예제 #1
0
    void Material::use(Graphics *graphics, ResourceCache *cache, DepthTexture *shadowmap)
    {
        Texture *albedo = cache->get<Texture2D>(get_albedo_texture());
        Texture *normal = cache->get<Texture2D>(get_normal_texture());
        Texture *roughness = cache->get<Texture2D>(get_roughness_texture());
        Texture *metallic = cache->get<Texture2D>(get_metallic_texture());
        Texture *env = cache->get<TextureCube>(get_env_texture());

        graphics->set_texture(0, albedo);
        graphics->set_texture(1, normal);
        graphics->set_texture(2, roughness);
        graphics->set_texture(3, metallic);
        graphics->set_texture(4, g_env_brdf);
        graphics->set_texture(5, shadowmap);
        graphics->set_texture(6, env);

        Program *program = cache->get_program(m_vert_shader, m_frag_shader);
        update_program(program);

        graphics->set_cull_mode(get_cull_mode());
        graphics->set_blend_enabled(is_blending_enabled());
    }
예제 #2
0
파일: state.c 프로젝트: aljen/haiku-opengl
/**
 * Compute derived GL state.
 * If __GLcontextRec::NewState is non-zero then this function \b must
 * be called before rendering anything.
 *
 * Calls dd_function_table::UpdateState to perform any internal state
 * management necessary.
 * 
 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
 * _mesa_update_buffer_bounds(),
 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
 */
void
_mesa_update_state_locked( GLcontext *ctx )
{
   GLbitfield new_state = ctx->NewState;
   GLbitfield prog_flags = _NEW_PROGRAM;
   GLbitfield new_prog_state = 0x0;

   if (new_state == _NEW_CURRENT_ATTRIB) 
      goto out;

   if (MESA_VERBOSE & VERBOSE_STATE)
      _mesa_print_state("_mesa_update_state", new_state);

   /* Determine which state flags effect vertex/fragment program state */
   if (ctx->FragmentProgram._MaintainTexEnvProgram) {
      prog_flags |= (_NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR |
		     _NEW_ARRAY);
   }
   if (ctx->VertexProgram._MaintainTnlProgram) {
      prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
                     _NEW_TRANSFORM | _NEW_POINT |
                     _NEW_FOG | _NEW_LIGHT |
                     _MESA_NEW_NEED_EYE_COORDS);
   }

   /*
    * Now update derived state info
    */

   if (new_state & prog_flags)
      update_program_enables( ctx );

   if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
      _mesa_update_modelview_project( ctx, new_state );

   if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
      _mesa_update_texture( ctx, new_state );

   if (new_state & _NEW_BUFFERS)
      _mesa_update_framebuffer(ctx);

   if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
      _mesa_update_draw_buffer_bounds( ctx );

   if (new_state & _NEW_POLYGON)
      update_polygon( ctx );

   if (new_state & _NEW_LIGHT)
      _mesa_update_lighting( ctx );

   if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
      _mesa_update_stencil( ctx );

#if FEATURE_pixel_transfer
   if (new_state & _MESA_NEW_TRANSFER_STATE)
      _mesa_update_pixel( ctx, new_state );
#endif

   if (new_state & _DD_NEW_SEPARATE_SPECULAR)
      update_separate_specular( ctx );

   if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT))
      update_arrays( ctx );

   if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
      update_viewport_matrix(ctx);

   if (new_state & _NEW_MULTISAMPLE)
      update_multisample( ctx );

   if (new_state & _NEW_COLOR)
      update_color( ctx );

#if 0
   if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
                    | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
      update_tricaps( ctx, new_state );
#endif

   /* ctx->_NeedEyeCoords is now up to date.
    *
    * If the truth value of this variable has changed, update for the
    * new lighting space and recompute the positions of lights and the
    * normal transform.
    *
    * If the lighting space hasn't changed, may still need to recompute
    * light positions & normal transforms for other reasons.
    */
   if (new_state & _MESA_NEW_NEED_EYE_COORDS) 
      _mesa_update_tnl_spaces( ctx, new_state );

   if (new_state & prog_flags) {
      /* When we generate programs from fixed-function vertex/fragment state
       * this call may generate/bind a new program.  If so, we need to
       * propogate the _NEW_PROGRAM flag to the driver.
       */
      new_prog_state |= update_program( ctx );
   }


 out:
   new_prog_state |= update_program_constants(ctx);

   /*
    * Give the driver a chance to act upon the new_state flags.
    * The driver might plug in different span functions, for example.
    * Also, this is where the driver can invalidate the state of any
    * active modules (such as swrast_setup, swrast, tnl, etc).
    *
    * Set ctx->NewState to zero to avoid recursion if
    * Driver.UpdateState() has to call FLUSH_VERTICES().  (fixed?)
    */
   new_state = ctx->NewState | new_prog_state;
   ctx->NewState = 0;
   ctx->Driver.UpdateState(ctx, new_state);
   ctx->Array.NewState = 0;
}
예제 #3
0
int main()
{
    char c;

    init_uart();
    printf("can update program with serial port\n\r");

    while (1)
    {
#if 1
        printf("[w] write the nand flash\n\r");
        printf("[r] read the nand flash\n\r");
        printf("[e] erase the nand flash\n\r");
        printf("[g] get file, and write to nand flash 0 block\n\r");
        printf("[x] get file to ddr(0x52000000), run it\n\r");
#else
        printf("[w] \n\r");
        printf("[r] \n\r");
        printf("[e] \n\r");
        printf("[g] \n\r");
        printf("[x] \n\r");
#endif
        do {
            c = getc();
            if (c == '\n' || c == '\r')
            {
                printf("\n\r");
            }
            else
            {
                putc(c);
            }
        } while (c == '\n' || c == '\r');

        switch (c)
        {
        case 'w':
        case 'W':
        {
            nand_write_test();
            break;
        }

        case 'r':
        case 'R':
        {
            nand_read_test();
            break;
        }

        case 'e':
        case 'E':
        {
            nand_erase_test();
            break;
        }

        case 'g':
        case 'G':
        {
            update_program();
            break;
        }

        case 'x':
        case 'X':
        {
            run_program();
            break;
        }

