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); }
/** * 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; }
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; }
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); }
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); }
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; }
/** * 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); }
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; }
/** * 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); }
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); }
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); }
/** * 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; }
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]); }
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; }
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 ); }
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; }
/** * 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); }
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; }
/** * 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); }
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; }
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; }
/* 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; }
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); } }
/** 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; }
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); }
/** * 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); }
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); }