Exemple #1
0
int main()
{
    struct program *program = calloc(1, sizeof(struct program));

    struct pipe_loader_device **devs = NULL;
    const int max_devices = 32;

    int idev, ndev;

    /* find & list graphic devices */
    ndev = pipe_loader_probe(&program->dev, max_devices);

    devs = &program->dev;
    for (idev = 0; idev < ndev; idev++)
    {
        printf("driver name: %s; type: %d\n", devs[idev]->driver_name, devs[idev]->type);
    }

    /* init a pipe screen */
    program->screen = pipe_loader_create_screen(devs[0], PIPE_SEARCH_DIR);

    /* create the pipe driver context and cso context */
    program->pipe = program->screen->context_create(program->screen, NULL);
    program->cso = cso_create_context(program->pipe);

    /* destroy */
    cso_destroy_context(program->cso);
    program->pipe->destroy(program->pipe);
    program->screen->destroy(program->screen);

    return 0;
}
Exemple #2
0
static struct st_context *
st_create_context_priv( GLcontext *ctx, struct pipe_context *pipe )
{
   uint i;
   struct st_context *st = CALLOC_STRUCT( st_context );
   
   ctx->st = st;

   st->ctx = ctx;
   st->pipe = pipe;

   /* state tracker needs the VBO module */
   _vbo_CreateContext(ctx);

#if FEATURE_feedback || FEATURE_drawpix
   st->draw = draw_create(); /* for selection/feedback */

   /* Disable draw options that might convert points/lines to tris, etc.
    * as that would foul-up feedback/selection mode.
    */
   draw_wide_line_threshold(st->draw, 1000.0f);
   draw_wide_point_threshold(st->draw, 1000.0f);
   draw_enable_line_stipple(st->draw, FALSE);
   draw_enable_point_sprites(st->draw, FALSE);
#endif

   st->dirty.mesa = ~0;
   st->dirty.st = ~0;

   st->cso_context = cso_create_context(pipe);

   st_init_atoms( st );
   st_init_bitmap(st);
   st_init_clear(st);
   st_init_draw( st );
   st_init_generate_mipmap(st);
   st_init_blit(st);

   for (i = 0; i < PIPE_MAX_SAMPLERS; i++)
      st->state.sampler_list[i] = &st->state.samplers[i];

   /* we want all vertex data to be placed in buffer objects */
   vbo_use_buffer_objects(ctx);

   /* Need these flags:
    */
   st->ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
   st->ctx->FragmentProgram._UseTexEnvProgram = GL_TRUE;

   st->ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;

   st->pixel_xfer.cache = _mesa_new_program_cache();

   /* GL limits and extensions */
   st_init_limits(st);
   st_init_extensions(st);

   return st;
}
Exemple #3
0
struct vg_context * vg_create_context(struct pipe_context *pipe,
                                      const void *visual,
                                      struct vg_context *share)
{
   struct vg_context *ctx;

   ctx = CALLOC_STRUCT(vg_context);

   ctx->pipe = pipe;
   if (!choose_depth_stencil_format(ctx)) {
      FREE(ctx);
      return NULL;
   }

   ctx->dispatch = api_create_dispatch();

   vg_init_state(&ctx->state.vg);
   ctx->state.dirty = ALL_DIRTY;

   ctx->cso_context = cso_create_context(pipe);

   ctx->default_paint = paint_create(ctx);
   ctx->state.vg.stroke_paint = ctx->default_paint;
   ctx->state.vg.fill_paint = ctx->default_paint;


   ctx->mask.sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->mask.sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->mask.sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->mask.sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
   ctx->mask.sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
   ctx->mask.sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
   ctx->mask.sampler.normalized_coords = 0;

   ctx->blend_sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->blend_sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->blend_sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->blend_sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
   ctx->blend_sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
   ctx->blend_sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
   ctx->blend_sampler.normalized_coords = 0;

   vg_set_error(ctx, VG_NO_ERROR);

   ctx->owned_objects[VG_OBJECT_PAINT] = cso_hash_create();
   ctx->owned_objects[VG_OBJECT_IMAGE] = cso_hash_create();
   ctx->owned_objects[VG_OBJECT_MASK] = cso_hash_create();
   ctx->owned_objects[VG_OBJECT_FONT] = cso_hash_create();
   ctx->owned_objects[VG_OBJECT_PATH] = cso_hash_create();

   ctx->renderer = renderer_create(ctx);
   ctx->sc = shaders_cache_create(ctx);
   ctx->shader = shader_create(ctx);

   ctx->blit = util_create_blit(ctx->pipe, ctx->cso_context);

   return ctx;
}
Exemple #4
0
void
util_test_constant_buffer(struct pipe_context *ctx,
                          struct pipe_resource *constbuf)
{
   struct cso_context *cso;
   struct pipe_resource *cb;
   void *fs, *vs;
   bool pass = true;
   static const float zero[] = {0, 0, 0, 0};

   cso = cso_create_context(ctx, 0);
   cb = util_create_texture2d(ctx->screen, 256, 256,
                              PIPE_FORMAT_R8G8B8A8_UNORM, 0);
   util_set_common_states_and_clear(cso, ctx, cb);

   pipe_set_constant_buffer(ctx, PIPE_SHADER_FRAGMENT, 0, constbuf);

   /* Fragment shader. */
   {
      static const char *text = /* I don't like ureg... */
            "FRAG\n"
            "DCL CONST[0][0]\n"
            "DCL OUT[0], COLOR\n"

            "MOV OUT[0], CONST[0][0]\n"
            "END\n";
      struct tgsi_token tokens[1000];
      struct pipe_shader_state state;

      if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
         puts("Can't compile a fragment shader.");
         util_report_result(FAIL);
         return;
      }
      pipe_shader_state_from_tgsi(&state, tokens);
      fs = ctx->create_fs_state(ctx, &state);
      cso_set_fragment_shader_handle(cso, fs);
   }

   /* Vertex shader. */
   vs = util_set_passthrough_vertex_shader(cso, ctx, false);
   util_draw_fullscreen_quad(cso);

   /* Probe pixels. */
   pass = pass && util_probe_rect_rgba(ctx, cb, 0, 0, cb->width0,
                                       cb->height0, zero);

   /* Cleanup. */
   cso_destroy_context(cso);
   ctx->delete_vs_state(ctx, vs);
   ctx->delete_fs_state(ctx, fs);
   pipe_resource_reference(&cb, NULL);

   util_report_result(pass);
}
Exemple #5
0
static void
null_sampler_view(struct pipe_context *ctx, unsigned tgsi_tex_target)
{
   struct cso_context *cso;
   struct pipe_resource *cb;
   void *fs, *vs;
   bool pass = true;
   /* 2 expected colors: */
   static const float expected_tex[] = {0, 0, 0, 1,
                                        0, 0, 0, 0};
   static const float expected_buf[] = {0, 0, 0, 0};
   const float *expected = tgsi_tex_target == TGSI_TEXTURE_BUFFER ?
                              expected_buf : expected_tex;
   unsigned num_expected = tgsi_tex_target == TGSI_TEXTURE_BUFFER ? 1 : 2;

   if (tgsi_tex_target == TGSI_TEXTURE_BUFFER &&
       !ctx->screen->get_param(ctx->screen, PIPE_CAP_TEXTURE_BUFFER_OBJECTS)) {
      util_report_result_helper(SKIP, "%s: %s", __func__,
                                tgsi_texture_names[tgsi_tex_target]);
      return;
   }

   cso = cso_create_context(ctx, 0);
   cb = util_create_texture2d(ctx->screen, 256, 256,
                              PIPE_FORMAT_R8G8B8A8_UNORM, 0);
   util_set_common_states_and_clear(cso, ctx, cb);

   ctx->set_sampler_views(ctx, PIPE_SHADER_FRAGMENT, 0, 1, NULL);

