static void
set_vertex_shader_layered(struct st_context *st)
{
   struct pipe_context *pipe = st->pipe;

   if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_INSTANCEID)) {
      assert(!"Got layered clear, but VS instancing is unsupported");
      set_vertex_shader(st);
      return;
   }

   if (!st->clear.vs_layered) {
      bool vs_layer =
         pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT);
      if (vs_layer) {
         st->clear.vs_layered = util_make_layered_clear_vertex_shader(pipe);
      } else {
         st->clear.vs_layered = util_make_layered_clear_helper_vertex_shader(pipe);
         st->clear.gs_layered = util_make_layered_clear_geometry_shader(pipe);
      }
   }

   cso_set_vertex_shader_handle(st->cso_context, st->clear.vs_layered);
   cso_set_geometry_shader_handle(st->cso_context, st->clear.gs_layered);
}
예제 #2
0
파일: renderer.c 프로젝트: CSRedRat/mesa-1
/**
 * Set renderer vertex shader.
 *
 * This function modifies vertex_shader state.
 */
static void renderer_set_vs(struct renderer *r, RendererVs id)
{
   /* create as needed */
   if (!r->cached_vs[id]) {
      int semantic_name = -1;

      switch (id) {
      case RENDERER_VS_PLAIN:
         break;
      case RENDERER_VS_COLOR:
         semantic_name = TGSI_SEMANTIC_COLOR;
         break;
      case RENDERER_VS_TEXTURE:
         semantic_name = TGSI_SEMANTIC_GENERIC;
         break;
      default:
         assert(!"Unknown renderer vs id");
         break;
      }

      r->cached_vs[id] = create_passthrough_vs(r->pipe, semantic_name);
   }

   cso_set_vertex_shader_handle(r->cso, r->cached_vs[id]);
}
static void draw(struct program *p)
{
	/* set the render target */
	cso_set_framebuffer(p->cso, &p->framebuffer);

	/* clear the render target */
	p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR, &p->clear_color, 0, 0);

	/* set misc state we care about */
	cso_set_blend(p->cso, &p->blend);
	cso_set_depth_stencil_alpha(p->cso, &p->depthstencil);
	cso_set_rasterizer(p->cso, &p->rasterizer);
	cso_set_viewport(p->cso, &p->viewport);

	/* shaders */
	cso_set_fragment_shader_handle(p->cso, p->fs);
	cso_set_vertex_shader_handle(p->cso, p->vs);

	/* vertex element data */
	cso_set_vertex_elements(p->cso, 2, p->velem);

	util_draw_vertex_buffer(p->pipe, p->cso,
	                        p->vbuf, 0,
	                        PIPE_PRIM_TRIANGLES,
	                        3,  /* verts */
	                        2); /* attribs/vert */

        p->pipe->flush(p->pipe, NULL);

	debug_dump_surface_bmp(p->pipe, "result.bmp", p->framebuffer.cbufs[0]);
}
static int
bind_shaders(struct xa_context *ctx, const struct xa_composite *comp)
{
    unsigned vs_traits = 0, fs_traits = 0;
    struct xa_shader shader;
    struct xa_picture *src_pic = comp->src;
    struct xa_picture *mask_pic = comp->mask;

    ctx->has_solid_color = FALSE;

    if (src_pic) {
	if (src_pic->wrap == xa_wrap_clamp_to_border && src_pic->has_transform)
	    fs_traits |= FS_SRC_REPEAT_NONE;

	if (src_pic->src_pict) {
	    if (src_pic->src_pict->type == xa_src_pict_solid_fill) {
		fs_traits |= FS_SOLID_FILL | FS_FILL;
		vs_traits |= VS_SOLID_FILL;
		xa_pixel_to_float4(src_pic->src_pict->solid_fill.color,
				   ctx->solid_color);
		ctx->has_solid_color = TRUE;
	    }
	} else {
	    fs_traits |= FS_COMPOSITE;
	    vs_traits |= VS_COMPOSITE;
	}

	fs_traits |= picture_format_fixups(src_pic, 0);
    }

    if (mask_pic) {
	vs_traits |= VS_MASK;
	fs_traits |= FS_MASK;
	if (mask_pic->wrap == xa_wrap_clamp_to_border &&
	    mask_pic->has_transform)
	    fs_traits |= FS_MASK_REPEAT_NONE;

	if (mask_pic->component_alpha) {
	    struct xa_composite_blend blend;
	    if (!blend_for_op(&blend, comp->op, src_pic, mask_pic, NULL))
		return -XA_ERR_INVAL;

	    if (blend.alpha_src) {
		fs_traits |= FS_CA_SRCALPHA;
	    } else
		fs_traits |= FS_CA_FULL;
	}

	fs_traits |= picture_format_fixups(mask_pic, 1);
    }

    if (ctx->srf->format == PIPE_FORMAT_L8_UNORM)
	fs_traits |= FS_DST_LUMINANCE;

    shader = xa_shaders_get(ctx->shaders, vs_traits, fs_traits);
    cso_set_vertex_shader_handle(ctx->cso, shader.vs);
    cso_set_fragment_shader_handle(ctx->cso, shader.fs);
    return XA_ERR_NONE;
}
예제 #5
0
void renderer_copy_prepare(struct xorg_renderer *r,
                           struct pipe_surface *dst_surface,
                           struct pipe_texture *src_texture)
{
   struct pipe_context *pipe = r->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct xorg_shader shader;

   assert(screen->is_format_supported(screen, dst_surface->format,
                                      PIPE_TEXTURE_2D,
                                      PIPE_TEXTURE_USAGE_RENDER_TARGET,
                                      0));


   /* set misc state we care about */
   {
      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(r->cso, &blend);
   }

   /* sampler */
   {
      struct pipe_sampler_state sampler;
      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_NONE;
      sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.normalized_coords = 1;
      cso_single_sampler(r->cso, 0, &sampler);
      cso_single_sampler_done(r->cso);
   }

   renderer_bind_destination(r, dst_surface, 
                             dst_surface->width,
                             dst_surface->height);

   /* texture */
   cso_set_sampler_textures(r->cso, 1, &src_texture);

   /* shaders */
   shader = xorg_shaders_get(r->shaders,
                             VS_COMPOSITE,
                             FS_COMPOSITE);
   cso_set_vertex_shader_handle(r->cso, shader.vs);
   cso_set_fragment_shader_handle(r->cso, shader.fs);

   r->buffer_size = 0;
   r->attrs_per_vertex = 2;
}
예제 #6
0
static void
bind_shaders(struct exa_context *exa, int op,
             PicturePtr pSrcPicture, PicturePtr pMaskPicture, PicturePtr pDstPicture,
             struct exa_pixmap_priv *pSrc, struct exa_pixmap_priv *pMask)
{
   unsigned vs_traits = 0, fs_traits = 0;
   struct xorg_shader shader;

   exa->has_solid_color = FALSE;

   if (pSrcPicture) {
      if (pSrcPicture->repeatType == RepeatNone && pSrcPicture->transform)
         fs_traits |= FS_SRC_REPEAT_NONE;

      if (pSrcPicture->pSourcePict) {
         if (pSrcPicture->pSourcePict->type == SourcePictTypeSolidFill) {
            fs_traits |= FS_SOLID_FILL;
            vs_traits |= VS_SOLID_FILL;
            debug_assert(pSrcPicture->format == PICT_a8r8g8b8);
            pixel_to_float4(pSrcPicture->pSourcePict->solidFill.color,
                            exa->solid_color, PIPE_FORMAT_B8G8R8A8_UNORM);
            exa->has_solid_color = TRUE;
         } else {
            debug_assert("!gradients not supported");
         }
      } else {
         fs_traits |= FS_COMPOSITE;
         vs_traits |= VS_COMPOSITE;
      }

      fs_traits |= picture_format_fixups(pSrc, pSrcPicture, FALSE, pDstPicture);
   }

   if (pMaskPicture) {
      vs_traits |= VS_MASK;
      fs_traits |= FS_MASK;
      if (pMaskPicture->repeatType == RepeatNone && pMaskPicture->transform)
         fs_traits |= FS_MASK_REPEAT_NONE;
      if (pMaskPicture->componentAlpha) {
         struct xorg_composite_blend blend;
         blend_for_op(&blend, op,
                      pSrcPicture, pMaskPicture, NULL);
         if (blend.alpha_src) {
            fs_traits |= FS_CA_SRCALPHA;
         } else
            fs_traits |= FS_CA_FULL;
      }

      fs_traits |= picture_format_fixups(pMask, pMaskPicture, TRUE, pDstPicture);
   }

   shader = xorg_shaders_get(exa->renderer->shaders, vs_traits, fs_traits);
   cso_set_vertex_shader_handle(exa->renderer->cso, shader.vs);
   cso_set_fragment_shader_handle(exa->renderer->cso, shader.fs);
}
예제 #7
0
파일: xa_yuv.c 프로젝트: nikai3d/mesa
static void
xa_yuv_bind_shaders(struct xa_context *r)
{
    unsigned vs_traits = 0, fs_traits = 0;
    struct xa_shader shader;

