static int
bind_shaders(struct xa_context *ctx, const struct xa_composite *comp)
{
    unsigned vs_traits = 0, fs_traits = 0;
    struct xa_shader shader;
    struct xa_picture *src_pic = comp->src;
    struct xa_picture *mask_pic = comp->mask;

    ctx->has_solid_color = FALSE;

    if (src_pic) {
	if (src_pic->wrap == xa_wrap_clamp_to_border && src_pic->has_transform)
	    fs_traits |= FS_SRC_REPEAT_NONE;

	if (src_pic->src_pict) {
	    if (src_pic->src_pict->type == xa_src_pict_solid_fill) {
		fs_traits |= FS_SOLID_FILL | FS_FILL;
		vs_traits |= VS_SOLID_FILL;
		xa_pixel_to_float4(src_pic->src_pict->solid_fill.color,
				   ctx->solid_color);
		ctx->has_solid_color = TRUE;
	    }
	} else {
	    fs_traits |= FS_COMPOSITE;
	    vs_traits |= VS_COMPOSITE;
	}

	fs_traits |= picture_format_fixups(src_pic, 0);
    }

    if (mask_pic) {
	vs_traits |= VS_MASK;
	fs_traits |= FS_MASK;
	if (mask_pic->wrap == xa_wrap_clamp_to_border &&
	    mask_pic->has_transform)
	    fs_traits |= FS_MASK_REPEAT_NONE;

	if (mask_pic->component_alpha) {
	    struct xa_composite_blend blend;
	    if (!blend_for_op(&blend, comp->op, src_pic, mask_pic, NULL))
		return -XA_ERR_INVAL;

	    if (blend.alpha_src) {
		fs_traits |= FS_CA_SRCALPHA;
	    } else
		fs_traits |= FS_CA_FULL;
	}

	fs_traits |= picture_format_fixups(mask_pic, 1);
    }

    if (ctx->srf->format == PIPE_FORMAT_L8_UNORM)
	fs_traits |= FS_DST_LUMINANCE;

    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);
    return XA_ERR_NONE;
}
Beispiel #2
0
static void
xa_yuv_bind_shaders(struct xa_context *r)
{
    unsigned vs_traits = 0, fs_traits = 0;
    struct xa_shader shader;

    vs_traits |= VS_YUV;
    fs_traits |= FS_YUV;

    shader = xa_shaders_get(r->shaders, vs_traits, fs_traits);
    cso_set_vertex_shader_handle(r->cso, shader.vs);
    cso_set_fragment_shader_handle(r->cso, shader.fs);
}
Beispiel #3
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 #4
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;
}