   /* Fragment shader. */
   fs = util_make_fragment_tex_shader(ctx, tgsi_tex_target,
                                      TGSI_INTERPOLATE_LINEAR,
                                      TGSI_RETURN_TYPE_FLOAT,
                                      TGSI_RETURN_TYPE_FLOAT, false, false);
   cso_set_fragment_shader_handle(cso, fs);

   /* Vertex shader. */
   vs = util_set_passthrough_vertex_shader(cso, ctx, false);
   util_draw_fullscreen_quad(cso);

   /* Probe pixels. */
   pass = pass && util_probe_rect_rgba_multi(ctx, cb, 0, 0,
                                  cb->width0, cb->height0, expected,
                                  num_expected);

   /* Cleanup. */
   cso_destroy_context(cso);
   ctx->delete_vs_state(ctx, vs);
   ctx->delete_fs_state(ctx, fs);
   pipe_resource_reference(&cb, NULL);

   util_report_result_helper(pass, "%s: %s", __func__,
                             tgsi_texture_names[tgsi_tex_target]);
}
Exemple #6
0
struct xorg_renderer * renderer_create(struct pipe_context *pipe)
{
   struct xorg_renderer *renderer = CALLOC_STRUCT(xorg_renderer);

   renderer->pipe = pipe;
   renderer->cso = cso_create_context(pipe);
   renderer->shaders = xorg_shaders_create(renderer);

   renderer_init_state(renderer);

   return renderer;
}
Exemple #7
0
/**
 * Test TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION.
 *
 * The viewport state is set as usual, but it should have no effect.
 * Clipping should also be disabled.
 *
 * POSITION.xyz should already be multiplied by 1/w and POSITION.w should
 * contain 1/w. By setting w=0, we can test that POSITION.xyz isn't
 * multiplied by 1/w (otherwise nothing would be rendered).
 *
 * TODO: Whether the value of POSITION.w is correctly interpreted as 1/w
 *       during perspective interpolation is not tested.
 */
static void
tgsi_vs_window_space_position(struct pipe_context *ctx)
{
   struct cso_context *cso;
   struct pipe_resource *cb;
   void *fs, *vs;
   bool pass = true;
   static const float red[] = {1, 0, 0, 1};

   if (!ctx->screen->get_param(ctx->screen,
                               PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION)) {
      util_report_result(SKIP);
      return;
   }

   cso = cso_create_context(ctx);
   cb = util_create_texture2d(ctx->screen, 256, 256,
                              PIPE_FORMAT_R8G8B8A8_UNORM);
   util_set_common_states_and_clear(cso, ctx, cb);

   /* Fragment shader. */
   fs = util_make_fragment_passthrough_shader(ctx, TGSI_SEMANTIC_GENERIC,
                                       TGSI_INTERPOLATE_LINEAR, TRUE);
   cso_set_fragment_shader_handle(cso, fs);

   /* Vertex shader. */
   vs = util_set_passthrough_vertex_shader(cso, ctx, true);

   /* Draw. */
   {
      static float vertices[] = {
          0,   0, 0, 0,   1,  0, 0, 1,
          0, 256, 0, 0,   1,  0, 0, 1,
        256, 256, 0, 0,   1,  0, 0, 1,
        256,   0, 0, 0,   1,  0, 0, 1,
      };
      util_set_interleaved_vertex_elements(cso, 2);
      util_draw_user_vertex_buffer(cso, vertices, PIPE_PRIM_QUADS, 4, 2);
   }

   /* Probe pixels. */
   pass = pass && util_probe_rect_rgba(ctx, cb, 0, 0,
                                       cb->width0, cb->height0, red);

   /* Cleanup. */
   cso_destroy_context(cso);
   ctx->delete_vs_state(ctx, vs);
   ctx->delete_fs_state(ctx, fs);
   pipe_resource_reference(&cb, NULL);

   util_report_result(pass);
}
Exemple #8
0
XA_EXPORT struct xa_context *
xa_context_create(struct xa_tracker *xa)
{
    struct xa_context *ctx = calloc(1, sizeof(*ctx));

    ctx->xa = xa;
    ctx->pipe = xa->screen->context_create(xa->screen, NULL);
    ctx->cso = cso_create_context(ctx->pipe);
    ctx->shaders = xa_shaders_create(ctx);
    renderer_init_state(ctx);

    return ctx;
}
Exemple #9
0
static void
null_fragment_shader(struct pipe_context *ctx)
{
   struct cso_context *cso;
   struct pipe_resource *cb;
   void *vs;
   struct pipe_rasterizer_state rs = {0};
   struct pipe_query *query;
   union pipe_query_result qresult;

   cso = cso_create_context(ctx);
   cb = util_create_texture2d(ctx->screen, 256, 256,
                              PIPE_FORMAT_R8G8B8A8_UNORM);
   util_set_common_states_and_clear(cso, ctx, cb);

   /* No rasterization. */
   rs.rasterizer_discard = 1;
   cso_set_rasterizer(cso, &rs);

   vs = util_set_passthrough_vertex_shader(cso, ctx, false);

   query = ctx->create_query(ctx, PIPE_QUERY_PRIMITIVES_GENERATED, 0);
   ctx->begin_query(ctx, query);
   util_draw_fullscreen_quad(cso);
   ctx->end_query(ctx, query);
   ctx->get_query_result(ctx, query, true, &qresult);

   /* Cleanup. */
   cso_destroy_context(cso);
   ctx->delete_vs_state(ctx, vs);
   ctx->destroy_query(ctx, query);
   pipe_resource_reference(&cb, NULL);

   /* Check PRIMITIVES_GENERATED. */
   util_report_result(qresult.u64 == 2);
}
Exemple #10
0
static void init_prog(struct program *p)
{
	struct pipe_surface surf_tmpl;
	int ret;

	/* find a hardware device */
	ret = pipe_loader_probe(&p->dev, 1);
	assert(ret);

	/* init a pipe screen */
	p->screen = pipe_loader_create_screen(p->dev, PIPE_SEARCH_DIR);
	assert(p->screen);

	/* create the pipe driver context and cso context */
	p->pipe = p->screen->context_create(p->screen, NULL);
	p->cso = cso_create_context(p->pipe);

	/* set clear color */
	p->clear_color.f[0] = 0.3;
	p->clear_color.f[1] = 0.1;
	p->clear_color.f[2] = 0.3;
	p->clear_color.f[3] = 1.0;

	/* vertex buffer */
	{
		float vertices[4][2][4] = {
			{
				{ 0.9f, 0.9f, 0.0f, 1.0f },
				{ 1.0f, 1.0f, 0.0f, 1.0f }
			},
			{
				{ -0.9f, 0.9f, 0.0f, 1.0f },
				{  0.0f, 1.0f, 0.0f, 1.0f }
			},
			{
				{ -0.9f, -0.9f, 0.0f, 1.0f },
				{  0.0f,  0.0f, 1.0f, 1.0f }
			},
			{
				{ 0.9f, -0.9f, 0.0f, 1.0f },
				{ 1.0f,  0.0f, 1.0f, 1.0f }
			}
		};

		p->vbuf = pipe_buffer_create(p->screen, PIPE_BIND_VERTEX_BUFFER,
					     PIPE_USAGE_DEFAULT, sizeof(vertices));
		pipe_buffer_write(p->pipe, p->vbuf, 0, sizeof(vertices), vertices);
	}

	/* render target texture */
	{
		struct pipe_resource tmplt;
		memset(&tmplt, 0, sizeof(tmplt));
		tmplt.target = PIPE_TEXTURE_2D;
		tmplt.format = PIPE_FORMAT_B8G8R8A8_UNORM; /* All drivers support this */
		tmplt.width0 = WIDTH;
		tmplt.height0 = HEIGHT;
		tmplt.depth0 = 1;
		tmplt.array_size = 1;
		tmplt.last_level = 0;
		tmplt.bind = PIPE_BIND_RENDER_TARGET;

		p->target = p->screen->resource_create(p->screen, &tmplt);
	}

	/* sampler texture */
	{
		uint32_t *ptr;
		struct pipe_transfer *t;
		struct pipe_resource t_tmplt;
		struct pipe_sampler_view v_tmplt;
		struct pipe_box box;

		memset(&t_tmplt, 0, sizeof(t_tmplt));
		t_tmplt.target = PIPE_TEXTURE_2D;
		t_tmplt.format = PIPE_FORMAT_B8G8R8A8_UNORM; /* All drivers support this */
		t_tmplt.width0 = 2;
		t_tmplt.height0 = 2;
		t_tmplt.depth0 = 1;
		t_tmplt.array_size = 1;
		t_tmplt.last_level = 0;
		t_tmplt.bind = PIPE_BIND_RENDER_TARGET;

		p->tex = p->screen->resource_create(p->screen, &t_tmplt);

		memset(&box, 0, sizeof(box));
		box.width = 2;
		box.height = 2;

		ptr = p->pipe->transfer_map(p->pipe, p->tex, 0, PIPE_TRANSFER_WRITE, &box, &t);
		ptr[0] = 0xffff0000;
		ptr[1] = 0xff0000ff;
		ptr[2] = 0xff00ff00;
		ptr[3] = 0xffffff00;
		p->pipe->transfer_unmap(p->pipe, t);

		u_sampler_view_default_template(&v_tmplt, p->tex, p->tex->format);

		p->view = p->pipe->create_sampler_view(p->pipe, p->tex, &v_tmplt);
	}

	/* disabled blending/masking */
	memset(&p->blend, 0, sizeof(p->blend));
	p->blend.rt[0].colormask = PIPE_MASK_RGBA;

	/* no-op depth/stencil/alpha */
	memset(&p->depthstencil, 0, sizeof(p->depthstencil));

	/* rasterizer */
	memset(&p->rasterizer, 0, sizeof(p->rasterizer));
	p->rasterizer.cull_face = PIPE_FACE_NONE;
	p->rasterizer.half_pixel_center = 1;
	p->rasterizer.bottom_edge_rule = 1;
	p->rasterizer.depth_clip = 1;

	/* sampler */
	memset(&p->sampler, 0, sizeof(p->sampler));
	p->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
	p->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
	p->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
	p->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
	p->sampler.min_img_filter = PIPE_TEX_MIPFILTER_LINEAR;
	p->sampler.mag_img_filter = PIPE_TEX_MIPFILTER_LINEAR;
	p->sampler.normalized_coords = 1;

	surf_tmpl.format = PIPE_FORMAT_B8G8R8A8_UNORM; /* All drivers support this */
	surf_tmpl.u.tex.level = 0;
	surf_tmpl.u.tex.first_layer = 0;
	surf_tmpl.u.tex.last_layer = 0;
	/* drawing destination */
	memset(&p->framebuffer, 0, sizeof(p->framebuffer));
	p->framebuffer.width = WIDTH;
	p->framebuffer.height = HEIGHT;
	p->framebuffer.nr_cbufs = 1;
	p->framebuffer.cbufs[0] = p->pipe->create_surface(p->pipe, p->target, &surf_tmpl);

	/* viewport, depth isn't really needed */
	{
		float x = 0;
		float y = 0;
		float z = FAR;
		float half_width = (float)WIDTH / 2.0f;
		float half_height = (float)HEIGHT / 2.0f;
		float half_depth = ((float)FAR - (float)NEAR) / 2.0f;
		float scale, bias;

		if (FLIP) {
			scale = -1.0f;
			bias = (float)HEIGHT;
		} else {
			scale = 1.0f;
			bias = 0.0f;
		}

		p->viewport.scale[0] = half_width;
		p->viewport.scale[1] = half_height * scale;
		p->viewport.scale[2] = half_depth;

		p->viewport.translate[0] = half_width + x;
		p->viewport.translate[1] = (half_height + y) * scale + bias;
		p->viewport.translate[2] = half_depth + z;
	}

	/* vertex elements state */
	memset(p->velem, 0, sizeof(p->velem));
	p->velem[0].src_offset = 0 * 4 * sizeof(float); /* offset 0, first element */
	p->velem[0].instance_divisor = 0;
	p->velem[0].vertex_buffer_index = 0;
	p->velem[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;

	p->velem[1].src_offset = 1 * 4 * sizeof(float); /* offset 16, second element */
	p->velem[1].instance_divisor = 0;
	p->velem[1].vertex_buffer_index = 0;
	p->velem[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;

	/* vertex shader */
	{
		const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
		                                TGSI_SEMANTIC_GENERIC };
		const uint semantic_indexes[] = { 0, 0 };
		p->vs = util_make_vertex_passthrough_shader(p->pipe, 2, semantic_names, semantic_indexes, FALSE);
	}

	/* fragment shader */
	p->fs = util_make_fragment_tex_shader(p->pipe, TGSI_TEXTURE_2D, TGSI_INTERPOLATE_LINEAR);
}
Exemple #11
0
static struct st_context *
st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
		const struct st_config_options *options)
{
   struct pipe_screen *screen = pipe->screen;
   uint i;
   struct st_context *st = ST_CALLOC_STRUCT( st_context );
   
   st->options = *options;

   ctx->st = st;

   st->ctx = ctx;
   st->pipe = pipe;

   /* XXX: this is one-off, per-screen init: */
   st_debug_init();
   
   /* state tracker needs the VBO module */
   _vbo_CreateContext(ctx);

   st->dirty.mesa = ~0;
   st->dirty.st = ~0;

   /* Create upload manager for vertex data for glBitmap, glDrawPixels,
    * glClear, etc.
    */
   st->uploader = u_upload_create(st->pipe, 65536, PIPE_BIND_VERTEX_BUFFER,
                                  PIPE_USAGE_STREAM);

   if (!screen->get_param(screen, PIPE_CAP_USER_INDEX_BUFFERS)) {
      st->indexbuf_uploader = u_upload_create(st->pipe, 128 * 1024,
                                              PIPE_BIND_INDEX_BUFFER,
                                              PIPE_USAGE_STREAM);
   }

   if (!screen->get_param(screen, PIPE_CAP_USER_CONSTANT_BUFFERS))
      st->constbuf_uploader = u_upload_create(pipe, 128 * 1024,
                                              PIPE_BIND_CONSTANT_BUFFER,
                                              PIPE_USAGE_STREAM);

   st->cso_context = cso_create_context(pipe);

   st_init_atoms( st );
   st_init_bitmap(st);
   st_init_clear(st);
   st_init_draw( st );

   /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
   if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
      st->internal_target = PIPE_TEXTURE_2D;
   else
      st->internal_target = PIPE_TEXTURE_RECT;

   /* Vertex element objects used for drawing rectangles for glBitmap,
    * glDrawPixels, glClear, etc.
    */
   for (i = 0; i < ARRAY_SIZE(st->velems_util_draw); i++) {
      memset(&st->velems_util_draw[i], 0, sizeof(struct pipe_vertex_element));
      st->velems_util_draw[i].src_offset = i * 4 * sizeof(float);
      st->velems_util_draw[i].instance_divisor = 0;
      st->velems_util_draw[i].vertex_buffer_index =
            cso_get_aux_vertex_buffer_slot(st->cso_context);
      st->velems_util_draw[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
   }

   /* we want all vertex data to be placed in buffer objects */
   vbo_use_buffer_objects(ctx);


   /* make sure that no VBOs are left mapped when we're drawing. */
   vbo_always_unmap_buffers(ctx);

   /* Need these flags:
    */
   st->ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;

   st->ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;

   st->has_stencil_export =
      screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
   st->has_shader_model3 = screen->get_param(screen, PIPE_CAP_SM3);
   st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8,
                                              PIPE_TEXTURE_2D, 0,
                                              PIPE_BIND_SAMPLER_VIEW);
   st->has_etc2 = screen->is_format_supported(screen, PIPE_FORMAT_ETC2_RGB8,
                                              PIPE_TEXTURE_2D, 0,
                                              PIPE_BIND_SAMPLER_VIEW);
   st->prefer_blit_based_texture_transfer = screen->get_param(screen,
                              PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER);
   st->force_persample_in_shader =
      screen->get_param(screen, PIPE_CAP_SAMPLE_SHADING) &&
      !screen->get_param(screen, PIPE_CAP_FORCE_PERSAMPLE_INTERP);
   st->has_shareable_shaders = screen->get_param(screen,
                                                 PIPE_CAP_SHAREABLE_SHADERS);
   st->needs_texcoord_semantic =
      screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD);
   st->apply_texture_swizzle_to_border_color =
      !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
         (PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 |
          PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600));
   st->has_time_elapsed =
      screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED);
   st->has_half_float_packing =
      screen->get_param(screen, PIPE_CAP_TGSI_PACK_HALF_FLOAT);
   st->has_multi_draw_indirect =
      screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT);

   /* GL limits and extensions */
   st_init_limits(st->pipe->screen, &ctx->Const, &ctx->Extensions);
   st_init_extensions(st->pipe->screen, &ctx->Const,
                      &ctx->Extensions, &st->options, ctx->Mesa_DXTn);

   if (st_have_perfmon(st)) {
      ctx->Extensions.AMD_performance_monitor = GL_TRUE;
   }

   /* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */
   if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
      if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
         st->clamp_vert_color_in_shader = GL_TRUE;
      }

      if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
         st->clamp_frag_color_in_shader = GL_TRUE;
      }

      /* For drivers which cannot do color clamping, it's better to just
       * disable ARB_color_buffer_float in the core profile, because
       * the clamping is deprecated there anyway. */
      if (ctx->API == API_OPENGL_CORE &&
          (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
         st->clamp_vert_color_in_shader = GL_FALSE;
         st->clamp_frag_color_in_shader = GL_FALSE;
         ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
      }
   }

   /* called after _mesa_create_context/_mesa_init_point, fix default user
    * settable max point size up
    */
   st->ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize,
                                 ctx->Const.MaxPointSizeAA);
   /* For vertex shaders, make sure not to emit saturate when SM 3.0 is not supported */
   ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat = !st->has_shader_model3;

   if (!ctx->Extensions.ARB_gpu_shader5) {
      for (i = 0; i < MESA_SHADER_STAGES; i++)
         ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler = true;
   }

   /* Set which shader types can be compiled at link time. */
   st->shader_has_one_variant[MESA_SHADER_VERTEX] =
         st->has_shareable_shaders &&
         !st->clamp_vert_color_in_shader;

   st->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
         st->has_shareable_shaders &&
         !st->clamp_frag_color_in_shader &&
         !st->force_persample_in_shader;

   st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders;
   st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] = st->has_shareable_shaders;
   st->shader_has_one_variant[MESA_SHADER_GEOMETRY] = st->has_shareable_shaders;

   _mesa_compute_version(ctx);

   if (ctx->Version == 0) {
      /* This can happen when a core profile was requested, but the driver
       * does not support some features of GL 3.1 or later.
       */
      st_destroy_context_priv(st);
      return NULL;
   }

   _mesa_initialize_dispatch_tables(ctx);
   _mesa_initialize_vbo_vtxfmt(ctx);

   return st;
}
Exemple #12
0
static struct st_context *
st_create_context_priv( GLcontext *ctx, struct pipe_context *pipe )
{
   uint i;
   struct st_context *st = ST_CALLOC_STRUCT( st_context );
   
   ctx->st = st;

   st->ctx = ctx;
   st->pipe = pipe;

   /* XXX: this is one-off, per-screen init: */
   st_debug_init();
   
   /* state tracker needs the VBO module */
   _vbo_CreateContext(ctx);

   st->dirty.mesa = ~0;
   st->dirty.st = ~0;

   st->cso_context = cso_create_context(pipe);

   st_init_atoms( st );
   st_init_bitmap(st);
   st_init_clear(st);
   st_init_draw( st );
   st_init_generate_mipmap(st);
   st_init_blit(st);

   if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
      st->internal_target = PIPE_TEXTURE_2D;
   else
      st->internal_target = PIPE_TEXTURE_RECT;

   for (i = 0; i < PIPE_MAX_SAMPLERS; i++)
      st->state.sampler_list[i] = &st->state.samplers[i];

   for (i = 0; i < 3; i++) {
      memset(&st->velems_util_draw[i], 0, sizeof(struct pipe_vertex_element));
      st->velems_util_draw[i].src_offset = i * 4 * sizeof(float);
      st->velems_util_draw[i].instance_divisor = 0;
      st->velems_util_draw[i].vertex_buffer_index = 0;
      st->velems_util_draw[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
   }

   /* we want all vertex data to be placed in buffer objects */
   vbo_use_buffer_objects(ctx);

   /* Need these flags:
    */
   st->ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;

   st->ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;

   st->pixel_xfer.cache = _mesa_new_program_cache();

   st->force_msaa = st_get_msaa();

   /* GL limits and extensions */
   st_init_limits(st);
   st_init_extensions(st);

   return st;
}
Exemple #13
0
static void
test_texture_barrier(struct pipe_context *ctx, bool use_fbfetch,
                     unsigned num_samples)
{
   struct cso_context *cso;
   struct pipe_resource *cb;
   struct pipe_sampler_view *view = NULL;
   char name[256];
   const char *text;

   assert(num_samples >= 1 && num_samples <= 8);

   util_snprintf(name, sizeof(name), "%s: %s, %u samples", __func__,
                 use_fbfetch ? "FBFETCH" : "sampler", MAX2(num_samples, 1));

   if (!ctx->screen->get_param(ctx->screen, PIPE_CAP_TEXTURE_BARRIER)) {
      util_report_result_helper(SKIP, name);
      return;
   }
   if (use_fbfetch &&
       !ctx->screen->get_param(ctx->screen, PIPE_CAP_TGSI_FS_FBFETCH)) {
      util_report_result_helper(SKIP, name);
      return;
   }

   cso = cso_create_context(ctx, 0);
   cb = util_create_texture2d(ctx->screen, 256, 256,
                              PIPE_FORMAT_R8G8B8A8_UNORM, num_samples);
   util_set_common_states_and_clear(cso, ctx, cb);

