/* $XFree86: xc/lib/GL/mesa/src/drv/r200/r200_context.h,v 1.2 2002/12/16 16:18:54 dawes Exp $ */ /* Copyright (C) The Weather Channel, Inc. 2002. All Rights Reserved. The Weather Channel (TM) funded Tungsten Graphics to develop the initial release of the Radeon 8500 driver under the XFree86 license. This notice must be preserved. 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, sublicense, 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 NONINFRINGEMENT. IN NO EVENT SHALL THE COPYRIGHT OWNER(S) 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. **************************************************************************/ /* * Authors: * Keith Whitwell */ #ifndef __R200_CONTEXT_H__ #define __R200_CONTEXT_H__ #ifdef GLX_DIRECT_RENDERING #include "tnl/t_vertex.h" #include "drm.h" #include "radeon_drm.h" #include "dri_util.h" #include "texmem.h" #include "macros.h" #include "mtypes.h" #include "colormac.h" #include "r200_reg.h" #include "radeon_context.h" #define ENABLE_HW_3D_TEXTURE 1 /* XXX this is temporary! */ struct r200_context; typedef struct r200_context r200ContextRec; typedef struct r200_context *r200ContextPtr; #include "mm.h" /* The blit width for texture uploads */ #define BLIT_WIDTH_BYTES 1024 /* Use the templated vertex format: */ #define COLOR_IS_RGBA #define TAG(x) r200##x #include "tnl_dd/t_dd_vertex.h" #undef TAG typedef void (*r200_tri_func) (r200ContextPtr, r200Vertex *, r200Vertex *, r200Vertex *); typedef void (*r200_line_func) (r200ContextPtr, r200Vertex *, r200Vertex *); typedef void (*r200_point_func) (r200ContextPtr, r200Vertex *); struct r200_depthbuffer_state { GLfloat scale; }; struct r200_stencilbuffer_state { GLboolean hwBuffer; GLuint clear; /* rb3d_stencilrefmask value */ }; struct r200_stipple_state { GLuint mask[32]; }; typedef struct r200_tex_obj r200TexObj, *r200TexObjPtr; /* Texture object in locally shared texture space. */ struct r200_tex_obj { driTextureObject base; GLuint bufAddr; /* Offset to start of locally shared texture block */ GLuint dirty_state; /* Flags (1 per texunit) for whether or not this texobj has dirty hardware state (pp_*) that needs to be brought into the texunit. */ drm_radeon_tex_image_t image[6][RADEON_MAX_TEXTURE_LEVELS]; /* Six, for the cube faces */ GLuint pp_txfilter; /* hardware register values */ GLuint pp_txformat; GLuint pp_txformat_x; GLuint pp_txoffset; /* Image location in texmem. All cube faces follow. */ GLuint pp_txsize; /* npot only */ GLuint pp_txpitch; /* npot only */ GLuint pp_border_color; GLuint pp_cubic_faces; /* cube face 1,2,3,4 log2 sizes */ GLboolean border_fallback; }; struct r200_texture_env_state { r200TexObjPtr texobj; GLenum format; GLenum envMode; }; #define R200_MAX_TEXTURE_UNITS 6 struct r200_texture_state { struct r200_texture_env_state unit[R200_MAX_TEXTURE_UNITS]; }; struct r200_state_atom { struct