I'd like to split some of our code to separate files, since 4k lines and growing is pretty unreasonable for all these separate operations. --- src/mesa/drivers/common/meta.c | 268 ----------------------------------------- src/mesa/drivers/common/meta.h | 268 +++++++++++++++++++++++++++++++++++++++++ 2 files changed, 268 insertions(+), 268 deletions(-)
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index f12bcaa..71bd25d3 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -82,274 +82,6 @@ /** Return offset in bytes of the field within a vertex struct */ #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD)) -/** - * State which we may save/restore across meta ops. - * XXX this may be incomplete... - */ -struct save_state -{ - GLbitfield SavedState; /**< bitmask of MESA_META_* flags */ - - /** MESA_META_CLEAR (and others?) */ - struct gl_query_object *CurrentOcclusionObject; - - /** MESA_META_ALPHA_TEST */ - GLboolean AlphaEnabled; - GLenum AlphaFunc; - GLclampf AlphaRef; - - /** MESA_META_BLEND */ - GLbitfield BlendEnabled; - GLboolean ColorLogicOpEnabled; - - /** MESA_META_COLOR_MASK */ - GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; - - /** MESA_META_DEPTH_TEST */ - struct gl_depthbuffer_attrib Depth; - - /** MESA_META_FOG */ - GLboolean Fog; - - /** MESA_META_PIXEL_STORE */ - struct gl_pixelstore_attrib Pack, Unpack; - - /** MESA_META_PIXEL_TRANSFER */ - GLfloat RedBias, RedScale; - GLfloat GreenBias, GreenScale; - GLfloat BlueBias, BlueScale; - GLfloat AlphaBias, AlphaScale; - GLfloat DepthBias, DepthScale; - GLboolean MapColorFlag; - - /** MESA_META_RASTERIZATION */ - GLenum FrontPolygonMode, BackPolygonMode; - GLboolean PolygonOffset; - GLboolean PolygonSmooth; - GLboolean PolygonStipple; - GLboolean PolygonCull; - - /** MESA_META_SCISSOR */ - struct gl_scissor_attrib Scissor; - - /** MESA_META_SHADER */ - GLboolean VertexProgramEnabled; - struct gl_vertex_program *VertexProgram; - GLboolean FragmentProgramEnabled; - struct gl_fragment_program *FragmentProgram; - GLboolean ATIFragmentShaderEnabled; - struct gl_shader_program *Shader[MESA_SHADER_STAGES]; - struct gl_shader_program *ActiveShader; - - /** MESA_META_STENCIL_TEST */ - struct gl_stencil_attrib Stencil; - - /** MESA_META_TRANSFORM */ - GLenum MatrixMode; - GLfloat ModelviewMatrix[16]; - GLfloat ProjectionMatrix[16]; - GLfloat TextureMatrix[16]; - - /** MESA_META_CLIP */ - GLbitfield ClipPlanesEnabled; - - /** MESA_META_TEXTURE */ - GLuint ActiveUnit; - GLuint ClientActiveUnit; - /** for unit[0] only */ - struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS]; - /** mask of TEXTURE_2D_BIT, etc */ - GLbitfield TexEnabled[MAX_TEXTURE_UNITS]; - GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS]; - GLuint EnvMode; /* unit[0] only */ - - /** MESA_META_VERTEX */ - struct gl_vertex_array_object *VAO; - struct gl_buffer_object *ArrayBufferObj; - - /** MESA_META_VIEWPORT */ - GLfloat ViewportX, ViewportY, ViewportW, ViewportH; - GLclampd DepthNear, DepthFar; - - /** MESA_META_CLAMP_FRAGMENT_COLOR */ - GLenum ClampFragmentColor; - - /** MESA_META_CLAMP_VERTEX_COLOR */ - GLenum ClampVertexColor; - - /** MESA_META_CONDITIONAL_RENDER */ - struct gl_query_object *CondRenderQuery; - GLenum CondRenderMode; - - /** MESA_META_SELECT_FEEDBACK */ - GLenum RenderMode; - struct gl_selection Select; - struct gl_feedback Feedback; - - /** MESA_META_MULTISAMPLE */ - GLboolean MultisampleEnabled; - - /** MESA_META_FRAMEBUFFER_SRGB */ - GLboolean sRGBEnabled; - - /** Miscellaneous (always disabled) */ - GLboolean Lighting; - GLboolean RasterDiscard; - GLboolean TransformFeedbackNeedsResume; -}; - -/** - * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc. - * This is currently shared by all the meta ops. But we could create a - * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc. - */ -struct temp_texture -{ - GLuint TexObj; - GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */ - GLsizei MinSize; /**< Min texture size to allocate */ - GLsizei MaxSize; /**< Max possible texture size */ - GLboolean NPOT; /**< Non-power of two size OK? */ - GLsizei Width, Height; /**< Current texture size */ - GLenum IntFormat; - GLfloat Sright, Ttop; /**< right, top texcoords */ -}; - - -/** - * State for glBlitFramebufer() - */ -struct blit_state -{ - GLuint VAO; - GLuint VBO; - GLuint DepthFP; - GLuint ShaderProg; - GLuint RectShaderProg; - struct temp_texture depthTex; -}; - - -/** - * State for glClear() - */ -struct clear_state -{ - GLuint VAO; - GLuint VBO; - GLuint ShaderProg; - GLint ColorLocation; - GLint LayerLocation; - - GLuint IntegerShaderProg; - GLint IntegerColorLocation; - GLint IntegerLayerLocation; -}; - - -/** - * State for glCopyPixels() - */ -struct copypix_state -{ - GLuint VAO; - GLuint VBO; -}; - - -/** - * State for glDrawPixels() - */ -struct drawpix_state -{ - GLuint VAO; - - GLuint StencilFP; /**< Fragment program for drawing stencil images */ - GLuint DepthFP; /**< Fragment program for drawing depth images */ -}; - - -/** - * State for glBitmap() - */ -struct bitmap_state -{ - GLuint VAO; - GLuint VBO; - struct temp_texture Tex; /**< separate texture from other meta ops */ -}; - -/** - * State for GLSL texture sampler which is used to generate fragment - * shader in _mesa_meta_generate_mipmap(). - */ -struct glsl_sampler { - const char *type; - const char *func; - const char *texcoords; - GLuint shader_prog; -}; - -/** - * State for _mesa_meta_generate_mipmap() - */ -struct gen_mipmap_state -{ - GLuint VAO; - GLuint VBO; - GLuint FBO; - GLuint Sampler; - GLuint ShaderProg; - struct glsl_sampler sampler_1d; - struct glsl_sampler sampler_2d; - struct glsl_sampler sampler_3d; - struct glsl_sampler sampler_cubemap; - struct glsl_sampler sampler_1d_array; - struct glsl_sampler sampler_2d_array; -}; - -/** - * State for texture decompression - */ -struct decompress_state -{ - GLuint VAO; - GLuint VBO, FBO, RBO, Sampler; - GLint Width, Height; -}; - -/** - * State for glDrawTex() - */ -struct drawtex_state -{ - GLuint VAO; - GLuint VBO; -}; - -#define MAX_META_OPS_DEPTH 8 -/** - * All per-context meta state. - */ -struct gl_meta_state -{ - /** Stack of state saved during meta-ops */ - struct save_state Save[MAX_META_OPS_DEPTH]; - /** Save stack depth */ - GLuint SaveStackDepth; - - struct temp_texture TempTex; - - struct blit_state Blit; /**< For _mesa_meta_BlitFramebuffer() */ - struct clear_state Clear; /**< For _mesa_meta_Clear() */ - struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */ - struct drawpix_state DrawPix; /**< For _mesa_meta_DrawPixels() */ - struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */ - struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */ - struct decompress_state Decompress; /**< For texture decompression */ - struct drawtex_state DrawTex; /**< For _mesa_meta_DrawTex() */ -}; - static void meta_glsl_blit_cleanup(struct blit_state *blit); static void cleanup_temp_texture(struct temp_texture *tex); static void meta_glsl_clear_cleanup(struct clear_state *clear); diff --git a/src/mesa/drivers/common/meta.h b/src/mesa/drivers/common/meta.h index 53d7b8a..17242fc 100644 --- a/src/mesa/drivers/common/meta.h +++ b/src/mesa/drivers/common/meta.h @@ -60,6 +60,274 @@ #define MESA_META_OCCLUSION_QUERY 0x400000 /**\}*/ +/** + * State which we may save/restore across meta ops. + * XXX this may be incomplete... + */ +struct save_state +{ + GLbitfield SavedState; /**< bitmask of MESA_META_* flags */ + + /** MESA_META_CLEAR (and others?) */ + struct gl_query_object *CurrentOcclusionObject; + + /** MESA_META_ALPHA_TEST */ + GLboolean AlphaEnabled; + GLenum AlphaFunc; + GLclampf AlphaRef; + + /** MESA_META_BLEND */ + GLbitfield BlendEnabled; + GLboolean ColorLogicOpEnabled; + + /** MESA_META_COLOR_MASK */ + GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; + + /** MESA_META_DEPTH_TEST */ + struct gl_depthbuffer_attrib Depth; + + /** MESA_META_FOG */ + GLboolean Fog; + + /** MESA_META_PIXEL_STORE */ + struct gl_pixelstore_attrib Pack, Unpack; + + /** MESA_META_PIXEL_TRANSFER */ + GLfloat RedBias, RedScale; + GLfloat GreenBias, GreenScale; + GLfloat BlueBias, BlueScale; + GLfloat AlphaBias, AlphaScale; + GLfloat DepthBias, DepthScale; + GLboolean MapColorFlag; + + /** MESA_META_RASTERIZATION */ + GLenum FrontPolygonMode, BackPolygonMode; + GLboolean PolygonOffset; + GLboolean PolygonSmooth; + GLboolean PolygonStipple; + GLboolean PolygonCull; + + /** MESA_META_SCISSOR */ + struct gl_scissor_attrib Scissor; + + /** MESA_META_SHADER */ + GLboolean VertexProgramEnabled; + struct gl_vertex_program *VertexProgram; + GLboolean FragmentProgramEnabled; + struct gl_fragment_program *FragmentProgram; + GLboolean ATIFragmentShaderEnabled; + struct gl_shader_program *Shader[MESA_SHADER_STAGES]; + struct gl_shader_program *ActiveShader; + + /** MESA_META_STENCIL_TEST */ + struct gl_stencil_attrib Stencil; + + /** MESA_META_TRANSFORM */ + GLenum MatrixMode; + GLfloat ModelviewMatrix[16]; + GLfloat ProjectionMatrix[16]; + GLfloat TextureMatrix[16]; + + /** MESA_META_CLIP */ + GLbitfield ClipPlanesEnabled; + + /** MESA_META_TEXTURE */ + GLuint ActiveUnit; + GLuint ClientActiveUnit; + /** for unit[0] only */ + struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS]; + /** mask of TEXTURE_2D_BIT, etc */ + GLbitfield TexEnabled[MAX_TEXTURE_UNITS]; + GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS]; + GLuint EnvMode; /* unit[0] only */ + + /** MESA_META_VERTEX */ + struct gl_vertex_array_object *VAO; + struct gl_buffer_object *ArrayBufferObj; + + /** MESA_META_VIEWPORT */ + GLfloat ViewportX, ViewportY, ViewportW, ViewportH; + GLclampd DepthNear, DepthFar; + + /** MESA_META_CLAMP_FRAGMENT_COLOR */ + GLenum ClampFragmentColor; + + /** MESA_META_CLAMP_VERTEX_COLOR */ + GLenum ClampVertexColor; + + /** MESA_META_CONDITIONAL_RENDER */ + struct gl_query_object *CondRenderQuery; + GLenum CondRenderMode; + + /** MESA_META_SELECT_FEEDBACK */ + GLenum RenderMode; + struct gl_selection Select; + struct gl_feedback Feedback; + + /** MESA_META_MULTISAMPLE */ + GLboolean MultisampleEnabled; + + /** MESA_META_FRAMEBUFFER_SRGB */ + GLboolean sRGBEnabled; + + /** Miscellaneous (always disabled) */ + GLboolean