;
- unsigned num_geometry_sampler_views;
+
+ struct pipe_query_data_pipeline_statistics pipeline_statistics;
+ unsigned active_statistics_queries;
+
+ unsigned num_samplers[PIPE_SHADER_TYPES];
+ unsigned num_sampler_views[PIPE_SHADER_TYPES];
+
unsigned num_vertex_buffers;
unsigned dirty; /**< Mask of SP_NEW_x flags */
/** Which vertex shader output slot contains point size */
int psize_slot;
+ /** Which vertex shader output slot contains layer */
+ int layer_slot;
+
/** The reduced version of the primitive supplied by the state tracker */
unsigned reduced_api_prim;
/** Conditional query object and mode */
struct pipe_query *render_cond_query;
uint render_cond_mode;
+ boolean render_cond_cond;
/** Polygon stipple items */
struct {
/** TGSI exec things */
struct {
- struct sp_sampler_variant *geom_samplers_list[PIPE_MAX_GEOMETRY_SAMPLERS];
- struct sp_sampler_variant *vert_samplers_list[PIPE_MAX_VERTEX_SAMPLERS];
- struct sp_sampler_variant *frag_samplers_list[PIPE_MAX_SAMPLERS];
+ struct sp_tgsi_sampler *sampler[PIPE_SHADER_TYPES];
} tgsi;
struct tgsi_exec_machine *fs_machine;
struct vbuf_render *vbuf_backend;
struct draw_stage *vbuf;
+ struct blitter_context *blitter;
+
boolean dirty_render_cache;
struct softpipe_tile_cache *cbuf_cache[PIPE_MAX_COLOR_BUFS];
* Texture caches for vertex, fragment, geometry stages.
* Don't use PIPE_SHADER_TYPES here to avoid allocating unused memory
* for compute shaders.
+ * XXX wouldn't it make more sense for the tile cache to just be part
+ * of sp_sampler_view?
*/
- struct softpipe_tex_tile_cache *tex_cache[PIPE_SHADER_GEOMETRY+1][PIPE_MAX_SAMPLERS];
+ struct softpipe_tex_tile_cache *tex_cache[PIPE_SHADER_GEOMETRY+1][PIPE_MAX_SHADER_SAMPLER_VIEWS];
unsigned dump_fs : 1;
unsigned dump_gs : 1;
return (struct softpipe_context *)pipe;
}
-void
-softpipe_reset_sampler_variants(struct softpipe_context *softpipe);
struct pipe_context *
softpipe_create_context( struct pipe_screen *, void *priv );