    vs_traits |= VS_YUV;
    fs_traits |= FS_YUV;

    shader = xa_shaders_get(r->shaders, vs_traits, fs_traits);
    cso_set_vertex_shader_handle(r->cso, shader.vs);
    cso_set_fragment_shader_handle(r->cso, shader.fs);
}
예제 #8
0
파일: xa_context.c 프로젝트: DirectFB/mesa
XA_EXPORT int
xa_solid_prepare(struct xa_context *ctx, struct xa_surface *dst,
		 uint32_t fg)
{
    unsigned vs_traits, fs_traits;
    struct xa_shader shader;
    int width, height;
    int ret;

    ret = xa_ctx_srf_create(ctx, dst);
    if (ret != XA_ERR_NONE)
	return ret;

    if (ctx->srf->format == PIPE_FORMAT_L8_UNORM)
	xa_pixel_to_float4_a8(fg, ctx->solid_color);
    else
	xa_pixel_to_float4(fg, ctx->solid_color);
    ctx->has_solid_color = 1;

    ctx->dst = dst;
    width = ctx->srf->width;
    height = ctx->srf->height;

#if 0
    debug_printf("Color Pixel=(%d, %d, %d, %d), RGBA=(%f, %f, %f, %f)\n",
		 (fg >> 24) & 0xff, (fg >> 16) & 0xff,
		 (fg >> 8) & 0xff,  (fg >> 0) & 0xff,
		 exa->solid_color[0], exa->solid_color[1],
		 exa->solid_color[2], exa->solid_color[3]);
#endif

    vs_traits = VS_SOLID_FILL;
    fs_traits = FS_SOLID_FILL;

    renderer_bind_destination(ctx, ctx->srf, width, height);
    bind_solid_blend_state(ctx);
    cso_set_samplers(ctx->cso, PIPE_SHADER_FRAGMENT, 0, NULL);
    cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 0, NULL);

    shader = xa_shaders_get(ctx->shaders, vs_traits, fs_traits);
    cso_set_vertex_shader_handle(ctx->cso, shader.vs);
    cso_set_fragment_shader_handle(ctx->cso, shader.fs);

    renderer_begin_solid(ctx);

    xa_ctx_srf_destroy(ctx);
    return XA_ERR_NONE;
}
예제 #9
0
/**
 * Helper function to set the vertex shader.
 */
static INLINE void
set_vertex_shader(struct blit_state *ctx)
{
   /* vertex shader - still required to provide the linkage between
    * fragment shader input semantics and vertex_element/buffers.
    */
   if (!ctx->vs) {
      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
                                      TGSI_SEMANTIC_GENERIC };
      const uint semantic_indexes[] = { 0, 0 };
      ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2,
                                                    semantic_names,
                                                    semantic_indexes);
   }

   cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
}
예제 #10
0
파일: u_tests.c 프로젝트: Distrotech/Mesa
static void *
util_set_passthrough_vertex_shader(struct cso_context *cso,
                                   struct pipe_context *ctx,
                                   bool window_space)
{
   static const uint vs_attribs[] = {
      TGSI_SEMANTIC_POSITION,
      TGSI_SEMANTIC_GENERIC
   };
   static const uint vs_indices[] = {0, 0};
   void *vs;

   vs = util_make_vertex_passthrough_shader(ctx, 2, vs_attribs, vs_indices,
                                            window_space);
   cso_set_vertex_shader_handle(cso, vs);
   return vs;
}
예제 #11
0
파일: st_cb_clear.c 프로젝트: UIKit0/mesa
/**
 * Helper function to set the vertex shader.
 */
static INLINE void
set_vertex_shader(struct st_context *st)
{
   /* vertex shader - still required to provide the linkage between
    * fragment shader input semantics and vertex_element/buffers.
    */
   if (!st->clear.vs)
   {
      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
                                      TGSI_SEMANTIC_COLOR };
      const uint semantic_indexes[] = { 0, 0 };
      st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
                                                         semantic_names,
                                                         semantic_indexes);
   }

   cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
}
예제 #12
0
static void
set_vertex_shader_layered(struct st_context *st)
{
   struct pipe_context *pipe = st->pipe;

   if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_INSTANCEID) ||
       !pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER)) {
      assert(!"Got layered clear, but the VS layer output is unsupported");
      set_vertex_shader(st);
      return;
   }

   if (!st->clear.vs_layered) {
      st->clear.vs_layered = util_make_layered_clear_vertex_shader(pipe);
   }

   cso_set_vertex_shader_handle(st->cso_context, st->clear.vs_layered);
}
예제 #13
0
void renderer_texture_quad(struct renderer *r,
                           struct pipe_texture *tex,
                           VGfloat x1offset, VGfloat y1offset,
                           VGfloat x2offset, VGfloat y2offset,
                           VGfloat x1, VGfloat y1,
                           VGfloat x2, VGfloat y2,
                           VGfloat x3, VGfloat y3,
                           VGfloat x4, VGfloat y4)
{
   struct pipe_context *pipe = r->pipe;
   struct pipe_buffer *buf;
   VGfloat s0, t0, s1, t1;

   assert(tex->width0 != 0);
   assert(tex->height0 != 0);

   s0 = x1offset / tex->width0;
   s1 = x2offset / tex->width0;
   t0 = y1offset / tex->height0;
   t1 = y2offset / tex->height0;

   cso_save_vertex_shader(r->cso);
   /* shaders */
   cso_set_vertex_shader_handle(r->cso, vg_texture_vs(r->owner));

   /* draw quad */
   buf = setup_vertex_data_qtex(r, x1, y1, x2, y2, x3, y3, x4, y4,
                          s0, t0, s1, t1, 0.0f);

   if (buf) {
      util_draw_vertex_buffer(pipe, buf, 0,
                              PIPE_PRIM_TRIANGLE_FAN,
                              4,  /* verts */
                              2); /* attribs/vert */

      pipe_buffer_reference(&buf,
                            NULL);
   }

   cso_restore_vertex_shader(r->cso);
}
예제 #14
0
/**
 * Update vertex program state/atom.  This involves translating the
 * Mesa vertex program into a gallium fragment program and binding it.
 */
static void
update_vp( struct st_context *st )
{
   struct st_vertex_program *stvp;
   struct st_vp_variant_key key;

   /* find active shader and params -- Should be covered by
    * ST_NEW_VERTEX_PROGRAM
    */
   assert(st->ctx->VertexProgram._Current);
   stvp = st_vertex_program(st->ctx->VertexProgram._Current);
   assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);

   memset(&key, 0, sizeof key);
   key.st = st->has_shareable_shaders ? NULL : st;

   /* When this is true, we will add an extra input to the vertex
    * shader translation (for edgeflags), an extra output with
    * edgeflag semantics, and extend the vertex shader to pass through
    * the input to the output.  We'll need to use similar logic to set
    * up the extra vertex_element input for edgeflags.
    */
   key.passthrough_edgeflags = st->vertdata_edgeflags;

   key.clamp_color = st->clamp_vert_color_in_shader &&
                     st->ctx->Light._ClampVertexColor &&
                     (stvp->Base.Base.OutputsWritten &
                      (VARYING_SLOT_COL0 |
                       VARYING_SLOT_COL1 |
                       VARYING_SLOT_BFC0 |
                       VARYING_SLOT_BFC1));

   st->vp_variant = st_get_vp_variant(st, stvp, &key);

   st_reference_vertprog(st, &st->vp, stvp);

   cso_set_vertex_shader_handle(st->cso_context, 
                                st->vp_variant->driver_shader);

   st->vertex_result_to_slot = stvp->result_to_output;
}
/**
 * Update vertex program state/atom.  This involves translating the
 * Mesa vertex program into a gallium fragment program and binding it.
 */
static void
update_vp( struct st_context *st )
{
   struct st_vertex_program *stvp;
   struct st_vp_variant_key key;

