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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;
+
+
+#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
+
+
+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_poly_stipple poly_stipple;
+ struct pipe_scissor_state scissor;
+ struct pipe_viewport_state viewport;
+
+ GLuint num_samplers;
+ GLuint num_textures;
+ } state;
+
+ struct {
+ struct st_tracked_state tracked_state[2];
+ } constants;
+
+ /* XXX unused: */
+ struct {
+ struct gl_fragment_program *fragment_program;
+ } cb;
+
+ GLuint frontbuffer_status; /**< one of FRONT_STATUS_ */
+
+ char vendor[100];
+ char renderer[100];
+
+ /* State to be validated:
+ */
+ struct st_tracked_state **atoms;
+ GLuint nr_atoms;
+
+ struct st_state_flags dirty;
+
+ GLboolean missing_textures;
+
+ GLfloat polygon_offset_scale; /* ?? */
+
+ /** 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 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;
+ struct pipe_shader_state vert_shader;
+ enum pipe_format tex_format;
+ void *vs;
+ float vertices[4][3][4]; /**< vertex pos + color + texcoord */
+ struct pipe_buffer *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_shader_state vert_shader;
+ struct pipe_shader_state frag_shader;
+ 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;
+ } clear;
+
+ void *passthrough_fs; /**< simple pass-through frag shader */
+
+ struct gen_mipmap_state *gen_mipmap;
+ struct blit_state *blit;
+
+ struct cso_context *cso_context;
+};
+
+
+/* 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;
+ }
+}
+
+
+#endif