#include "sp_quad_pipe.h"
+/** Do polygon stipple in the driver here, or in the draw module? */
+#define DO_PSTIPPLE_IN_DRAW_MODULE 1
+
+
struct softpipe_vbuf_render;
struct draw_context;
struct draw_stage;
struct sp_fragment_shader;
struct sp_vertex_shader;
struct sp_velems_state;
+struct sp_so_state;
struct softpipe_context {
struct sp_vertex_shader *vs;
struct sp_geometry_shader *gs;
struct sp_velems_state *velems;
+ struct sp_so_state *so;
/** Other rendering state */
struct pipe_blend_color blend_color;
struct pipe_sampler_view *vertex_sampler_views[PIPE_MAX_VERTEX_SAMPLERS];
struct pipe_viewport_state viewport;
struct pipe_vertex_buffer vertex_buffer[PIPE_MAX_ATTRIBS];
+ 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 pipe_query_data_so_statistics so_stats;
unsigned num_samplers;
unsigned num_sampler_views;
/** The reduced version of the primitive supplied by the state tracker */
unsigned reduced_api_prim;
+ /** Derived information about which winding orders to cull */
+ unsigned cull_mode;
+
/**
* The reduced primitive after unfilled triangles, wide-line decomposition,
* etc, are taken into account. This is the primitive type that's actually
struct quad_stage *shade;
struct quad_stage *depth_test;
struct quad_stage *blend;
+ struct quad_stage *pstipple;
struct quad_stage *first; /**< points to one of the above stages */
} quad;
struct sp_sampler_varient *frag_samplers_list[PIPE_MAX_SAMPLERS];
} tgsi;
+ struct tgsi_exec_machine *fs_machine;
+
/** The primitive drawing context */
struct draw_context *draw;