   /* find active shader and params -- Should be covered by
    * ST_NEW_VERTEX_PROGRAM
    */
   assert(st->ctx->VertexProgram._Current);
   stvp = st_vertex_program(st->ctx->VertexProgram._Current);
   assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);

   memset(&key, 0, sizeof key);
   key.st = st;  /* variants are per-context */

   /* When this is true, we will add an extra input to the vertex
    * shader translation (for edgeflags), an extra output with
    * edgeflag semantics, and extend the vertex shader to pass through
    * the input to the output.  We'll need to use similar logic to set
    * up the extra vertex_element input for edgeflags.
    * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA
    */
   key.passthrough_edgeflags = (st->vertdata_edgeflags && (
                                st->ctx->Polygon.FrontMode != GL_FILL ||
                                st->ctx->Polygon.BackMode != GL_FILL));

   key.clamp_color = st->clamp_vert_color_in_shader &&
                     st->ctx->Light._ClampVertexColor;

   st->vp_variant = st_get_vp_variant(st, stvp, &key);

   st_reference_vertprog(st, &st->vp, stvp);

   cso_set_vertex_shader_handle(st->cso_context, 
                                st->vp_variant->driver_shader);

   st->vertex_result_to_slot = stvp->result_to_output;
}
예제 #16
0
파일: quad-tex.c 프로젝트: Echelon9/mesa
static void draw(struct program *p)
{
	const struct pipe_sampler_state *samplers[] = {&p->sampler};

	/* set the render target */
	cso_set_framebuffer(p->cso, &p->framebuffer);

	/* clear the render target */
	p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR, &p->clear_color, 0, 0);

	/* set misc state we care about */
	cso_set_blend(p->cso, &p->blend);
	cso_set_depth_stencil_alpha(p->cso, &p->depthstencil);
	cso_set_rasterizer(p->cso, &p->rasterizer);
	cso_set_viewport(p->cso, &p->viewport);

	/* sampler */
	cso_set_samplers(p->cso, PIPE_SHADER_FRAGMENT, 1, samplers);

	/* texture sampler view */
	cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->view);

	/* shaders */
	cso_set_fragment_shader_handle(p->cso, p->fs);
	cso_set_vertex_shader_handle(p->cso, p->vs);

	/* vertex element data */
	cso_set_vertex_elements(p->cso, 2, p->velem);

	util_draw_vertex_buffer(p->pipe, p->cso,
	                        p->vbuf, 0, 0,
	                        PIPE_PRIM_QUADS,
	                        4,  /* verts */
	                        2); /* attribs/vert */

        p->pipe->flush(p->pipe, NULL, 0);

	debug_dump_surface_bmp(p->pipe, "result.bmp", p->framebuffer.cbufs[0]);
}
예제 #17
0
boolean xorg_solid_bind_state(struct exa_context *exa,
                              struct exa_pixmap_priv *pixmap,
                              Pixel fg)
{
   struct pipe_surface *dst_surf = xorg_gpu_surface(exa->pipe, pixmap);
   unsigned vs_traits, fs_traits;
   struct xorg_shader shader;

   pixel_to_float4(fg, exa->solid_color, pixmap->tex->format);
   exa->has_solid_color = TRUE;

#if 0
   debug_printf("Color Pixel=(%d, %d, %d, %d), RGBA=(%f, %f, %f, %f)\n",
                (fg >> 24) & 0xff, (fg >> 16) & 0xff,
                (fg >> 8) & 0xff,  (fg >> 0) & 0xff,
                exa->solid_color[0], exa->solid_color[1],
                exa->solid_color[2], exa->solid_color[3]);
#endif

   vs_traits = VS_SOLID_FILL;
   fs_traits = FS_SOLID_FILL;

   renderer_bind_destination(exa->renderer, dst_surf, 
                             pixmap->width, pixmap->height);
   bind_blend_state(exa, PictOpSrc, NULL, NULL, NULL);
   cso_set_samplers(exa->renderer->cso, PIPE_SHADER_FRAGMENT, 0, NULL);
   cso_set_sampler_views(exa->renderer->cso, PIPE_SHADER_FRAGMENT, 0, NULL);

   shader = xorg_shaders_get(exa->renderer->shaders, vs_traits, fs_traits);
   cso_set_vertex_shader_handle(exa->renderer->cso, shader.vs);
   cso_set_fragment_shader_handle(exa->renderer->cso, shader.fs);

   renderer_begin_solid(exa->renderer);

   pipe_surface_reference(&dst_surf, NULL);
   return TRUE;
}
예제 #18
0
파일: cso_context.c 프로젝트: nikai3d/mesa
enum pipe_error cso_set_vertex_shader(struct cso_context *ctx,
                                      const struct pipe_shader_state *templ)
{
   unsigned hash_key = cso_construct_key((void*)templ,
                                         sizeof(struct pipe_shader_state));
   struct cso_hash_iter iter = cso_find_state_template(ctx->cache,
                                                       hash_key, CSO_VERTEX_SHADER,
                                                       (void*)templ,
                                                       sizeof(*templ));
   void *handle = NULL;

   if (cso_hash_iter_is_null(iter)) {
      struct cso_vertex_shader *cso = MALLOC(sizeof(struct cso_vertex_shader));

      if (!cso)
         return PIPE_ERROR_OUT_OF_MEMORY;

      memcpy(cso->state, templ, sizeof(*templ));
      cso->data = ctx->pipe->create_vs_state(ctx->pipe, &cso->state);
      cso->delete_state = (cso_state_callback)ctx->pipe->delete_vs_state;
      cso->context = ctx->pipe;

      iter = cso_insert_state(ctx->cache, hash_key, CSO_VERTEX_SHADER, cso);
      if (cso_hash_iter_is_null(iter)) {
         FREE(cso);
         return PIPE_ERROR_OUT_OF_MEMORY;
      }

      handle = cso->data;
   }
   else {
      handle = ((struct cso_vertex_shader *)cso_hash_iter_data(iter))->data;
   }

   return cso_set_vertex_shader_handle( ctx, handle );
}
예제 #19
0
static void
update_linkage( struct st_context *st )
{
   struct st_vertex_program *stvp;
   struct st_fragment_program *stfp;
   struct translated_vertex_program *xvp;

   /* find active shader and params -- Should be covered by
    * ST_NEW_VERTEX_PROGRAM
    */
   assert(st->ctx->VertexProgram._Current);
   stvp = st_vertex_program(st->ctx->VertexProgram._Current);
   assert(stvp->Base.Base.Target == GL_VERTEX_PROGRAM_ARB);

   assert(st->ctx->FragmentProgram._Current);
   stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
   assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);

   xvp = find_translated_vp(st, stvp, stfp);

   st_reference_vertprog(st, &st->vp, stvp);
   st_reference_fragprog(st, &st->fp, stfp);

   cso_set_vertex_shader_handle(st->cso_context, stvp->driver_shader);

   if (st->missing_textures) {
      /* use a pass-through frag shader that uses no textures */
      void *fs = get_passthrough_fs(st);
      cso_set_fragment_shader_handle(st->cso_context, fs);
   }
   else {
      cso_set_fragment_shader_handle(st->cso_context, stfp->driver_shader);
   }

   st->vertex_result_to_slot = xvp->output_to_slot;
}
예제 #20
0
/**
 * Render a glBitmap by drawing a textured quad
 */
static void
draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
                 GLsizei width, GLsizei height,
                 struct pipe_sampler_view *sv,
                 const GLfloat *color)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   struct cso_context *cso = st->cso_context;
   struct st_fp_variant *fpv;
   struct st_fp_variant_key key;
   GLuint maxSize;
   GLuint offset;
   struct pipe_resource *vbuf = NULL;

   memset(&key, 0, sizeof(key));
   key.st = st;
   key.bitmap = GL_TRUE;
   key.clamp_color = st->clamp_frag_color_in_shader &&
                     st->ctx->Color._ClampFragmentColor;

   fpv = st_get_fp_variant(st, st->fp, &key);

   /* As an optimization, Mesa's fragment programs will sometimes get the
    * primary color from a statevar/constant rather than a varying variable.
    * when that's the case, we need to ensure that we use the 'color'
    * parameter and not the current attribute color (which may have changed
    * through glRasterPos and state validation.
    * So, we force the proper color here.  Not elegant, but it works.
    */
   {
      GLfloat colorSave[4];
      COPY_4V(colorSave, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
      COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color);
      st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
      COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave);
   }


   /* limit checks */
   /* XXX if the bitmap is larger than the max texture size, break
    * it up into chunks.
    */
   maxSize = 1 << (pipe->screen->get_param(pipe->screen,
                                    PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
   assert(width <= (GLsizei)maxSize);
   assert(height <= (GLsizei)maxSize);

   cso_save_rasterizer(cso);
   cso_save_samplers(cso, PIPE_SHADER_FRAGMENT);
   cso_save_sampler_views(cso, PIPE_SHADER_FRAGMENT);
   cso_save_viewport(cso);
   cso_save_fragment_shader(cso);
   cso_save_stream_outputs(cso);
   cso_save_vertex_shader(cso);
   cso_save_tessctrl_shader(cso);
   cso_save_tesseval_shader(cso);
   cso_save_geometry_shader(cso);
   cso_save_vertex_elements(cso);
   cso_save_aux_vertex_buffer_slot(cso);

   /* rasterizer state: just scissor */
   st->bitmap.rasterizer.scissor = ctx->Scissor.EnableFlags & 1;
   cso_set_rasterizer(cso, &st->bitmap.rasterizer);