r200_state_atom *next, *prev; const char *name; /* for debug */ int cmd_size; /* size in bytes */ GLuint idx; int *cmd; /* one or more cmd's */ int *lastcmd; /* one or more cmd's */ int *savedcmd; /* one or more cmd's */ GLboolean dirty; GLboolean(*check) (GLcontext *, int); /* is this state active? */ }; /* Trying to keep these relatively short as the variables are becoming * extravagently long. Drop the driver name prefix off the front of * everything - I think we know which driver we're in by now, and keep the * prefix to 3 letters unless absolutely impossible. */ #define CTX_CMD_0 0 #define CTX_PP_MISC 1 #define CTX_PP_FOG_COLOR 2 #define CTX_RE_SOLID_COLOR 3 #define CTX_RB3D_BLENDCNTL 4 #define CTX_RB3D_DEPTHOFFSET 5 #define CTX_RB3D_DEPTHPITCH 6 #define CTX_RB3D_ZSTENCILCNTL 7 #define CTX_CMD_1 8 #define CTX_PP_CNTL 9 #define CTX_RB3D_CNTL 10 #define CTX_RB3D_COLOROFFSET 11 #define CTX_CMD_2 12 /* why */ #define CTX_RB3D_COLORPITCH 13 /* why */ #define CTX_STATE_SIZE_OLDDRM 14 #define CTX_CMD_3 14 #define CTX_RB3D_BLENDCOLOR 15 #define CTX_RB3D_ABLENDCNTL 16 #define CTX_RB3D_CBLENDCNTL 17 #define CTX_STATE_SIZE_NEWDRM 18 #define SET_CMD_0 0 #define SET_SE_CNTL 1 #define SET_RE_CNTL 2 /* replace se_coord_fmt */ #define SET_STATE_SIZE 3 #define VTE_CMD_0 0 #define VTE_SE_VTE_CNTL 1 #define VTE_STATE_SIZE 2 #define LIN_CMD_0 0 #define LIN_RE_LINE_PATTERN 1 #define LIN_RE_LINE_STATE 2 #define LIN_CMD_1 3 #define LIN_SE_LINE_WIDTH 4 #define LIN_STATE_SIZE 5 #define MSK_CMD_0 0 #define MSK_RB3D_STENCILREFMASK 1 #define MSK_RB3D_ROPCNTL 2 #define MSK_RB3D_PLANEMASK 3 #define MSK_STATE_SIZE 4 #define VPT_CMD_0 0 #define VPT_SE_VPORT_XSCALE 1 #define VPT_SE_VPORT_XOFFSET 2 #define VPT_SE_VPORT_YSCALE 3 #define VPT_SE_VPORT_YOFFSET 4 #define VPT_SE_VPORT_ZSCALE 5 #define VPT_SE_VPORT_ZOFFSET 6 #define VPT_STATE_SIZE 7 #define ZBS_CMD_0 0 #define ZBS_SE_ZBIAS_FACTOR 1 #define ZBS_SE_ZBIAS_CONSTANT 2 #define ZBS_STATE_SIZE 3 #define MSC_CMD_0 0 #define MSC_RE_MISC 1 #define MSC_STATE_SIZE 2 #define TAM_CMD_0 0 #define TAM_DEBUG3 1 #define TAM_STATE_SIZE 2 #define TEX_CMD_0 0 #define TEX_PP_TXFILTER 1 /*2c00 */ #define TEX_PP_TXFORMAT 2 /*2c04 */ #define TEX_PP_TXFORMAT_X 3 /*2c08 */ #define TEX_PP_TXSIZE 4 /*2c0c */ #define TEX_PP_TXPITCH 5 /*2c10 */ #define TEX_PP_BORDER_COLOR 6 /*2c14 */ #define TEX_CMD_1 7 #define TEX_PP_TXOFFSET 8 /*2d00 */ #define TEX_STATE_SIZE 9 #define CUBE_CMD_0 0 /* 1 register follows */ #define CUBE_PP_CUBIC_FACES 1 /* 0x2c18 */ #define CUBE_CMD_1 2 /* 5 registers follow */ #define CUBE_PP_CUBIC_OFFSET_F1 3 /* 0x2d04 */ #define CUBE_PP_CUBIC_OFFSET_F2 4 /* 0x2d08 */ #define CUBE_PP_CUBIC_OFFSET_F3 5 /* 0x2d0c */ #define CUBE_PP_CUBIC_OFFSET_F4 6 /* 0x2d10 */ #define CUBE_PP_CUBIC_OFFSET_F5 7 /* 0x2d14 */ #define CUBE_STATE_SIZE 8 #define PIX_CMD_0 0 #define PIX_PP_TXCBLEND 1 #define PIX_PP_TXCBLEND2 2 #define PIX_PP_TXABLEND 3 #define PIX_PP_TXABLEND2 4 #define PIX_STATE_SIZE 5 #define TF_CMD_0 0 #define TF_TFACTOR_0 1 #define TF_TFACTOR_1 2 #define TF_TFACTOR_2 3 #define TF_TFACTOR_3 4 #define TF_TFACTOR_4 5 #define TF_TFACTOR_5 6 #define TF_STATE_SIZE 7 #define TCL_CMD_0 0 #define TCL_LIGHT_MODEL_CTL_0 1 #define TCL_LIGHT_MODEL_CTL_1 2 #define TCL_PER_LIGHT_CTL_0 3 #define TCL_PER_LIGHT_CTL_1 4 #define TCL_PER_LIGHT_CTL_2 5 #define TCL_PER_LIGHT_CTL_3 6 #define TCL_CMD_1 7 #define TCL_UCP_VERT_BLEND_CTL 8 #define TCL_STATE_SIZE 9 #define MSL_CMD_0 0 #define MSL_MATRIX_SELECT_0 1 #define MSL_MATRIX_SELECT_1 2 #define MSL_MATRIX_SELECT_2 3 #define MSL_MATRIX_SELECT_3 4 #define MSL_MATRIX_SELECT_4 5 #define MSL_STATE_SIZE 6 #define TCG_CMD_0 0 #define TCG_TEX_PROC_CTL_2 1 #define TCG_TEX_PROC_CTL_3 2 #define TCG_TEX_PROC_CTL_0 3 #define TCG_TEX_PROC_CTL_1 4 #define TCG_TEX_CYL_WRAP_CTL 5 #define TCG_STATE_SIZE 6 #define MTL_CMD_0 0 #define MTL_EMMISSIVE_RED 1 #define MTL_EMMISSIVE_GREEN 2 #define MTL_EMMISSIVE_BLUE 3 #define MTL_EMMISSIVE_ALPHA 4 #define MTL_AMBIENT_RED 5 #define MTL_AMBIENT_GREEN 6 #define MTL_AMBIENT_BLUE 7 #define MTL_AMBIENT_ALPHA 8 #define MTL_DIFFUSE_RED 9 #define MTL_DIFFUSE_GREEN 10 #define MTL_DIFFUSE_BLUE 11 #define MTL_DIFFUSE_ALPHA 12 #define MTL_SPECULAR_RED 13 #define MTL_SPECULAR_GREEN 14 #define MTL_SPECULAR_BLUE 15 #define MTL_SPECULAR_ALPHA 16 #define MTL_CMD_1 17 #define MTL_SHININESS 18 #define MTL_STATE_SIZE 19 #define VAP_CMD_0 0 #define VAP_SE_VAP_CNTL 1 #define VAP_STATE_SIZE 2 /* Replaces a lot of packet info from radeon */ #define VTX_CMD_0 0 #define VTX_VTXFMT_0 1 #define VTX_VTXFMT_1 2 #define VTX_TCL_OUTPUT_VTXFMT_0 3 #define VTX_TCL_OUTPUT_VTXFMT_1 4 #define VTX_CMD_1 5 #define VTX_TCL_OUTPUT_COMPSEL 6 #define VTX_CMD_2 7 #define VTX_STATE_CNTL 8 #define VTX_STATE_SIZE 9 #define VTX_COLOR(v,n) (((v)>>(R200_VTX_COLOR_0_SHIFT+(n)*2))&\ R200_VTX_COLOR_MASK) /** * Given the \c R200_SE_VTX_FMT_1 for the current vertex state, determine * how many components are in texture coordinate \c n. */ #define VTX_TEXn_COUNT(v,n) (((v) >> (3 * n)) & 0x07) #define MAT_CMD_0 0 #define MAT_ELT_0 1 #define MAT_STATE_SIZE 17 #define GRD_CMD_0 0 #define GRD_VERT_GUARD_CLIP_ADJ 1 #define GRD_VERT_GUARD_DISCARD_ADJ 2 #define GRD_HORZ_GUARD_CLIP_ADJ 3 #define GRD_HORZ_GUARD_DISCARD_ADJ 4 #define GRD_STATE_SIZE 5 /* position changes frequently when lighting in modelpos - separate * out to new state item? */ #define LIT_CMD_0 0 #define LIT_AMBIENT_RED 1 #define LIT_AMBIENT_GREEN 2 #define LIT_AMBIENT_BLUE 3 #define LIT_AMBIENT_ALPHA 4 #define LIT_DIFFUSE_RED 5 #define LIT_DIFFUSE_GREEN 6 #define LIT_DIFFUSE_BLUE 7 #define LIT_DIFFUSE_ALPHA 8 #define LIT_SPECULAR_RED 9 #define LIT_SPECULAR_GREEN 10 #define LIT_SPECULAR_BLUE 11 #define LIT_SPECULAR_ALPHA 12 #define LIT_POSITION_X 13 #define LIT_POSITION_Y 14 #define LIT_POSITION_Z 15 #define LIT_POSITION_W 16 #define LIT_DIRECTION_X 17 #define LIT_DIRECTION_Y 18 #define LIT_DIRECTION_Z 19 #define LIT_DIRECTION_W 20 #define LIT_ATTEN_QUADRATIC 21 #define LIT_ATTEN_LINEAR 22 #define LIT_ATTEN_CONST 23 #define LIT_ATTEN_XXX 24 #define LIT_CMD_1 25 #define LIT_SPOT_DCD 26 #define LIT_SPOT_DCM 27 #define LIT_SPOT_EXPONENT 28 #define LIT_SPOT_CUTOFF 29 #define LIT_SPECULAR_THRESH 30 #define LIT_RANGE_CUTOFF 31 /* ? */ #define LIT_ATTEN_CONST_INV 32 #define LIT_STATE_SIZE 33 /* Fog */ #define FOG_CMD_0 0 #define FOG_R 1 #define FOG_C 2 #define FOG_D 3 #define FOG_PAD 4 #define FOG_STATE_SIZE 5 /* UCP */ #define UCP_CMD_0 0 #define UCP_X 1 #define UCP_Y 2 #define UCP_Z 3 #define UCP_W 4 #define UCP_STATE_SIZE 5 /* GLT - Global ambient */ #define GLT_CMD_0 0 #define GLT_RED 1 #define GLT_GREEN 2 #define GLT_BLUE 3 #define GLT_ALPHA 4 #define GLT_STATE_SIZE 5 /* EYE */ #define EYE_CMD_0 0 #define EYE_X 1 #define EYE_Y 2 #define EYE_Z 3 #define EYE_RESCALE_FACTOR 4 #define EYE_STATE_SIZE 5 /* CST - constant state */ #define CST_CMD_0 0 #define CST_PP_CNTL_X 1 #define CST_CMD_1 2 #define CST_RB3D_DEPTHXY_OFFSET 3 #define CST_CMD_2 4 #define CST_RE_AUX_SCISSOR_CNTL 5 #define CST_CMD_3 6 #define CST_RE_SCISSOR_TL_0 7 #define CST_RE_SCISSOR_BR_0 8 #define CST_CMD_4 9 #define CST_SE_VAP_CNTL_STATUS 10 #define CST_CMD_5 11 #define CST_RE_POINTSIZE 12 #define CST_CMD_6 13 #define CST_SE_TCL_INPUT_VTX_0 14 #define CST_SE_TCL_INPUT_VTX_1 15 #define CST_SE_TCL_INPUT_VTX_2 16 #define CST_SE_TCL_INPUT_VTX_3 17 #define CST_STATE_SIZE 18 struct r200_hw_state { /* Head of the linked list of state atoms. */ struct r200_state_atom atomlist; /* Hardware state, stored as cmdbuf commands: * -- Need to doublebuffer for * - reviving state after loss of context * - eliding noop statechange loops? (except line stipple count) */ struct r200_state_atom ctx; struct r200_state_atom set; struct r200_state_atom vte; struct r200_state_atom lin; struct r200_state_atom msk; struct r200_state_atom vpt; struct r200_state_atom vap; struct r200_state_atom vtx; struct r200_state_atom tcl; struct r200_state_atom msl; struct r200_state_atom tcg; struct r200_state_atom msc; struct r200_state_atom cst; struct r200_state_atom tam; struct r200_state_atom tf; struct r200_state_atom tex[6]; struct r200_state_atom cube[6]; struct r200_state_atom zbs; struct r200_state_atom mtl[2]; struct r200_state_atom mat[9]; struct r200_state_atom lit[8]; /* includes vec, scl commands */ struct r200_state_atom ucp[6]; struct r200_state_atom pix[6]; /* pixshader stages */ struct r200_state_atom eye; /* eye pos */ struct r200_state_atom grd; /* guard band clipping */ struct r200_state_atom fog; struct r200_state_atom glt; int max_state_size; /* Number of bytes necessary for a full