#define SVGA_TEX_UNITS 8
+#define SVGA_MAX_POINTSIZE 80.0
struct draw_vertex_shader;
struct svga_shader_result;
/* SVGA3D has one ref/mask/writemask triple shared between front &
* back face stencil. We really need two:
*/
- unsigned stencil_ref:8;
unsigned stencil_mask:8;
unsigned stencil_writemask:8;
float slopescaledepthbias;
float depthbias;
float pointsize;
- float pointsize_min;
- float pointsize_max;
unsigned hw_unfilled:16; /* PIPE_POLYGON_MODE_x */
unsigned need_pipeline:16; /* which prims do we need help for? */
struct pipe_poly_stipple poly_stipple;
struct pipe_scissor_state scissor;
struct pipe_blend_color blend_color;
+ struct pipe_stencil_ref stencil_ref;
struct pipe_clip_state clip;
struct pipe_viewport_state viewport;
unsigned ts[16][TS_MAX];
float cb[PIPE_SHADER_TYPES][CB_MAX][4];
- unsigned shader_id[PIPE_SHADER_TYPES];
-
struct svga_shader_result *fs;
struct svga_shader_result *vs;
struct svga_hw_view_state views[PIPE_MAX_SAMPLERS];
unsigned texture_timestamp;
- /* Internally generated shaders:
- */
- unsigned white_fs_id;
-
/*
*/
struct svga_sw_state sw;
#define SVGA_NEW_VS_RESULT 0x1000000
#define SVGA_NEW_ZERO_STRIDE 0x2000000
#define SVGA_NEW_TEXTURE_FLAGS 0x4000000
+#define SVGA_NEW_STENCIL_REF 0x8000000
void svga_hwtnl_flush_retry( struct svga_context *svga );
+struct pipe_context *
+svga_context_create(struct pipe_screen *screen,
+ void *priv);
+
/***********************************************************************
* Inline conversion functions. These are better-typed than the