   /* Clear each sample to a different value. */
   if (num_samples > 1) {
      void *fs =
         util_make_fragment_passthrough_shader(ctx, TGSI_SEMANTIC_GENERIC,
                                               TGSI_INTERPOLATE_LINEAR, TRUE);
      cso_set_fragment_shader_handle(cso, fs);

      /* Vertex shader. */
      void *vs = util_set_passthrough_vertex_shader(cso, ctx, false);

      for (unsigned i = 0; i < num_samples / 2; i++) {
         float value;

         /* 2 consecutive samples should have the same color to test MSAA
          * compression properly.
          */
         if (num_samples == 2) {
            value = 0.1;
         } else {
            /* The average value must be 0.1 */
            static const float values[] = {
               0.0, 0.2, 0.05, 0.15
            };
            value = values[i];
         }

         ctx->set_sample_mask(ctx, 0x3 << (i * 2));
         util_draw_fullscreen_quad_fill(cso, value, value, value, value);
      }
      ctx->set_sample_mask(ctx, ~0);

      cso_set_vertex_shader_handle(cso, NULL);
      cso_set_fragment_shader_handle(cso, NULL);
      ctx->delete_vs_state(ctx, vs);
      ctx->delete_fs_state(ctx, fs);
   }

   if (use_fbfetch) {
      /* Fragment shader. */
      text = "FRAG\n"
             "DCL OUT[0], COLOR[0]\n"
             "DCL TEMP[0]\n"
             "IMM[0] FLT32 { 0.1, 0.2, 0.3, 0.4}\n"

             "FBFETCH TEMP[0], OUT[0]\n"
             "ADD OUT[0], TEMP[0], IMM[0]\n"
             "END\n";
   } else {
      struct pipe_sampler_view templ = {{0}};
      templ.format = cb->format;
      templ.target = cb->target;
      templ.swizzle_r = PIPE_SWIZZLE_X;
      templ.swizzle_g = PIPE_SWIZZLE_Y;
      templ.swizzle_b = PIPE_SWIZZLE_Z;
      templ.swizzle_a = PIPE_SWIZZLE_W;
      view = ctx->create_sampler_view(ctx, cb, &templ);
      ctx->set_sampler_views(ctx, PIPE_SHADER_FRAGMENT, 0, 1, &view);

      /* Fragment shader. */
      if (num_samples > 1) {
         text = "FRAG\n"
                "DCL SV[0], POSITION\n"
                "DCL SV[1], SAMPLEID\n"
                "DCL SAMP[0]\n"
                "DCL SVIEW[0], 2D_MSAA, FLOAT\n"
                "DCL OUT[0], COLOR[0]\n"
                "DCL TEMP[0]\n"
                "IMM[0] FLT32 { 0.1, 0.2, 0.3, 0.4}\n"

                "F2I TEMP[0].xy, SV[0].xyyy\n"
                "MOV TEMP[0].w, SV[1].xxxx\n"
                "TXF TEMP[0], TEMP[0], SAMP[0], 2D_MSAA\n"
                "ADD OUT[0], TEMP[0], IMM[0]\n"
                "END\n";
      } else {
         text = "FRAG\n"
                "DCL SV[0], POSITION\n"
                "DCL SAMP[0]\n"
                "DCL SVIEW[0], 2D, FLOAT\n"
                "DCL OUT[0], COLOR[0]\n"
                "DCL TEMP[0]\n"
                "IMM[0] FLT32 { 0.1, 0.2, 0.3, 0.4}\n"
                "IMM[1] INT32 { 0, 0, 0, 0}\n"

                "F2I TEMP[0].xy, SV[0].xyyy\n"
                "MOV TEMP[0].zw, IMM[1]\n"
                "TXF TEMP[0], TEMP[0], SAMP[0], 2D\n"
                "ADD OUT[0], TEMP[0], IMM[0]\n"
                "END\n";
      }
   }

   struct tgsi_token tokens[1000];
   struct pipe_shader_state state;

   if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
      assert(0);
      util_report_result_helper(FAIL, name);
      return;
   }
   pipe_shader_state_from_tgsi(&state, tokens);

   void *fs = ctx->create_fs_state(ctx, &state);
   cso_set_fragment_shader_handle(cso, fs);

   /* Vertex shader. */
   void *vs = util_set_passthrough_vertex_shader(cso, ctx, false);

   if (num_samples > 1 && !use_fbfetch)
      ctx->set_min_samples(ctx, num_samples);

   for (int i = 0; i < 2; i++) {
      ctx->texture_barrier(ctx,
                           use_fbfetch ? PIPE_TEXTURE_BARRIER_FRAMEBUFFER :
                                         PIPE_TEXTURE_BARRIER_SAMPLER);
      util_draw_fullscreen_quad(cso);
   }
   if (num_samples > 1 && !use_fbfetch)
      ctx->set_min_samples(ctx, 1);

   /* Probe pixels.
    *
    * For single sample:
    *   result = 0.1 (clear) + (0.1, 0.2, 0.3, 0.4) * 2 = (0.3, 0.5, 0.7, 0.9)
    *
    * For MSAA 4x:
    *   sample0 = 0.0 (clear) + (0.1, 0.2, 0.3, 0.4) * 2 = (0.2, 0.4, 0.6, 0.8)
    *   sample1 = sample0
    *   sample2 = 0.2 (clear) + (0.1, 0.2, 0.3, 0.4) * 2 = (0.4, 0.6, 0.8, 1.0)
    *   sample3 = sample2
    *   resolved = sum(sample[0:3]) / 4 = (0.3, 0.5, 0.7, 0.9)
    */
   static const float expected[] = {0.3, 0.5, 0.7, 0.9};
   bool pass = util_probe_rect_rgba(ctx, cb, 0, 0,
                                    cb->width0, cb->height0, expected);

   /* Cleanup. */
   cso_destroy_context(cso);
   ctx->delete_vs_state(ctx, vs);
   ctx->delete_fs_state(ctx, fs);
   pipe_sampler_view_reference(&view, NULL);
   pipe_resource_reference(&cb, NULL);

   util_report_result_helper(pass, name);
}
Exemple #14
0
static void
test_sync_file_fences(struct pipe_context *ctx)
{
   struct pipe_screen *screen = ctx->screen;
   bool pass = true;
   enum pipe_fd_type fd_type = PIPE_FD_TYPE_NATIVE_SYNC;

   if (!screen->get_param(screen, PIPE_CAP_NATIVE_FENCE_FD))
      return;

   struct cso_context *cso = cso_create_context(ctx, 0);
   struct pipe_resource *buf =
      pipe_buffer_create(screen, 0, PIPE_USAGE_DEFAULT, 1024 * 1024);
   struct pipe_resource *tex =
      util_create_texture2d(screen, 4096, 1024, PIPE_FORMAT_R8_UNORM, 0);
   struct pipe_fence_handle *buf_fence = NULL, *tex_fence = NULL;

   /* Run 2 clears, get fencess. */
   uint32_t value = 0;
   ctx->clear_buffer(ctx, buf, 0, buf->width0, &value, sizeof(value));
   ctx->flush(ctx, &buf_fence, PIPE_FLUSH_FENCE_FD);

   struct pipe_box box;
   u_box_2d(0, 0, tex->width0, tex->height0, &box);
   ctx->clear_texture(ctx, tex, 0, &box, &value);
   ctx->flush(ctx, &tex_fence, PIPE_FLUSH_FENCE_FD);
   pass = pass && buf_fence && tex_fence;

   /* Export fences. */
   int buf_fd = screen->fence_get_fd(screen, buf_fence);
   int tex_fd = screen->fence_get_fd(screen, tex_fence);
   pass = pass && buf_fd >= 0 && tex_fd >= 0;