state emit. */ GLboolean is_dirty, all_dirty; }; struct r200_colorbuffer_state { int roundEnable; }; struct r200_state { /* Derived state for internal purposes: */ struct r200_colorbuffer_state color; struct r200_depthbuffer_state depth; struct r200_stencilbuffer_state stencil; struct r200_stipple_state stipple; struct r200_texture_state texture; }; /* Need refcounting on dma buffers: */ struct r200_dma_buffer { int refcount; /* the number of retained regions in buf */ drmBufPtr buf; }; #define GET_START(rvb) (rmesa->radeon.radeonScreen->gart_buffer_offset + \ (rvb)->address - rmesa->dma.buf0_address + \ (rvb)->start) /* A retained region, eg vertices for indexed vertices. */ struct r200_dma_region { struct r200_dma_buffer *buf; char *address; /* == buf->address */ int start, end, ptr; /* offsets from start of buf */ int aos_start; int aos_stride; int aos_size; }; struct r200_dma { /* Active dma region. Allocations for vertices and retained * regions come from here. Also used for emitting random vertices, * these may be flushed by calling flush_current(); */ struct r200_dma_region current; void (*flush) (r200ContextPtr); char *buf0_address; /* start of buf[0], for index calcs */ GLuint nr_released_bufs; /* flush after so many buffers released */ }; #define R200_CMD_BUF_SZ (8*1024) struct r200_store { GLuint statenr; GLuint primnr; char cmd_buf[R200_CMD_BUF_SZ]; int cmd_used; int elts_start; }; /* r200_tcl.c */ struct r200_tcl_info { GLuint vertex_format; GLint last_offset; GLuint hw_primitive; struct r200_dma_region *aos_components[8]; GLuint nr_aos_components; GLuint *Elts; struct r200_dma_region indexed_verts; struct r200_dma_region obj; struct r200_dma_region rgba; struct r200_dma_region spec; struct r200_dma_region fog; struct r200_dma_region tex[R200_MAX_TEXTURE_UNITS]; struct r200_dma_region norm; }; /* r200_swtcl.c */ struct r200_swtcl_info { GLuint RenderIndex; /** * Size of a hardware vertex. This is calculated when \c ::vertex_attrs is * installed in the Mesa state vector. */ GLuint vertex_size; /** * Attributes instructing the Mesa TCL pipeline where / how to put vertex * data in the hardware buffer. */ struct tnl_attr_map vertex_attrs[VERT_ATTRIB_MAX]; /** * Number of elements of \c ::vertex_attrs that are actually used. */ GLuint vertex_attr_count; /** * Cached pointer to the buffer where Mesa will store vertex data. */ GLubyte *verts; /* Fallback rasterization functions */ r200_point_func draw_point; r200_line_func draw_line; r200_tri_func draw_tri; GLuint hw_primitive; GLenum render_primitive; GLuint numverts; /** * Offset of the 4UB color data within a hardware (swtcl) vertex. */ GLuint coloroffset; /** * Offset of the 3UB specular color data within a hardware (swtcl) vertex. */ GLuint specoffset; /** * Should Mesa project vertex data or will the hardware do it? */ GLboolean needproj; struct