#define SP_CONTEXT_H
#include "pipe/p_context.h"
+#include "util/u_blitter.h"
#include "draw/draw_vertex.h"
struct sp_velems_state;
struct sp_so_state;
-
struct softpipe_context {
struct pipe_context pipe; /**< base class */
/** 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;
/** Other rendering state */
struct pipe_blend_color blend_color;
+ struct pipe_blend_color blend_color_clamped;
struct pipe_stencil_ref stencil_ref;
struct pipe_clip_state clip;
struct pipe_resource *constants[PIPE_SHADER_TYPES][PIPE_MAX_CONSTANT_BUFFERS];
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 {
- struct softpipe_resource *buffer[PIPE_MAX_SO_BUFFERS];
- int offset[PIPE_MAX_SO_BUFFERS];
- int so_count[PIPE_MAX_SO_BUFFERS];
- int num_buffers;
- } so_target;
+
+ struct draw_so_target *so_targets[PIPE_MAX_SO_BUFFERS];
+ unsigned num_so_targets;
+
struct pipe_query_data_so_statistics so_stats;
+ unsigned num_primitives_generated;
+
+ unsigned num_samplers[PIPE_SHADER_TYPES];
+ unsigned num_sampler_views[PIPE_SHADER_TYPES];
- 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;
unsigned num_vertex_buffers;
unsigned dirty; /**< Mask of SP_NEW_x flags */
/** 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];
struct softpipe_tile_cache *zsbuf_cache;
unsigned tex_timestamp;
- struct softpipe_tex_tile_cache *fragment_tex_cache[PIPE_MAX_SAMPLERS];
- struct softpipe_tex_tile_cache *vertex_tex_cache[PIPE_MAX_VERTEX_SAMPLERS];
- struct softpipe_tex_tile_cache *geometry_tex_cache[PIPE_MAX_GEOMETRY_SAMPLERS];
- unsigned use_sse : 1;
+ /*
+ * 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_SHADER_SAMPLER_VIEWS];
+
unsigned dump_fs : 1;
unsigned dump_gs : 1;
unsigned no_rast : 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 );
+struct pipe_resource *
+softpipe_user_buffer_create(struct pipe_screen *screen,
+ void *ptr,
+ unsigned bytes,
+ unsigned bind_flags);
#define SP_UNREFERENCED 0
#define SP_REFERENCED_FOR_READ (1 << 0)