static struct pipe_buffer * setup_vertex_data_tex(struct renderer *ctx, float x0, float y0, float x1, float y1, float s0, float t0, float s1, float t1, float z) { ctx->vertices[0][0][0] = x0; ctx->vertices[0][0][1] = y0; ctx->vertices[0][0][2] = z; ctx->vertices[0][1][0] = s0; /*s*/ ctx->vertices[0][1][1] = t0; /*t*/ ctx->vertices[1][0][0] = x1; ctx->vertices[1][0][1] = y0; ctx->vertices[1][0][2] = z; ctx->vertices[1][1][0] = s1; /*s*/ ctx->vertices[1][1][1] = t0; /*t*/ ctx->vertices[2][0][0] = x1; ctx->vertices[2][0][1] = y1; ctx->vertices[2][0][2] = z; ctx->vertices[2][1][0] = s1; ctx->vertices[2][1][1] = t1; ctx->vertices[3][0][0] = x0; ctx->vertices[3][0][1] = y1; ctx->vertices[3][0][2] = z; ctx->vertices[3][1][0] = s0; ctx->vertices[3][1][1] = t1; return pipe_user_buffer_create( ctx->pipe->screen, ctx->vertices, sizeof(ctx->vertices) ); }
static INLINE struct pipe_buffer * renderer_buffer_create(struct xorg_renderer *r) { struct pipe_buffer *buf = pipe_user_buffer_create(r->pipe->screen, r->buffer, sizeof(float)* r->buffer_size); r->buffer_size = 0; return buf; }
static INLINE struct pipe_resource * renderer_buffer_create(struct xa_context *r) { struct pipe_resource *buf = pipe_user_buffer_create(r->pipe->screen, r->buffer, sizeof(float) * r->buffer_size, PIPE_BIND_VERTEX_BUFFER); r->buffer_size = 0; return buf; }
static void draw_polygon(struct vg_context *ctx, struct polygon *poly) { int vert_size; struct pipe_context *pipe; struct pipe_vertex_buffer vbuffer; struct pipe_vertex_element velement; vert_size = poly->num_verts * COMPONENTS * sizeof(float); /*polygon_print(poly);*/ pipe = ctx->pipe; if (poly->vbuf == NULL || poly->dirty) { if (poly->vbuf) { pipe_resource_reference(&poly->vbuf, NULL); } poly->screen = pipe->screen; poly->vbuf= pipe_user_buffer_create(poly->screen, poly->data, vert_size, PIPE_BIND_VERTEX_BUFFER); poly->dirty = VG_FALSE; } /* tell pipe about the vertex buffer */ memset(&vbuffer, 0, sizeof(vbuffer)); vbuffer.buffer = poly->vbuf; vbuffer.stride = COMPONENTS * sizeof(float); /* vertex size */ vbuffer.buffer_offset = 0; vbuffer.max_index = poly->num_verts - 1; pipe->set_vertex_buffers(pipe, 1, &vbuffer); /* tell pipe about the vertex attributes */ memset(&velement, 0, sizeof(velement)); velement.src_offset = 0; velement.instance_divisor = 0; velement.vertex_buffer_index = 0; velement.src_format = PIPE_FORMAT_R32G32_FLOAT; cso_set_vertex_elements(ctx->cso_context, 1, &velement); /* draw */ util_draw_arrays(pipe, PIPE_PRIM_TRIANGLE_FAN, 0, (uint) poly->num_verts); }
/** * Draw renderer quad. */ static void renderer_quad_draw(struct renderer *r) { struct pipe_resource *buf; buf = pipe_user_buffer_create(r->pipe->screen, r->vertices, sizeof(r->vertices), PIPE_BIND_VERTEX_BUFFER); if (buf) { util_draw_vertex_buffer(r->pipe, buf, 0, PIPE_PRIM_TRIANGLE_FAN, Elements(r->vertices), /* verts */ Elements(r->vertices[0])); /* attribs/vert */ pipe_resource_reference(&buf, NULL); } }
/** * Called by VBO to draw arrays when in selection or feedback mode and * to implement glRasterPos. * This is very much like the normal draw_vbo() function above. * Look at code refactoring some day. * Might move this into the failover module some day. */ void st_feedback_draw_vbo(GLcontext *ctx, const struct gl_client_array **arrays, const struct _mesa_prim *prims, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLboolean index_bounds_valid, GLuint min_index, GLuint max_index) { struct st_context *st = ctx->st; struct pipe_context *pipe = st->pipe; struct draw_context *draw = st->draw; const struct st_vertex_program *vp; const struct pipe_shader_state *vs; struct pipe_buffer *index_buffer_handle = 0; struct pipe_vertex_buffer vbuffers[PIPE_MAX_SHADER_INPUTS]; struct pipe_vertex_element velements[PIPE_MAX_ATTRIBS]; GLuint attr, i; ubyte *mapped_constants; assert(draw); st_validate_state(ctx->st); if (!index_bounds_valid) vbo_get_minmax_index(ctx, prims, ib, &min_index, &max_index); /* must get these after state validation! */ vp = ctx->st->vp; vs = &st->vp->state; if (!st->vp->draw_shader) { st->vp->draw_shader = draw_create_vertex_shader(draw, vs); } /* * Set up the draw module's state. * * We'd like to do this less frequently, but the normal state-update * code sends state updates to the pipe, not to our private draw module. */ assert(draw); draw_set_viewport_state(draw, &st->state.viewport); draw_set_clip_state(draw, &st->state.clip); draw_set_rasterizer_state(draw, &st->state.rasterizer); draw_bind_vertex_shader(draw, st->vp->draw_shader); set_feedback_vertex_format(ctx); /* loop over TGSI shader inputs to determine vertex buffer * and attribute info */ for (attr = 0; attr < vp->num_inputs; attr++) { const GLuint mesaAttr = vp->index_to_input[attr]; struct gl_buffer_object *bufobj = arrays[mesaAttr]->BufferObj; void *map; if (bufobj && bufobj->Name) { /* Attribute data is in a VBO. * Recall that for VBOs, the gl_client_array->Ptr field is * really an offset from the start of the VBO, not a pointer. */ struct st_buffer_object *stobj = st_buffer_object(bufobj); assert(stobj->buffer); vbuffers[attr].buffer = NULL; pipe_buffer_reference(&vbuffers[attr].buffer, stobj->buffer); vbuffers[attr].buffer_offset = pointer_to_offset(arrays[0]->Ptr); velements[attr].src_offset = arrays[mesaAttr]->Ptr - arrays[0]->Ptr; } else { /* attribute data is in user-space memory, not a VBO */ uint bytes = (arrays[mesaAttr]->Size * _mesa_sizeof_type(arrays[mesaAttr]->Type) * (max_index + 1)); /* wrap user data */ vbuffers[attr].buffer = pipe_user_buffer_create(pipe->screen, (void *) arrays[mesaAttr]->Ptr, bytes); vbuffers[attr].buffer_offset = 0; velements[attr].src_offset = 0; } /* common-case setup */ vbuffers[attr].stride = arrays[mesaAttr]->StrideB; /* in bytes */ vbuffers[attr].max_index = max_index; velements[attr].vertex_buffer_index = attr; velements[attr].nr_components = arrays[mesaAttr]->Size; velements[attr].src_format = st_pipe_vertex_format(arrays[mesaAttr]->Type, arrays[mesaAttr]->Size, arrays[mesaAttr]->Format, arrays[mesaAttr]->Normalized); assert(velements[attr].src_format); /* tell draw about this attribute */ #if 0 draw_set_vertex_buffer(draw, attr, &vbuffer[attr]); #endif /* map the attrib buffer */ map = pipe_buffer_map(pipe->screen, vbuffers[attr].buffer, PIPE_BUFFER_USAGE_CPU_READ); draw_set_mapped_vertex_buffer(draw, attr, map); } draw_set_vertex_buffers(draw, vp->num_inputs, vbuffers); draw_set_vertex_elements(draw, vp->num_inputs, velements); if (ib) { struct gl_buffer_object *bufobj = ib->obj; unsigned indexSize; void *map; switch (ib->type) { case GL_UNSIGNED_INT: indexSize = 4; break; case GL_UNSIGNED_SHORT: indexSize = 2; break; default: assert(0); return; } if (bufobj && bufobj->Name) { struct st_buffer_object *stobj = st_buffer_object(bufobj); index_buffer_handle = stobj->buffer; map = pipe_buffer_map(pipe->screen, index_buffer_handle, PIPE_BUFFER_USAGE_CPU_READ); draw_set_mapped_element_buffer(draw, indexSize, map); } else { draw_set_mapped_element_buffer(draw, indexSize, (void *) ib->ptr); } } else { /* no index/element buffer */ draw_set_mapped_element_buffer(draw, 0, NULL); } /* map constant buffers */ mapped_constants = pipe_buffer_map(pipe->screen, st->state.constants[PIPE_SHADER_VERTEX].buffer, PIPE_BUFFER_USAGE_CPU_READ); draw_set_mapped_constant_buffer(st->draw, mapped_constants, st->state.constants[PIPE_SHADER_VERTEX].buffer->size); /* draw here */ for (i = 0; i < nr_prims; i++) { draw_arrays(draw, prims[i].mode, prims[i].start, prims[i].count); } /* unmap constant buffers */ pipe_buffer_unmap(pipe->screen, st->state.constants[PIPE_SHADER_VERTEX].buffer); /* * unmap vertex/index buffers */ for (i = 0; i < PIPE_MAX_ATTRIBS; i++) { if (draw->pt.vertex_buffer[i].buffer) { pipe_buffer_unmap(pipe->screen, draw->pt.vertex_buffer[i].buffer); pipe_buffer_reference(&draw->pt.vertex_buffer[i].buffer, NULL); draw_set_mapped_vertex_buffer(draw, i, NULL); } } if (index_buffer_handle) { pipe_buffer_unmap(pipe->screen, index_buffer_handle); draw_set_mapped_element_buffer(draw, 0, NULL); } }
/** * Called by VBO to draw arrays when in selection or feedback mode and * to implement glRasterPos. * This is very much like the normal draw_vbo() function above. * Look at code refactoring some day. */ void st_feedback_draw_vbo(struct gl_context *ctx, const struct gl_client_array **arrays, const struct _mesa_prim *prims, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLboolean index_bounds_valid, GLuint min_index, GLuint max_index, struct gl_transform_feedback_object *tfb_vertcount) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct draw_context *draw = st->draw; const struct st_vertex_program *vp; const struct pipe_shader_state *vs; struct pipe_vertex_buffer vbuffers[PIPE_MAX_SHADER_INPUTS]; struct pipe_vertex_element velements[PIPE_MAX_ATTRIBS]; struct pipe_index_buffer ibuffer; struct pipe_transfer *vb_transfer[PIPE_MAX_ATTRIBS]; struct pipe_transfer *ib_transfer = NULL; GLuint attr, i; const GLubyte *low_addr = NULL; const void *mapped_indices = NULL; assert(draw); st_validate_state(st); if (!index_bounds_valid) vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index, nr_prims); /* must get these after state validation! */ vp = st->vp; vs = &st->vp_variant->tgsi; if (!st->vp_variant->draw_shader) { st->vp_variant->draw_shader = draw_create_vertex_shader(draw, vs); } /* * Set up the draw module's state. * * We'd like to do this less frequently, but the normal state-update * code sends state updates to the pipe, not to our private draw module. */ assert(draw); draw_set_viewport_state(draw, &st->state.viewport); draw_set_clip_state(draw, &st->state.clip); draw_set_rasterizer_state(draw, &st->state.rasterizer, NULL); draw_bind_vertex_shader(draw, st->vp_variant->draw_shader); set_feedback_vertex_format(ctx); /* Find the lowest address of the arrays we're drawing */ if (vp->num_inputs) { low_addr = arrays[vp->index_to_input[0]]->Ptr; for (attr = 1; attr < vp->num_inputs; attr++) { const GLubyte *start = arrays[vp->index_to_input[attr]]->Ptr; low_addr = MIN2(low_addr, start); } } /* loop over TGSI shader inputs to determine vertex buffer * and attribute info */ for (attr = 0; attr < vp->num_inputs; attr++) { const GLuint mesaAttr = vp->index_to_input[attr]; struct gl_buffer_object *bufobj = arrays[mesaAttr]->BufferObj; void *map; if (bufobj && bufobj->Name) { /* Attribute data is in a VBO. * Recall that for VBOs, the gl_client_array->Ptr field is * really an offset from the start of the VBO, not a pointer. */ struct st_buffer_object *stobj = st_buffer_object(bufobj); assert(stobj->buffer); vbuffers[attr].buffer = NULL; pipe_resource_reference(&vbuffers[attr].buffer, stobj->buffer); vbuffers[attr].buffer_offset = pointer_to_offset(low_addr); velements[attr].src_offset = arrays[mesaAttr]->Ptr - low_addr; } else { /* attribute data is in user-space memory, not a VBO */ uint bytes = (arrays[mesaAttr]->Size * _mesa_sizeof_type(arrays[mesaAttr]->Type) * (max_index + 1)); /* wrap user data */ vbuffers[attr].buffer = pipe_user_buffer_create(pipe->screen, (void *) arrays[mesaAttr]->Ptr, bytes, PIPE_BIND_VERTEX_BUFFER); vbuffers[attr].buffer_offset = 0; velements[attr].src_offset = 0; } /* common-case setup */ vbuffers[attr].stride = arrays[mesaAttr]->StrideB; /* in bytes */ velements[attr].instance_divisor = 0; velements[attr].vertex_buffer_index = attr; velements[attr].src_format = st_pipe_vertex_format(arrays[mesaAttr]->Type, arrays[mesaAttr]->Size, arrays[mesaAttr]->Format, arrays[mesaAttr]->Normalized, arrays[mesaAttr]->Integer); assert(velements[attr].src_format); /* tell draw about this attribute */ #if 0 draw_set_vertex_buffer(draw, attr, &vbuffer[attr]); #endif /* map the attrib buffer */ map = pipe_buffer_map(pipe, vbuffers[attr].buffer, PIPE_TRANSFER_READ, &vb_transfer[attr]); draw_set_mapped_vertex_buffer(draw, attr, map); } draw_set_vertex_buffers(draw, vp->num_inputs, vbuffers); draw_set_vertex_elements(draw, vp->num_inputs, velements); memset(&ibuffer, 0, sizeof(ibuffer)); if (ib) { struct gl_buffer_object *bufobj = ib->obj; ibuffer.index_size = vbo_sizeof_ib_type(ib->type); if (ibuffer.index_size == 0) goto out_unref_vertex; if (bufobj && bufobj->Name) { struct st_buffer_object *stobj = st_buffer_object(bufobj); pipe_resource_reference(&ibuffer.buffer, stobj->buffer); ibuffer.offset = pointer_to_offset(ib->ptr); mapped_indices = pipe_buffer_map(pipe, stobj->buffer, PIPE_TRANSFER_READ, &ib_transfer); } else { /* skip setting ibuffer.buffer as the draw module does not use it */ mapped_indices = ib->ptr; } draw_set_index_buffer(draw, &ibuffer); draw_set_mapped_index_buffer(draw, mapped_indices); } /* set the constant buffer */ draw_set_mapped_constant_buffer(st->draw, PIPE_SHADER_VERTEX, 0, st->state.constants[PIPE_SHADER_VERTEX].ptr, st->state.constants[PIPE_SHADER_VERTEX].size); /* draw here */ for (i = 0; i < nr_prims; i++) { draw_arrays(draw, prims[i].mode, prims[i].start, prims[i].count); } /* * unmap vertex/index buffers */ if (ib) { draw_set_mapped_index_buffer(draw, NULL); draw_set_index_buffer(draw, NULL); if (ib_transfer) pipe_buffer_unmap(pipe, ib_transfer); pipe_resource_reference(&ibuffer.buffer, NULL); } out_unref_vertex: for (attr = 0; attr < vp->num_inputs; attr++) { pipe_buffer_unmap(pipe, vb_transfer[attr]); draw_set_mapped_vertex_buffer(draw, attr, NULL); pipe_resource_reference(&vbuffers[attr].buffer, NULL); } draw_set_vertex_buffers(draw, 0, NULL); }
struct blitter_context *util_blitter_create(struct pipe_context *pipe) { struct blitter_context_priv *ctx; struct pipe_blend_state blend; struct pipe_depth_stencil_alpha_state dsa; struct pipe_rasterizer_state rs_state; struct pipe_sampler_state sampler_state; struct pipe_vertex_element velem[2]; unsigned i; ctx = CALLOC_STRUCT(blitter_context_priv); if (!ctx) return NULL; ctx->base.pipe = pipe; ctx->base.draw_rectangle = blitter_draw_rectangle; /* init state objects for them to be considered invalid */ ctx->base.saved_blend_state = INVALID_PTR; ctx->base.saved_dsa_state = INVALID_PTR; ctx->base.saved_rs_state = INVALID_PTR; ctx->base.saved_fs = INVALID_PTR; ctx->base.saved_vs = INVALID_PTR; ctx->base.saved_gs = INVALID_PTR; ctx->base.saved_velem_state = INVALID_PTR; ctx->base.saved_fb_state.nr_cbufs = ~0; ctx->base.saved_num_sampler_views = ~0; ctx->base.saved_num_sampler_states = ~0; ctx->base.saved_num_vertex_buffers = ~0; ctx->base.saved_num_so_targets = ~0; ctx->has_geometry_shader = pipe->screen->get_shader_param(pipe->screen, PIPE_SHADER_GEOMETRY, PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0; ctx->vertex_has_integers = pipe->screen->get_shader_param(pipe->screen, PIPE_SHADER_VERTEX, PIPE_SHADER_CAP_INTEGERS); ctx->has_stream_out = pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS) != 0; /* blend state objects */ memset(&blend, 0, sizeof(blend)); ctx->blend_keep_color = pipe->create_blend_state(pipe, &blend); blend.rt[0].colormask = PIPE_MASK_RGBA; ctx->blend_write_color = pipe->create_blend_state(pipe, &blend); /* depth stencil alpha state objects */ memset(&dsa, 0, sizeof(dsa)); ctx->dsa_keep_depth_stencil = pipe->create_depth_stencil_alpha_state(pipe, &dsa); dsa.depth.enabled = 1; dsa.depth.writemask = 1; dsa.depth.func = PIPE_FUNC_ALWAYS; ctx->dsa_write_depth_keep_stencil = pipe->create_depth_stencil_alpha_state(pipe, &dsa); dsa.stencil[0].enabled = 1; dsa.stencil[0].func = PIPE_FUNC_ALWAYS; dsa.