Beispiel #1
0
boolean xorg_composite_bind_state(struct exa_context *exa,
                                  int op,
                                  PicturePtr pSrcPicture,
                                  PicturePtr pMaskPicture,
                                  PicturePtr pDstPicture,
                                  struct exa_pixmap_priv *pSrc,
                                  struct exa_pixmap_priv *pMask,
                                  struct exa_pixmap_priv *pDst)
{
   struct pipe_surface *dst_surf = xorg_gpu_surface(exa->pipe, pDst);

   renderer_bind_destination(exa->renderer, dst_surf,
                             pDst->width,
                             pDst->height);

   bind_blend_state(exa, op, pSrcPicture, pMaskPicture, pDstPicture);
   bind_shaders(exa, op, pSrcPicture, pMaskPicture, pDstPicture, pSrc, pMask);
   bind_samplers(exa, op, pSrcPicture, pMaskPicture,
                 pDstPicture, pSrc, pMask, pDst);

   setup_transforms(exa, pSrcPicture, pMaskPicture);

   if (exa->num_bound_samplers == 0 ) { /* solid fill */
      renderer_begin_solid(exa->renderer);
   } else {
      renderer_begin_textures(exa->renderer,
                              exa->num_bound_samplers);
   }


   pipe_surface_reference(&dst_surf, NULL);
   return TRUE;
}
XA_EXPORT int
xa_composite_prepare(struct xa_context *ctx,
		     const struct xa_composite *comp)
{
    struct xa_surface *dst_srf = comp->dst->srf;
    int ret;

    ret = xa_ctx_srf_create(ctx, dst_srf);
    if (ret != XA_ERR_NONE)
	return ret;

    ctx->dst = dst_srf;
    renderer_bind_destination(ctx, ctx->srf, ctx->srf->width,
			      ctx->srf->height);

    ret = bind_composite_blend_state(ctx, comp);
    if (ret != XA_ERR_NONE)
	return ret;
    ret = bind_shaders(ctx, comp);
    if (ret != XA_ERR_NONE)
	return ret;
    bind_samplers(ctx, comp);

    if (ctx->num_bound_samplers == 0 ) { /* solid fill */
	renderer_begin_solid(ctx);
    } else {
	renderer_begin_textures(ctx);
	ctx->comp = comp;
    }

    xa_ctx_srf_destroy(ctx);
    return XA_ERR_NONE;
}
Beispiel #3
0
void renderer_copy_prepare(struct xorg_renderer *r,
                           struct pipe_surface *dst_surface,
                           struct pipe_texture *src_texture)
{
   struct pipe_context *pipe = r->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct xorg_shader shader;

   assert(screen->is_format_supported(screen, dst_surface->format,
                                      PIPE_TEXTURE_2D,
                                      PIPE_TEXTURE_USAGE_RENDER_TARGET,
                                      0));


   /* set misc state we care about */
   {
      struct pipe_blend_state blend;
      memset(&blend, 0, sizeof(blend));
      blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
      blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
      blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
      blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
      blend.colormask = PIPE_MASK_RGBA;
      cso_set_blend(r->cso, &blend);
   }

   /* sampler */
   {
      struct pipe_sampler_state sampler;
      memset(&sampler, 0, sizeof(sampler));
      sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
      sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
      sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
      sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
      sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.normalized_coords = 1;
      cso_single_sampler(r->cso, 0, &sampler);
      cso_single_sampler_done(r->cso);
   }

   renderer_bind_destination(r, dst_surface, 
                             dst_surface->width,
                             dst_surface->height);

   /* texture */
   cso_set_sampler_textures(r->cso, 1, &src_texture);