   /* fragment shader state: TEX lookup program */
   cso_set_fragment_shader_handle(cso, fpv->driver_shader);

   /* vertex shader state: position + texcoord pass-through */
   cso_set_vertex_shader_handle(cso, st->bitmap.vs);

   /* disable other shaders */
   cso_set_tessctrl_shader_handle(cso, NULL);
   cso_set_tesseval_shader_handle(cso, NULL);
   cso_set_geometry_shader_handle(cso, NULL);

   /* user samplers, plus our bitmap sampler */
   {
      struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
      uint num = MAX2(fpv->bitmap_sampler + 1,
                      st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
      uint i;
      for (i = 0; i < st->state.num_samplers[PIPE_SHADER_FRAGMENT]; i++) {
         samplers[i] = &st->state.samplers[PIPE_SHADER_FRAGMENT][i];
      }
      samplers[fpv->bitmap_sampler] =
         &st->bitmap.samplers[sv->texture->target != PIPE_TEXTURE_RECT];
      cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num,
                       (const struct pipe_sampler_state **) samplers);
   }

   /* user textures, plus the bitmap texture */
   {
      struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
      uint num = MAX2(fpv->bitmap_sampler + 1,
                      st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
      memcpy(sampler_views, st->state.sampler_views[PIPE_SHADER_FRAGMENT],
             sizeof(sampler_views));
      sampler_views[fpv->bitmap_sampler] = sv;
      cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num, sampler_views);
   }

   /* viewport state: viewport matching window dims */
   {
      const GLboolean invert = st->state.fb_orientation == Y_0_TOP;
      const GLfloat width = (GLfloat)st->state.framebuffer.width;
      const GLfloat height = (GLfloat)st->state.framebuffer.height;
      struct pipe_viewport_state vp;
      vp.scale[0] =  0.5f * width;
      vp.scale[1] = height * (invert ? -0.5f : 0.5f);
      vp.scale[2] = 0.5f;
      vp.translate[0] = 0.5f * width;
      vp.translate[1] = 0.5f * height;
      vp.translate[2] = 0.5f;
      cso_set_viewport(cso, &vp);
   }

   cso_set_vertex_elements(cso, 3, st->velems_util_draw);
   cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);

   /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
   z = z * 2.0f - 1.0f;

   /* draw textured quad */
   setup_bitmap_vertex_data(st, sv->texture->target != PIPE_TEXTURE_RECT,
			    x, y, width, height, z, color, &vbuf, &offset);

   if (vbuf) {
      util_draw_vertex_buffer(pipe, st->cso_context, vbuf,
                              cso_get_aux_vertex_buffer_slot(st->cso_context),
                              offset,
                              PIPE_PRIM_TRIANGLE_FAN,
                              4,  /* verts */
                              3); /* attribs/vert */
   }

   /* restore state */
   cso_restore_rasterizer(cso);
   cso_restore_samplers(cso, PIPE_SHADER_FRAGMENT);
   cso_restore_sampler_views(cso, PIPE_SHADER_FRAGMENT);
   cso_restore_viewport(cso);
   cso_restore_fragment_shader(cso);
   cso_restore_vertex_shader(cso);
   cso_restore_tessctrl_shader(cso);
   cso_restore_tesseval_shader(cso);
   cso_restore_geometry_shader(cso);
   cso_restore_vertex_elements(cso);
   cso_restore_aux_vertex_buffer_slot(cso);
   cso_restore_stream_outputs(cso);

   pipe_resource_reference(&vbuf, NULL);
}
예제 #21
0
파일: xa_renderer.c 프로젝트: UIKit0/mesa
void
renderer_copy_prepare(struct xa_context *r,
		      struct pipe_surface *dst_surface,
		      struct pipe_resource *src_texture,
		      const enum xa_formats src_xa_format,
		      const enum xa_formats dst_xa_format)
{
    struct pipe_context *pipe = r->pipe;
    struct pipe_screen *screen = pipe->screen;
    struct xa_shader shader;
    uint32_t fs_traits = FS_COMPOSITE;

    assert(screen->is_format_supported(screen, dst_surface->format,
				       PIPE_TEXTURE_2D, 0,
				       PIPE_BIND_RENDER_TARGET));
    (void)screen;

    /* set misc state we care about */
    {
	struct pipe_blend_state blend;

	memset(&blend, 0, sizeof(blend));
	blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
	blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
	blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
	blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
	blend.rt[0].colormask = PIPE_MASK_RGBA;
	cso_set_blend(r->cso, &blend);
    }

    /* sampler */
    {
	struct pipe_sampler_state sampler;

	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_NONE;
	sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
	sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
	sampler.normalized_coords = 1;
	cso_single_sampler(r->cso, 0, &sampler);
	cso_single_sampler_done(r->cso);
    }

    renderer_bind_destination(r, dst_surface,
			      dst_surface->width, dst_surface->height);

    /* texture/sampler view */
    {
	struct pipe_sampler_view templ;
	struct pipe_sampler_view *src_view;

	u_sampler_view_default_template(&templ,
					src_texture, src_texture->format);
	src_view = pipe->create_sampler_view(pipe, src_texture, &templ);
	cso_set_fragment_sampler_views(r->cso, 1, &src_view);
	pipe_sampler_view_reference(&src_view, NULL);
    }

    /* shaders */
    if (src_texture->format == PIPE_FORMAT_L8_UNORM)
	fs_traits |= FS_SRC_LUMINANCE;
    if (dst_surface->format == PIPE_FORMAT_L8_UNORM)
	fs_traits |= FS_DST_LUMINANCE;
    if (xa_format_a(dst_xa_format) != 0 &&
	xa_format_a(src_xa_format) == 0)
	fs_traits |= FS_SRC_SET_ALPHA;

    shader = xa_shaders_get(r->shaders, VS_COMPOSITE, fs_traits);
    cso_set_vertex_shader_handle(r->cso, shader.vs);
    cso_set_fragment_shader_handle(r->cso, shader.fs);

    r->buffer_size = 0;
    r->attrs_per_vertex = 2;
}
예제 #22
0
/**
 * Setup pipeline state prior to rendering the bitmap textured quad.
 */
static void
setup_render_state(struct gl_context *ctx,
                   struct pipe_sampler_view *sv,
                   const GLfloat *color,
                   bool atlas)
{
    struct st_context *st = st_context(ctx);
    struct cso_context *cso = st->cso_context;
    struct st_fp_variant *fpv;
    struct st_fp_variant_key key;

    memset(&key, 0, sizeof(key));
    key.st = st->has_shareable_shaders ? NULL : st;
    key.bitmap = GL_TRUE;
    key.clamp_color = st->clamp_frag_color_in_shader &&
                      ctx->Color._ClampFragmentColor;

    fpv = st_get_fp_variant(st, st->fp, &key);

    /* As an optimization, Mesa's fragment programs will sometimes get the
     * primary color from a statevar/constant rather than a varying variable.
     * when that's the case, we need to ensure that we use the 'color'
     * parameter and not the current attribute color (which may have changed
     * through glRasterPos and state validation.
     * So, we force the proper color here.  Not elegant, but it works.
     */
    {
        GLfloat colorSave[4];
        COPY_4V(colorSave, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
        COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color);
        st_upload_constants(st, st->fp->Base.Base.Parameters,
                            PIPE_SHADER_FRAGMENT);
        COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave);
    }

    cso_save_state(cso, (CSO_BIT_RASTERIZER |
                         CSO_BIT_FRAGMENT_SAMPLERS |
                         CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
                         CSO_BIT_VIEWPORT |
                         CSO_BIT_STREAM_OUTPUTS |
                         CSO_BIT_VERTEX_ELEMENTS |
                         CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
                         CSO_BITS_ALL_SHADERS));


    /* rasterizer state: just scissor */
    st->bitmap.rasterizer.scissor = ctx->Scissor.EnableFlags & 1;
    cso_set_rasterizer(cso, &st->bitmap.rasterizer);

    /* fragment shader state: TEX lookup program */
    cso_set_fragment_shader_handle(cso, fpv->driver_shader);

    /* vertex shader state: position + texcoord pass-through */
    cso_set_vertex_shader_handle(cso, st->bitmap.vs);

    /* disable other shaders */
    cso_set_tessctrl_shader_handle(cso, NULL);
    cso_set_tesseval_shader_handle(cso, NULL);
    cso_set_geometry_shader_handle(cso, NULL);

    /* user samplers, plus our bitmap sampler */
    {
        struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
        uint num = MAX2(fpv->bitmap_sampler + 1,
                        st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
        uint i;
        for (i = 0; i < st->state.num_samplers[PIPE_SHADER_FRAGMENT]; i++) {
            samplers[i] = &st->state.samplers[PIPE_SHADER_FRAGMENT][i];
        }
        if (atlas)
            samplers[fpv->bitmap_sampler] = &st->bitmap.atlas_sampler;
        else
            samplers[fpv->bitmap_sampler] = &st->bitmap.sampler;
        cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num,
                         (const struct pipe_sampler_state **) samplers);
    }

    /* user textures, plus the bitmap texture */
    {
        struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
        uint num = MAX2(fpv->bitmap_sampler + 1,
                        st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
        memcpy(sampler_views, st->state.sampler_views[PIPE_SHADER_FRAGMENT],
               sizeof(sampler_views));
        sampler_views[fpv->bitmap_sampler] = sv;
        cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num, sampler_views);
    }

    /* viewport state: viewport matching window dims */
    cso_set_viewport_dims(cso, st->state.framebuffer.width,
                          st->state.framebuffer.height,
                          st->state.fb_orientation == Y_0_TOP);

    cso_set_vertex_elements(cso, 3, st->util_velems);

    cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
}
예제 #23
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;
}
예제 #24
0
void vg_validate_state(struct vg_context *ctx)
{
   vg_manager_validate_framebuffer(ctx);

   if ((ctx->state.dirty & BLEND_DIRTY)) {
      struct pipe_blend_state *blend = &ctx->state.g3d.blend;
      memset(blend, 0, sizeof(struct pipe_blend_state));
      blend->rt[0].blend_enable = 1;
      blend->rt[0].colormask = PIPE_MASK_RGBA;

      switch (ctx->state.vg.blend_mode) {
      case VG_BLEND_SRC:
         blend->rt[0].rgb_src_factor   = PIPE_BLENDFACTOR_ONE;
         blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
         blend->rt[0].rgb_dst_factor   = PIPE_BLENDFACTOR_ZERO;
         blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
         blend->rt[0].blend_enable = 0;
         break;
      case VG_BLEND_SRC_OVER:
         blend->rt[0].rgb_src_factor   = PIPE_BLENDFACTOR_SRC_ALPHA;
         blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
         blend->rt[0].rgb_dst_factor   = PIPE_BLENDFACTOR_INV_SRC_ALPHA;
         blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_INV_SRC_ALPHA;
         break;
      case VG_BLEND_DST_OVER:
         blend->rt[0].rgb_src_factor   = PIPE_BLENDFACTOR_INV_DST_ALPHA;
         blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_INV_DST_ALPHA;
         blend->rt[0].rgb_dst_factor   = PIPE_BLENDFACTOR_DST_ALPHA;
         blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_DST_ALPHA;
         break;
      case VG_BLEND_SRC_IN:
         blend->rt[0].rgb_src_factor   = PIPE_BLENDFACTOR_DST_ALPHA;
         blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_DST_ALPHA;
         blend->rt[0].rgb_dst_factor   = PIPE_BLENDFACTOR_ZERO;
         blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
         break;
      case VG_BLEND_DST_IN:
         blend->rt[0].rgb_src_factor   = PIPE_BLENDFACTOR_ZERO;
         blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ZERO;
         blend->rt[0].rgb_dst_factor   = PIPE_BLENDFACTOR_SRC_ALPHA;
         blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
         break;
      case VG_BLEND_MULTIPLY:
      case VG_BLEND_SCREEN:
      case VG_BLEND_DARKEN:
      case VG_BLEND_LIGHTEN:
         blend->rt[0].rgb_src_factor   = PIPE_BLENDFACTOR_ONE;
         blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
         blend->rt[0].rgb_dst_factor   = PIPE_BLENDFACTOR_ZERO;
         blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
         blend->rt[0].blend_enable = 0;
         break;
      case VG_BLEND_ADDITIVE:
         blend->rt[0].rgb_src_factor   = PIPE_BLENDFACTOR_ONE;
         blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
         blend->rt[0].rgb_dst_factor   = PIPE_BLENDFACTOR_ONE;
         blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ONE;
         break;
      default:
         assert(!"not implemented blend mode");
      }
      cso_set_blend(ctx->cso_context, &ctx->state.g3d.blend);
   }
   if ((ctx->state.dirty & RASTERIZER_DIRTY)) {
      struct pipe_rasterizer_state *raster = &ctx->state.g3d.rasterizer;
      memset(raster, 0, sizeof(struct pipe_rasterizer_state));
      raster->gl_rasterization_rules = 1;
      cso_set_rasterizer(ctx->cso_context, &ctx->state.g3d.rasterizer);
   }
   if ((ctx->state.dirty & VIEWPORT_DIRTY)) {
      struct pipe_framebuffer_state *fb = &ctx->state.g3d.fb;
      const VGint param_bytes = 8 * sizeof(VGfloat);
      VGfloat vs_consts[8] = {
         2.f/fb->width, 2.f/fb->height, 1, 1,
         -1, -1, 0, 0
      };
      struct pipe_resource **cbuf = &ctx->vs_const_buffer;

      vg_set_viewport(ctx, VEGA_Y0_BOTTOM);

      pipe_resource_reference(cbuf, NULL);
      *cbuf = pipe_buffer_create(ctx->pipe->screen, 
				 PIPE_BIND_CONSTANT_BUFFER,
				 param_bytes);

      if (*cbuf) {
         st_no_flush_pipe_buffer_write(ctx, *cbuf,
                                       0, param_bytes, vs_consts);
      }
      ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_VERTEX, 0, *cbuf);
   }
   if ((ctx->state.dirty & VS_DIRTY)) {
      cso_set_vertex_shader_handle(ctx->cso_context,
                                   vg_plain_vs(ctx));
   }

   /* must be last because it renders to the depth buffer*/
   if ((ctx->state.dirty & DEPTH_STENCIL_DIRTY)) {
      update_clip_state(ctx);
      cso_set_depth_stencil_alpha(ctx->cso_context, &ctx->state.g3d.dsa);
   }

   shader_set_masking(ctx->shader, ctx->state.vg.masking);
   shader_set_image_mode(ctx->shader, ctx->state.vg.image_mode);

   ctx->state.dirty = NONE_DIRTY;
}
예제 #25
0
/* Setup all vertex pipeline state, rasterizer state, and fragment shader
 * constants, and issue the draw call for PBO upload/download.
 *
 * The caller is responsible for saving and restoring state, as well as for
 * setting other fragment shader state (fragment shader, samplers), and
 * framebuffer/viewport/DSA/blend state.
 */
bool
st_pbo_draw(struct st_context *st, const struct st_pbo_addresses *addr,
            unsigned surface_width, unsigned surface_height)
{
   struct cso_context *cso = st->cso_context;

   /* Setup vertex and geometry shaders */
   if (!st->pbo.vs) {
      st->pbo.vs = st_pbo_create_vs(st);
      if (!st->pbo.vs)
         return false;
   }

   if (addr->depth != 1 && st->pbo.use_gs && !st->pbo.gs) {
      st->pbo.gs = st_pbo_create_gs(st);
      if (!st->pbo.gs)
         return false;
   }

   cso_set_vertex_shader_handle(cso, st->pbo.vs);

   cso_set_geometry_shader_handle(cso, addr->depth != 1 ? st->pbo.gs : NULL);

   cso_set_tessctrl_shader_handle(cso, NULL);

   cso_set_tesseval_shader_handle(cso, NULL);

   /* Upload vertices */
   {
      struct pipe_vertex_buffer vbo = {0};
      struct pipe_vertex_element velem;

      float x0 = (float) addr->xoffset / surface_width * 2.0f - 1.0f;
      float y0 = (float) addr->yoffset / surface_height * 2.0f - 1.0f;
      float x1 = (float) (addr->xoffset + addr->width) / surface_width * 2.0f - 1.0f;
      float y1 = (float) (addr->yoffset + addr->height) / surface_height * 2.0f - 1.0f;

      float *verts = NULL;

      vbo.stride = 2 * sizeof(float);

      u_upload_alloc(st->pipe->stream_uploader, 0, 8 * sizeof(float), 4,
                     &vbo.buffer_offset, &vbo.buffer.resource, (void **) &verts);
      if (!verts)
         return false;

      verts[0] = x0;
      verts[1] = y0;
      verts[2] = x0;
      verts[3] = y1;
      verts[4] = x1;
      verts[5] = y0;
      verts[6] = x1;
      verts[7] = y1;

      u_upload_unmap(st->pipe->stream_uploader);

      velem.src_offset = 0;
      velem.instance_divisor = 0;
      velem.vertex_buffer_index = 0;
      velem.src_format = PIPE_FORMAT_R32G32_FLOAT;

      cso_set_vertex_elements(cso, 1, &velem);

      cso_set_vertex_buffers(cso, velem.vertex_buffer_index, 1, &vbo);

      pipe_resource_reference(&vbo.buffer.resource, NULL);
   }

   /* Upload constants */
   {
      struct pipe_constant_buffer cb;

      cb.buffer = NULL;
      cb.user_buffer = &addr->constants;
      cb.buffer_offset = 0;
      cb.buffer_size = sizeof(addr->constants);

      cso_set_constant_buffer(cso, PIPE_SHADER_FRAGMENT, 0, &cb);

      pipe_resource_reference(&cb.buffer, NULL);
   }

   /* Rasterizer state */
   cso_set_rasterizer(cso, &st->pbo.raster);

