We want our state objects to be immutable, handled via the
create/bind/delete calls instead of struct propagation.
Only implementing the blend state to see how it would look like
and work.
This replaces the temporary occlusion counter functions we had before.
Added new ctx->Driver.WaitQuery() function which should block until the result is ready.
Sketch out some code for vertex transformation feedback counters.
We weren't mapping all the needed vertex array buffers.
Move array state that was temporarily in draw_context to softpipe_context.
Remove a bunch of dead code.
This interface is defined by softpipe and any window system (eg i915pipe)
wishing to use softpipe is required to implement the interface.
Currently the interface is all about buffer management.
Generalizing, each pipe driver will advertise an interface in a similar
spirit to this, and again any window system driver wishing to use that
rendering pipeline will have to implement the interface it defines. It
clearly isn't a one-way street however, as softpipe could just do its own
buffer management with malloc. The interaction with a buffer manager is
desired to allow us to exercise the hardware swapbuffers functionality of
the i915pipe driver, and also to get a feel for the way hardware drivers
which really need a buffer manager will work.
Each pipe driver will build to a .a library, as these will optionally
be included in the various DRI drivers (this will make more sense once
there is at least one hardware driver...). Not strictly necessary for
softpipe, but want to minimize the differences between it and
actual hw implementations.
struct pipe_buffer goes away.
Added basic region functions to softpipe to allocate/release malloc'd regions.
Surface-related code is fairly coherent now.
Z testing now works with i915 driver.
Add gl_renderbuffer::surface pointer (and reverse pointer).
Remove intel_surface and xmesa_surface types - no longer used.