   /* shaders */
   shader = xorg_shaders_get(r->shaders,
                             VS_COMPOSITE,
                             FS_COMPOSITE);
   cso_set_vertex_shader_handle(r->cso, shader.vs);
   cso_set_fragment_shader_handle(r->cso, shader.fs);

   r->buffer_size = 0;
   r->attrs_per_vertex = 2;
}
Beispiel #4
0
extern int
xa_yuv_planar_blit(struct xa_context *r,
		   int src_x,
		   int src_y,
		   int src_w,
		   int src_h,
		   int dst_x,
		   int dst_y,
		   int dst_w,
		   int dst_h,
		   struct xa_box *box,
		   unsigned int num_boxes,
		   const float conversion_matrix[],
		   struct xa_surface *dst, struct xa_surface *yuv[])
{
    float scale_x;
    float scale_y;
    struct pipe_surface srf_templ;

    if (dst_w == 0 || dst_h == 0)
	return XA_ERR_NONE;

    memset(&srf_templ, 0, sizeof(srf_templ));
    u_surface_default_template(&srf_templ, dst->tex, PIPE_BIND_RENDER_TARGET);
    dst->srf = r->pipe->create_surface(r->pipe, dst->tex, &srf_templ);
    if (!dst->srf)
	return -XA_ERR_NORES;

    renderer_bind_destination(r, dst->srf, dst->srf->width, dst->srf->height);
    xa_yuv_bind_blend_state(r);
    xa_yuv_bind_shaders(r);
    xa_yuv_bind_samplers(r, yuv);
    xa_yuv_fs_constants(r, conversion_matrix);

    scale_x = (float)src_w / (float)dst_w;
    scale_y = (float)src_h / (float)dst_h;

    while (num_boxes--) {
	int x = box->x1;
	int y = box->y1;
	int w = box->x2 - box->x1;
	int h = box->y2 - box->y1;

	renderer_draw_yuv(r,
			  (float)src_x + scale_x * (x - dst_x),
			  (float)src_y + scale_y * (y - dst_y),
			  scale_x * w, scale_y * h, x, y, w, h, yuv);
	box++;
    }

    r->pipe->flush(r->pipe, &r->last_fence);

    xa_yuv_destroy_sampler_views(yuv);
    pipe_surface_reference(&dst->srf, NULL);

    return XA_ERR_NONE;
}
Beispiel #5
0
XA_EXPORT int
xa_solid_prepare(struct xa_context *ctx, struct xa_surface *dst,
		 uint32_t fg)
{
    unsigned vs_traits, fs_traits;
    struct xa_shader shader;
    int width, height;
    int ret;

    ret = xa_ctx_srf_create(ctx, dst);
    if (ret != XA_ERR_NONE)
	return ret;

    if (ctx->srf->format == PIPE_FORMAT_L8_UNORM)
	xa_pixel_to_float4_a8(fg, ctx->solid_color);
    else
	xa_pixel_to_float4(fg, ctx->solid_color);
    ctx->has_solid_color = 1;

    ctx->dst = dst;
    width = ctx->srf->width;
    height = ctx->srf->height;

#if 0
    debug_printf("Color Pixel=(%d, %d, %d, %d), RGBA=(%f, %f, %f, %f)\n",
		 (fg >> 24) & 0xff, (fg >> 16) & 0xff,
		 (fg >> 8) & 0xff,  (fg >> 0) & 0xff,
		 exa->solid_color[0], exa->solid_color[1],
		 exa->solid_color[2], exa->solid_color[3]);
#endif

    vs_traits = VS_SOLID_FILL;
    fs_traits = FS_SOLID_FILL;

    renderer_bind_destination(ctx, ctx->srf, width, height);
    bind_solid_blend_state(ctx);
    cso_set_samplers(ctx->cso, PIPE_SHADER_FRAGMENT, 0, NULL);
    cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 0, NULL);

    shader = xa_shaders_get(ctx->shaders, vs_traits, fs_traits);
    cso_set_vertex_shader_handle(ctx->cso, shader.vs);
    cso_set_fragment_shader_handle(ctx->cso, shader.fs);

    renderer_begin_solid(ctx);

    xa_ctx_srf_destroy(ctx);
    return XA_ERR_NONE;
}
Beispiel #6
0
boolean xorg_solid_bind_state(struct exa_context *exa,
                              struct exa_pixmap_priv *pixmap,
                              Pixel fg)
{
   struct pipe_surface *dst_surf = xorg_gpu_surface(exa->pipe, pixmap);
   unsigned vs_traits, fs_traits;
   struct xorg_shader shader;

   pixel_to_float4(fg, exa->solid_color, pixmap->tex->format);
   exa->has_solid_color = TRUE;

