Esempio n. 1
0
static void
rsx_render_unlocked(glw_root_t *gr)
{
  gcmContextData *ctx = gr->gr_be.be_ctx;
  const float *vertices = gr->gr_vertex_buffer;

  int current_blendmode = GLW_BLEND_NORMAL;

  realityBlendFunc(ctx,
                   NV30_3D_BLEND_FUNC_SRC_RGB_SRC_ALPHA |
                   NV30_3D_BLEND_FUNC_SRC_ALPHA_SRC_ALPHA,
                   NV30_3D_BLEND_FUNC_DST_RGB_ONE_MINUS_SRC_ALPHA |
                   NV30_3D_BLEND_FUNC_DST_ALPHA_ZERO);

  int current_frontface = GLW_CCW;

  realityFrontFace(ctx, REALITY_FRONT_FACE_CCW);

  for(int j = 0; j < gr->gr_num_render_jobs; j++) {
    const glw_render_order_t *ro = gr->gr_render_order + j;
    const glw_render_job_t *rj = ro->job;
    const struct glw_backend_texture *t0 = rj->t0;
    const struct glw_backend_texture *t1 = rj->t1;
    rsx_vp_t *rvp = gr->gr_be.be_vp_1;
    rsx_fp_t *rfp;
    float rgba[4];


    if(unlikely(rj->gpa != NULL)) {

      glw_program_args_t *gpa = rj->gpa;

      if(t1 != NULL) {

        if(gpa->gpa_load_texture != NULL) {
          // Program has specialized code to load textures, run it
          gpa->gpa_load_texture(gr, gpa->gpa_prog, gpa->gpa_aux, t1, 1);
        } else {
          // not supported
        }
      }

      if(t0 != NULL) {

        if(gpa->gpa_load_texture != NULL) {
          // Program has specialized code to load textures, run it
          gpa->gpa_load_texture(gr, gpa->gpa_prog, gpa->gpa_aux, t0, 0);
        } else {
          // not supported
        }
      }

      rfp = gpa->gpa_prog->gp_fragment_program;
      rvp = gpa->gpa_prog->gp_vertex_program;

      rsx_set_vp(gr, rvp);

      if(gpa->gpa_load_uniforms != NULL)
        gpa->gpa_load_uniforms(gr, gpa->gpa_prog, gpa->gpa_aux, rj);

    } else {

      if(t0 == NULL) {

        if(t1 != NULL) {
          rfp = gr->gr_be.be_fp_flat_stencil;

          if(t1->tex.offset == 0 || t1->size == 0)
            continue;

          realitySetTexture(ctx, 0, &t1->tex);
        } else {
          rfp = gr->gr_be.be_fp_flat;

        }

      } else {

        if(t0->tex.offset == 0 || t0->size == 0)
          continue;

        const int doblur = rj->blur > 0.05 ||
          rj->flags & GLW_RENDER_BLUR_ATTRIBUTE;

        realitySetTexture(ctx, 0, &t0->tex);

        if(t1 != NULL) {
          rfp = doblur ? gr->gr_be.be_fp_tex_stencil_blur :
            gr->gr_be.be_fp_tex_stencil;

          if(t1->tex.offset == 0 || t1->size == 0)
            continue;

          realitySetTexture(ctx, 1, &t1->tex);

        } else {
          rfp = doblur ? gr->gr_be.be_fp_tex_blur : gr->gr_be.be_fp_tex;
        }
      }
      rsx_set_vp(gr, rvp);
    }

    realitySetVertexProgramConstant4fBlock(ctx, rvp->rvp_binary,
                                           rvp->rvp_u_modelview,
                                           4,
                                           rj->eyespace ? identitymtx :
                                           rj->m);

    const float alpha = rj->alpha;

    if(likely(rj->blendmode == GLW_BLEND_NORMAL)) {
      rgba[0] = rj->rgb_mul.r;
      rgba[1] = rj->rgb_mul.g;
      rgba[2] = rj->rgb_mul.b;
      rgba[3] = alpha;

    } else {
      rgba[0] = rj->rgb_mul.r * alpha;
      rgba[1] = rj->rgb_mul.g * alpha;
      rgba[2] = rj->rgb_mul.b * alpha;
      rgba[3] = 1;
    }

    if(likely(rvp->rvp_u_color != -1))
      realitySetVertexProgramConstant4f(ctx, rvp->rvp_u_color, rgba);

    if(unlikely(current_blendmode != rj->blendmode)) {
      current_blendmode = rj->blendmode;
      switch(rj->blendmode) {
      case GLW_BLEND_ADDITIVE:
        realityBlendFunc(ctx,
                         NV30_3D_BLEND_FUNC_SRC_RGB_SRC_COLOR,
                         NV30_3D_BLEND_FUNC_DST_RGB_ONE);
        break;
      case GLW_BLEND_NORMAL:
        realityBlendFunc(ctx,
                         NV30_3D_BLEND_FUNC_SRC_RGB_SRC_ALPHA |
                         NV30_3D_BLEND_FUNC_SRC_ALPHA_SRC_ALPHA,
                         NV30_3D_BLEND_FUNC_DST_RGB_ONE_MINUS_SRC_ALPHA |
                         NV30_3D_BLEND_FUNC_DST_ALPHA_ZERO);
        break;
      }
    }

