Beispiel #1
0
/**
 * Setup pipeline state prior to rendering the bitmap textured quad.
 */
static void
setup_render_state(struct gl_context *ctx,
                   struct pipe_sampler_view *sv,
                   const GLfloat *color,
                   bool atlas)
{
    struct st_context *st = st_context(ctx);
    struct cso_context *cso = st->cso_context;
    struct st_fp_variant *fpv;
    struct st_fp_variant_key key;

    memset(&key, 0, sizeof(key));
    key.st = st->has_shareable_shaders ? NULL : st;
    key.bitmap = GL_TRUE;
    key.clamp_color = st->clamp_frag_color_in_shader &&
                      ctx->Color._ClampFragmentColor;

    fpv = st_get_fp_variant(st, st->fp, &key);

    /* As an optimization, Mesa's fragment programs will sometimes get the
     * primary color from a statevar/constant rather than a varying variable.
     * when that's the case, we need to ensure that we use the 'color'
     * parameter and not the current attribute color (which may have changed
     * through glRasterPos and state validation.
     * So, we force the proper color here.  Not elegant, but it works.
     */
    {
        GLfloat colorSave[4];
        COPY_4V(colorSave, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
        COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color);
        st_upload_constants(st, st->fp->Base.Base.Parameters,
                            PIPE_SHADER_FRAGMENT);
        COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave);
    }

    cso_save_state(cso, (CSO_BIT_RASTERIZER |
                         CSO_BIT_FRAGMENT_SAMPLERS |
                         CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
                         CSO_BIT_VIEWPORT |
                         CSO_BIT_STREAM_OUTPUTS |
                         CSO_BIT_VERTEX_ELEMENTS |
                         CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
                         CSO_BITS_ALL_SHADERS));


    /* rasterizer state: just scissor */
    st->bitmap.rasterizer.scissor = ctx->Scissor.EnableFlags & 1;
    cso_set_rasterizer(cso, &st->bitmap.rasterizer);

    /* fragment shader state: TEX lookup program */
    cso_set_fragment_shader_handle(cso, fpv->driver_shader);

    /* vertex shader state: position + texcoord pass-through */
    cso_set_vertex_shader_handle(cso, st->bitmap.vs);

    /* disable other shaders */
    cso_set_tessctrl_shader_handle(cso, NULL);
    cso_set_tesseval_shader_handle(cso, NULL);
    cso_set_geometry_shader_handle(cso, NULL);

    /* user samplers, plus our bitmap sampler */
    {
        struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
        uint num = MAX2(fpv->bitmap_sampler + 1,
                        st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
        uint i;
        for (i = 0; i < st->state.num_samplers[PIPE_SHADER_FRAGMENT]; i++) {
            samplers[i] = &st->state.samplers[PIPE_SHADER_FRAGMENT][i];
        }
        if (atlas)
            samplers[fpv->bitmap_sampler] = &st->bitmap.atlas_sampler;
        else
            samplers[fpv->bitmap_sampler] = &st->bitmap.sampler;
        cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num,
                         (const struct pipe_sampler_state **) samplers);
    }

    /* user textures, plus the bitmap texture */
    {
        struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
        uint num = MAX2(fpv->bitmap_sampler + 1,
                        st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
        memcpy(sampler_views, st->state.sampler_views[PIPE_SHADER_FRAGMENT],
               sizeof(sampler_views));
        sampler_views[fpv->bitmap_sampler] = sv;
        cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num, sampler_views);
    }

    /* viewport state: viewport matching window dims */
    cso_set_viewport_dims(cso, st->state.framebuffer.width,
                          st->state.framebuffer.height,
                          st->state.fb_orientation == Y_0_TOP);

    cso_set_vertex_elements(cso, 3, st->util_velems);

    cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
}
Beispiel #2
0
/**
 * Do glClear by drawing a quadrilateral.
 * The vertices of the quad will be computed from the
 * ctx->DrawBuffer->_X/Ymin/max fields.
 */
static void
clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
{
   struct st_context *st = st_context(ctx);
   struct cso_context *cso = st->cso_context;
   const struct gl_framebuffer *fb = ctx->DrawBuffer;
   const GLfloat fb_width = (GLfloat) fb->Width;
   const GLfloat fb_height = (GLfloat) fb->Height;
   const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
   const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
   const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
   const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
   unsigned num_layers =
      util_framebuffer_get_num_layers(&st->state.framebuffer);