   /* Merge fences. */
   int merged_fd = sync_merge("test", buf_fd, tex_fd);
   pass = pass && merged_fd >= 0;

   /* (Re)import all fences. */
   struct pipe_fence_handle *re_buf_fence = NULL, *re_tex_fence = NULL;
   struct pipe_fence_handle *merged_fence = NULL;
   ctx->create_fence_fd(ctx, &re_buf_fence, buf_fd, fd_type);
   ctx->create_fence_fd(ctx, &re_tex_fence, tex_fd, fd_type);
   ctx->create_fence_fd(ctx, &merged_fence, merged_fd, fd_type);
   pass = pass && re_buf_fence && re_tex_fence && merged_fence;

   /* Run another clear after waiting for everything. */
   struct pipe_fence_handle *final_fence = NULL;
   ctx->fence_server_sync(ctx, merged_fence);
   value = 0xff;
   ctx->clear_buffer(ctx, buf, 0, buf->width0, &value, sizeof(value));
   ctx->flush(ctx, &final_fence, PIPE_FLUSH_FENCE_FD);
   pass = pass && final_fence;

   /* Wait for the last fence. */
   int final_fd = screen->fence_get_fd(screen, final_fence);
   pass = pass && final_fd >= 0;
   pass = pass && sync_wait(final_fd, -1) == 0;

   /* Check that all fences are signalled. */
   pass = pass && sync_wait(buf_fd, 0) == 0;
   pass = pass && sync_wait(tex_fd, 0) == 0;
   pass = pass && sync_wait(merged_fd, 0) == 0;

   pass = pass && screen->fence_finish(screen, NULL, buf_fence, 0);
   pass = pass && screen->fence_finish(screen, NULL, tex_fence, 0);
   pass = pass && screen->fence_finish(screen, NULL, re_buf_fence, 0);
   pass = pass && screen->fence_finish(screen, NULL, re_tex_fence, 0);
   pass = pass && screen->fence_finish(screen, NULL, merged_fence, 0);
   pass = pass && screen->fence_finish(screen, NULL, final_fence, 0);

   /* Cleanup. */
#ifndef PIPE_OS_WINDOWS
   if (buf_fd >= 0)
      close(buf_fd);
   if (tex_fd >= 0)
      close(tex_fd);
   if (merged_fd >= 0)
      close(merged_fd);
   if (final_fd >= 0)
      close(final_fd);
#endif

   screen->fence_reference(screen, &buf_fence, NULL);
   screen->fence_reference(screen, &tex_fence, NULL);
   screen->fence_reference(screen, &re_buf_fence, NULL);
   screen->fence_reference(screen, &re_tex_fence, NULL);
   screen->fence_reference(screen, &merged_fence, NULL);
   screen->fence_reference(screen, &final_fence, NULL);

   cso_destroy_context(cso);
   pipe_resource_reference(&buf, NULL);
   pipe_resource_reference(&tex, NULL);

   util_report_result(pass);
}
struct vg_context * vg_create_context(struct pipe_context *pipe,
                                      const void *visual,
                                      struct vg_context *share)
{
   struct vg_context *ctx;
   unsigned i;

   ctx = CALLOC_STRUCT(vg_context);

   ctx->pipe = pipe;
   if (!choose_depth_stencil_format(ctx)) {
      FREE(ctx);
      return NULL;
   }

   ctx->dispatch = api_create_dispatch();

   vg_init_state(&ctx->state.vg);
   ctx->state.dirty = ALL_DIRTY;

   ctx->cso_context = cso_create_context(pipe);

   init_clear(ctx);

   ctx->default_paint = paint_create(ctx);
   ctx->state.vg.stroke_paint = ctx->default_paint;
   ctx->state.vg.fill_paint = ctx->default_paint;


   ctx->mask.sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->mask.sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->mask.sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
   ctx->mask.sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
   ctx->mask.sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
   ctx->mask.sampler.normalized_coords = 0;

   ctx->blend_sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->blend_sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->blend_sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
   ctx->blend_sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
   ctx->blend_sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
   ctx->blend_sampler.normalized_coords = 0;

   for (i = 0; i < 2; i++) {
      ctx->velems[i].src_offset = i * 4 * sizeof(float);
      ctx->velems[i].instance_divisor = 0;
      ctx->velems[i].vertex_buffer_index = 0;
      ctx->velems[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
   }

   vg_set_error(ctx, VG_NO_ERROR);

   ctx->owned_objects[VG_OBJECT_PAINT] = cso_hash_create();
   ctx->owned_objects[VG_OBJECT_IMAGE] = cso_hash_create();
   ctx->owned_objects[VG_OBJECT_MASK] = cso_hash_create();
   ctx->owned_objects[VG_OBJECT_FONT] = cso_hash_create();
   ctx->owned_objects[VG_OBJECT_PATH] = cso_hash_create();

   ctx->renderer = renderer_create(ctx);
   ctx->sc = shaders_cache_create(ctx);
   ctx->shader = shader_create(ctx);

   ctx->blit = util_create_blit(ctx->pipe, ctx->cso_context);

   return ctx;
}
Exemple #16
0
static struct st_context *
st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
		const struct st_config_options *options)
{
   struct pipe_screen *screen = pipe->screen;
   uint i;
   struct st_context *st = ST_CALLOC_STRUCT( st_context );
   
   st->options = *options;

   ctx->st = st;

   st->ctx = ctx;
   st->pipe = pipe;

   /* XXX: this is one-off, per-screen init: */
   st_debug_init();
   
   /* state tracker needs the VBO module */
   _vbo_CreateContext(ctx);

   st->dirty.mesa = ~0;
   st->dirty.st = ~0;

   /* Create upload manager for vertex data for glBitmap, glDrawPixels,
    * glClear, etc.
    */
   st->uploader = u_upload_create(st->pipe, 65536, 4, PIPE_BIND_VERTEX_BUFFER);

   if (!screen->get_param(screen, PIPE_CAP_USER_INDEX_BUFFERS)) {
      st->indexbuf_uploader = u_upload_create(st->pipe, 128 * 1024, 4,
                                              PIPE_BIND_INDEX_BUFFER);
   }

   if (!screen->get_param(screen, PIPE_CAP_USER_CONSTANT_BUFFERS)) {
      unsigned alignment =
         screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT);

      st->constbuf_uploader = u_upload_create(pipe, 128 * 1024, alignment,
                                              PIPE_BIND_CONSTANT_BUFFER);
   }

   st->cso_context = cso_create_context(pipe);

   st_init_atoms( st );
   st_init_bitmap(st);
   st_init_clear(st);
   st_init_draw( st );
   st_init_generate_mipmap(st);

   /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
   if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
      st->internal_target = PIPE_TEXTURE_2D;
   else
      st->internal_target = PIPE_TEXTURE_RECT;

   /* Vertex element objects used for drawing rectangles for glBitmap,
    * glDrawPixels, glClear, etc.
    */
   for (i = 0; i < Elements(st->velems_util_draw); i++) {
      memset(&st->velems_util_draw[i], 0, sizeof(struct pipe_vertex_element));
      st->velems_util_draw[i].src_offset = i * 4 * sizeof(float);
      st->velems_util_draw[i].instance_divisor = 0;
      st->velems_util_draw[i].vertex_buffer_index =
            cso_get_aux_vertex_buffer_slot(st->cso_context);
      st->velems_util_draw[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
   }

   /* we want all vertex data to be placed in buffer objects */
   vbo_use_buffer_objects(ctx);