    if(unlikely(current_frontface != rj->frontface)) {
      current_frontface = rj->frontface;
      realityFrontFace(ctx,
                       current_frontface == GLW_CW ? REALITY_FRONT_FACE_CW :
                       REALITY_FRONT_FACE_CCW);
    }

    if(rvp->rvp_u_color_offset != -1) {
      rgba[0] = rj->rgb_off.r;
      rgba[1] = rj->rgb_off.g;
      rgba[2] = rj->rgb_off.b;
      rgba[3] = 0;
      realitySetVertexProgramConstant4f(ctx, rvp->rvp_u_color_offset, rgba);
    }

    if(rfp == gr->gr_be.be_fp_tex_blur) {
      float v[4];
      v[0] = rj->blur;
      v[1] = 1.5 / t0->tex.width;
      v[2] = 1.5 / t0->tex.height;
      v[3] = 0;
      realitySetVertexProgramConstant4f(ctx,  rvp->rvp_u_blur, v);
    }

    rsx_set_fp(gr, rfp);

    realityVertexBegin(ctx, rj->primitive_type);

    const float *v = &vertices[rj->vertex_offset * VERTEX_SIZE];


    for(int i = 0; i < rj->num_vertices; i++) {

      realityAttr4f(ctx,  rvp->rvp_a_texcoord,  v[8], v[9], v[10], v[11]);

      if(unlikely(rvp->rvp_a_color) != -1)
        realityAttr4f(ctx, rvp->rvp_a_color, v[4], v[5], v[6], v[7]);

      realityVertex4f(ctx, v[0], v[1], v[2], v[3]);

      v+= VERTEX_SIZE;
    }
    realityVertexEnd(ctx);
  }

}
Esempio n. 2
0
static void
rsx_render(struct glw_root *gr,
	   Mtx m,
	   struct glw_backend_texture *tex,
	   const struct glw_rgb *rgb_mul,
	   const struct glw_rgb *rgb_off,
	   float alpha, float blur,
	   const float *vertices,
	   int num_vertices,
	   const uint16_t *indices,
	   int num_triangles,
	   int flags)
{
  gcmContextData *ctx = gr->gr_be.be_ctx;
  rsx_vp_t *rvp = gr->gr_be.be_vp_1;
  rsx_fp_t *rfp;
  float rgba[4];

  if(tex == NULL) {

    rfp = gr->gr_be.be_fp_flat;

  } else {

    if(tex->tex.offset == 0 || tex->size == 0)
      return;

    realitySetTexture(ctx, 0, &tex->tex);
    if(blur > 0.05) {
      rfp = gr->gr_be.be_fp_tex_blur;
    } else {
      rfp = gr->gr_be.be_fp_tex;
    }
  }

  rsx_set_vp(gr, rvp);

  realitySetVertexProgramConstant4fBlock(ctx, rvp->rvp_binary,
					 rvp->rvp_u_modelview,
					 4, m ?: identitymtx);
  
  switch(gr->gr_be.be_blendmode) {
  case GLW_BLEND_NORMAL:
    rgba[0] = rgb_mul->r;
    rgba[1] = rgb_mul->g;
    rgba[2] = rgb_mul->b;
    rgba[3] = alpha;
    break;

  case GLW_BLEND_ADDITIVE:
    rgba[0] = rgb_mul->r * alpha;
    rgba[1] = rgb_mul->g * alpha;
    rgba[2] = rgb_mul->b * alpha;
    rgba[3] = 1;
    break;
  }

  realitySetVertexProgramConstant4f(ctx, rvp->rvp_u_color, rgba);

  if(rvp->rvp_u_color_offset != -1) {

    if(rgb_off != NULL) {
      rgba[0] = rgb_off->r;
      rgba[1] = rgb_off->g;
      rgba[2] = rgb_off->b;
    } else {
      rgba[0] = 0;
      rgba[1] = 0;
      rgba[2] = 0;
    }
    rgba[3] = 0;
    realitySetVertexProgramConstant4f(ctx, rvp->rvp_u_color_offset, rgba);
  }

  if(blur > 0.05 && tex != NULL) {
    float v[4];
    v[0] = 1.5 * blur / tex->tex.width;
    v[1] = 1.5 * blur / tex->tex.height;
    v[2] = 0;
    v[3] = 0;

    realitySetVertexProgramConstant4f(ctx,  rvp->rvp_u_blur_amount, v);
  }

  rsx_set_fp(gr, rfp, 0);

  // TODO: Get rid of immediate mode
  realityVertexBegin(ctx, REALITY_TRIANGLES);

  int i;

  if(indices != NULL) {
    for(i = 0; i < num_triangles * 3; i++) {
      const float *v = &vertices[indices[i] * VERTEX_SIZE];
      realityAttr2f(ctx,  rvp->rvp_a_texcoord,  v[3], v[4]);
      realityAttr4f(ctx, rvp->rvp_a_color, v[5], v[6], v[7], v[8]);
      realityVertex4f(ctx, v[0], v[1], v[2], 1);
    }
  } else {
    for(i = 0; i < num_vertices; i++) {
      const float *v = &vertices[i * VERTEX_SIZE];
      realityAttr2f(ctx,  rvp->rvp_a_texcoord,  v[3], v[4]);
      realityAttr4f(ctx, rvp->rvp_a_color, v[5], v[6], v[7], v[8]);
      realityVertex4f(ctx, v[0], v[1], v[2], 1);
    }
  }
  realityVertexEnd(ctx);
}
Esempio n. 3
0
static void
rsx_render(struct glw_root *gr,
	   const Mtx m,
	   const struct glw_backend_texture *t0,
	   const struct glw_backend_texture *t1,
	   const struct glw_rgb *rgb_mul,
	   const struct glw_rgb *rgb_off,
	   float alpha, float blur,
	   const float *vertices,
	   int num_vertices,
	   const uint16_t *indices,
	   int num_triangles,
	   int flags,
	   glw_program_t *p,
	   const glw_rctx_t *rc)
{
  gcmContextData *ctx = gr->gr_be.be_ctx;
  rsx_vp_t *rvp = gr->gr_be.be_vp_1;
  rsx_fp_t *rfp;
  float rgba[4];

  if(t0 == NULL) {

    if(t1 != NULL) {
      rfp = gr->gr_be.be_fp_flat_stencil;

      if(t1->tex.offset == 0 || t1->size == 0)
	return;

      realitySetTexture(ctx, 0, &t1->tex);
    } else {
      rfp = gr->gr_be.be_fp_flat;

    }

  } else {

    if(t0->tex.offset == 0 || t0->size == 0)
      return;

    const int doblur = blur > 0.05 || flags & GLW_RENDER_BLUR_ATTRIBUTE;

    realitySetTexture(ctx, 0, &t0->tex);

    if(t1 != NULL) {
      rfp = doblur ? gr->gr_be.be_fp_tex_stencil_blur :
	gr->gr_be.be_fp_tex_stencil;

      if(t1->tex.offset == 0 || t1->size == 0)
	 return;

     realitySetTexture(ctx, 1, &t1->tex);

    } else {
      rfp = doblur ? gr->gr_be.be_fp_tex_blur : gr->gr_be.be_fp_tex;
    }
  }

  rsx_set_vp(gr, rvp);

  realitySetVertexProgramConstant4fBlock(ctx, rvp->rvp_binary,
					 rvp->rvp_u_modelview,
					 4, m ?: identitymtx);
  
  switch(gr->gr_be.be_blendmode) {
  case GLW_BLEND_NORMAL:
    rgba[0] = rgb_mul->r;
    rgba[1] = rgb_mul->g;
    rgba[2] = rgb_mul->b;
    rgba[3] = alpha;
    break;

  case GLW_BLEND_ADDITIVE:
    rgba[0] = rgb_mul->r * alpha;
    rgba[1] = rgb_mul->g * alpha;
    rgba[2] = rgb_mul->b * alpha;
    rgba[3] = 1;
    break;
  }

  realitySetVertexProgramConstant4f(ctx, rvp->rvp_u_color, rgba);

  if(rvp->rvp_u_color_offset != -1) {

    if(rgb_off != NULL) {
      rgba[0] = rgb_off->r;
      rgba[1] = rgb_off->g;
      rgba[2] = rgb_off->b;
    } else {
      rgba[0] = 0;
      rgba[1] = 0;
      rgba[2] = 0;
    }
    rgba[3] = 0;
    realitySetVertexProgramConstant4f(ctx, rvp->rvp_u_color_offset, rgba);
  }

  if(rfp == gr->gr_be.be_fp_tex_blur) {
    float v[4];
    v[0] = blur;
    v[1] = 1.5 / t0->tex.width;
    v[2] = 1.5 / t0->tex.height;
    v[3] = 0;
    realitySetVertexProgramConstant4f(ctx,  rvp->rvp_u_blur, v);
  }

  rsx_set_fp(gr, rfp, 0);

  // TODO: Get rid of immediate mode
  realityVertexBegin(ctx, REALITY_TRIANGLES);

  int i;

  if(indices != NULL) {
    for(i = 0; i < num_triangles * 3; i++) {
      const float *v = &vertices[indices[i] * VERTEX_SIZE];
      realityAttr4f(ctx,  rvp->rvp_a_texcoord,  v[8], v[9], v[10], v[11]);
      realityAttr4f(ctx, rvp->rvp_a_color, v[4], v[5], v[6], v[7]);
      realityVertex4f(ctx, v[0], v[1], v[2], v[3]);
    }
  } else {
    for(i = 0; i < num_vertices; i++) {
      const float *v = &vertices[i * VERTEX_SIZE];
      realityAttr4f(ctx,  rvp->rvp_a_texcoord,  v[8], v[9], v[10], v[11]);
      realityAttr4f(ctx, rvp->rvp_a_color, v[4], v[5], v[6], v[7]);
      realityVertex4f(ctx, v[0], v[1], v[2], v[3]);
    }
  }
  realityVertexEnd(ctx);
}