#if 0
   debug_printf("Color Pixel=(%d, %d, %d, %d), RGBA=(%f, %f, %f, %f)\n",
                (fg >> 24) & 0xff, (fg >> 16) & 0xff,
                (fg >> 8) & 0xff,  (fg >> 0) & 0xff,
                exa->solid_color[0], exa->solid_color[1],
                exa->solid_color[2], exa->solid_color[3]);
#endif

   vs_traits = VS_SOLID_FILL;
   fs_traits = FS_SOLID_FILL;

   renderer_bind_destination(exa->renderer, dst_surf, 
                             pixmap->width, pixmap->height);
   bind_blend_state(exa, PictOpSrc, NULL, NULL, NULL);
   cso_set_samplers(exa->renderer->cso, PIPE_SHADER_FRAGMENT, 0, NULL);
   cso_set_sampler_views(exa->renderer->cso, PIPE_SHADER_FRAGMENT, 0, NULL);

   shader = xorg_shaders_get(exa->renderer->shaders, vs_traits, fs_traits);
   cso_set_vertex_shader_handle(exa->renderer->cso, shader.vs);
   cso_set_fragment_shader_handle(exa->renderer->cso, shader.fs);

   renderer_begin_solid(exa->renderer);

   pipe_surface_reference(&dst_surf, NULL);
   return TRUE;
}
Beispiel #7
0
void
renderer_copy_prepare(struct xa_context *r,
		      struct pipe_surface *dst_surface,
		      struct pipe_resource *src_texture,
		      const enum xa_formats src_xa_format,
		      const enum xa_formats dst_xa_format)
{
    struct pipe_context *pipe = r->pipe;
    struct pipe_screen *screen = pipe->screen;
    struct xa_shader shader;
    uint32_t fs_traits = FS_COMPOSITE;

    assert(screen->is_format_supported(screen, dst_surface->format,
				       PIPE_TEXTURE_2D, 0,
				       PIPE_BIND_RENDER_TARGET));
    (void)screen;

    /* set misc state we care about */
    {
	struct pipe_blend_state blend;

	memset(&blend, 0, sizeof(blend));
	blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
	blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
	blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
	blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
	blend.rt[0].colormask = PIPE_MASK_RGBA;
	cso_set_blend(r->cso, &blend);
    }

    /* sampler */
    {
	struct pipe_sampler_state sampler;

	memset(&sampler, 0, sizeof(sampler));
	sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
	sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
	sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
	sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
	sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
	sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
	sampler.normalized_coords = 1;
	cso_single_sampler(r->cso, 0, &sampler);
	cso_single_sampler_done(r->cso);
    }

    renderer_bind_destination(r, dst_surface,
			      dst_surface->width, dst_surface->height);

    /* texture/sampler view */
    {
	struct pipe_sampler_view templ;
	struct pipe_sampler_view *src_view;

	u_sampler_view_default_template(&templ,
					src_texture, src_texture->format);
	src_view = pipe->create_sampler_view(pipe, src_texture, &templ);
	cso_set_fragment_sampler_views(r->cso, 1, &src_view);
	pipe_sampler_view_reference(&src_view, NULL);
    }

    /* shaders */
    if (src_texture->format == PIPE_FORMAT_L8_UNORM)
	fs_traits |= FS_SRC_LUMINANCE;
    if (dst_surface->format == PIPE_FORMAT_L8_UNORM)
	fs_traits |= FS_DST_LUMINANCE;
    if (xa_format_a(dst_xa_format) != 0 &&
	xa_format_a(src_xa_format) == 0)
	fs_traits |= FS_SRC_SET_ALPHA;

    shader = xa_shaders_get(r->shaders, VS_COMPOSITE, fs_traits);
    cso_set_vertex_shader_handle(r->cso, shader.vs);
    cso_set_fragment_shader_handle(r->cso, shader.fs);

    r->buffer_size = 0;
    r->attrs_per_vertex = 2;
}