uint8_t srcblend;
uint8_t dstblend;
uint8_t blendeq;
-
+
boolean separate_alpha_blend_enable;
uint8_t srcblend_alpha;
uint8_t dstblend_alpha;
unsigned alphatestenable:1;
unsigned alphafunc:8;
-
+
struct {
unsigned enabled:1;
unsigned func:8;
unsigned zfail:8;
unsigned pass:8;
} stencil[2];
-
+
/* SVGA3D has one ref/mask/writemask triple shared between front &
* back face stencil. We really need two:
*/
float depthbias;
float pointsize;
float linewidth;
-
+
unsigned hw_fillmode:2; /* PIPE_POLYGON_MODE_x */
/** Which prims do we need help for? Bitmask of (1 << PIPE_PRIM_x) flags */
SVGA3dElementLayoutId id; /**< VGPU10 */
};
+
/* Use to calculate differences between state emitted to hardware and
- * current driver-calculated state.
+ * current driver-calculated state.
*/
-struct svga_state
+struct svga_state
{
const struct svga_blend_state *blend;
const struct svga_depth_stencil_state *depth;
unsigned num_samplers[PIPE_SHADER_TYPES];
unsigned num_sampler_views[PIPE_SHADER_TYPES];
unsigned num_vertex_buffers;
- unsigned reduced_prim;
+ enum pipe_prim_type reduced_prim;
struct {
unsigned flag_1d;
struct {
float zmin, zmax;
} depthrange;
-
+
struct pipe_framebuffer_state framebuffer;
struct svga_prescale prescale;
};
unsigned texture_timestamp;
- /*
- */
struct svga_sw_state sw;
struct svga_hw_draw_state hw_draw;
struct svga_hw_clear_state hw_clear;
/** Alternate rasterizer states created for point sprite */
struct svga_rasterizer_state *rasterizer_no_cull[2];
+
+ /** Current conditional rendering predicate */
+ struct {
+ SVGA3dQueryId query_id;
+ boolean cond;
+ } pred;
+
+ boolean render_condition;
};
/* A flag for each state_tracker state object:
#define SVGA_NEW_TEXTURE_CONSTS 0x80000000
-
-
-
-/***********************************************************************
- * svga_screen_texture.c:
- */
-void svga_mark_surfaces_dirty(struct svga_context *svga);
-
-
-
-
void svga_init_state_functions( struct svga_context *svga );
void svga_init_flush_functions( struct svga_context *svga );
void svga_init_string_functions( struct svga_context *svga );
struct pipe_context *
svga_context_create(struct pipe_screen *screen,
- void *priv, unsigned flags);
+ void *priv, unsigned flags);
/***********************************************************************