1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
|
/*
* Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com>
*
* 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
* on 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
* THE AUTHOR(S) AND/OR THEIR 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 R300_EMIT_H
#define R300_EMIT_H
#include "util/u_math.h"
#include "r300_context.h"
#include "r300_cs.h"
#include "r300_screen.h"
#include "r300_state_inlines.h"
void r300_emit_blend_state(struct r300_context* r300,
struct r300_blend_state* blend);
void r300_emit_blend_color_state(struct r300_context* r300,
struct r300_blend_color_state* bc);
void r300_emit_dsa_state(struct r300_context* r300,
struct r300_dsa_state* dsa);
void r300_emit_fragment_shader(struct r300_context* r300,
struct r300_fragment_shader* fs);
void r500_emit_fragment_shader(struct r300_context* r300,
struct r500_fragment_shader* fs);
void r300_emit_fb_state(struct r300_context* r300,
struct pipe_framebuffer_state* fb);
void r300_emit_rs_state(struct r300_context* r300, struct r300_rs_state* rs);
void r300_emit_rs_block_state(struct r300_context* r300,
struct r300_rs_block* rs);
void r300_emit_sampler(struct r300_context* r300,
struct r300_sampler_state* sampler, unsigned offset);
void r300_emit_scissor_state(struct r300_context* r300,
struct r300_scissor_state* scissor);
void r300_emit_texture(struct r300_context* r300,
struct r300_texture* tex, unsigned offset);
void r300_emit_vertex_format_state(struct r300_context* r300);
void r300_emit_vertex_shader(struct r300_context* r300,
struct r300_vertex_shader* vs);
void r300_emit_viewport_state(struct r300_context* r300,
struct r300_viewport_state* viewport);
void r300_flush_textures(struct r300_context* r300);
/* Emit all dirty state. */
void r300_emit_dirty_state(struct r300_context* r300);
#endif /* R300_EMIT_H */
|