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/**************************************************************************
*
* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#ifndef ST_CONTEXT_H
#define ST_CONTEXT_H
#include "main/mtypes.h"
#include "shader/prog_cache.h"
#include "pipe/p_state.h"
struct st_context;
struct st_texture_object;
struct st_fragment_program;
struct draw_context;
struct draw_stage;
struct cso_cache;
struct cso_blend;
struct gen_mipmap_state;
struct blit_state;
struct bitmap_cache;
/** XXX we'd like to get rid of these */
#define FRONT_STATUS_UNDEFINED 0
#define FRONT_STATUS_DIRTY 1
#define FRONT_STATUS_COPY_OF_BACK 2
#define ST_NEW_MESA 0x1 /* Mesa state has changed */
#define ST_NEW_FRAGMENT_PROGRAM 0x2
#define ST_NEW_VERTEX_PROGRAM 0x4
#define ST_NEW_FRAMEBUFFER 0x8
#define ST_NEW_EDGEFLAGS_DATA 0x10
struct st_state_flags {
GLuint mesa;
GLuint st;
};
struct st_tracked_state {
const char *name;
struct st_state_flags dirty;
void (*update)( struct st_context *st );
};
struct st_context
{
GLcontext *ctx;
struct pipe_context *pipe;
struct draw_context *draw; /**< For selection/feedback/rastpos only */
struct draw_stage *feedback_stage; /**< For GL_FEEDBACK rendermode */
struct draw_stage *selection_stage; /**< For GL_SELECT rendermode */
struct draw_stage *rastpos_stage; /**< For glRasterPos */
/* Some state is contained in constant objects.
* Other state is just parameter values.
*/
struct {
struct pipe_blend_state blend;
struct pipe_depth_stencil_alpha_state depth_stencil;
struct pipe_rasterizer_state rasterizer;
struct pipe_sampler_state samplers[PIPE_MAX_SAMPLERS];
struct pipe_sampler_state *sampler_list[PIPE_MAX_SAMPLERS];
struct pipe_clip_state clip;
struct pipe_constant_buffer constants[2];
struct pipe_framebuffer_state framebuffer;
struct pipe_texture *sampler_texture[PIPE_MAX_SAMPLERS];
struct pipe_scissor_state scissor;
struct pipe_viewport_state viewport;
GLuint num_samplers;
GLuint num_textures;
GLuint poly_stipple[32]; /**< In OpenGL's bottom-to-top order */
} state;
struct {
struct st_tracked_state tracked_state[PIPE_SHADER_TYPES];
} constants;
/* XXX unused: */
struct {
struct gl_fragment_program *fragment_program;
} cb;
GLuint frontbuffer_status; /**< one of FRONT_STATUS_ (XXX to be removed) */
char vendor[100];
char renderer[100];
struct st_state_flags dirty;
GLboolean missing_textures;
GLboolean vertdata_edgeflags;
/** 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 st_vp_varient *vp_varient;
struct gl_texture_object *default_texture;
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;
struct pipe_texture *pixelmap_texture;
boolean pixelmap_enabled; /**< use the pixelmap texture? */
} pixel_xfer;
/** for glBitmap */
struct {
struct pipe_rasterizer_state rasterizer;
struct pipe_sampler_state sampler;
enum pipe_format tex_format;
void *vs;
float vertices[4][3][4]; /**< vertex pos + color + texcoord */
struct pipe_buffer *vbuf;
unsigned vbuf_slot; /* next free slot in vbuf */
struct bitmap_cache *cache;
} bitmap;
/** for glDraw/CopyPixels */
struct {
struct st_fragment_program *z_shader;
struct st_vertex_program *vert_shaders[2];
} drawpix;
/** for glClear */
struct {
struct pipe_rasterizer_state raster;
struct pipe_viewport_state viewport;
void *vs;
void *fs;
float vertices[4][2][4]; /**< vertex pos + color */
struct pipe_buffer *vbuf;
unsigned vbuf_slot;
} clear;
void *passthrough_fs; /**< simple pass-through frag shader */
struct gen_mipmap_state *gen_mipmap;
struct blit_state *blit;
struct cso_context *cso_context;
int force_msaa;
};
/* Need this so that we can implement Mesa callbacks in this module.
*/
static INLINE struct st_context *st_context(GLcontext *ctx)
{
return ctx->st;
}
/**
* Wrapper for GLframebuffer.
* This is an opaque type to the outside world.
*/
struct st_framebuffer
{
GLframebuffer Base;
void *Private;
GLuint InitWidth, InitHeight;
};
extern void st_init_driver_functions(struct dd_function_table *functions);
void st_invalidate_state(GLcontext * ctx, GLuint new_state);
#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;
}
}
/** clear-alloc a struct-sized object, with casting */
#define ST_CALLOC_STRUCT(T) (struct T *) _mesa_calloc(sizeof(struct T))
extern int
st_get_msaa(void);
#endif