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE; dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE; dsa.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE; dsa.stencil[0].valuemask = 0xff; dsa.stencil[0].writemask = 0xff; ctx->dsa_write_depth_stencil = pipe->create_depth_stencil_alpha_state(pipe, &dsa); dsa.depth.enabled = 0; dsa.depth.writemask = 0; ctx->dsa_keep_depth_write_stencil = pipe->create_depth_stencil_alpha_state(pipe, &dsa); /* sampler state */ memset(&sampler_state, 0, sizeof(sampler_state)); sampler_state.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE; sampler_state.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE; sampler_state.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE; sampler_state.normalized_coords = 1; ctx->sampler_state = pipe->create_sampler_state(pipe, &sampler_state); /* rasterizer state */ memset(&rs_state, 0, sizeof(rs_state)); rs_state.cull_face = PIPE_FACE_NONE; rs_state.gl_rasterization_rules = 1; rs_state.flatshade = 1; rs_state.depth_clip = 1; ctx->rs_state = pipe->create_rasterizer_state(pipe, &rs_state); if (ctx->has_stream_out) { rs_state.rasterizer_discard = 1; ctx->rs_discard_state = pipe->create_rasterizer_state(pipe, &rs_state); } /* vertex elements states */ memset(&velem[0], 0, sizeof(velem[0]) * 2); for (i = 0; i < 2; i++) { velem[i].src_offset = i * 4 * sizeof(float); velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; } ctx->velem_state = pipe->create_vertex_elements_state(pipe, 2, &velem[0]); if (ctx->vertex_has_integers) { memset(&velem[0], 0, sizeof(velem[0]) * 2); velem[0].src_offset = 0; velem[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; velem[1].src_offset = 4 * sizeof(float); velem[1].src_format = PIPE_FORMAT_R32G32B32A32_SINT; ctx->velem_sint_state = pipe->create_vertex_elements_state(pipe, 2, &velem[0]); memset(&velem[0], 0, sizeof(velem[0]) * 2); velem[0].src_offset = 0; velem[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; velem[1].src_offset = 4 * sizeof(float); velem[1].src_format = PIPE_FORMAT_R32G32B32A32_UINT; ctx->velem_uint_state = pipe->create_vertex_elements_state(pipe, 2, &velem[0]); } if (ctx->has_stream_out) { velem[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; ctx->velem_state_readbuf = pipe->create_vertex_elements_state(pipe, 1, &velem[0]); } /* fragment shaders are created on-demand */ /* vertex shaders */ { const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, TGSI_SEMANTIC_GENERIC }; const uint semantic_indices[] = { 0, 0 }; ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names, semantic_indices); } if (ctx->has_stream_out) { struct pipe_stream_output_info so; const uint semantic_names[] = { TGSI_SEMANTIC_POSITION }; const uint semantic_indices[] = { 0 }; memset(&so, 0, sizeof(so)); so.num_outputs = 1; so.output[0].register_mask = TGSI_WRITEMASK_XYZW; so.stride = 4; ctx->vs_pos_only = util_make_vertex_passthrough_shader_with_so(pipe, 1, semantic_names, semantic_indices, &so); } /* set invariant vertex coordinates */ for (i = 0; i < 4; i++) ctx->vertices[i][0][3] = 1; /*v.w*/ /* create the vertex buffer */ ctx->vbuf = pipe_user_buffer_create(ctx->base.pipe->screen, ctx->vertices, sizeof(ctx->vertices), PIPE_BIND_VERTEX_BUFFER); return &ctx->base; }