static void aaline_first_line(struct draw_stage *stage, struct prim_header *header) { auto struct aaline_stage *aaline = aaline_stage(stage); struct draw_context *draw = stage->draw; struct pipe_context *pipe = draw->pipe; const struct pipe_rasterizer_state *rast = draw->rasterizer; uint num_samplers; void *r; assert(draw->rasterizer->line_smooth); if (draw->rasterizer->line_width <= 2.2) aaline->half_line_width = 1.1f; else aaline->half_line_width = 0.5f * draw->rasterizer->line_width; /* * Bind (generate) our fragprog, sampler and texture */ if (!bind_aaline_fragment_shader(aaline)) { stage->line = draw_pipe_passthrough_line; stage->line(stage, header); return; } /* update vertex attrib info */ aaline->tex_slot = draw_current_shader_outputs(draw); aaline->pos_slot = draw_current_shader_position_output(draw);; /* allocate the extra post-transformed vertex attribute */ (void) draw_alloc_extra_vertex_attrib(draw, TGSI_SEMANTIC_GENERIC, aaline->fs->generic_attrib); /* how many samplers? */ /* we'll use sampler/texture[pstip->sampler_unit] for the stipple */ num_samplers = MAX2(aaline->num_sampler_views, aaline->num_samplers); num_samplers = MAX2(num_samplers, aaline->fs->sampler_unit + 1); aaline->state.sampler[aaline->fs->sampler_unit] = aaline->sampler_cso; pipe_sampler_view_reference(&aaline->state.sampler_views[aaline->fs->sampler_unit], aaline->sampler_view); draw->suspend_flushing = TRUE; aaline->driver_bind_sampler_states(pipe, num_samplers, aaline->state.sampler); aaline->driver_set_sampler_views(pipe, num_samplers, aaline->state.sampler_views); /* Disable triangle culling, stippling, unfilled mode etc. */ r = draw_get_rasterizer_no_cull(draw, rast->scissor, rast->flatshade); pipe->bind_rasterizer_state(pipe, r); draw->suspend_flushing = FALSE; /* now really draw first line */ stage->line = aaline_line; stage->line(stage, header); }
static void aaline_first_line(struct draw_stage *stage, struct prim_header *header) { auto struct aaline_stage *aaline = aaline_stage(stage); struct draw_context *draw = stage->draw; struct pipe_context *pipe = draw->pipe; const struct pipe_rasterizer_state *rast = draw->rasterizer; uint num_samplers; void *r; assert(draw->rasterizer->line_smooth); if (draw->rasterizer->line_width <= 2.2) aaline->half_line_width = 1.1f; else aaline->half_line_width = 0.5f * draw->rasterizer->line_width; /* * Bind (generate) our fragprog, sampler and texture */ if (!bind_aaline_fragment_shader(aaline)) { stage->line = draw_pipe_passthrough_line; stage->line(stage, header); return; } draw_aaline_prepare_outputs(draw, draw->pipeline.aaline); /* how many samplers? */ /* we'll use sampler/texture[pstip->sampler_unit] for the stipple */ num_samplers = MAX2(aaline->num_sampler_views, aaline->num_samplers); num_samplers = MAX2(num_samplers, aaline->fs->sampler_unit + 1); aaline->state.sampler[aaline->fs->sampler_unit] = aaline->sampler_cso; pipe_sampler_view_reference(&aaline->state.sampler_views[aaline->fs->sampler_unit], aaline->sampler_view); draw->suspend_flushing = TRUE; aaline->driver_bind_sampler_states(pipe, PIPE_SHADER_FRAGMENT, 0, num_samplers, aaline->state.sampler); aaline->driver_set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0, num_samplers, aaline->state.sampler_views); /* Disable triangle culling, stippling, unfilled mode etc. */ r = draw_get_rasterizer_no_cull(draw, rast->scissor, rast->flatshade); pipe->bind_rasterizer_state(pipe, r); draw->suspend_flushing = FALSE; /* now really draw first line */ stage->line = aaline_line; stage->line(stage, header); }
static void aaline_first_line(struct draw_stage *stage, struct prim_header *header) { auto struct aaline_stage *aaline = aaline_stage(stage); struct draw_context *draw = stage->draw; struct pipe_context *pipe = aaline->pipe; uint num_samplers; assert(draw->rasterizer->line_smooth); if (draw->rasterizer->line_width <= 3.0) aaline->half_line_width = 1.5f; else aaline->half_line_width = 0.5f * draw->rasterizer->line_width; /* * Bind (generate) our fragprog, sampler and texture */ if (!bind_aaline_fragment_shader(aaline)) { stage->line = draw_pipe_passthrough_line; stage->line(stage, header); return; } /* update vertex attrib info */ aaline->tex_slot = draw->vs.num_vs_outputs; aaline->pos_slot = draw->vs.position_output; /* advertise the extra post-transformed vertex attribute */ draw->extra_vp_outputs.semantic_name = TGSI_SEMANTIC_GENERIC; draw->extra_vp_outputs.semantic_index = aaline->fs->generic_attrib; draw->extra_vp_outputs.slot = aaline->tex_slot; /* how many samplers? */ /* we'll use sampler/texture[pstip->sampler_unit] for the stipple */ num_samplers = MAX2(aaline->num_textures, aaline->num_samplers); num_samplers = MAX2(num_samplers, aaline->fs->sampler_unit + 1); aaline->state.sampler[aaline->fs->sampler_unit] = aaline->sampler_cso; pipe_texture_reference(&aaline->state.texture[aaline->fs->sampler_unit], aaline->texture); draw->suspend_flushing = TRUE; aaline->driver_bind_sampler_states(pipe, num_samplers, aaline->state.sampler); aaline->driver_set_sampler_textures(pipe, num_samplers, aaline->state.texture); draw->suspend_flushing = FALSE; /* now really draw first line */ stage->line = aaline_line; stage->line(stage, header); }