   /*
   printf("%s %s%s%s %f,%f %f,%f\n", __func__,
	  color ? "color, " : "",
	  depth ? "depth, " : "",
	  stencil ? "stencil" : "",
	  x0, y0,
	  x1, y1);
   */

   cso_save_state(cso, (CSO_BIT_BLEND |
                        CSO_BIT_STENCIL_REF |
                        CSO_BIT_DEPTH_STENCIL_ALPHA |
                        CSO_BIT_RASTERIZER |
                        CSO_BIT_SAMPLE_MASK |
                        CSO_BIT_MIN_SAMPLES |
                        CSO_BIT_VIEWPORT |
                        CSO_BIT_STREAM_OUTPUTS |
                        CSO_BIT_VERTEX_ELEMENTS |
                        CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
                        CSO_BIT_PAUSE_QUERIES |
                        CSO_BITS_ALL_SHADERS));

   /* blend state: RGBA masking */
   {
      struct pipe_blend_state blend;
      memset(&blend, 0, sizeof(blend));
      if (clear_buffers & PIPE_CLEAR_COLOR) {
         int num_buffers = ctx->Extensions.EXT_draw_buffers2 ?
                           ctx->DrawBuffer->_NumColorDrawBuffers : 1;
         int i;

         blend.independent_blend_enable = num_buffers > 1;

         for (i = 0; i < num_buffers; i++) {
            if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i)))
               continue;

            if (ctx->Color.ColorMask[i][0])
               blend.rt[i].colormask |= PIPE_MASK_R;
            if (ctx->Color.ColorMask[i][1])
               blend.rt[i].colormask |= PIPE_MASK_G;
            if (ctx->Color.ColorMask[i][2])
               blend.rt[i].colormask |= PIPE_MASK_B;
            if (ctx->Color.ColorMask[i][3])
               blend.rt[i].colormask |= PIPE_MASK_A;
         }

         if (ctx->Color.DitherFlag)
            blend.dither = 1;
      }
      cso_set_blend(cso, &blend);
   }

   /* depth_stencil state: always pass/set to ref value */
   {
      struct pipe_depth_stencil_alpha_state depth_stencil;
      memset(&depth_stencil, 0, sizeof(depth_stencil));
      if (clear_buffers & PIPE_CLEAR_DEPTH) {
         depth_stencil.depth.enabled = 1;
         depth_stencil.depth.writemask = 1;
         depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
      }

      if (clear_buffers & PIPE_CLEAR_STENCIL) {
         struct pipe_stencil_ref stencil_ref;
         memset(&stencil_ref, 0, sizeof(stencil_ref));
         depth_stencil.stencil[0].enabled = 1;
         depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
         depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
         depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
         depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
         depth_stencil.stencil[0].valuemask = 0xff;
         depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
         stencil_ref.ref_value[0] = ctx->Stencil.Clear;
         cso_set_stencil_ref(cso, &stencil_ref);
      }

      cso_set_depth_stencil_alpha(cso, &depth_stencil);
   }

   cso_set_vertex_elements(cso, 2, st->util_velems);
   cso_set_stream_outputs(cso, 0, NULL, NULL);
   cso_set_sample_mask(cso, ~0);
   cso_set_min_samples(cso, 1);
   cso_set_rasterizer(cso, &st->clear.raster);

   /* viewport state: viewport matching window dims */
   cso_set_viewport_dims(st->cso_context, fb_width, fb_height,
                         st_fb_orientation(fb) == Y_0_TOP);

   set_fragment_shader(st);
   cso_set_tessctrl_shader_handle(cso, NULL);
   cso_set_tesseval_shader_handle(cso, NULL);

   if (num_layers > 1)
      set_vertex_shader_layered(st);
   else
      set_vertex_shader(st);

   /* draw quad matching scissor rect.
    *
    * Note: if we're only clearing depth/stencil we still setup vertices
    * with color, but they'll be ignored.
    *
    * We can't translate the clear color to the colorbuffer format,
    * because different colorbuffers may have different formats.
    */
   if (!st_draw_quad(st, x0, y0, x1, y1,
                     ctx->Depth.Clear * 2.0f - 1.0f,
                     0.0f, 0.0f, 0.0f, 0.0f,
                     (const float *) &ctx->Color.ClearColor.f,
                     num_layers)) {
      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear");
   }

   /* Restore pipe state */
   cso_restore_state(cso);
}