struct vertex_info;
-/**
- * Subclass of pipe_shader_state (though it doesn't really need to be).
- *
- * This is starting to look an awful lot like a quad pipeline stage...
- */
-struct sp_fragment_shader {
- struct pipe_shader_state shader;
+struct sp_fragment_shader_variant_key
+{
+ boolean polygon_stipple;
+};
+
+struct sp_fragment_shader_variant
+{
+ const struct tgsi_token *tokens;
+ struct sp_fragment_shader_variant_key key;
struct tgsi_shader_info info;
+ unsigned stipple_sampler_unit;
+
+ /* See comments about this elsewhere */
+#if 0
struct draw_fragment_shader *draw_shader;
+#endif
+
+ void (*prepare)(const struct sp_fragment_shader_variant *shader,
+ struct tgsi_exec_machine *machine,
+ struct tgsi_sampler *sampler);
+
+ unsigned (*run)(const struct sp_fragment_shader_variant *shader,
+ struct tgsi_exec_machine *machine,
+ struct quad_header *quad);
- boolean origin_lower_left; /**< fragment shader uses lower left position origin? */
- boolean pixel_center_integer; /**< fragment shader uses integer pixel center? */
- boolean color0_writes_all_cbufs; /**< fragment shader writes color0 to all bound cbufs */
- void (*prepare)( const struct sp_fragment_shader *shader,
- struct tgsi_exec_machine *machine,
- struct tgsi_sampler **samplers);
+ /* Deletes this instance of the object */
+ void (*delete)(struct sp_fragment_shader_variant *shader,
+ struct tgsi_exec_machine *machine);
- /* Run the shader - this interface will get cleaned up in the
- * future:
- */
- unsigned (*run)( const struct sp_fragment_shader *shader,
- struct tgsi_exec_machine *machine,
- struct quad_header *quad );
+ struct sp_fragment_shader_variant *next;
+};
- void (*delete)( struct sp_fragment_shader * );
+/** Subclass of pipe_shader_state */
+struct sp_fragment_shader {
+ struct pipe_shader_state shader;
+ struct sp_fragment_shader_variant *variants;
+ struct draw_fragment_shader *draw_shader;
};
};
struct sp_so_state {
- struct pipe_stream_output_state base;
+ struct pipe_stream_output_info base;
};
const struct pipe_framebuffer_state *);
void
-softpipe_update_derived( struct softpipe_context *softpipe );
+softpipe_update_derived(struct softpipe_context *softpipe, unsigned prim);
void
-softpipe_draw_vbo(struct pipe_context *pipe,
- const struct pipe_draw_info *info);
+softpipe_set_sampler_views(struct pipe_context *pipe,
+ unsigned shader,
+ unsigned start,
+ unsigned num,
+ struct pipe_sampler_view **views);
-void
-softpipe_draw_stream_output(struct pipe_context *pipe, unsigned mode);
-
-void
-softpipe_map_transfers(struct softpipe_context *sp);
void
-softpipe_unmap_transfers(struct softpipe_context *sp);
+softpipe_draw_vbo(struct pipe_context *pipe,
+ const struct pipe_draw_info *info);
void
softpipe_map_texture_surfaces(struct softpipe_context *sp);
softpipe_get_vbuf_vertex_info(struct softpipe_context *softpipe);
+struct sp_fragment_shader_variant *
+softpipe_find_fs_variant(struct softpipe_context *softpipe,
+ struct sp_fragment_shader *fs,
+ const struct sp_fragment_shader_variant_key *key);
+
+
+struct sp_fragment_shader_variant *
+softpipe_find_fs_variant(struct softpipe_context *softpipe,
+ struct sp_fragment_shader *fs,
+ const struct sp_fragment_shader_variant_key *key);
+
+
#endif