* Figure out if colormasks are different per rt.
*/
static GLboolean
-colormask_per_rt(struct gl_context *ctx)
+colormask_per_rt(const struct gl_context *ctx)
{
/* a bit suboptimal have to compare lots of values */
unsigned i;
* Figure out if blend enables/state are different per rt.
*/
static GLboolean
-blend_per_rt(struct gl_context *ctx)
+blend_per_rt(const struct gl_context *ctx)
{
if (ctx->Color.BlendEnabled &&
(ctx->Color.BlendEnabled != ((1 << ctx->Const.MaxDrawBuffers) - 1))) {
update_blend( struct st_context *st )
{
struct pipe_blend_state *blend = &st->state.blend;
+ const struct gl_context *ctx = st->ctx;
unsigned num_state = 1;
unsigned i, j;
memset(blend, 0, sizeof(*blend));
- if (blend_per_rt(st->ctx) || colormask_per_rt(st->ctx)) {
- num_state = st->ctx->Const.MaxDrawBuffers;
+ if (blend_per_rt(ctx) || colormask_per_rt(ctx)) {
+ num_state = ctx->Const.MaxDrawBuffers;
blend->independent_blend_enable = 1;
}
/* Note it is impossible to correctly deal with EXT_blend_logic_op and
and separate alpha/rgb logicop/blend support respectively. Neither
possible in gallium nor most hardware. Assume these combinations
don't happen. */
- if (st->ctx->Color.ColorLogicOpEnabled ||
- (st->ctx->Color.BlendEnabled &&
- st->ctx->Color.Blend[0].EquationRGB == GL_LOGIC_OP)) {
+ if (ctx->Color.ColorLogicOpEnabled ||
+ (ctx->Color.BlendEnabled &&
+ ctx->Color.Blend[0].EquationRGB == GL_LOGIC_OP)) {
/* logicop enabled */
blend->logicop_enable = 1;
- blend->logicop_func = translate_logicop(st->ctx->Color.LogicOp);
+ blend->logicop_func = translate_logicop(ctx->Color.LogicOp);
}
- else if (st->ctx->Color.BlendEnabled) {
+ else if (ctx->Color.BlendEnabled) {
/* blending enabled */
for (i = 0, j = 0; i < num_state; i++) {
- blend->rt[i].blend_enable = (st->ctx->Color.BlendEnabled >> i) & 0x1;
+ blend->rt[i].blend_enable = (ctx->Color.BlendEnabled >> i) & 0x1;
- if (st->ctx->Extensions.ARB_draw_buffers_blend)
+ if (ctx->Extensions.ARB_draw_buffers_blend)
j = i;
blend->rt[i].rgb_func =
- translate_blend(st->ctx->Color.Blend[j].EquationRGB);
+ translate_blend(ctx->Color.Blend[j].EquationRGB);
- if (st->ctx->Color.Blend[i].EquationRGB == GL_MIN ||
- st->ctx->Color.Blend[i].EquationRGB == GL_MAX) {
+ if (ctx->Color.Blend[i].EquationRGB == GL_MIN ||
+ ctx->Color.Blend[i].EquationRGB == GL_MAX) {
/* Min/max are special */
blend->rt[i].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
blend->rt[i].rgb_dst_factor = PIPE_BLENDFACTOR_ONE;
}
else {
blend->rt[i].rgb_src_factor =
- translate_blend(st->ctx->Color.Blend[j].SrcRGB);
+ translate_blend(ctx->Color.Blend[j].SrcRGB);
blend->rt[i].rgb_dst_factor =
- translate_blend(st->ctx->Color.Blend[j].DstRGB);
+ translate_blend(ctx->Color.Blend[j].DstRGB);
}
blend->rt[i].alpha_func =
- translate_blend(st->ctx->Color.Blend[j].EquationA);
+ translate_blend(ctx->Color.Blend[j].EquationA);
- if (st->ctx->Color.Blend[i].EquationA == GL_MIN ||
- st->ctx->Color.Blend[i].EquationA == GL_MAX) {
+ if (ctx->Color.Blend[i].EquationA == GL_MIN ||
+ ctx->Color.Blend[i].EquationA == GL_MAX) {
/* Min/max are special */
blend->rt[i].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