   /* Disable stream output */
   cso_set_stream_outputs(cso, 0, NULL, 0);

   if (addr->depth == 1) {
      cso_draw_arrays(cso, PIPE_PRIM_TRIANGLE_STRIP, 0, 4);
   } else {
      cso_draw_arrays_instanced(cso, PIPE_PRIM_TRIANGLE_STRIP,
                                0, 4, 0, addr->depth);
   }

   return true;
}
예제 #26
0
static void
draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
                   GLsizei width, GLsizei height,
                   GLfloat zoomX, GLfloat zoomY,
                   struct pipe_sampler_view **sv,
                   int num_sampler_view,
                   void *driver_vp,
                   void *driver_fp,
                   const GLfloat *color,
                   GLboolean invertTex,
                   GLboolean write_depth, GLboolean write_stencil)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   struct cso_context *cso = st->cso_context;
   GLfloat x0, y0, x1, y1;
   GLsizei maxSize;
   boolean normalized = sv[0]->texture->target != PIPE_TEXTURE_RECT;

   /* limit checks */
   /* XXX if DrawPixels image is larger than max texture size, break
    * it up into chunks.
    */
   maxSize = 1 << (pipe->screen->get_param(pipe->screen,
                                        PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
   assert(width <= maxSize);
   assert(height <= maxSize);

   cso_save_rasterizer(cso);
   cso_save_viewport(cso);
   cso_save_samplers(cso);
   cso_save_fragment_sampler_views(cso);
   cso_save_fragment_shader(cso);
   cso_save_vertex_shader(cso);
   cso_save_vertex_elements(cso);
   cso_save_vertex_buffers(cso);
   if (write_stencil) {
      cso_save_depth_stencil_alpha(cso);
      cso_save_blend(cso);
   }

   /* rasterizer state: just scissor */
   {
      struct pipe_rasterizer_state rasterizer;
      memset(&rasterizer, 0, sizeof(rasterizer));
      rasterizer.clamp_fragment_color = ctx->Color._ClampFragmentColor;
      rasterizer.gl_rasterization_rules = 1;
      rasterizer.scissor = ctx->Scissor.Enabled;
      cso_set_rasterizer(cso, &rasterizer);
   }

   if (write_stencil) {
      /* Stencil writing bypasses the normal fragment pipeline to
       * disable color writing and set stencil test to always pass.
       */
      struct pipe_depth_stencil_alpha_state dsa;
      struct pipe_blend_state blend;

      /* depth/stencil */
      memset(&dsa, 0, sizeof(dsa));
      dsa.stencil[0].enabled = 1;
      dsa.stencil[0].func = PIPE_FUNC_ALWAYS;
      dsa.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
      dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
      if (write_depth) {
         /* writing depth+stencil: depth test always passes */
         dsa.depth.enabled = 1;
         dsa.depth.writemask = ctx->Depth.Mask;
         dsa.depth.func = PIPE_FUNC_ALWAYS;
      }
      cso_set_depth_stencil_alpha(cso, &dsa);

      /* blend (colormask) */
      memset(&blend, 0, sizeof(blend));
      cso_set_blend(cso, &blend);
   }

   /* fragment shader state: TEX lookup program */
   cso_set_fragment_shader_handle(cso, driver_fp);

   /* vertex shader state: position + texcoord pass-through */
   cso_set_vertex_shader_handle(cso, driver_vp);


   /* texture sampling state: */
   {
      struct pipe_sampler_state sampler;
      memset(&sampler, 0, sizeof(sampler));
      sampler.wrap_s = PIPE_TEX_WRAP_CLAMP;
      sampler.wrap_t = PIPE_TEX_WRAP_CLAMP;
      sampler.wrap_r = PIPE_TEX_WRAP_CLAMP;
      sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
      sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.normalized_coords = normalized;

      cso_single_sampler(cso, 0, &sampler);
      if (num_sampler_view > 1) {
         cso_single_sampler(cso, 1, &sampler);
      }
      cso_single_sampler_done(cso);
   }

   /* viewport state: viewport matching window dims */
   {
      const float w = (float) ctx->DrawBuffer->Width;
      const float h = (float) ctx->DrawBuffer->Height;
      struct pipe_viewport_state vp;
      vp.scale[0] =  0.5f * w;
      vp.scale[1] = -0.5f * h;
      vp.scale[2] = 0.5f;
      vp.scale[3] = 1.0f;
      vp.translate[0] = 0.5f * w;
      vp.translate[1] = 0.5f * h;
      vp.translate[2] = 0.5f;
      vp.translate[3] = 0.0f;
      cso_set_viewport(cso, &vp);
   }

   cso_set_vertex_elements(cso, 3, st->velems_util_draw);

   /* texture state: */
   cso_set_fragment_sampler_views(cso, num_sampler_view, sv);

   /* Compute Gallium window coords (y=0=top) with pixel zoom.
    * Recall that these coords are transformed by the current
    * vertex shader and viewport transformation.
    */
   if (st_fb_orientation(ctx->DrawBuffer) == Y_0_BOTTOM) {
      y = ctx->DrawBuffer->Height - (int) (y + height * ctx->Pixel.ZoomY);
      invertTex = !invertTex;
   }

   x0 = (GLfloat) x;
   x1 = x + width * ctx->Pixel.ZoomX;
   y0 = (GLfloat) y;
   y1 = y + height * ctx->Pixel.ZoomY;

   /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
   z = z * 2.0 - 1.0;

   draw_quad(ctx, x0, y0, z, x1, y1, color, invertTex,
             normalized ? ((GLfloat) width / sv[0]->texture->width0) : (GLfloat)width,
             normalized ? ((GLfloat) height / sv[0]->texture->height0) : (GLfloat)height);

   /* restore state */
   cso_restore_rasterizer(cso);
   cso_restore_viewport(cso);
   cso_restore_samplers(cso);
   cso_restore_fragment_sampler_views(cso);
   cso_restore_fragment_shader(cso);
   cso_restore_vertex_shader(cso);
   cso_restore_vertex_elements(cso);
   cso_restore_vertex_buffers(cso);
   if (write_stencil) {
      cso_restore_depth_stencil_alpha(cso);
      cso_restore_blend(cso);
   }
}
예제 #27
0
파일: pp_mlaa.c 프로젝트: DirectFB/mesa
/** Run function of the MLAA filter. */
static void
pp_jimenezmlaa_run(struct pp_queue_t *ppq, struct pipe_resource *in,
                   struct pipe_resource *out, unsigned int n, bool iscolor)
{

   struct pp_program *p = ppq->p;

   struct pipe_depth_stencil_alpha_state mstencil;
   struct pipe_sampler_view v_tmp, *arr[3];

   unsigned int w = 0;
   unsigned int h = 0;

   const struct pipe_stencil_ref ref = { {1} };

   /* Insufficient initialization checks. */
   assert(p);
   assert(ppq);
   assert(ppq->constbuf);
   assert(ppq->areamaptex);
   assert(ppq->inner_tmp);
   assert(ppq->shaders[n]);

   w = p->framebuffer.width;
   h = p->framebuffer.height;

   memset(&mstencil, 0, sizeof(mstencil));

   cso_set_stencil_ref(p->cso, &ref);

   /* Init the pixel size constant */
   if (dimensions[0] != p->framebuffer.width ||
       dimensions[1] != p->framebuffer.height) {
      constants[0] = 1.0f / p->framebuffer.width;
      constants[1] = 1.0f / p->framebuffer.height;

      up_consts(ppq);
      dimensions[0] = p->framebuffer.width;
      dimensions[1] = p->framebuffer.height;
   }

   cso_set_constant_buffer_resource(p->cso, PIPE_SHADER_VERTEX,
                                    0, ppq->constbuf);
   cso_set_constant_buffer_resource(p->cso, PIPE_SHADER_FRAGMENT,
                                    0, ppq->constbuf);

   mstencil.stencil[0].enabled = 1;
   mstencil.stencil[0].valuemask = mstencil.stencil[0].writemask = ~0;
   mstencil.stencil[0].func = PIPE_FUNC_ALWAYS;
   mstencil.stencil[0].fail_op = PIPE_STENCIL_OP_KEEP;
   mstencil.stencil[0].zfail_op = PIPE_STENCIL_OP_KEEP;
   mstencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;

   p->framebuffer.zsbuf = ppq->stencils;

