Example #1
0
static void
convert_sampler(struct st_context *st,
                struct pipe_sampler_state *sampler,
                GLuint texUnit)
{
   const struct gl_texture_object *texobj;
   struct gl_context *ctx = st->ctx;
   const struct gl_sampler_object *msamp;
   GLenum texBaseFormat;

   texobj = ctx->Texture.Unit[texUnit]._Current;
   if (!texobj) {
      texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
      msamp = &texobj->Sampler;
   } else {
      msamp = _mesa_get_samplerobj(ctx, texUnit);
   }

   texBaseFormat = _mesa_texture_base_format(texobj);

   memset(sampler, 0, sizeof(*sampler));
   sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
   sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
   sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);

   sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
   sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
   sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);

   if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
      sampler->normalized_coords = 1;

   sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias + msamp->LodBias;

   sampler->min_lod = MAX2(msamp->MinLod, 0.0f);
   sampler->max_lod = msamp->MaxLod;
   if (sampler->max_lod < sampler->min_lod) {
      /* The GL spec doesn't seem to specify what to do in this case.
       * Swap the values.
       */
      float tmp = sampler->max_lod;
      sampler->max_lod = sampler->min_lod;
      sampler->min_lod = tmp;
      assert(sampler->min_lod <= sampler->max_lod);
   }

   /* For non-black borders... */
   if (msamp->BorderColor.ui[0] ||
       msamp->BorderColor.ui[1] ||
       msamp->BorderColor.ui[2] ||
       msamp->BorderColor.ui[3]) {
      const struct st_texture_object *stobj = st_texture_object_const(texobj);
      const GLboolean is_integer = texobj->_IsIntegerFormat;
      const struct pipe_sampler_view *sv = NULL;
      union pipe_color_union border_color;
      GLuint i;

      /* Just search for the first used view. We can do this because the
         swizzle is per-texture, not per context. */
      /* XXX: clean that up to not use the sampler view at all */
      for (i = 0; i < stobj->num_sampler_views; ++i) {
         if (stobj->sampler_views[i]) {
            sv = stobj->sampler_views[i];
            break;
         }
      }

      if (st->apply_texture_swizzle_to_border_color && sv) {
         const unsigned char swz[4] =
         {
            sv->swizzle_r,
            sv->swizzle_g,
            sv->swizzle_b,
            sv->swizzle_a,
         };

         st_translate_color(&msamp->BorderColor,
                            &border_color,
                            texBaseFormat, is_integer);

         util_format_apply_color_swizzle(&sampler->border_color,
                                         &border_color, swz, is_integer);
      } else {
         st_translate_color(&msamp->BorderColor,
                            &sampler->border_color,
                            texBaseFormat, is_integer);
      }
   }

   sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
                              0 : (GLuint) msamp->MaxAnisotropy);

   /* If sampling a depth texture and using shadow comparison */
   if ((texBaseFormat == GL_DEPTH_COMPONENT ||
        texBaseFormat == GL_DEPTH_STENCIL) &&
       msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
      sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
      sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
   }

   sampler->seamless_cube_map =
      ctx->Texture.CubeMapSeamless || msamp->CubeMapSeamless;
}
Example #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,
                GLboolean color, GLboolean depth, GLboolean stencil)
{
   struct st_context *st = st_context(ctx);
   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;
   union pipe_color_union clearColor;

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

   cso_save_blend(st->cso_context);
   cso_save_stencil_ref(st->cso_context);
   cso_save_depth_stencil_alpha(st->cso_context);
   cso_save_rasterizer(st->cso_context);
   cso_save_viewport(st->cso_context);
   cso_save_fragment_shader(st->cso_context);
   cso_save_stream_outputs(st->cso_context);
   cso_save_vertex_shader(st->cso_context);
   cso_save_geometry_shader(st->cso_context);
   cso_save_vertex_elements(st->cso_context);
   cso_save_vertex_buffers(st->cso_context);