   /* make sure that no VBOs are left mapped when we're drawing. */
   vbo_always_unmap_buffers(ctx);

   /* Need these flags:
    */
   st->ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;

   st->ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;

   st->pixel_xfer.cache = _mesa_new_program_cache();

   st->has_stencil_export =
      screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
   st->has_shader_model3 = screen->get_param(screen, PIPE_CAP_SM3);
   st->prefer_blit_based_texture_transfer = screen->get_param(screen,
                              PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER);

   st->needs_texcoord_semantic =
      screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD);
   st->apply_texture_swizzle_to_border_color =
      !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
         (PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 |
          PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600));

   /* GL limits and extensions */
   st_init_limits(st);
   st_init_extensions(st);

   _mesa_compute_version(ctx);

   _mesa_initialize_dispatch_tables(ctx);
   _mesa_initialize_vbo_vtxfmt(ctx);

   return st;
}
Exemple #17
0
struct st_context *
st_context_create(struct st_device *st_dev) 
{
   struct st_context *st_ctx;
   
   st_ctx = CALLOC_STRUCT(st_context);
   if(!st_ctx)
      return NULL;
   
   st_device_reference(&st_ctx->st_dev, st_dev);
   
   st_ctx->real_pipe = st_dev->st_ws->context_create(st_dev->real_screen);
   if(!st_ctx->real_pipe) {
      st_context_destroy(st_ctx);
      return NULL;
   }
   
   st_ctx->pipe = trace_context_create(st_dev->screen, st_ctx->real_pipe);
   if(!st_ctx->pipe) {
      st_context_destroy(st_ctx);
      return NULL;
   }

   st_ctx->cso = cso_create_context(st_ctx->pipe);
   if(!st_ctx->cso) {
      st_context_destroy(st_ctx);
      return NULL;
   }
   
   /* disabled blending/masking */
   {
      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(st_ctx->cso, &blend);
   }

   /* no-op depth/stencil/alpha */
   {
      struct pipe_depth_stencil_alpha_state depthstencil;
      memset(&depthstencil, 0, sizeof(depthstencil));
      cso_set_depth_stencil_alpha(st_ctx->cso, &depthstencil);
   }

   /* rasterizer */
   {
      struct pipe_rasterizer_state rasterizer;
      memset(&rasterizer, 0, sizeof(rasterizer));
      rasterizer.front_winding = PIPE_WINDING_CW;
      rasterizer.cull_mode = PIPE_WINDING_NONE;
      cso_set_rasterizer(st_ctx->cso, &rasterizer);
   }

   /* clip */
   {
      struct pipe_clip_state clip;
      memset(&clip, 0, sizeof(clip));
      st_ctx->pipe->set_clip_state(st_ctx->pipe, &clip);
   }

   /* identity viewport */
   {
      struct pipe_viewport_state viewport;
      viewport.scale[0] = 1.0;
      viewport.scale[1] = 1.0;
      viewport.scale[2] = 1.0;
      viewport.scale[3] = 1.0;
      viewport.translate[0] = 0.0;
      viewport.translate[1] = 0.0;
      viewport.translate[2] = 0.0;
      viewport.translate[3] = 0.0;
      cso_set_viewport(st_ctx->cso, &viewport);
   }

   /* samplers */
   {
      struct pipe_sampler_state sampler;
      unsigned i;
      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_NEAREST;
      sampler.min_img_filter = PIPE_TEX_MIPFILTER_NEAREST;
      sampler.mag_img_filter = PIPE_TEX_MIPFILTER_NEAREST;
      sampler.normalized_coords = 1;
      for (i = 0; i < PIPE_MAX_SAMPLERS; i++)
         cso_single_sampler(st_ctx->cso, i, &sampler);
      cso_single_sampler_done(st_ctx->cso);
   }

   /* default textures */
   {
      struct pipe_screen *screen = st_dev->screen;
      struct pipe_texture templat;
      struct pipe_transfer *transfer;
      unsigned i;

      memset( &templat, 0, sizeof( templat ) );
      templat.target = PIPE_TEXTURE_2D;
      templat.format = PIPE_FORMAT_A8R8G8B8_UNORM;
      templat.block.size = 4;
      templat.block.width = 1;
      templat.block.height = 1;
      templat.width[0] = 1;
      templat.height[0] = 1;
      templat.depth[0] = 1;
      templat.last_level = 0;
   
      st_ctx->default_texture = screen->texture_create( screen, &templat );
      if(st_ctx->default_texture) {
         transfer = screen->get_tex_transfer(screen,
                                             st_ctx->default_texture,
                                             0, 0, 0,
                                             PIPE_TRANSFER_WRITE,
                                             0, 0,
                                             st_ctx->default_texture->width[0],
                                             st_ctx->default_texture->height[0]);
         if (transfer) {
            uint32_t *map;
            map = (uint32_t *) screen->transfer_map(screen, transfer);
            if(map) {
               *map = 0x00000000;
               screen->transfer_unmap(screen, transfer);
            }
            screen->tex_transfer_destroy(transfer);
         }
      }
   
      for (i = 0; i < PIPE_MAX_SAMPLERS; i++)
         pipe_texture_reference(&st_ctx->sampler_textures[i], st_ctx->default_texture);
      
      cso_set_sampler_textures(st_ctx->cso, PIPE_MAX_SAMPLERS, st_ctx->sampler_textures);
   }
   
   /* vertex shader */
   {
      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
                                      TGSI_SEMANTIC_GENERIC };
      const uint semantic_indexes[] = { 0, 0 };
      st_ctx->vs = util_make_vertex_passthrough_shader(st_ctx->pipe, 
                                                       2, 
                                                       semantic_names,
                                                       semantic_indexes);
      cso_set_vertex_shader_handle(st_ctx->cso, st_ctx->vs);
   }

   /* fragment shader */
   {
      st_ctx->fs = util_make_fragment_passthrough_shader(st_ctx->pipe);
      cso_set_fragment_shader_handle(st_ctx->cso, st_ctx->fs);
   }

   return st_ctx;
}
static void init_prog(struct program *p)
{
	struct pipe_surface surf_tmpl;
	int ret;

	/* find a hardware device */
	ret = pipe_loader_probe(&p->dev, 1);
	assert(ret);

	/* init a pipe screen */
	p->screen = pipe_loader_create_screen(p->dev, PIPE_SEARCH_DIR);
	assert(p->screen);

	/* create the pipe driver context and cso context */
	p->pipe = p->screen->context_create(p->screen, NULL);
	p->cso = cso_create_context(p->pipe);

	/* set clear color */
	p->clear_color.f[0] = 0.3;
	p->clear_color.f[1] = 0.1;
	p->clear_color.f[2] = 0.3;
	p->clear_color.f[3] = 1.0;

	/* vertex buffer */
	{
		float vertices[4][2][4] = {
			{
				{ 0.0f, -0.9f, 0.0f, 1.0f },
				{ 1.0f, 0.0f, 0.0f, 1.0f }
			},
			{
				{ -0.9f, 0.9f, 0.0f, 1.0f },
				{ 0.0f, 1.0f, 0.0f, 1.0f }
			},
			{
				{ 0.9f, 0.9f, 0.0f, 1.0f },
				{ 0.0f, 0.0f, 1.0f, 1.0f }
			}
		};

		p->vbuf = pipe_buffer_create(p->screen, PIPE_BIND_VERTEX_BUFFER,
					     PIPE_USAGE_STATIC, sizeof(vertices));
		pipe_buffer_write(p->pipe, p->vbuf, 0, sizeof(vertices), vertices);
	}