   /* First pass: depth edge detection */
   if (iscolor)
      pp_filter_setup_in(p, in);
   else
      pp_filter_setup_in(p, ppq->depth);

   pp_filter_setup_out(p, ppq->inner_tmp[0]);

   pp_filter_set_fb(p);
   pp_filter_misc_state(p);
   cso_set_depth_stencil_alpha(p->cso, &mstencil);
   p->pipe->clear(p->pipe, PIPE_CLEAR_STENCIL | PIPE_CLEAR_COLOR0,
                  &p->clear_color, 0, 0);

   cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
   cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
   cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->view);

   cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][1]);    /* offsetvs */
   cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][2]);

   pp_filter_draw(p);
   pp_filter_end_pass(p);


   /* Second pass: blend weights */
   /* Sampler order: areamap, edgesmap, edgesmapL (reversed, thx compiler) */
   mstencil.stencil[0].func = PIPE_FUNC_EQUAL;
   mstencil.stencil[0].zpass_op = PIPE_STENCIL_OP_KEEP;
   cso_set_depth_stencil_alpha(p->cso, &mstencil);

   pp_filter_setup_in(p, ppq->areamaptex);
   pp_filter_setup_out(p, ppq->inner_tmp[1]);

   u_sampler_view_default_template(&v_tmp, ppq->inner_tmp[0],
                                   ppq->inner_tmp[0]->format);
   arr[1] = arr[2] = p->pipe->create_sampler_view(p->pipe,
                                                  ppq->inner_tmp[0], &v_tmp);

   pp_filter_set_clear_fb(p);

   cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
   cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->sampler_point);
   cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 2, &p->sampler);
   cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);

   arr[0] = p->view;
   cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 3, arr);

   cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][0]);    /* passvs */
   cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][3]);

   pp_filter_draw(p);
   pp_filter_end_pass(p);
   pipe_sampler_view_reference(&arr[1], NULL);


   /* Third pass: smoothed edges */
   /* Sampler order: colormap, blendmap (wtf compiler) */
   pp_filter_setup_in(p, ppq->inner_tmp[1]);
   pp_filter_setup_out(p, out);

   pp_filter_set_fb(p);

   /* Blit the input to the output */
   pp_blit(p->pipe, in, 0, 0,
           w, h, 0, p->framebuffer.cbufs[0],
           0, 0, w, h);

   u_sampler_view_default_template(&v_tmp, in, in->format);
   arr[0] = p->pipe->create_sampler_view(p->pipe, in, &v_tmp);

   cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
   cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->sampler_point);
   cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);

   arr[1] = p->view;
   cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 2, arr);

   cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][1]);    /* offsetvs */
   cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][4]);

   p->blend.rt[0].blend_enable = 1;
   cso_set_blend(p->cso, &p->blend);

   pp_filter_draw(p);
   pp_filter_end_pass(p);
   pipe_sampler_view_reference(&arr[0], NULL);

   p->blend.rt[0].blend_enable = 0;
   p->framebuffer.zsbuf = NULL;
}
예제 #28
0
static void
st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
           GLfloat width, GLfloat height)
{
   struct st_context *st = ctx->st;
   struct pipe_context *pipe = st->pipe;
   struct cso_context *cso = ctx->st->cso_context;
   struct pipe_resource *vbuffer;
   struct pipe_transfer *vbuffer_transfer;
   GLuint i, numTexCoords, numAttribs;
   GLboolean emitColor;
   uint semantic_names[2 + MAX_TEXTURE_UNITS];
   uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
   struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS];
   GLbitfield inputs = VERT_BIT_POS;

   st_validate_state(st);

   /* determine if we need vertex color */
   if (ctx->FragmentProgram._Current->Base.InputsRead & FRAG_BIT_COL0)
      emitColor = GL_TRUE;
   else
      emitColor = GL_FALSE;

   /* determine how many enabled sets of texcoords */
   numTexCoords = 0;
   for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
      if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
         inputs |= VERT_BIT_TEX(i);
         numTexCoords++;
      }
   }

   /* total number of attributes per vertex */
   numAttribs = 1 + emitColor + numTexCoords;


   /* create the vertex buffer */
   vbuffer = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER,
                                PIPE_USAGE_STREAM,
                                numAttribs * 4 * 4 * sizeof(GLfloat));

   /* load vertex buffer */
   {
#define SET_ATTRIB(VERT, ATTR, X, Y, Z, W)                              \
      do {                                                              \
         GLuint k = (((VERT) * numAttribs + (ATTR)) * 4);               \
         assert(k < 4 * 4 * numAttribs);                                \
         vbuf[k + 0] = X;                                               \
         vbuf[k + 1] = Y;                                               \
         vbuf[k + 2] = Z;                                               \
         vbuf[k + 3] = W;                                               \
      } while (0)

      const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
      GLfloat *vbuf = (GLfloat *) pipe_buffer_map(pipe, vbuffer,
                                                  PIPE_TRANSFER_WRITE,
                                                  &vbuffer_transfer);
      GLuint attr;
      
      z = CLAMP(z, 0.0f, 1.0f);

      /* positions (in clip coords) */
      {
         const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
         const GLfloat fb_width = (GLfloat)fb->Width;
         const GLfloat fb_height = (GLfloat)fb->Height;

         const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
         const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
         const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
         const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);

         SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f);   /* lower left */
         SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f);   /* lower right */
         SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f);   /* upper right */
         SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f);   /* upper left */

         semantic_names[0] = TGSI_SEMANTIC_POSITION;
         semantic_indexes[0] = 0;
      }

      /* colors */
      if (emitColor) {
         const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
         SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
         SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
         SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
         SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
         semantic_names[1] = TGSI_SEMANTIC_COLOR;
         semantic_indexes[1] = 0;
         attr = 2;
      }
      else {
         attr = 1;
      }

      /* texcoords */
      for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
         if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
            struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
            struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
            const GLfloat wt = (GLfloat) img->Width;
            const GLfloat ht = (GLfloat) img->Height;
            const GLfloat s0 = obj->CropRect[0] / wt;
            const GLfloat t0 = obj->CropRect[1] / ht;
            const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
            const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;

            /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
            SET_ATTRIB(0, attr, s0, t0, 0.0f, 1.0f);  /* lower left */
            SET_ATTRIB(1, attr, s1, t0, 0.0f, 1.0f);  /* lower right */
            SET_ATTRIB(2, attr, s1, t1, 0.0f, 1.0f);  /* upper right */
            SET_ATTRIB(3, attr, s0, t1, 0.0f, 1.0f);  /* upper left */

            semantic_names[attr] = TGSI_SEMANTIC_GENERIC;
            semantic_indexes[attr] = 0;

            attr++;
         }
      }

      pipe_buffer_unmap(pipe, vbuffer_transfer);

#undef SET_ATTRIB
   }


   cso_save_viewport(cso);
   cso_save_vertex_shader(cso);
   cso_save_vertex_elements(cso);
   cso_save_vertex_buffers(cso);

   {
      void *vs = lookup_shader(pipe, numAttribs,
                               semantic_names, semantic_indexes);
      cso_set_vertex_shader_handle(cso, vs);
   }

   for (i = 0; i < numAttribs; i++) {
      velements[i].src_offset = i * 4 * sizeof(float);
      velements[i].instance_divisor = 0;
      velements[i].vertex_buffer_index = 0;
      velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
   }
   cso_set_vertex_elements(cso, numAttribs, velements);

   /* viewport state: viewport matching window dims */
   {
      const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
      const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
      const GLfloat width = (GLfloat)fb->Width;
      const GLfloat height = (GLfloat)fb->Height;
      struct pipe_viewport_state vp;
      vp.scale[0] =  0.5f * width;
      vp.scale[1] = height * (invert ? -0.5f : 0.5f);
      vp.scale[2] = 1.0f;
      vp.scale[3] = 1.0f;
      vp.translate[0] = 0.5f * width;
      vp.translate[1] = 0.5f * height;
      vp.translate[2] = 0.0f;
      vp.translate[3] = 0.0f;
      cso_set_viewport(cso, &vp);
   }


   util_draw_vertex_buffer(pipe, cso, vbuffer,
                           0,  /* offset */
                           PIPE_PRIM_TRIANGLE_FAN,
                           4,  /* verts */
                           numAttribs); /* attribs/vert */


   pipe_resource_reference(&vbuffer, NULL);

   /* restore state */
   cso_restore_viewport(cso);
   cso_restore_vertex_shader(cso);
   cso_restore_vertex_elements(cso);
   cso_restore_vertex_buffers(cso);
}
예제 #29
0
/**
 * Do glClear by drawing a quadrilateral.
 * The vertices of the quad will be computed from the
 * ctx->DrawBuffer->_X/Ymin/max fields.
 */
static void
clear_with_quad(GLcontext *ctx,
                GLboolean color, GLboolean depth, GLboolean stencil)
{
   struct st_context *st = ctx->st;
   const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
   const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
   GLfloat y0, y1;

   if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
      y0 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax);
      y1 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin);
   }
   else {
      y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
      y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
   }

   /*
   printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__, 
	  color ? "color, " : "",
	  depth ? "depth, " : "",
	  stencil ? "stencil" : "",
	  x0, y0,
	  x1, y1);
   */

   cso_save_blend(st->cso_context);
   cso_save_depth_stencil_alpha(st->cso_context);
   cso_save_rasterizer(st->cso_context);
   cso_save_fragment_shader(st->cso_context);
   cso_save_vertex_shader(st->cso_context);

   /* blend state: RGBA 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;
      if (color) {
         if (ctx->Color.ColorMask[0])
            blend.colormask |= PIPE_MASK_R;
         if (ctx->Color.ColorMask[1])
            blend.colormask |= PIPE_MASK_G;
         if (ctx->Color.ColorMask[2])
            blend.colormask |= PIPE_MASK_B;
         if (ctx->Color.ColorMask[3])
            blend.colormask |= PIPE_MASK_A;
         if (st->ctx->Color.DitherFlag)
            blend.dither = 1;
      }
      cso_set_blend(st->cso_context, &blend);
   }

   /* depth_stencil state: always pass/set to ref value */
   {
      struct pipe_depth_stencil_alpha_state depth_stencil;
      memset(&depth_stencil, 0, sizeof(depth_stencil));
      if (depth) {
         depth_stencil.depth.enabled = 1;
         depth_stencil.depth.writemask = 1;
         depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
      }

      if (stencil) {
         depth_stencil.stencil[0].enabled = 1;
         depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
         depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
         depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
         depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
         depth_stencil.stencil[0].ref_value = ctx->Stencil.Clear;
         depth_stencil.stencil[0].valuemask = 0xff;
         depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
      }

      cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
   }

   cso_set_rasterizer(st->cso_context, &st->clear.raster);

   cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
   cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);

   /* draw quad matching scissor rect (XXX verify coord round-off) */
   draw_quad(ctx, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);

   /* Restore pipe state */
   cso_restore_blend(st->cso_context);
   cso_restore_depth_stencil_alpha(st->cso_context);
   cso_restore_rasterizer(st->cso_context);
   cso_restore_fragment_shader(st->cso_context);
   cso_restore_vertex_shader(st->cso_context);
}
예제 #30
0
static void
st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
           GLfloat width, GLfloat height)
{
   struct st_context *st = ctx->st;
   struct pipe_context *pipe = st->pipe;
   struct cso_context *cso = st->cso_context;
   struct pipe_resource *vbuffer = NULL;
   GLuint i, numTexCoords, numAttribs;
   GLboolean emitColor;
   uint semantic_names[2 + MAX_TEXTURE_UNITS];
   uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
   struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS];
   unsigned offset;

   st_flush_bitmap_cache(st);
   st_invalidate_readpix_cache(st);

   st_validate_state(st, ST_PIPELINE_RENDER);

   /* determine if we need vertex color */
   if (ctx->FragmentProgram._Current->info.inputs_read & VARYING_BIT_COL0)
      emitColor = GL_TRUE;
   else
      emitColor = GL_FALSE;

   /* determine how many enabled sets of texcoords */
   numTexCoords = 0;
   for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
      if (ctx->Texture.Unit[i]._Current &&
          ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
         numTexCoords++;
      }
   }

   /* total number of attributes per vertex */
   numAttribs = 1 + emitColor + numTexCoords;

   /* load vertex buffer */
   {
#define SET_ATTRIB(VERT, ATTR, X, Y, Z, W)                              \
      do {                                                              \
         GLuint k = (((VERT) * numAttribs + (ATTR)) * 4);               \
         assert(k < 4 * 4 * numAttribs);                                \
         vbuf[k + 0] = X;                                               \
         vbuf[k + 1] = Y;                                               \
         vbuf[k + 2] = Z;                                               \
         vbuf[k + 3] = W;                                               \
      } while (0)

      const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
      GLfloat *vbuf = NULL;
      GLuint tex_attr;

      u_upload_alloc(pipe->stream_uploader, 0,
                     numAttribs * 4 * 4 * sizeof(GLfloat), 4,
                     &offset, &vbuffer, (void **) &vbuf);
      if (!vbuffer) {
         return;
      }

      z = CLAMP(z, 0.0f, 1.0f);

      /* positions (in clip coords) */
      {
         const struct gl_framebuffer *fb = ctx->DrawBuffer;
         const GLfloat fb_width = (GLfloat)_mesa_geometric_width(fb);
         const GLfloat fb_height = (GLfloat)_mesa_geometric_height(fb);

         const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
         const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
         const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
         const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);

         SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f);   /* lower left */
         SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f);   /* lower right */
         SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f);   /* upper right */
         SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f);   /* upper left */

         semantic_names[0] = TGSI_SEMANTIC_POSITION;
         semantic_indexes[0] = 0;
      }

      /* colors */
      if (emitColor) {
         const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
         SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
         SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
         SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
         SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
         semantic_names[1] = TGSI_SEMANTIC_COLOR;
         semantic_indexes[1] = 0;
         tex_attr = 2;
      }
      else {
         tex_attr = 1;
      }

      /* texcoords */
      for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
         if (ctx->Texture.Unit[i]._Current &&
             ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
            struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
            const struct gl_texture_image *img = _mesa_base_tex_image(obj);
            const GLfloat wt = (GLfloat) img->Width;
            const GLfloat ht = (GLfloat) img->Height;
            const GLfloat s0 = obj->CropRect[0] / wt;
            const GLfloat t0 = obj->CropRect[1] / ht;
            const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
            const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;

            /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
            SET_ATTRIB(0, tex_attr, s0, t0, 0.0f, 1.0f);  /* lower left */
            SET_ATTRIB(1, tex_attr, s1, t0, 0.0f, 1.0f);  /* lower right */
            SET_ATTRIB(2, tex_attr, s1, t1, 0.0f, 1.0f);  /* upper right */
            SET_ATTRIB(3, tex_attr, s0, t1, 0.0f, 1.0f);  /* upper left */

            semantic_names[tex_attr] = st->needs_texcoord_semantic ?
               TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC;
            /* XXX: should this use semantic index i instead of 0 ? */
            semantic_indexes[tex_attr] = 0;

            tex_attr++;
         }
      }

      u_upload_unmap(pipe->stream_uploader);

#undef SET_ATTRIB
   }

   cso_save_state(cso, (CSO_BIT_VIEWPORT |
                        CSO_BIT_STREAM_OUTPUTS |
                        CSO_BIT_VERTEX_SHADER |
                        CSO_BIT_TESSCTRL_SHADER |
                        CSO_BIT_TESSEVAL_SHADER |
                        CSO_BIT_GEOMETRY_SHADER |
                        CSO_BIT_VERTEX_ELEMENTS |
                        CSO_BIT_AUX_VERTEX_BUFFER_SLOT));

   {
      void *vs = lookup_shader(pipe, numAttribs,
                               semantic_names, semantic_indexes);
      cso_set_vertex_shader_handle(cso, vs);
   }
   cso_set_tessctrl_shader_handle(cso, NULL);
   cso_set_tesseval_shader_handle(cso, NULL);
   cso_set_geometry_shader_handle(cso, NULL);

   for (i = 0; i < numAttribs; i++) {
      velements[i].src_offset = i * 4 * sizeof(float);
      velements[i].instance_divisor = 0;
      velements[i].vertex_buffer_index = 0;
      velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
   }
   cso_set_vertex_elements(cso, numAttribs, velements);
   cso_set_stream_outputs(cso, 0, NULL, NULL);

   /* viewport state: viewport matching window dims */
   {
      const struct gl_framebuffer *fb = ctx->DrawBuffer;
      const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
      const GLfloat width = (GLfloat)_mesa_geometric_width(fb);
      const GLfloat height = (GLfloat)_mesa_geometric_height(fb);
      struct pipe_viewport_state vp;
      vp.scale[0] =  0.5f * width;
      vp.scale[1] = height * (invert ? -0.5f : 0.5f);
      vp.scale[2] = 1.0f;
      vp.translate[0] = 0.5f * width;
      vp.translate[1] = 0.5f * height;
      vp.translate[2] = 0.0f;
      cso_set_viewport(cso, &vp);
   }

   util_draw_vertex_buffer(pipe, cso, vbuffer,
			   cso_get_aux_vertex_buffer_slot(cso),
                           offset,  /* offset */
                           PIPE_PRIM_TRIANGLE_FAN,
                           4,  /* verts */
                           numAttribs); /* attribs/vert */

   pipe_resource_reference(&vbuffer, NULL);

   /* restore state */
   cso_restore_state(cso);
}