blend->rt[i].alpha_dst_factor = PIPE_BLENDFACTOR_ONE;
}
else {
blend->rt[i].alpha_src_factor =
- translate_blend(st->ctx->Color.Blend[j].SrcA);
+ translate_blend(ctx->Color.Blend[j].SrcA);
blend->rt[i].alpha_dst_factor =
- translate_blend(st->ctx->Color.Blend[j].DstA);
+ translate_blend(ctx->Color.Blend[j].DstA);
}
}
}
/* Colormask - maybe reverse these bits? */
for (i = 0; i < num_state; i++) {
- if (st->ctx->Color.ColorMask[i][0])
+ if (ctx->Color.ColorMask[i][0])
blend->rt[i].colormask |= PIPE_MASK_R;
- if (st->ctx->Color.ColorMask[i][1])
+ if (ctx->Color.ColorMask[i][1])
blend->rt[i].colormask |= PIPE_MASK_G;
- if (st->ctx->Color.ColorMask[i][2])
+ if (ctx->Color.ColorMask[i][2])
blend->rt[i].colormask |= PIPE_MASK_B;
- if (st->ctx->Color.ColorMask[i][3])
+ if (ctx->Color.ColorMask[i][3])
blend->rt[i].colormask |= PIPE_MASK_A;
}
- if (st->ctx->Color.DitherFlag)
+ if (ctx->Color.DitherFlag)
blend->dither = 1;
- if (st->ctx->Multisample.Enabled) {
+ if (ctx->Multisample.Enabled) {
/* unlike in gallium/d3d10 these operations are only performed
if msaa is enabled */
- if (st->ctx->Multisample.SampleAlphaToCoverage)
+ if (ctx->Multisample.SampleAlphaToCoverage)
blend->alpha_to_coverage = 1;
- if (st->ctx->Multisample.SampleAlphaToOne)
+ if (ctx->Multisample.SampleAlphaToOne)
blend->alpha_to_one = 1;
}
{
struct pipe_blend_color bc;
- COPY_4FV(bc.color, st->ctx->Color.BlendColorUnclamped);
+ COPY_4FV(bc.color, ctx->Color.BlendColorUnclamped);
cso_set_blend_color(st->cso_context, &bc);
}
}
static void update_clip( struct st_context *st )
{
struct pipe_clip_state clip;
+ const struct gl_context *ctx = st->ctx;
GLuint i;
memset(&clip, 0, sizeof(clip));
for (i = 0; i < PIPE_MAX_CLIP_PLANES; i++) {
- if (st->ctx->Transform.ClipPlanesEnabled & (1 << i)) {
+ if (ctx->Transform.ClipPlanesEnabled & (1 << i)) {
memcpy(clip.ucp[clip.nr],
- st->ctx->Transform._ClipUserPlane[i],
+ ctx->Transform._ClipUserPlane[i],
sizeof(clip.ucp[0]));
clip.nr++;
}
}
- clip.depth_clamp = st->ctx->Transform.DepthClamp != GL_FALSE;
+ clip.depth_clamp = ctx->Transform.DepthClamp != GL_FALSE;
if (memcmp(&clip, &st->state.clip, sizeof(clip)) != 0) {
st->state.clip = clip;
GLuint texUnit)
{
struct gl_texture_object *texobj;
+ struct gl_context *ctx = st->ctx;
struct gl_sampler_object *msamp;
- texobj = st->ctx->Texture.Unit[texUnit]._Current;
+ texobj = ctx->Texture.Unit[texUnit]._Current;
if (!texobj) {
texobj = st_get_default_texture(st);
}
- msamp = _mesa_get_samplerobj(st->ctx, texUnit);
+ msamp = _mesa_get_samplerobj(ctx, texUnit);
memset(sampler, 0, sizeof(*sampler));
sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
sampler->normalized_coords = 1;
- sampler->lod_bias = st->ctx->Texture.Unit[texUnit].LodBias +
+ sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias +
msamp->LodBias;
sampler->min_lod = CLAMP(msamp->MinLod,
}
sampler->seamless_cube_map =
- st->ctx->Texture.CubeMapSeamless || msamp->CubeMapSeamless;
+ ctx->Texture.CubeMapSeamless || msamp->CubeMapSeamless;
}
static void
update_vertex_samplers(struct st_context *st)
{