	/* render target texture */
	{
		struct pipe_resource tmplt;
		memset(&tmplt, 0, sizeof(tmplt));
		tmplt.target = PIPE_TEXTURE_2D;
		tmplt.format = PIPE_FORMAT_B8G8R8A8_UNORM; /* All drivers support this */
		tmplt.width0 = WIDTH;
		tmplt.height0 = HEIGHT;
		tmplt.depth0 = 1;
		tmplt.array_size = 1;
		tmplt.last_level = 0;
		tmplt.bind = PIPE_BIND_RENDER_TARGET;

		p->target = p->screen->resource_create(p->screen, &tmplt);
	}

	/* disabled blending/masking */
	memset(&p->blend, 0, sizeof(p->blend));
	p->blend.rt[0].colormask = PIPE_MASK_RGBA;

	/* no-op depth/stencil/alpha */
	memset(&p->depthstencil, 0, sizeof(p->depthstencil));

	/* rasterizer */
	memset(&p->rasterizer, 0, sizeof(p->rasterizer));
	p->rasterizer.cull_face = PIPE_FACE_NONE;
	p->rasterizer.gl_rasterization_rules = 1;
	p->rasterizer.depth_clip = 1;

	surf_tmpl.format = PIPE_FORMAT_B8G8R8A8_UNORM;
	surf_tmpl.usage = PIPE_BIND_RENDER_TARGET;
	surf_tmpl.u.tex.level = 0;
	surf_tmpl.u.tex.first_layer = 0;
	surf_tmpl.u.tex.last_layer = 0;
	/* drawing destination */
	memset(&p->framebuffer, 0, sizeof(p->framebuffer));
	p->framebuffer.width = WIDTH;
	p->framebuffer.height = HEIGHT;
	p->framebuffer.nr_cbufs = 1;
	p->framebuffer.cbufs[0] = p->pipe->create_surface(p->pipe, p->target, &surf_tmpl);

	/* viewport, depth isn't really needed */
	{
		float x = 0;
		float y = 0;
		float z = FAR;
		float half_width = (float)WIDTH / 2.0f;
		float half_height = (float)HEIGHT / 2.0f;
		float half_depth = ((float)FAR - (float)NEAR) / 2.0f;
		float scale, bias;

		if (FLIP) {
			scale = -1.0f;
			bias = (float)HEIGHT;
		} else {
			scale = 1.0f;
			bias = 0.0f;
		}

		p->viewport.scale[0] = half_width;
		p->viewport.scale[1] = half_height * scale;
		p->viewport.scale[2] = half_depth;
		p->viewport.scale[3] = 1.0f;

		p->viewport.translate[0] = half_width + x;
		p->viewport.translate[1] = (half_height + y) * scale + bias;
		p->viewport.translate[2] = half_depth + z;
		p->viewport.translate[3] = 0.0f;
	}

	/* vertex elements state */
	memset(p->velem, 0, sizeof(p->velem));
	p->velem[0].src_offset = 0 * 4 * sizeof(float); /* offset 0, first element */
	p->velem[0].instance_divisor = 0;
	p->velem[0].vertex_buffer_index = 0;
	p->velem[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;

	p->velem[1].src_offset = 1 * 4 * sizeof(float); /* offset 16, second element */
	p->velem[1].instance_divisor = 0;
	p->velem[1].vertex_buffer_index = 0;
	p->velem[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;

	/* vertex shader */
	{
			const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
							TGSI_SEMANTIC_COLOR };
			const uint semantic_indexes[] = { 0, 0 };
			p->vs = util_make_vertex_passthrough_shader(p->pipe, 2, semantic_names, semantic_indexes);
	}

	/* fragment shader */
	p->fs = util_make_fragment_passthrough_shader(p->pipe);
}
Exemple #19
0
/** Initialize the internal details */
struct program *
pp_init_prog(struct pp_queue_t *ppq, struct pipe_screen *pscreen)
{

   struct program *p;

   pp_debug("Initializing program\n");
   if (!pscreen)
      return NULL;

   p = CALLOC(1, sizeof(struct program));
   if (!p)
      return NULL;

   p->screen = pscreen;
   p->pipe = pscreen->context_create(pscreen, NULL);
   p->cso = cso_create_context(p->pipe);

   {
      static const float verts[4][2][4] = {
         {
          {1.0f, 1.0f, 0.0f, 1.0f},
          {1.0f, 1.0f, 0.0f, 1.0f}
          },
         {
          {-1.0f, 1.0f, 0.0f, 1.0f},
          {0.0f, 1.0f, 0.0f, 1.0f}
          },
         {
          {-1.0f, -1.0f, 0.0f, 1.0f},
          {0.0f, 0.0f, 0.0f, 1.0f}
          },
         {
          {1.0f, -1.0f, 0.0f, 1.0f},
          {1.0f, 0.0f, 0.0f, 1.0f}
          }
      };

      p->vbuf = pipe_buffer_create(pscreen, PIPE_BIND_VERTEX_BUFFER,
                                   PIPE_USAGE_STATIC, sizeof(verts));
      pipe_buffer_write(p->pipe, p->vbuf, 0, sizeof(verts), verts);
   }

   p->blend.rt[0].colormask = PIPE_MASK_RGBA;
   p->blend.rt[0].rgb_src_factor = p->blend.rt[0].alpha_src_factor =
      PIPE_BLENDFACTOR_SRC_ALPHA;
   p->blend.rt[0].rgb_dst_factor = p->blend.rt[0].alpha_dst_factor =
      PIPE_BLENDFACTOR_INV_SRC_ALPHA;

   p->rasterizer.cull_face = PIPE_FACE_NONE;
   p->rasterizer.gl_rasterization_rules = 1;

   p->sampler.wrap_s = p->sampler.wrap_t = p->sampler.wrap_r =
      PIPE_TEX_WRAP_CLAMP_TO_EDGE;

   p->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
   p->sampler.min_img_filter = p->sampler.mag_img_filter =
      PIPE_TEX_FILTER_LINEAR;
   p->sampler.normalized_coords = 1;

   p->sampler_point.wrap_s = p->sampler_point.wrap_t =
      p->sampler_point.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   p->sampler_point.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
   p->sampler_point.min_img_filter = p->sampler_point.mag_img_filter =
      PIPE_TEX_FILTER_NEAREST;
   p->sampler_point.normalized_coords = 1;

   p->velem[0].src_offset = 0;
   p->velem[0].instance_divisor = 0;
   p->velem[0].vertex_buffer_index = 0;
   p->velem[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
   p->velem[1].src_offset = 1 * 4 * sizeof(float);
   p->velem[1].instance_divisor = 0;
   p->velem[1].vertex_buffer_index = 0;
   p->velem[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;

   if (!p->screen->is_format_supported(p->screen,
                                       PIPE_FORMAT_R32G32B32A32_FLOAT,
                                       PIPE_BUFFER, 1,
                                       PIPE_BIND_VERTEX_BUFFER))
      pp_debug("Vertex buf format fail\n");


   {
      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
         TGSI_SEMANTIC_GENERIC
      };
      const uint semantic_indexes[] = { 0, 0 };
      p->passvs = util_make_vertex_passthrough_shader(p->pipe, 2,
                                                      semantic_names,
                                                      semantic_indexes);
   }

   p->framebuffer.nr_cbufs = 1;

   p->surf.usage = PIPE_BIND_RENDER_TARGET;
   p->surf.format = PIPE_FORMAT_B8G8R8A8_UNORM;

   p->pipe->set_sample_mask(p->pipe, ~0);

   return p;
}