#include "p_state.h"
+
struct pipe_state_cache;
+/* Opaque driver handles:
+ */
+struct pipe_query;
/**
* Gallium rendering context. Basically:
unsigned mode, unsigned start, unsigned count);
boolean (*draw_elements)( struct pipe_context *pipe,
- struct pipe_buffer_handle *indexBuffer,
+ struct pipe_buffer *indexBuffer,
unsigned indexSize,
unsigned mode, unsigned start, unsigned count);
/**
* Query objects
*/
- void (*begin_query)(struct pipe_context *pipe, struct pipe_query_object *q);
- void (*end_query)(struct pipe_context *pipe, struct pipe_query_object *q);
- void (*wait_query)(struct pipe_context *pipe, struct pipe_query_object *q);
+ struct pipe_query *(*create_query)( struct pipe_context *pipe,
+ unsigned query_type );
+
+ void (*destroy_query)(struct pipe_context *pipe,
+ struct pipe_query *q);
+
+ void (*begin_query)(struct pipe_context *pipe, struct pipe_query *q);
+ void (*end_query)(struct pipe_context *pipe, struct pipe_query *q);
+
+ boolean (*get_query_result)(struct pipe_context *pipe,
+ struct pipe_query *q,
+ boolean wait,
+ uint64 *result);
/*
* State functions
*/
- void * (*create_alpha_test_state)(struct pipe_context *,
- const struct pipe_alpha_test_state *);
- void (*bind_alpha_test_state)(struct pipe_context *, void *);
- void (*delete_alpha_test_state)(struct pipe_context *, void *);
-
void * (*create_blend_state)(struct pipe_context *,
const struct pipe_blend_state *);
void (*bind_blend_state)(struct pipe_context *, void *);
void (*bind_rasterizer_state)(struct pipe_context *, void *);
void (*delete_rasterizer_state)(struct pipe_context *, void *);
- void * (*create_depth_stencil_state)(struct pipe_context *,
- const struct pipe_depth_stencil_state *);
- void (*bind_depth_stencil_state)(struct pipe_context *, void *);
- void (*delete_depth_stencil_state)(struct pipe_context *, void *);
+ void * (*create_depth_stencil_alpha_state)(struct pipe_context *,
+ const struct pipe_depth_stencil_alpha_state *);
+ void (*bind_depth_stencil_alpha_state)(struct pipe_context *, void *);
+ void (*delete_depth_stencil_alpha_state)(struct pipe_context *, void *);
void * (*create_fs_state)(struct pipe_context *,
const struct pipe_shader_state *);
void (*set_polygon_stipple)( struct pipe_context *,
const struct pipe_poly_stipple * );
- void (*set_sampler_units)( struct pipe_context *,
- uint num_samplers, const uint *units );
-
void (*set_scissor_state)( struct pipe_context *,
const struct pipe_scissor_state * );
- void (*set_texture_state)( struct pipe_context *,
- unsigned unit,
- struct pipe_texture * );
+
+ /* Currently a sampler is constrained to sample from a single texture:
+ */
+ void (*set_sampler_texture)( struct pipe_context *,
+ unsigned sampler,
+ struct pipe_texture * );
void (*set_viewport_state)( struct pipe_context *,
const struct pipe_viewport_state * );
struct pipe_surface *ps,
uint x, uint y, uint w, uint h,
const void *p, int src_stride);
- /* XXX temporary here, move these to softpipe */
- void (*get_tile_rgba)(struct pipe_context *pipe, struct pipe_surface *ps,
- uint x, uint y, uint w, uint h, float *p);
- void (*put_tile_rgba)(struct pipe_context *pipe, struct pipe_surface *ps,
- uint x, uint y, uint w, uint h, const float *p);
/*