- struct gl_vertex_program *vprog = st->ctx->VertexProgram._Current;
+ const struct gl_context *ctx = st->ctx;
+ struct gl_vertex_program *vprog = ctx->VertexProgram._Current;
GLuint su;
st->state.num_vertex_samplers = 0;
/* loop over sampler units (aka tex image units) */
- for (su = 0; su < st->ctx->Const.MaxVertexTextureImageUnits; su++) {
+ for (su = 0; su < ctx->Const.MaxVertexTextureImageUnits; su++) {
struct pipe_sampler_state *sampler = st->state.vertex_samplers + su;
if (vprog->Base.SamplersUsed & (1 << su)) {
static void
update_fragment_samplers(struct st_context *st)
{
- struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
+ const struct gl_context *ctx = st->ctx;
+ struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
GLuint su;
st->state.num_samplers = 0;
/* loop over sampler units (aka tex image units) */
- for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
+ for (su = 0; su < ctx->Const.MaxTextureImageUnits; su++) {
struct pipe_sampler_state *sampler = st->state.samplers + su;
update_scissor( struct st_context *st )
{
struct pipe_scissor_state scissor;
- const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
+ const struct gl_context *ctx = st->ctx;
+ const struct gl_framebuffer *fb = ctx->DrawBuffer;
GLint miny, maxy;
scissor.minx = 0;
scissor.maxx = fb->Width;
scissor.maxy = fb->Height;
- if (st->ctx->Scissor.Enabled) {
+ if (ctx->Scissor.Enabled) {
/* need to be careful here with xmax or ymax < 0 */
- GLint xmax = MAX2(0, st->ctx->Scissor.X + st->ctx->Scissor.Width);
- GLint ymax = MAX2(0, st->ctx->Scissor.Y + st->ctx->Scissor.Height);
+ GLint xmax = MAX2(0, ctx->Scissor.X + ctx->Scissor.Width);
+ GLint ymax = MAX2(0, ctx->Scissor.Y + ctx->Scissor.Height);
- if (st->ctx->Scissor.X > (GLint)scissor.minx)
- scissor.minx = st->ctx->Scissor.X;
- if (st->ctx->Scissor.Y > (GLint)scissor.miny)
- scissor.miny = st->ctx->Scissor.Y;
+ if (ctx->Scissor.X > (GLint)scissor.minx)
+ scissor.minx = ctx->Scissor.X;
+ if (ctx->Scissor.Y > (GLint)scissor.miny)
+ scissor.miny = ctx->Scissor.Y;
if (xmax < (GLint) scissor.maxx)
scissor.maxx = xmax;
static void
update_stipple( struct st_context *st )
{
+ const struct gl_context *ctx = st->ctx;
const GLuint sz = sizeof(st->state.poly_stipple);
- assert(sz == sizeof(st->ctx->PolygonStipple));
+ assert(sz == sizeof(ctx->PolygonStipple));
- if (memcmp(st->state.poly_stipple, st->ctx->PolygonStipple, sz)) {
+ if (memcmp(st->state.poly_stipple, ctx->PolygonStipple, sz)) {
/* state has changed */
struct pipe_poly_stipple newStipple;
- memcpy(st->state.poly_stipple, st->ctx->PolygonStipple, sz);
+ memcpy(st->state.poly_stipple, ctx->PolygonStipple, sz);
- invert_stipple(newStipple.stipple, st->ctx->PolygonStipple,
- st->ctx->DrawBuffer->Height);
+ invert_stipple(newStipple.stipple, ctx->PolygonStipple,
+ ctx->DrawBuffer->Height);
st->pipe->set_polygon_stipple(st->pipe, &newStipple);
}
GLuint texUnit)
{
struct pipe_context *pipe = st->pipe;
+ struct gl_context *ctx = st->ctx;
const struct gl_sampler_object *samp;
struct gl_texture_object *texObj;
struct st_texture_object *stObj;
enum pipe_format st_view_format;
GLboolean retval;
