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/**************************************************************************
*
* Copyright 2003 VMware, Inc.
* 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 VMWARE 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 "pipe/p_state.h"
#include "state_tracker/st_api.h"
#include "main/fbobject.h"
#include "state_tracker/st_atom.h"
#ifdef __cplusplus
extern "C" {
#endif
struct bitmap_cache;
struct dd_function_table;
struct draw_context;
struct draw_stage;
struct gen_mipmap_state;
struct st_context;
struct st_fragment_program;
struct st_perf_monitor_group;
struct u_upload_mgr;
/** For drawing quads for glClear, glDraw/CopyPixels, glBitmap, etc. */
struct st_util_vertex
{
float x, y, z;
float r, g, b, a;
float s, t;
};
struct st_context
{
struct st_context_iface iface;
struct gl_context *ctx;
struct pipe_context *pipe;
struct u_upload_mgr *uploader, *indexbuf_uploader, *constbuf_uploader;
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 */
GLboolean clamp_frag_color_in_shader;
GLboolean clamp_vert_color_in_shader;
boolean has_stencil_export; /**< can do shader stencil export? */
boolean has_time_elapsed;
boolean has_shader_model3;
boolean has_etc1;
boolean has_etc2;
boolean prefer_blit_based_texture_transfer;
boolean force_persample_in_shader;
boolean has_shareable_shaders;
boolean has_half_float_packing;
boolean has_multi_draw_indirect;
/**
* If a shader can be created when we get its source.
* This means it has only 1 variant, not counting glBitmap and
* glDrawPixels.
*/
boolean shader_has_one_variant[MESA_SHADER_STAGES];
boolean needs_texcoord_semantic;
boolean apply_texture_swizzle_to_border_color;
/* On old libGL's for linux we need to invalidate the drawables
* on glViewpport calls, this is set via a option.
*/
boolean invalidate_on_gl_viewport;
boolean vertex_array_out_of_memory;
/* 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_SHADER_TYPES][PIPE_MAX_SAMPLERS];
GLuint num_samplers[PIPE_SHADER_TYPES];
struct pipe_sampler_view *sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
GLuint num_sampler_views[PIPE_SHADER_TYPES];
struct pipe_clip_state clip;
struct {
void *ptr;
unsigned size;
} constants[PIPE_SHADER_TYPES];
struct pipe_framebuffer_state framebuffer;
struct pipe_scissor_state scissor[PIPE_MAX_VIEWPORTS];
struct pipe_viewport_state viewport[PIPE_MAX_VIEWPORTS];
struct {
unsigned num;
boolean include;
struct pipe_scissor_state rects[PIPE_MAX_WINDOW_RECTANGLES];
} window_rects;
unsigned sample_mask;
GLuint poly_stipple[32]; /**< In OpenGL's bottom-to-top order */
GLuint fb_orientation;
} state;
char vendor[100];
char renderer[100];
uint64_t dirty; /**< dirty states */
/** This masks out unused shader resources. Only valid in draw calls. */
uint64_t active_states;
/* If true, further analysis of states is required to know if something
* has changed. Used mainly for shaders.
