#ifndef ST_CONTEXT_H
#define ST_CONTEXT_H
-#include "mtypes.h"
+#include "main/mtypes.h"
+#include "shader/prog_cache.h"
#include "pipe/p_state.h"
struct st_texture_object;
struct st_texture_image;
struct st_fragment_program;
+struct draw_context;
+struct draw_stage;
+struct cso_cache;
+struct cso_blend;
#define ST_NEW_MESA 0x1 /* Mesa state has changed */
#define ST_NEW_FRAGMENT_PROGRAM 0x2
+#define ST_NEW_VERTEX_PROGRAM 0x4
+
struct st_state_flags {
GLuint mesa;
};
struct st_tracked_state {
+ const char *name;
struct st_state_flags dirty;
void (*update)( struct st_context *st );
};
struct pipe_context *pipe;
- /* Eventually will use a cache to feed the pipe with
- * create/bind/delete calls to constant state objects. Not yet
- * though, we just shove random objects across the interface.
+ struct draw_context *draw; /**< For selection/feedback */
+ struct draw_stage *feedback_stage; /**< For GL_FEEDBACK rendermode */
+ struct draw_stage *selection_stage; /**< For GL_SELECT rendermode */
+
+ /* Some state is contained in constant objects.
+ * Other state is just parameter values.
*/
struct {
- struct pipe_alpha_test_state alpha_test;
- struct pipe_blend_state blend;
+ const struct cso_alpha_test *alpha_test;
+ const struct cso_blend *blend;
+ const struct cso_sampler *sampler[PIPE_MAX_SAMPLERS];
+ const struct cso_depth_stencil *depth_stencil;
+ const struct cso_rasterizer *rasterizer;
+ const struct cso_fragment_shader *fs;
+ const struct cso_vertex_shader *vs;
+
struct pipe_blend_color blend_color;
struct pipe_clear_color_state clear_color;
struct pipe_clip_state clip;
- struct pipe_depth_state depth;
+ struct pipe_constant_buffer constants[2];
+ struct pipe_feedback_state feedback;
struct pipe_framebuffer_state framebuffer;
- struct pipe_fs_state fs;
+ struct pipe_mipmap_tree *texture[PIPE_MAX_SAMPLERS];
struct pipe_poly_stipple poly_stipple;
- struct pipe_sampler_state sampler[PIPE_MAX_SAMPLERS];
struct pipe_scissor_state scissor;
- struct pipe_setup_state setup;
- struct pipe_stencil_state stencil;
struct pipe_viewport_state viewport;
} state;
struct {
- struct st_tracked_state tracked_state;
+ struct st_tracked_state tracked_state[2];
} constants;
+ /* XXX unused: */
struct {
struct gl_fragment_program *fragment_program;
} cb;
+ struct {
+ GLuint frontbuffer_dirty:1;
+ } flags;
+
+ char vendor[100];
+ char renderer[100];
+
+ /** Can we access the front/back color buffers as pipe_regions?
+ * We can't with the Xlib driver...
+ * This is a hack that should be fixed someday.
+ */
+ GLboolean haveFramebufferRegions;
+
/* State to be validated:
*/
struct st_tracked_state **atoms;
struct st_state_flags dirty;
- /* Counter to track program string changes:
+ GLfloat polygon_offset_scale; /* ?? */
+
+ /** Mapping from VERT_RESULT_x to post-transformed vertex slot */
+ const GLuint *vertex_result_to_slot;
+
+ struct st_vertex_program *vp; /**< Currently bound vertex program */
+ struct st_fragment_program *fp; /**< Currently bound fragment program */
+
+ struct {
+ struct gl_program_cache *cache;
+ struct st_fragment_program *program; /**< cur pixel transfer prog */
+ GLuint xfer_prog_sn; /**< pixel xfer program serial no. */
+ GLuint user_prog_sn; /**< user fragment program serial no. */
+ struct st_fragment_program *combined_prog;
+ GLuint combined_prog_sn;
+ } pixel_xfer;
+
+ struct {
+ struct st_fragment_program *program; /**< bitmap tex/kil program */
+ GLuint user_prog_sn; /**< user fragment program serial no. */
+ struct st_fragment_program *combined_prog;
+ } bitmap;
+
+ /**
+ * Buffer object which stores the ctx->Current.Attrib[] values.
+ * Used for vertex array drawing when we we need an attribute for
+ * which there's no enabled array.
*/
- GLuint program_id;
+ struct pipe_buffer_handle *default_attrib_buffer;
- GLfloat polygon_offset_scale; /* ?? */
+ struct cso_cache *cache;
};
}
+/**
+ * Wrapper for GLframebuffer.
+ * This is an opaque type to the outside world.
+ */
+struct st_framebuffer
+{
+ GLframebuffer Base;
+ void *Private;
+};
+
+
+extern void st_init_driver_functions(struct dd_function_table *functions);
+
+
+
+#define Y_0_TOP 1
+#define Y_0_BOTTOM 2
+
+static INLINE GLuint
+st_fb_orientation(const struct gl_framebuffer *fb)
+{
+ if (fb && fb->Name == 0) {
+ /* Drawing into a window (on-screen buffer).
+ *
+ * Negate Y scale to flip image vertically.
+ * The NDC Y coords prior to viewport transformation are in the range
+ * [y=-1=bottom, y=1=top]
+ * Hardware window coords are in the range [y=0=top, y=H-1=bottom] where
+ * H is the window height.
+ * Use the viewport transformation to invert Y.
+ */
+ return Y_0_TOP;
+ }
+ else {
+ /* Drawing into user-created FBO (very likely a texture).
+ *
+ * For textures, T=0=Bottom, so by extension Y=0=Bottom for rendering.
+ */
+ return Y_0_BOTTOM;
+ }
+}
+
+
#endif