#include "main/macros.h"
#include "vbo/vbo.h"
-#include "vbo/vbo_context.h"
#include "st_context.h"
#include "st_atom.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_winsys.h"
-#include "pipe/tgsi/exec/tgsi_attribs.h"
-#include "vf/vf.h"
+#include "cso_cache/cso_cache.h"
-#include "pipe/draw/draw_context.h"
-#include "pipe/draw/draw_private.h"
+#include "draw/draw_context.h"
+#include "draw/draw_pipe.h"
/**
feedback_vertex(GLcontext *ctx, const struct draw_context *draw,
const struct vertex_header *v)
{
+ const struct st_context *st = ctx->st;
GLfloat win[4];
const GLfloat *color, *texcoord;
const GLfloat ci = 0;
GLuint slot;
+ /* Recall that Y=0=Top of window for Gallium wincoords */
win[0] = v->data[0][0];
- win[1] = v->data[0][1];
+ win[1] = ctx->DrawBuffer->Height - v->data[0][1];
win[2] = v->data[0][2];
win[3] = 1.0F / v->data[0][3];
- slot = draw->vertex_info.attrib_to_slot[TGSI_ATTRIB_COLOR0];
- if (slot)
+ /* XXX
+ * When we compute vertex layout, save info about position of the
+ * color and texcoord attribs to use here.
+ */
+
+ slot = st->vertex_result_to_slot[VERT_RESULT_COL0];
+ if (slot != ~0U)
color = v->data[slot];
else
color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
- slot = draw->vertex_info.attrib_to_slot[TGSI_ATTRIB_TEX0];
- if (slot)
+ slot = st->vertex_result_to_slot[VERT_RESULT_TEX0];
+ if (slot != ~0U)
texcoord = v->data[slot];
else
texcoord = ctx->Current.Attrib[VERT_ATTRIB_TEX0];
static void
-feedback_end( struct draw_stage *stage )
+feedback_flush( struct draw_stage *stage, unsigned flags )
{
/* no-op */
}
static void
-feedback_begin( struct draw_stage *stage )
+feedback_reset_stipple_counter( struct draw_stage *stage )
{
- /* no-op */
+ struct feedback_stage *fs = feedback_stage(stage);
+ fs->reset_stipple_counter = GL_TRUE;
}
static void
-feedback_reset_stipple_counter( struct draw_stage *stage )
+feedback_destroy( struct draw_stage *stage )
{
- struct feedback_stage *fs = feedback_stage(stage);
- fs->reset_stipple_counter = GL_TRUE;
+ /* no-op */
}
-
/**
* Create GL feedback drawing stage.
*/
fs->stage.draw = draw;
fs->stage.next = NULL;
- fs->stage.begin = feedback_begin;
fs->stage.point = feedback_point;
fs->stage.line = feedback_line;
fs->stage.tri = feedback_tri;
- fs->stage.end = feedback_end;
+ fs->stage.flush = feedback_flush;
fs->stage.reset_stipple_counter = feedback_reset_stipple_counter;
+ fs->stage.destroy = feedback_destroy;
fs->ctx = ctx;
return &fs->stage;
static void
-select_begin( struct draw_stage *stage )
+select_flush( struct draw_stage *stage, unsigned flags )
{
/* no-op */
}
static void
-select_end( struct draw_stage *stage )
+select_reset_stipple_counter( struct draw_stage *stage )
{
/* no-op */
}
-
static void
-select_reset_stipple_counter( struct draw_stage *stage )
+select_destroy( struct draw_stage *stage )
{
/* no-op */
}
fs->stage.draw = draw;
fs->stage.next = NULL;
- fs->stage.begin = select_begin;
fs->stage.point = select_point;
fs->stage.line = select_line;
fs->stage.tri = select_tri;
- fs->stage.end = select_end;
+ fs->stage.flush = select_flush;
fs->stage.reset_stipple_counter = select_reset_stipple_counter;
+ fs->stage.destroy = select_destroy;
fs->ctx = ctx;
return &fs->stage;
st_RenderMode(GLcontext *ctx, GLenum newMode )
{
struct st_context *st = ctx->st;
- struct vbo_context *vbo = (struct vbo_context *) ctx->swtnl_im;
struct draw_context *draw = st->draw;
if (newMode == GL_RENDER) {
/* restore normal VBO draw function */
- vbo->draw_prims = st_draw_vbo;
+ vbo_set_draw_func(ctx, st_draw_vbo);
}
else if (newMode == GL_SELECT) {
if (!st->selection_stage)
st->selection_stage = draw_glselect_stage(ctx, draw);
- draw_set_setup_stage(draw, st->selection_stage);
+ draw_set_rasterize_stage(draw, st->selection_stage);
/* Plug in new vbo draw function */
- vbo->draw_prims = st_feedback_draw_vbo;
+ vbo_set_draw_func(ctx, st_feedback_draw_vbo);
}
else {
if (!st->feedback_stage)
st->feedback_stage = draw_glfeedback_stage(ctx, draw);
- draw_set_setup_stage(draw, st->feedback_stage);
+ draw_set_rasterize_stage(draw, st->feedback_stage);
/* Plug in new vbo draw function */
- vbo->draw_prims = st_feedback_draw_vbo;
+ vbo_set_draw_func(ctx, st_feedback_draw_vbo);
+ /* need to generate/use a vertex program that emits pos/color/tex */
+ st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
}
}