- samp = _mesa_get_samplerobj(st->ctx, texUnit);
+ samp = _mesa_get_samplerobj(ctx, texUnit);
- texObj = st->ctx->Texture.Unit[texUnit]._Current;
+ texObj = ctx->Texture.Unit[texUnit]._Current;
if (!texObj) {
texObj = st_get_default_texture(st);
}
stObj = st_texture_object(texObj);
- retval = st_finalize_texture(st->ctx, st->pipe, texObj);
+ retval = st_finalize_texture(ctx, st->pipe, texObj);
if (!retval) {
/* out of mem */
return GL_FALSE;
static void
update_vertex_textures(struct st_context *st)
{
- struct gl_vertex_program *vprog = st->ctx->VertexProgram._Current;
+ const struct gl_context *ctx = st->ctx;
+ struct gl_vertex_program *vprog = ctx->VertexProgram._Current;
GLuint su;
st->state.num_vertex_textures = 0;
/* loop over sampler units (aka tex image units) */
- for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
+ for (su = 0; su < ctx->Const.MaxTextureImageUnits; su++) {
struct pipe_sampler_view *sampler_view = NULL;
if (vprog->Base.SamplersUsed & (1 << su)) {
GLboolean retval;
pipe_sampler_view_reference(&st->state.sampler_vertex_views[su], sampler_view);
}
- if (st->ctx->Const.MaxVertexTextureImageUnits > 0) {
+ if (ctx->Const.MaxVertexTextureImageUnits > 0) {
GLuint numUnits = MIN2(st->state.num_vertex_textures,
- st->ctx->Const.MaxVertexTextureImageUnits);
+ ctx->Const.MaxVertexTextureImageUnits);
cso_set_vertex_sampler_views(st->cso_context,
numUnits,
st->state.sampler_vertex_views);
static void
update_fragment_textures(struct st_context *st)
{
- struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
+ const struct gl_context *ctx = st->ctx;
+ struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
GLuint su;
st->state.num_textures = 0;
/* loop over sampler units (aka tex image units) */
- for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
+ for (su = 0; su < ctx->Const.MaxTextureImageUnits; su++) {
struct pipe_sampler_view *sampler_view = NULL;
if (fprog->Base.SamplersUsed & (1 << su)) {
GLboolean retval;
static void
finalize_textures(struct st_context *st)
{
- struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
+ struct gl_context *ctx = st->ctx;
+ struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
const GLboolean prev_missing_textures = st->missing_textures;
GLuint su;
st->missing_textures = GL_FALSE;
- for (su = 0; su < st->ctx->Const.MaxTextureCoordUnits; su++) {
+ for (su = 0; su < ctx->Const.MaxTextureCoordUnits; su++) {
if (fprog->Base.SamplersUsed & (1 << su)) {
const GLuint texUnit = fprog->Base.SamplerUnits[su];
struct gl_texture_object *texObj
- = st->ctx->Texture.Unit[texUnit]._Current;
+ = ctx->Texture.Unit[texUnit]._Current;
if (texObj) {
GLboolean retval;
- retval = st_finalize_texture(st->ctx, st->pipe, texObj);
+ retval = st_finalize_texture(ctx, st->pipe, texObj);
if (!retval) {
/* out of mem */
st->missing_textures = GL_TRUE;
}
}
- info.primitive_restart = st->ctx->Array.PrimitiveRestart;
- info.restart_index = st->ctx->Array.RestartIndex;
+ info.primitive_restart = ctx->Array.PrimitiveRestart;
+ info.restart_index = ctx->Array.RestartIndex;
/* do actual drawing */
for (i = 0; i < nr_prims; i++) {