*/
bool gfx_shaders_may_be_dirty;
bool compute_shader_may_be_dirty;
GLboolean vertdata_edgeflags;
GLboolean edgeflag_culls_prims;
/** Mapping from VARYING_SLOT_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_geometry_program *gp; /**< Currently bound geometry program */
struct st_tessctrl_program *tcp; /**< Currently bound tess control program */
struct st_tesseval_program *tep; /**< Currently bound tess eval program */
struct st_compute_program *cp; /**< Currently bound compute program */
struct st_vp_variant *vp_variant;
struct st_fp_variant *fp_variant;
struct st_basic_variant *gp_variant;
struct st_basic_variant *tcp_variant;
struct st_basic_variant *tep_variant;
struct st_basic_variant *cp_variant;
struct {
struct pipe_resource *pixelmap_texture;
struct pipe_sampler_view *pixelmap_sampler_view;
} pixel_xfer;
/** for glBitmap */
struct {
struct pipe_rasterizer_state rasterizer;
struct pipe_sampler_state sampler;
struct pipe_sampler_state atlas_sampler;
enum pipe_format tex_format;
void *vs;
struct bitmap_cache *cache;
} bitmap;
/** for glDraw/CopyPixels */
struct {
void *zs_shaders[4];
void *vert_shaders[2]; /**< ureg shaders */
} drawpix;
struct {
GLsizei width, height;
GLenum format, type;
const void *user_pointer; /**< Last user 'pixels' pointer */
void *image; /**< Copy of the glDrawPixels image data */
struct pipe_resource *texture;
} drawpix_cache;
/** for glReadPixels */
struct {
struct pipe_resource *src;
struct pipe_resource *cache;
enum pipe_format dst_format;
unsigned level;
unsigned layer;
unsigned hits;
} readpix_cache;
/** for glClear */
struct {
struct pipe_rasterizer_state raster;
struct pipe_viewport_state viewport;
void *vs;
void *fs;
void *vs_layered;
void *gs_layered;
} clear;
/* For gl(Compressed)Tex(Sub)Image */
struct {
struct pipe_rasterizer_state raster;
struct pipe_blend_state upload_blend;
void *vs;
void *gs;
void *upload_fs[3];
void *download_fs[3][PIPE_MAX_TEXTURE_TYPES];
bool upload_enabled;
bool download_enabled;
bool rgba_only;
bool layers;
bool use_gs;
} pbo;
/** for drawing with st_util_vertex */
struct pipe_vertex_element util_velems[3];
void *passthrough_fs; /**< simple pass-through frag shader */
enum pipe_texture_target internal_target;
struct cso_context *cso_context;
void *winsys_drawable_handle;
/* The number of vertex buffers from the last call of validate_arrays. */
unsigned last_num_vbuffers;
int32_t draw_stamp;
int32_t read_stamp;
struct st_config_options options;
struct st_perf_monitor_group *perfmon;
enum pipe_reset_status reset_status;
};
/* Need this so that we can implement Mesa callbacks in this module.
*/
static inline struct st_context *st_context(struct gl_context *ctx)
{
return ctx->st;
}
/**
* Wrapper for struct gl_framebuffer.
* This is an opaque type to the outside world.
*/
struct st_framebuffer
{
struct gl_framebuffer Base;
void *Private;
struct st_framebuffer_iface *iface;
enum st_attachment_type statts[ST_ATTACHMENT_COUNT];
unsigned num_statts;
int32_t stamp;
int32_t iface_stamp;
};
extern void st_init_driver_functions(struct pipe_screen *screen,
struct dd_function_table *functions);
void st_invalidate_state(struct gl_context * ctx, GLbitfield new_state);
void st_invalidate_readpix_cache(struct st_context *st);
#define Y_0_TOP 1
#define Y_0_BOTTOM 2
static inline GLuint
st_fb_orientation(const struct gl_framebuffer *fb)
{
if (fb && _mesa_is_winsys_fbo(fb)) {
/* 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;
}
}
static inline enum pipe_shader_type
st_shader_stage_to_ptarget(gl_shader_stage stage)
{
switch (stage) {
case MESA_SHADER_VERTEX:
return PIPE_SHADER_VERTEX;
case MESA_SHADER_FRAGMENT:
return PIPE_SHADER_FRAGMENT;
case MESA_SHADER_GEOMETRY:
return PIPE_SHADER_GEOMETRY;
case MESA_SHADER_TESS_CTRL:
return PIPE_SHADER_TESS_CTRL;
case MESA_SHADER_TESS_EVAL:
return PIPE_SHADER_TESS_EVAL;
case MESA_SHADER_COMPUTE:
return PIPE_SHADER_COMPUTE;
}
assert(!"should not be reached");
return PIPE_SHADER_VERTEX;
}
static inline bool
st_user_clip_planes_enabled(struct gl_context *ctx)
{
return (ctx->API == API_OPENGL_COMPAT ||
ctx->API == API_OPENGLES) && /* only ES 1.x */
ctx->Transform.ClipPlanesEnabled;
}
/** clear-alloc a struct-sized object, with casting */
#define ST_CALLOC_STRUCT(T) (struct T *) calloc(1, sizeof(struct T))
extern struct st_context *
st_create_context(gl_api api, struct pipe_context *pipe,
const struct gl_config *visual,
struct st_context *share,
const struct st_config_options *options);
extern void
st_destroy_context(struct st_context *st);
uint64_t
st_get_active_states(struct gl_context *ctx);
#ifdef __cplusplus
}
#endif
#endif