float pointsize;
unsigned hw_unfilled:16; /* PIPE_POLYGON_MODE_x */
- unsigned need_pipeline:16; /* which prims do we need help for? */
+
+ /** Which prims do we need help for? Bitmask of (1 << PIPE_PRIM_x) flags */
+ unsigned need_pipeline:16;
+
+ /** For debugging: */
+ const char* need_pipeline_tris_str;
+ const char* need_pipeline_lines_str;
+ const char* need_pipeline_points_str;
};
struct svga_sampler_state {
struct svga_vertex_shader *vs;
struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
+ struct pipe_index_buffer ib;
struct pipe_resource *cb[PIPE_SHADER_TYPES];
struct pipe_framebuffer_state framebuffer;
boolean need_swvfetch;
boolean need_pipeline;
boolean need_swtnl;
+
+ /* Flag to make sure that need sw is on while
+ * updating state within a swtnl call.
+ */
+ boolean in_swtnl_draw;
};
unsigned shader_id;
unsigned disable_shader;
+
+ boolean no_line_width;
+ boolean force_hw_line_stipple;
} debug;
struct {
#define SVGA_NEW_ZERO_STRIDE 0x2000000
#define SVGA_NEW_TEXTURE_FLAGS 0x4000000
#define SVGA_NEW_STENCIL_REF 0x8000000
+#define SVGA_NEW_COMMAND_BUFFER 0x10000000
void svga_init_constbuffer_functions( struct svga_context *svga );
void svga_init_draw_functions( struct svga_context *svga );
void svga_init_query_functions( struct svga_context *svga );
+void svga_init_surface_functions(struct svga_context *svga);
void svga_cleanup_vertex_state( struct svga_context *svga );
void svga_cleanup_tss_binding( struct svga_context *svga );