r200_dma_region indexed_verts; }; struct r200_ioctl { GLuint vertex_offset; GLuint vertex_size; }; #define R200_MAX_PRIMS 64 /* Want to keep a cache of these around. Each is parameterized by * only a single value which has only a small range. Only expect a * few, so just rescan the list each time? */ struct dynfn { struct dynfn *next, *prev; int key[2]; char *code; }; struct dfn_lists { struct dynfn Vertex2f; struct dynfn Vertex2fv; struct dynfn Vertex3f; struct dynfn Vertex3fv; struct dynfn Color4ub; struct dynfn Color4ubv; struct dynfn Color3ub; struct dynfn Color3ubv; struct dynfn Color4f; struct dynfn Color4fv; struct dynfn Color3f; struct dynfn Color3fv; struct dynfn SecondaryColor3ubEXT; struct dynfn SecondaryColor3ubvEXT; struct dynfn SecondaryColor3fEXT; struct dynfn SecondaryColor3fvEXT; struct dynfn Normal3f; struct dynfn Normal3fv; struct dynfn TexCoord3f; struct dynfn TexCoord3fv; struct dynfn TexCoord2f; struct dynfn TexCoord2fv; struct dynfn TexCoord1f; struct dynfn TexCoord1fv; struct dynfn MultiTexCoord3fARB; struct dynfn MultiTexCoord3fvARB; struct dynfn MultiTexCoord2fARB; struct dynfn MultiTexCoord2fvARB; struct dynfn MultiTexCoord1fARB; struct dynfn MultiTexCoord1fvARB; }; struct dfn_generators { struct dynfn *(*Vertex2f) (GLcontext *, const int *); struct dynfn *(*Vertex2fv) (GLcontext *, const int *); struct dynfn *(*Vertex3f) (GLcontext *, const int *); struct dynfn *(*Vertex3fv) (GLcontext *, const int *); struct dynfn *(*Color4ub) (GLcontext *, const int *); struct dynfn *(*Color4ubv) (GLcontext *, const int *); struct dynfn *(*Color3ub) (GLcontext *, const int *); struct dynfn *(*Color3ubv) (GLcontext *, const int *); struct dynfn *(*Color4f) (GLcontext *, const int *); struct dynfn *(*Color4fv) (GLcontext *, const int *); struct dynfn *(*Color3f) (GLcontext *, const int *); struct dynfn *(*Color3fv) (GLcontext *, const int *); struct dynfn *(*SecondaryColor3ubEXT) (GLcontext *, const int *); struct dynfn *(*SecondaryColor3ubvEXT) (GLcontext *, const int *); struct dynfn *(*SecondaryColor3fEXT) (GLcontext *, const int *); struct dynfn *(*SecondaryColor3fvEXT) (GLcontext *, const int *); struct dynfn *(*Normal3f) (GLcontext *, const int *); struct dynfn *(*Normal3fv) (GLcontext *, const int *); struct dynfn *(*TexCoord3f) (GLcontext *, const int *); struct dynfn *(*TexCoord3fv) (GLcontext *, const int *); struct dynfn *(*TexCoord2f) (GLcontext *, const int *); struct dynfn *(*TexCoord2fv) (GLcontext *, const int *); struct dynfn *(*TexCoord1f) (GLcontext *, const int *); struct dynfn *(*TexCoord1fv) (GLcontext *, const int *); struct dynfn *(*MultiTexCoord3fARB) (GLcontext *, const int *); struct dynfn *(*MultiTexCoord3fvARB) (GLcontext *, const int *); struct dynfn *(*MultiTexCoord2fARB) (GLcontext *, const int *); struct dynfn *(*MultiTexCoord2fvARB) (GLcontext *, const int *); struct dynfn *(*MultiTexCoord1fARB) (GLcontext *, const int *); struct dynfn *(*MultiTexCoord1fvARB) (GLcontext *, const int *); }; struct r200_prim { GLuint start; GLuint end; GLuint prim; }; /* A maximum total of 29 elements per vertex: 3 floats for position, 3 * floats for normal, 4 floats for color, 4 bytes for secondary color, * 3 floats for each texture unit (18 floats total). * * we maybe need add. 4 to prevent segfault if someone specifies * GL_TEXTURE6/GL_TEXTURE7 (esp. for the codegen-path) (FIXME: ) * * The position data is never actually stored here, so 3 elements could be * trimmed out of the buffer. */ #define R200_MAX_VERTEX_SIZE ((3*6)+11) struct r200_vbinfo { GLint counter, initial_counter; GLint *dmaptr; void (*notify) (void); GLint vertex_size; union { float f; int i; r200_color_t color; } vertex[R200_MAX_VERTEX_SIZE]; GLfloat *normalptr; GLfloat *floatcolorptr; r200_color_t *colorptr; GLfloat *floatspecptr; r200_color_t *specptr; GLfloat *texcoordptr[8]; /* 6 (TMU) + 2 for r200_vtxfmt_c.c when GL_TEXTURE6/7 */ GLenum *prim; /* &ctx->Driver.CurrentExecPrimitive */ GLuint primflags; GLboolean enabled; /* *_NO_VTXFMT / *_NO_TCL env vars */ GLboolean installed; GLboolean fell_back; GLboolean recheck; GLint nrverts; GLuint vtxfmt_0, vtxfmt_1; GLuint installed_vertex_format; GLuint installed_color_3f_sz; struct r200_prim primlist[R200_MAX_PRIMS]; int nrprims; struct dfn_lists dfn_cache; struct dfn_generators codegen; GLvertexformat vtxfmt; }; /** * R200 context structure. */ struct r200_context { struct radeon_context radeon; /* parent class, must be first */ /* Driver and hardware state management */ struct r200_hw_state hw; struct r200_state state; /* Texture object bookkeeping */ unsigned nr_heaps; driTexHeap *texture_heaps[R200_NR_TEX_HEAPS]; driTextureObject swapped; int texture_depth; float initialMaxAnisotropy; /* Rasterization and vertex state: */ GLuint NewGLState; /* Vertex buffers */ struct r200_ioctl ioctl; struct r200_dma dma; struct r200_store store; GLboolean save_on_next_unlock; /* Clientdata textures; */ GLuint prefer_gart_client_texturing; /* TCL stuff */ GLmatrix TexGenMatrix[R200_MAX_TEXTURE_UNITS]; GLboolean recheck_texgen[R200_MAX_TEXTURE_UNITS]; GLboolean TexGenNeedNormals[R200_MAX_TEXTURE_UNITS]; GLuint TexMatEnabled; GLuint TexMatCompSel; GLuint TexGenEnabled; GLuint TexGenInputs; GLuint TexGenCompSel; GLmatrix tmpmat; /* r200_tcl.c */ struct r200_tcl_info tcl; /* r200_swtcl.c */ struct r200_swtcl_info swtcl; /* r200_vtxfmt.c */ struct r200_vbinfo vb; }; #define R200_CONTEXT(ctx) ((r200ContextPtr)(ctx->DriverCtx)) extern void r200DestroyContext(__DRIcontextPrivate * driContextPriv); extern GLboolean r200CreateContext(const __GLcontextModes * glVisual, __DRIcontextPrivate * driContextPriv, void *sharedContextPrivate); #endif #endif /* __R200_CONTEXT_H__ */