#include "main/mtypes.h"
#include "program/prog_execute.h"
#include "swrast.h"
+#include "s_fragprog.h"
#include "s_span.h"
typedef void (*texture_sample_func)(struct gl_context *ctx,
+ const struct gl_sampler_object *samp,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4]);
GLfloat *texelOut);
-typedef void (*StoreTexelFunc)(struct swrast_texture_image *texImage,
- GLint col, GLint row, GLint img,
- const void *texel);
-
/**
* Subclass of gl_texture_image.
* We need extra fields/info to keep tracking of mapped texture buffers,
- * strides and Fetch/Store functions.
+ * strides and Fetch functions.
*/
struct swrast_texture_image
{
GLubyte *Buffer;
FetchTexelFunc FetchTexel;
- StoreTexelFunc Store;
};
/** These fields are only valid while buffer is mapped for rendering */
GLubyte *Map;
GLint RowStride; /**< in bytes */
+
+ /** For span rendering */
+ GLenum ColorType;
};
/** State used during execution of fragment programs */
struct gl_program_machine FragProgMachine;
+ /** Temporary arrays for stencil operations. To avoid large stack
+ * allocations.
+ */
+ struct {
+ GLubyte *buf1, *buf2, *buf3, *buf4;
+ } stencil_temp;
+
} SWcontext;