/************************************************************************** * * 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 "mtypes.h" #include "pipe/p_state.h" struct st_context; struct st_region; 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; 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 */ struct draw_stage *feedback_stage; /**< For FL_FEEDBACK rendermode */ struct draw_stage *selection_stage; /**< For GL_SELECT rendermode */ /* 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 { const struct cso_blend *blend; const struct pipe_sampler_state *sampler[PIPE_MAX_SAMPLERS]; const struct pipe_depth_stencil_state *depth_stencil; const struct pipe_rasterizer_state *rasterizer; const struct pipe_shader_state *fs; const struct pipe_shader_state *vs; struct pipe_alpha_test_state alpha_test; struct pipe_blend_color blend_color; struct pipe_clear_color_state clear_color; struct pipe_clip_state clip; struct pipe_constant_buffer constants[2]; struct pipe_feedback_state feedback; struct pipe_framebuffer_state framebuffer; struct pipe_mipmap_tree *texture[PIPE_MAX_SAMPLERS]; struct pipe_poly_stipple poly_stipple; struct pipe_scissor_state scissor; struct pipe_viewport_state viewport; } state; struct { struct st_tracked_state tracked_state[2]; } constants; struct { struct gl_fragment_program *fragment_program; } cb; struct { GLuint frontbuffer_dirty:1; } flags; char vendor[100]; char renderer[100]; /* State to be validated: */ struct st_tracked_state **atoms; GLuint nr_atoms; struct st_state_flags dirty; GLfloat polygon_offset_scale; /* ?? */ struct st_vertex_program *vp; struct st_fragment_program *fp; struct pipe_buffer_handle *default_attrib_buffer; struct cso_cache *cache; }; /* Need this so that we can implement Mesa callbacks in this module. */ static INLINE struct st_context *st_context(GLcontext *ctx) { return ctx->st; } 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