📄 i830_context.h
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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 I830CONTEXT_INC#define I830CONTEXT_INC#include "intel_context.h"#define I830_FALLBACK_TEXTURE 0x1000#define I830_FALLBACK_COLORMASK 0x2000#define I830_FALLBACK_STENCIL 0x4000#define I830_FALLBACK_STIPPLE 0x8000#define I830_FALLBACK_LOGICOP 0x10000#define I830_UPLOAD_CTX 0x1#define I830_UPLOAD_BUFFERS 0x2#define I830_UPLOAD_STIPPLE 0x4#define I830_UPLOAD_INVARIENT 0x8#define I830_UPLOAD_TEX(i) (0x10<<(i))#define I830_UPLOAD_TEXBLEND(i) (0x100<<(i))#define I830_UPLOAD_TEX_ALL (0x0f0)#define I830_UPLOAD_TEXBLEND_ALL (0xf00)/* State structure offsets - these will probably disappear. */#define I830_DESTREG_CBUFADDR0 0#define I830_DESTREG_CBUFADDR1 1#define I830_DESTREG_DBUFADDR0 2#define I830_DESTREG_DBUFADDR1 3#define I830_DESTREG_DV0 4#define I830_DESTREG_DV1 5#define I830_DESTREG_SENABLE 6#define I830_DESTREG_SR0 7#define I830_DESTREG_SR1 8#define I830_DESTREG_SR2 9#define I830_DEST_SETUP_SIZE 10#define I830_CTXREG_STATE1 0#define I830_CTXREG_STATE2 1#define I830_CTXREG_STATE3 2#define I830_CTXREG_STATE4 3#define I830_CTXREG_STATE5 4#define I830_CTXREG_IALPHAB 5#define I830_CTXREG_STENCILTST 6#define I830_CTXREG_ENABLES_1 7#define I830_CTXREG_ENABLES_2 8#define I830_CTXREG_AA 9#define I830_CTXREG_FOGCOLOR 10#define I830_CTXREG_BLENDCOLOR0 11#define I830_CTXREG_BLENDCOLOR1 12#define I830_CTXREG_VF 13#define I830_CTXREG_VF2 14#define I830_CTXREG_MCSB0 15#define I830_CTXREG_MCSB1 16#define I830_CTX_SETUP_SIZE 17#define I830_STPREG_ST0 0#define I830_STPREG_ST1 1#define I830_STP_SETUP_SIZE 2#define I830_TEXREG_TM0LI 0 /* load immediate 2 texture map n */#define I830_TEXREG_TM0S1 1#define I830_TEXREG_TM0S2 2#define I830_TEXREG_TM0S3 3#define I830_TEXREG_TM0S4 4#define I830_TEXREG_MCS 5 /* _3DSTATE_MAP_COORD_SETS */#define I830_TEXREG_CUBE 6 /* _3DSTATE_MAP_SUBE */#define I830_TEX_SETUP_SIZE 7#define I830_TEXBLEND_SIZE 12 /* (4 args + op) * 2 + COLOR_FACTOR */struct i830_texture_object{ struct intel_texture_object intel; GLuint Setup[I830_TEX_SETUP_SIZE];};#define I830_TEX_UNITS 4struct i830_hw_state{ GLuint Ctx[I830_CTX_SETUP_SIZE]; GLuint Buffer[I830_DEST_SETUP_SIZE]; GLuint Stipple[I830_STP_SETUP_SIZE]; GLuint Tex[I830_TEX_UNITS][I830_TEX_SETUP_SIZE]; GLuint TexBlend[I830_TEX_UNITS][I830_TEXBLEND_SIZE]; GLuint TexBlendWordsUsed[I830_TEX_UNITS]; struct intel_region *draw_region; struct intel_region *depth_region; /* Regions aren't actually that appropriate here as the memory may * be from a PBO or FBO. Will have to do this for draw and depth for * FBO's... */ dri_bo *tex_buffer[I830_TEX_UNITS]; GLuint tex_offset[I830_TEX_UNITS]; GLuint emitted; /* I810_UPLOAD_* */ GLuint active;};struct i830_context{ struct intel_context intel; GLuint lodbias_tm0s3[MAX_TEXTURE_UNITS]; DECLARE_RENDERINPUTS(last_index_bitset); struct i830_hw_state meta, initial, state, *current;};#define I830_STATECHANGE(i830, flag) \do { \ INTEL_FIREVERTICES( &i830->intel ); \ i830->state.emitted &= ~flag; \} while (0)#define I830_ACTIVESTATE(i830, flag, mode) \do { \ INTEL_FIREVERTICES( &i830->intel ); \ if (mode) \ i830->state.active |= flag; \ else \ i830->state.active &= ~flag; \} while (0)/* i830_vtbl.c */extern void i830InitVtbl(struct i830_context *i830);extern voidi830_state_draw_region(struct intel_context *intel, struct i830_hw_state *state, struct intel_region *color_region, struct intel_region *depth_region);/* i830_context.c */extern GLbooleani830CreateContext(const __GLcontextModes * mesaVis, __DRIcontextPrivate * driContextPriv, void *sharedContextPrivate);/* i830_tex.c, i830_texstate.c */extern void i830UpdateTextureState(struct intel_context *intel);extern void i830InitTextureFuncs(struct dd_function_table *functions);/* i830_texblend.c */extern GLuint i830SetTexEnvCombine(struct i830_context *i830, const struct gl_tex_env_combine_state *combine, GLint blendUnit, GLuint texel_op, GLuint * state, const GLfloat * factor);extern void i830EmitTextureBlend(struct i830_context *i830);/* i830_state.c */extern void i830InitStateFuncs(struct dd_function_table *functions);extern void i830EmitState(struct i830_context *i830);extern void i830InitState(struct i830_context *i830);/* i830_metaops.c */extern void i830InitMetaFuncs(struct i830_context *i830);/*====================================================================== * Inline conversion functions. These are better-typed than the * macros used previously: */static INLINE struct i830_context *i830_context(GLcontext * ctx){ return (struct i830_context *) ctx;}#endif
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