Lighting; + GLboolean RasterDiscard; + GLboolean TransformFeedbackNeedsResume; +}; + +/** + * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc. + * This is currently shared by all the meta ops. But we could create a + * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc. + */ +struct temp_texture +{ + GLuint TexObj; + GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */ + GLsizei MinSize; /**< Min texture size to allocate */ + GLsizei MaxSize; /**< Max possible texture size */ + GLboolean NPOT; /**< Non-power of two size OK? */ + GLsizei Width, Height; /**< Current texture size */ + GLenum IntFormat; + GLfloat Sright, Ttop; /**< right, top texcoords */ +}; + + +/** + * State for glBlitFramebufer() + */ +struct blit_state +{ + GLuint VAO; + GLuint VBO; + GLuint DepthFP; + GLuint ShaderProg; + GLuint RectShaderProg; + struct temp_texture depthTex; +}; + + +/** + * State for glClear() + */ +struct clear_state +{ + GLuint VAO; + GLuint VBO; + GLuint ShaderProg; + GLint ColorLocation; + GLint LayerLocation; + + GLuint IntegerShaderProg; + GLint IntegerColorLocation; + GLint IntegerLayerLocation; +}; + + +/** + * State for glCopyPixels() + */ +struct copypix_state +{ + GLuint VAO; + GLuint VBO; +}; + + +/** + * State for glDrawPixels() + */ +struct drawpix_state +{ + GLuint VAO; + + GLuint StencilFP; /**< Fragment program for drawing stencil images */ + GLuint DepthFP; /**< Fragment program for drawing depth images */ +}; + + +/** + * State for glBitmap() + */ +struct bitmap_state +{ + GLuint VAO; + GLuint VBO; + struct temp_texture Tex; /**< separate texture from other meta ops */ +}; + +/** + * State for GLSL texture sampler which is used to generate fragment + * shader in _mesa_meta_generate_mipmap(). + */ +struct glsl_sampler { + const char *type; + const char *func; + const char *texcoords; + GLuint shader_prog; +}; + +/** + * State for _mesa_meta_generate_mipmap() + */ +struct gen_mipmap_state +{ + GLuint VAO; + GLuint VBO; + GLuint FBO; + GLuint Sampler; + GLuint ShaderProg; + struct glsl_sampler sampler_1d; + struct glsl_sampler sampler_2d; + struct glsl_sampler sampler_3d; + struct glsl_sampler sampler_cubemap; + struct glsl_sampler sampler_1d_array; + struct glsl_sampler sampler_2d_array; +}; + +/** + * State for texture decompression + */ +struct decompress_state +{ + GLuint VAO; + GLuint VBO, FBO, RBO, Sampler; + GLint Width, Height; +}; + +/** + * State for glDrawTex() + */ +struct drawtex_state +{ + GLuint VAO; + GLuint VBO; +}; + +#define MAX_META_OPS_DEPTH 8 +/** + * All per-context meta state. + */ +struct gl_meta_state +{ + /** Stack of state saved during meta-ops */ + struct save_state Save[MAX_META_OPS_DEPTH]; + /** Save stack depth */ + GLuint SaveStackDepth; + + struct temp_texture TempTex; + + struct blit_state Blit; /**< For _mesa_meta_BlitFramebuffer() */ + struct clear_state Clear; /**< For _mesa_meta_Clear() */ + struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */ + struct drawpix_state DrawPix; /**< For _mesa_meta_DrawPixels() */ + struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */ + struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */ + struct decompress_state Decompress; /**< For texture decompression */ + struct drawtex_state DrawTex; /**< For _mesa_meta_DrawTex() */ +}; + extern void _mesa_meta_init(struct gl_context *ctx); -- 1.9.rc1 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev