/** * Main run function of the PP queue. Called on swapbuffers/flush. * * Runs all requested filters in order and handles shuffling the temp * buffers in between. */ void pp_run(struct pp_queue_t *ppq, struct pipe_resource *in, struct pipe_resource *out, struct pipe_resource *indepth) { struct pipe_resource *refin = NULL, *refout = NULL; unsigned int i; struct cso_context *cso = ppq->p->cso; if (ppq->n_filters == 0) return; assert(ppq->pp_queue); assert(ppq->tmp[0]); if (in->width0 != ppq->p->framebuffer.width || in->height0 != ppq->p->framebuffer.height) { pp_debug("Resizing the temp pp buffers\n"); pp_free_fbos(ppq); pp_init_fbos(ppq, in->width0, in->height0); } if (in == out && ppq->n_filters == 1) { /* Make a copy of in to tmp[0] in this case. */ unsigned int w = ppq->p->framebuffer.width; unsigned int h = ppq->p->framebuffer.height; pp_blit(ppq->p->pipe, in, 0, 0, w, h, 0, ppq->tmps[0], 0, 0, w, h); in = ppq->tmp[0]; } /* save state (restored below) */ cso_save_state(cso, (CSO_BIT_BLEND | CSO_BIT_DEPTH_STENCIL_ALPHA | CSO_BIT_FRAGMENT_SHADER | CSO_BIT_FRAMEBUFFER | CSO_BIT_TESSCTRL_SHADER | CSO_BIT_TESSEVAL_SHADER | CSO_BIT_GEOMETRY_SHADER | CSO_BIT_RASTERIZER | CSO_BIT_SAMPLE_MASK | CSO_BIT_MIN_SAMPLES | CSO_BIT_FRAGMENT_SAMPLERS | CSO_BIT_FRAGMENT_SAMPLER_VIEWS | CSO_BIT_STENCIL_REF | CSO_BIT_STREAM_OUTPUTS | CSO_BIT_VERTEX_ELEMENTS | CSO_BIT_VERTEX_SHADER | CSO_BIT_VIEWPORT | CSO_BIT_AUX_VERTEX_BUFFER_SLOT | CSO_BIT_PAUSE_QUERIES | CSO_BIT_RENDER_CONDITION)); cso_save_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX); cso_save_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT); /* set default state */ cso_set_sample_mask(cso, ~0); cso_set_min_samples(cso, 1); cso_set_stream_outputs(cso, 0, NULL, NULL); cso_set_tessctrl_shader_handle(cso, NULL); cso_set_tesseval_shader_handle(cso, NULL); cso_set_geometry_shader_handle(cso, NULL); cso_set_render_condition(cso, NULL, FALSE, 0); // Kept only for this frame. pipe_resource_reference(&ppq->depth, indepth); pipe_resource_reference(&refin, in); pipe_resource_reference(&refout, out); switch (ppq->n_filters) { case 0: /* Failsafe, but never reached. */ break; case 1: /* No temp buf */ ppq->pp_queue[0] (ppq, in, out, 0); break; case 2: /* One temp buf */ ppq->pp_queue[0] (ppq, in, ppq->tmp[0], 0); ppq->pp_queue[1] (ppq, ppq->tmp[0], out, 1); break; default: /* Two temp bufs */ assert(ppq->tmp[1]); ppq->pp_queue[0] (ppq, in, ppq->tmp[0], 0); for (i = 1; i < (ppq->n_filters - 1); i++) { if (i % 2 == 0) ppq->pp_queue[i] (ppq, ppq->tmp[1], ppq->tmp[0], i); else ppq->pp_queue[i] (ppq, ppq->tmp[0], ppq->tmp[1], i); } if (i % 2 == 0) ppq->pp_queue[i] (ppq, ppq->tmp[1], out, i); else ppq->pp_queue[i] (ppq, ppq->tmp[0], out, i); break; } /* restore state we changed */ cso_restore_state(cso); cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX); cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT); pipe_resource_reference(&ppq->depth, NULL); pipe_resource_reference(&refin, NULL); pipe_resource_reference(&refout, NULL); }
/** * Main run function of the PP queue. Called on swapbuffers/flush. * * Runs all requested filters in order and handles shuffling the temp * buffers in between. */ void pp_run(struct pp_queue_t *ppq, struct pipe_resource *in, struct pipe_resource *out, struct pipe_resource *indepth) { struct pipe_resource *refin = NULL, *refout = NULL; unsigned int i; struct cso_context *cso = ppq->p->cso; if (in->width0 != ppq->p->framebuffer.width || in->height0 != ppq->p->framebuffer.height) { pp_debug("Resizing the temp pp buffers\n"); pp_free_fbos(ppq); pp_init_fbos(ppq, in->width0, in->height0); } if (in == out && ppq->n_filters == 1) { /* Make a copy of in to tmp[0] in this case. */ unsigned int w = ppq->p->framebuffer.width; unsigned int h = ppq->p->framebuffer.height; util_blit_pixels(ppq->p->blitctx, in, 0, 0, 0, w, h, 0, ppq->tmps[0], 0, 0, w, h, 0, PIPE_TEX_MIPFILTER_NEAREST, TGSI_WRITEMASK_XYZW, 0); in = ppq->tmp[0]; } /* save state (restored below) */ cso_save_blend(cso); cso_save_depth_stencil_alpha(cso); cso_save_fragment_shader(cso); cso_save_framebuffer(cso); cso_save_geometry_shader(cso); cso_save_rasterizer(cso); cso_save_sample_mask(cso); cso_save_samplers(cso, PIPE_SHADER_FRAGMENT); cso_save_sampler_views(cso, PIPE_SHADER_FRAGMENT); cso_save_stencil_ref(cso); cso_save_stream_outputs(cso); cso_save_vertex_elements(cso); cso_save_vertex_shader(cso); cso_save_viewport(cso); cso_save_aux_vertex_buffer_slot(cso); cso_save_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX); cso_save_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT); cso_save_render_condition(cso); /* set default state */ cso_set_sample_mask(cso, ~0); cso_set_stream_outputs(cso, 0, NULL, 0); cso_set_geometry_shader_handle(cso, NULL); cso_set_render_condition(cso, NULL, 0); // Kept only for this frame. pipe_resource_reference(&ppq->depth, indepth); pipe_resource_reference(&refin, in); pipe_resource_reference(&refout, out); switch (ppq->n_filters) { case 1: /* No temp buf */ ppq->pp_queue[0] (ppq, in, out, 0); break; case 2: /* One temp buf */ ppq->pp_queue[0] (ppq, in, ppq->tmp[0], 0); ppq->pp_queue[1] (ppq, ppq->tmp[0], out, 1); break; default: /* Two temp bufs */ ppq->pp_queue[0] (ppq, in, ppq->tmp[0], 0); for (i = 1; i < (ppq->n_filters - 1); i++) { if (i % 2 == 0) ppq->pp_queue[i] (ppq, ppq->tmp[1], ppq->tmp[0], i); else ppq->pp_queue[i] (ppq, ppq->tmp[0], ppq->tmp[1], i); } if (i % 2 == 0) ppq->pp_queue[i] (ppq, ppq->tmp[1], out, i); else ppq->pp_queue[i] (ppq, ppq->tmp[0], out, i); break; } /* restore state we changed */ cso_restore_blend(cso); cso_restore_depth_stencil_alpha(cso); cso_restore_fragment_shader(cso); cso_restore_framebuffer(cso); cso_restore_geometry_shader(cso); cso_restore_rasterizer(cso); cso_restore_sample_mask(cso); cso_restore_samplers(cso, PIPE_SHADER_FRAGMENT); cso_restore_sampler_views(cso, PIPE_SHADER_FRAGMENT); cso_restore_stencil_ref(cso); cso_restore_stream_outputs(cso); cso_restore_vertex_elements(cso); cso_restore_vertex_shader(cso); cso_restore_viewport(cso); cso_restore_aux_vertex_buffer_slot(cso); cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX); cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT); cso_restore_render_condition(cso); pipe_resource_reference(&ppq->depth, NULL); pipe_resource_reference(&refin, NULL); pipe_resource_reference(&refout, NULL); }