GLboolean DitherFlag;
/** MESA_META_COLOR_MASK */
- GLubyte ColorMask[MAX_DRAW_BUFFERS][4];
+ GLbitfield ColorMask;
/** MESA_META_DEPTH_TEST */
struct gl_depthbuffer_attrib Depth;
/** MESA_META_SHADER */
GLboolean VertexProgramEnabled;
- struct gl_vertex_program *VertexProgram;
+ struct gl_program *VertexProgram;
GLboolean FragmentProgramEnabled;
- struct gl_fragment_program *FragmentProgram;
+ struct gl_program *FragmentProgram;
GLboolean ATIFragmentShaderEnabled;
- struct gl_shader_program *Shader[MESA_SHADER_STAGES];
+ struct gl_program *Program[MESA_SHADER_STAGES];
struct gl_shader_program *ActiveShader;
struct gl_pipeline_object *Pipeline;
/** MESA_META_VIEWPORT */
GLfloat ViewportX, ViewportY, ViewportW, ViewportH;
- GLclampd DepthNear, DepthFar;
+ GLclampf DepthNear, DepthFar;
/** MESA_META_CLAMP_FRAGMENT_COLOR */
GLenum ClampFragmentColor;
GLboolean RasterDiscard;
GLboolean TransformFeedbackNeedsResume;
- GLuint DrawBufferName, ReadBufferName, RenderbufferName;
+ struct gl_framebuffer *DrawBuffer;
+ struct gl_framebuffer *ReadBuffer;
/** MESA_META_DRAW_BUFFERS */
- GLenum ColorDrawBuffers[MAX_DRAW_BUFFERS];
+ GLenum16 ColorDrawBuffers[MAX_DRAW_BUFFERS];
};
/**
*/
struct temp_texture
{
- GLuint TexObj;
+ struct gl_texture_object *tex_obj;
GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
GLsizei MinSize; /**< Min texture size to allocate */
GLsizei MaxSize; /**< Max possible texture size */
const char *type;
const char *func;
const char *texcoords;
- GLuint shader_prog;
+ struct gl_shader_program *shader_prog;
};
/**
struct gl_buffer_object *buf_obj;
struct blit_shader_table shaders_with_depth;
struct blit_shader_table shaders_without_depth;
- GLuint msaa_shaders[BLIT_MSAA_SHADER_COUNT];
+ struct gl_shader_program *msaa_shaders[BLIT_MSAA_SHADER_COUNT];
struct temp_texture depthTex;
bool no_ctsi_fallback;
};
GLint baseLevelSave, maxLevelSave;
struct gl_sampler_object *samp_obj;
struct gl_sampler_object *samp_obj_save;
+ struct gl_texture_object *tex_obj;
+ struct gl_texture_object *temp_tex_obj;
GLuint stencilSamplingSave;
- GLuint tempTex;
};
{
GLuint VAO;
struct gl_buffer_object *buf_obj;
- GLuint ShaderProg;
- GLuint IntegerShaderProg;
+ struct gl_shader_program *ShaderProg;
+ struct gl_shader_program *IntegerShaderProg;
};
{
GLuint VAO;
struct gl_buffer_object *buf_obj;
- GLuint FBO;
+ struct gl_framebuffer *fb;
struct gl_sampler_object *samp_obj;
struct blit_shader_table shaders;
*/
struct decompress_fbo_state
{
- GLuint FBO, RBO;
+ struct gl_renderbuffer *rb;
+ struct gl_framebuffer *fb;
GLint Width, Height;
};
_mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
struct fb_tex_blit_state *blit);
-extern GLboolean
-_mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx,
- struct gl_renderbuffer *rb,
- GLuint *tex,
- struct gl_texture_object **texObj,
- GLenum *target);
+extern struct gl_texture_object *
+_mesa_meta_texture_object_from_renderbuffer(struct gl_context *ctx,
+ struct gl_renderbuffer *rb);
struct gl_sampler_object *
_mesa_meta_setup_sampler(struct gl_context *ctx,
GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
-bool
-_mesa_meta_CopyImageSubData_uncompressed(struct gl_context *ctx,
- struct gl_texture_image *src_tex_image,
- struct gl_renderbuffer *src_renderbuffer,
- int src_x, int src_y, int src_z,
- struct gl_texture_image *dst_tex_image,
- struct gl_renderbuffer *dst_renderbuffer,
- int dst_x, int dst_y, int dst_z,
- int src_width, int src_height);
-
extern void
_mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers);
_mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
struct gl_texture_object *texObj);
-extern bool
-_mesa_meta_pbo_TexSubImage(struct gl_context *ctx, GLuint dims,
- struct gl_texture_image *tex_image,
- int xoffset, int yoffset, int zoffset,
- int width, int height, int depth,
- GLenum format, GLenum type, const void *pixels,
- bool allocate_storage, bool create_pbo,
- const struct gl_pixelstore_attrib *packing);
-
-extern bool
-_mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
- struct gl_texture_image *tex_image,
- int xoffset, int yoffset, int zoffset,
- int width, int height, int depth,
- GLenum format, GLenum type, const void *pixels,
- const struct gl_pixelstore_attrib *packing);
-
extern void
_mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
struct gl_texture_image *texImage,
void
_mesa_meta_drawbuffers_from_bitfield(GLbitfield bits);
-GLuint
-_mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
- const GLcharARB *source);
-
-
-GLuint
-_mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program);
+void
+_mesa_meta_link_program_with_debug(struct gl_context *ctx,
+ struct gl_shader_program *sh_prog);
void
_mesa_meta_compile_and_link_program(struct gl_context *ctx,
const char *vs_source,
const char *fs_source,
const char *name,
- GLuint *program);
+ struct gl_shader_program **sh_prog_ptr);
+
+extern void
+_mesa_meta_use_program(struct gl_context *ctx,
+ struct gl_shader_program *sh_prog);
GLboolean
_mesa_meta_alloc_texture(struct temp_texture *tex,
_mesa_meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit);
void
-_mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table);
+_mesa_meta_blit_shader_table_cleanup(struct gl_context *ctx,
+ struct blit_shader_table *table);
void
_mesa_meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
struct gen_mipmap_state *mipmap);
void
-_mesa_meta_bind_fbo_image(GLenum target, GLenum attachment,
- struct gl_texture_image *texImage, GLuint layer);
+_mesa_meta_framebuffer_texture_image(struct gl_context *ctx,
+ struct gl_framebuffer *fb,
+ GLenum attachment,
+ struct gl_texture_image *texImage,
+ GLuint layer);
#endif /* META_H */