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r300: Add fragment shader stubs.

Not looking forward to filling these out at all.
tags/mesa_20090313
Corbin Simpson 16 years ago
parent
commit
45cb94217e

+ 14
- 7
src/gallium/drivers/r300/r300_context.h View File

@@ -55,6 +55,9 @@ struct r300_dsa_state {
uint32_t stencil_ref_bf; /* R500_ZB_STENCILREFMASK_BF: 0x4fd4 */
};

struct r300_fs_state {
};

struct r300_rs_state {
uint32_t vap_control_status; /* R300_VAP_CNTL_STATUS: 0x2140 */
uint32_t depth_scale_front; /* R300_SU_POLY_OFFSET_FRONT_SCALE: 0x42a4 */
@@ -76,13 +79,15 @@ struct r300_scissor_state {
uint32_t scissor_bottom_right; /* R300_SC_SCISSORS_BR: 0x43e4 */
};

#define R300_NEW_BLEND 0x0001
#define R300_NEW_BLEND_COLOR 0x0002
#define R300_NEW_DSA 0x0004
#define R300_NEW_RS 0x0008
#define R300_NEW_SAMPLER 0x0010
#define R300_NEW_SCISSOR 0x1000
#define R300_NEW_KITCHEN_SINK 0x1fff
#define R300_NEW_BLEND 0x0001
#define R300_NEW_BLEND_COLOR 0x0002
#define R300_NEW_DSA 0x0004
#define R300_NEW_FRAGMENT_SHADER 0x0008
#define R300_NEW_RASTERIZER 0x0010
#define R300_NEW_SAMPLER 0x0020
#define R300_NEW_SCISSOR 0x2000
#define R300_NEW_VERTEX_SHADER 0x4000
#define R300_NEW_KITCHEN_SINK 0x7fff

struct r300_texture {
/* Parent class */
@@ -114,6 +119,8 @@ struct r300_context {
struct r300_blend_color_state* blend_color_state;
/* Depth, stencil, and alpha state. */
struct r300_dsa_state* dsa_state;
/* Fragment shader state. */
struct r300_fs_state* fs_state;
/* Rasterizer state. */
struct r300_rs_state* rs_state;
/* Sampler states. */

+ 1
- 1
src/gallium/drivers/r300/r300_emit.c View File

@@ -74,7 +74,7 @@ static void r300_emit_dirty_state(struct r300_context* r300)
}
}

if (r300->dirty_state & R300_NEW_RS) {
if (r300->dirty_state & R300_NEW_RASTERIZER) {
struct r300_rs_state* rs = r300->rs_state;
OUT_CS_REG(R300_VAP_CNTL_STATUS, rs->vap_control_status);
/* XXX next six are contiguous regs */

+ 31
- 1
src/gallium/drivers/r300/r300_state.c View File

@@ -357,6 +357,32 @@ static void r300_delete_dsa_state(struct pipe_context* pipe,
{
FREE(state);
}

/* Create fragment shader state. */
static void* r300_create_fs_state(struct pipe_context* pipe,
const struct pipe_shader_state* state)
{
struct r300_fs_state* fs = CALLOC_STRUCT(r300_fs_state);

return (void*)fs;
}

/* Bind fragment shader state. */
static void r300_bind_fs_state(struct pipe_context* pipe, void* state)
{
struct r300_context* r300 = r300_context(pipe);

r300->fs_state = (struct r300_fs_state*)state;

r300->dirty_state |= R300_NEW_FRAGMENT_SHADER;
}

/* Delect fragment shader state. */
static void r300_delete_fs_state(struct pipe_context* pipe, void* state)
{
FREE(state);
}

#if 0
struct pipe_rasterizer_state
{
@@ -449,7 +475,7 @@ static void r300_bind_rs_state(struct pipe_context* pipe, void* state)
struct r300_context* r300 = r300_context(pipe);

r300->rs_state = (struct r300_rs_state*)state;
r300->dirty_state |= R300_NEW_RS;
r300->dirty_state |= R300_NEW_RASTERIZER;
}

/* Free rasterizer state. */
@@ -652,6 +678,10 @@ void r300_init_state_functions(struct r300_context* r300) {
r300->context.bind_depth_stencil_alpha_state = r300_bind_dsa_state;
r300->context.delete_depth_stencil_alpha_state = r300_delete_dsa_state;

r300->context.create_fs_state = r300_create_fs_state;
r300->context.bind_fs_state = r300_bind_fs_state;
r300->context.delete_fs_state = r300_delete_fs_state;

r300->context.create_rasterizer_state = r300_create_rs_state;
r300->context.bind_rasterizer_state = r300_bind_rs_state;
r300->context.delete_rasterizer_state = r300_delete_rs_state;

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