more work on tex objects, surfaces, mappable buffers
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@@ -50,6 +50,14 @@
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#define PIPE_MAX_CONSTANT 32
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/* fwd decl */
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struct pipe_surface;
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/***
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*** State objects
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***/
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/**
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* Primitive (point/line/tri) setup info
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@@ -164,29 +172,17 @@ struct pipe_stencil_state {
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GLuint front_zpass_op:3; /**< PIPE_STENCIL_OP_x */
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GLuint front_zfail_op:3; /**< PIPE_STENCIL_OP_x */
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GLuint back_enabled:1;
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GLuint back_func:3;
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GLuint back_fail_op:3;
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GLuint back_zpass_op:3;
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GLuint back_zfail_op:3;
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GLubyte ref_value[2]; /**< [0] = front, [1] = back */
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GLuint back_func:3; /**< PIPE_FUNC_x */
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GLuint back_fail_op:3; /**< PIPE_STENCIL_OP_x */
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GLuint back_zpass_op:3; /**< PIPE_STENCIL_OP_x */
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GLuint back_zfail_op:3; /**< PIPE_STENCIL_OP_x */
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GLubyte ref_value[2]; /**< [0] = front, [1] = back */
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GLubyte value_mask[2];
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GLubyte write_mask[2];
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GLubyte clear_value;
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};
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/* This will change for hardware pipes...
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*/
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struct pipe_surface
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{
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GLuint width, height;
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GLubyte *ptr;
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GLint stride;
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GLuint cpp;
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GLuint format;
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};
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struct pipe_framebuffer_state
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{
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GLuint num_cbufs; /**< Number of color bufs to draw to */
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@@ -223,16 +219,66 @@ struct pipe_sampler_state
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};
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/***
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*** Non-state Objects
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***/
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/**
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* XXX rough approximation...
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* A mappable buffer (vertex data, pixel data, etc)
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*/
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struct pipe_buffer
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{
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void *(*map)(struct pipe_buffer *pb, GLuint access_mode);
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void (*unmap)(struct pipe_buffer *pb);
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void *ptr; /**< address, only valid while mapped */
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GLuint mode; /**< PIPE_MAP_x, only valid while mapped */
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};
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/**
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* 2D surface.
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* May be a renderbuffer, texture mipmap level, etc.
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*/
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struct pipe_surface
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{
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struct pipe_buffer buffer; /**< surfaces can be mapped */
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GLuint format:5; /**< PIPE_FORMAT_x */
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GLuint width, height;
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#if 0
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GLubyte *ptr;
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GLint stride;
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GLuint cpp;
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GLuint format;
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#endif
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};
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/**
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* Texture object.
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* Mipmap levels, cube faces, 3D slices can be accessed as surfaces.
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*/
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struct pipe_texture_object
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{
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GLuint type:2; /**< PIPE_TEXTURE_x */
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GLuint format:5; /**< PIPE_FORMAT_x */
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GLuint width:13; /**< 13 bits = 8K max size */
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GLuint height:13;
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GLuint depth:13;
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GLubyte *data; /**< only valid while buffer mapped? */
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GLuint mipmapped:1;
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/** to access a 1D or 2D texture object as a surface */
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struct pipe_surface *(*get_2d_surface)(struct pipe_texture_object *pto,
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GLuint level);
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/** to access a 3D texture object as a surface */
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struct pipe_surface *(*get_3d_surface)(struct pipe_texture_object *pto,
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GLuint level, GLuint slice);
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/** to access a cube texture object as a surface */
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struct pipe_surface *(*get_cube_surface)(struct pipe_texture_object *pto,
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GLuint face, GLuint level);
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/** when finished with surface: */
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void (*release_surface)(struct pipe_texture_object *pto,
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struct pipe_surface *ps);
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};
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