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📄 i830_context.h

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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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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