   /* blend state: RGBA masking */
   {
      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;
      if (color) {
         if (ctx->Color.ColorMask[0][0])
            blend.rt[0].colormask |= PIPE_MASK_R;
         if (ctx->Color.ColorMask[0][1])
            blend.rt[0].colormask |= PIPE_MASK_G;
         if (ctx->Color.ColorMask[0][2])
            blend.rt[0].colormask |= PIPE_MASK_B;
         if (ctx->Color.ColorMask[0][3])
            blend.rt[0].colormask |= PIPE_MASK_A;
         if (st->ctx->Color.DitherFlag)
            blend.dither = 1;
      }
      cso_set_blend(st->cso_context, &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 (depth) {
         depth_stencil.depth.enabled = 1;
         depth_stencil.depth.writemask = 1;
         depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
      }

      if (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(st->cso_context, &stencil_ref);
      }

      cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
   }

   cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
   cso_set_stream_outputs(st->cso_context, 0, NULL, 0);

   cso_set_rasterizer(st->cso_context, &st->clear.raster);

   /* viewport state: viewport matching window dims */
   {
      const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
      struct pipe_viewport_state vp;
      vp.scale[0] = 0.5f * fb_width;
      vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
      vp.scale[2] = 1.0f;
      vp.scale[3] = 1.0f;
      vp.translate[0] = 0.5f * fb_width;
      vp.translate[1] = 0.5f * fb_height;
      vp.translate[2] = 0.0f;
      vp.translate[3] = 0.0f;
      cso_set_viewport(st->cso_context, &vp);
   }

   set_fragment_shader(st);
   set_vertex_shader(st);
   cso_set_geometry_shader_handle(st->cso_context, NULL);

   if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
      st_translate_color(ctx->Color.ClearColor.f,
                               ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
                               clearColor.f);
   }

   /* draw quad matching scissor rect */
   draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, &clearColor);

   /* Restore pipe state */
   cso_restore_blend(st->cso_context);
   cso_restore_stencil_ref(st->cso_context);
   cso_restore_depth_stencil_alpha(st->cso_context);
   cso_restore_rasterizer(st->cso_context);
   cso_restore_viewport(st->cso_context);
   cso_restore_fragment_shader(st->cso_context);
   cso_restore_vertex_shader(st->cso_context);
   cso_restore_geometry_shader(st->cso_context);
   cso_restore_vertex_elements(st->cso_context);
   cso_restore_vertex_buffers(st->cso_context);
   cso_restore_stream_outputs(st->cso_context);
}
Example #3
0
/**
 * Called via ctx->Driver.Clear()
 */
static void
st_Clear(struct gl_context *ctx, GLbitfield mask)
{
   static const GLbitfield BUFFER_BITS_DS
      = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
   struct st_context *st = st_context(ctx);
   struct gl_renderbuffer *depthRb
      = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
   struct gl_renderbuffer *stencilRb
      = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
   GLbitfield quad_buffers = 0x0;
   GLbitfield clear_buffers = 0x0;
   GLuint i;

   /* This makes sure the pipe has the latest scissor, etc values */
   st_validate_state( st );

   if (mask & BUFFER_BITS_COLOR) {
      for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
         GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];

         if (mask & (1 << b)) {
            struct gl_renderbuffer *rb
               = ctx->DrawBuffer->Attachment[b].Renderbuffer;
            struct st_renderbuffer *strb = st_renderbuffer(rb);

            if (!strb || !strb->surface)
               continue;

            if (check_clear_color_with_quad( ctx, rb ))
               quad_buffers |= PIPE_CLEAR_COLOR;
            else
               clear_buffers |= PIPE_CLEAR_COLOR;
         }
      }
   }

   if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
      /* clearing combined depth + stencil */
      struct st_renderbuffer *strb = st_renderbuffer(depthRb);

      if (strb->surface) {
         if (check_clear_depth_stencil_with_quad(ctx, depthRb))
            quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
         else
            clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
      }
   }
   else {
      /* separate depth/stencil clears */
      /* I don't think truly separate buffers are actually possible in gallium or hw? */
      if (mask & BUFFER_BIT_DEPTH) {
         struct st_renderbuffer *strb = st_renderbuffer(depthRb);

         if (strb->surface) {
            if (check_clear_depth_with_quad(ctx, depthRb,
                                            st->clear.enable_ds_separate))
               quad_buffers |= PIPE_CLEAR_DEPTH;
            else
               clear_buffers |= PIPE_CLEAR_DEPTH;
         }
      }
      if (mask & BUFFER_BIT_STENCIL) {
         struct st_renderbuffer *strb = st_renderbuffer(stencilRb);

         if (strb->surface) {
            if (check_clear_stencil_with_quad(ctx, stencilRb,
                                              st->clear.enable_ds_separate))
               quad_buffers |= PIPE_CLEAR_STENCIL;
            else
               clear_buffers |= PIPE_CLEAR_STENCIL;
         }
      }
   }

   /*
    * If we're going to use clear_with_quad() for any reason, use it for
    * everything possible.
    */
   if (quad_buffers) {
      quad_buffers |= clear_buffers;
      clear_with_quad(ctx,
                      quad_buffers & PIPE_CLEAR_COLOR,
                      quad_buffers & PIPE_CLEAR_DEPTH,
                      quad_buffers & PIPE_CLEAR_STENCIL);
   } else if (clear_buffers) {
      /* driver cannot know it can clear everything if the buffer
       * is a combined depth/stencil buffer but this wasn't actually
       * required from the visual. Hence fix this up to avoid potential
       * read-modify-write in the driver.
       */
      union pipe_color_union clearColor;

      if ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) &&
          ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) &&
          (depthRb == stencilRb) &&
          (ctx->DrawBuffer->Visual.depthBits == 0 ||
           ctx->DrawBuffer->Visual.stencilBits == 0))
         clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;

      if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
         st_translate_color(ctx->Color.ClearColor.f,
			    ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
			    clearColor.f);
      }

      st->pipe->clear(st->pipe, clear_buffers, &clearColor,
                      ctx->Depth.Clear, ctx->Stencil.Clear);
   }
   if (mask & BUFFER_BIT_ACCUM)
      _mesa_clear_accum_buffer(ctx);
}
Example #4
0
static void
convert_sampler(struct st_context *st,
                struct pipe_sampler_state *sampler,
                GLuint texUnit)
{
    struct gl_texture_object *texobj;
    struct gl_context *ctx = st->ctx;
    struct gl_sampler_object *msamp;

    texobj = ctx->Texture.Unit[texUnit]._Current;
    if (!texobj) {
        texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
    }

    msamp = _mesa_get_samplerobj(ctx, texUnit);

    memset(sampler, 0, sizeof(*sampler));
    sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
    sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
    sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);

    sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
    sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
    sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);

    if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
        sampler->normalized_coords = 1;

    sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias + msamp->LodBias;

    sampler->min_lod = CLAMP(msamp->MinLod,
                             0.0f,
                             (GLfloat) texobj->MaxLevel - texobj->BaseLevel);
    sampler->max_lod = MIN2((GLfloat) texobj->MaxLevel - texobj->BaseLevel,
                            msamp->MaxLod);
    if (sampler->max_lod < sampler->min_lod) {
        /* The GL spec doesn't seem to specify what to do in this case.
         * Swap the values.
         */
        float tmp = sampler->max_lod;
        sampler->max_lod = sampler->min_lod;
        sampler->min_lod = tmp;
        assert(sampler->min_lod <= sampler->max_lod);
    }

    if (msamp->BorderColor.ui[0] ||
            msamp->BorderColor.ui[1] ||
            msamp->BorderColor.ui[2] ||
            msamp->BorderColor.ui[3]) {
        struct st_texture_object *stobj = st_texture_object(texobj);
        struct gl_texture_image *teximg;
        GLboolean is_integer = GL_FALSE;
        union pipe_color_union border_color;

        teximg = texobj->Image[0][texobj->BaseLevel];

        if (teximg) {
            is_integer = _mesa_is_enum_format_integer(teximg->InternalFormat);
        }

        if (st->apply_texture_swizzle_to_border_color && stobj->sampler_view) {
            const unsigned char swz[4] =
            {
                stobj->sampler_view->swizzle_r,
                stobj->sampler_view->swizzle_g,
                stobj->sampler_view->swizzle_b,
                stobj->sampler_view->swizzle_a,
            };

            st_translate_color(&msamp->BorderColor,
                               &border_color,
                               teximg ? teximg->_BaseFormat : GL_RGBA, is_integer);

            util_format_apply_color_swizzle(&sampler->border_color,
                                            &border_color, swz, is_integer);
        } else {
            st_translate_color(&msamp->BorderColor,
                               &sampler->border_color,
                               teximg ? teximg->_BaseFormat : GL_RGBA, is_integer);
        }
    }

    sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
                               0 : (GLuint) msamp->MaxAnisotropy);

    /* only care about ARB_shadow, not SGI shadow */
    if (msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
        sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
        sampler->compare_func
            = st_compare_func_to_pipe(msamp->CompareFunc);
    }

    sampler->seamless_cube_map =
        ctx->Texture.CubeMapSeamless || msamp->CubeMapSeamless;
}