        }
    }

    return 0;
}
예제 #4
0
/**
 * Compute derived GL state.
 * If __struct gl_contextRec::NewState is non-zero then this function \b must
 * be called before rendering anything.
 *
 * Calls dd_function_table::UpdateState to perform any internal state
 * management necessary.
 * 
 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
 * _mesa_update_buffer_bounds(),
 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
 */
void
_mesa_update_state_locked( struct gl_context *ctx )
{
   GLbitfield new_state = ctx->NewState;
   GLbitfield new_prog_state = 0x0;
   const GLbitfield computed_states = ~(_NEW_CURRENT_ATTRIB | _NEW_LINE);

   /* we can skip a bunch of state validation checks if the dirty
    * state matches one or more bits in 'computed_states'.
    */
   if ((new_state & computed_states) == 0)
      goto out;

   if (MESA_VERBOSE & VERBOSE_STATE)
      _mesa_print_state("_mesa_update_state", new_state);

   if (new_state & _NEW_BUFFERS)
      _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);

   /* Handle Core and Compatibility contexts separately. */
   if (ctx->API == API_OPENGL_COMPAT ||
       ctx->API == API_OPENGLES) {
      GLbitfield prog_flags = _NEW_PROGRAM;

      /* Determine which state flags effect vertex/fragment program state */
      if (ctx->FragmentProgram._MaintainTexEnvProgram) {
         prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE_OBJECT | _NEW_FOG |
                        _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
                        _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP |
                        _NEW_COLOR | _NEW_TEXTURE_STATE);
      }
      if (ctx->VertexProgram._MaintainTnlProgram) {
         prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE_OBJECT |
                        _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT |
                        _NEW_FOG | _NEW_LIGHT | _NEW_TEXTURE_STATE |
                        _MESA_NEW_NEED_EYE_COORDS);
      }

      /*
       * Now update derived state info
       */
      if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
         _mesa_update_modelview_project( ctx, new_state );

      if (new_state & _NEW_TEXTURE_MATRIX)
         _mesa_update_texture_matrices(ctx);

      if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | _NEW_PROGRAM))
         _mesa_update_texture_state(ctx);

      if (new_state & _NEW_LIGHT)
         _mesa_update_lighting(ctx);

      if (new_state & _NEW_PIXEL)
         _mesa_update_pixel( ctx );

      /* ctx->_NeedEyeCoords is now up to date.
       *
       * If the truth value of this variable has changed, update for the
       * new lighting space and recompute the positions of lights and the
       * normal transform.
       *
       * If the lighting space hasn't changed, may still need to recompute
       * light positions & normal transforms for other reasons.
       */
      if (new_state & _MESA_NEW_NEED_EYE_COORDS)
         _mesa_update_tnl_spaces( ctx, new_state );

      if (new_state & prog_flags) {
         /* When we generate programs from fixed-function vertex/fragment state
          * this call may generate/bind a new program.  If so, we need to
          * propogate the _NEW_PROGRAM flag to the driver.
          */
         new_prog_state |= update_program(ctx);
      }
   } else {
      /* GL Core and GLES 2/3 contexts */
      if (new_state & (_NEW_TEXTURE_OBJECT | _NEW_PROGRAM))
         _mesa_update_texture_state(ctx);

      if (new_state & _NEW_PROGRAM)
         update_program(ctx);
   }

 out:
   new_prog_state |= update_program_constants(ctx);

   ctx->NewState |= new_prog_state;
   vbo_exec_invalidate_state(ctx);

   /*
    * Give the driver a chance to act upon the new_state flags.
    * The driver might plug in different span functions, for example.
    * Also, this is where the driver can invalidate the state of any
    * active modules (such as swrast_setup, swrast, tnl, etc).
    */
   ctx->Driver.UpdateState(ctx);
   ctx->NewState = 0;
}
예제 #5
0
파일: main.c 프로젝트: bourne015/myCODES
int main()
{
	char c;
	
	init_uart();
	lcd_init();
	lcd_enable();

	ts_init();

	ts_calibrate();
	
	printf("can update program with serial port\n\r");

	while (1)
	{
		printf("[w] write the nand flash\n\r");
		printf("[r] read the nand flash\n\r");
		printf("[e] erase the nand flash\n\r");
		printf("[g] get file, and write to nand flash 0 block\n\r");
		printf("[x] get file to ddr(0x52000000), run it\n\r");
		printf("[t] test lcd\n\r");
		printf("[s] test touch screem\n\r");

		do {
			c = getc();
			if (c == '\n' || c == '\r')
			{
				printf("\n\r");
			}
			else
			{
				putc(c);
			}
		} while (c == '\n' || c == '\r');
		
		switch (c)
		{
			case 'w':
			case 'W':
			{
				nand_write_test();
				break;
			}

			case 'r':
			case 'R':
			{
				nand_read_test();
				break;
			}

			case 'e':
			case 'E':
			{
				nand_erase_test();
				break;
			}

			case 'g':
			case 'G':
			{
				update_program();
				break;
			}

			case 'x':
			case 'X':
			{
				run_program();
				break;
			}
			
			case 't':
			case 'T':
			{
				lcd_test();
				break;
			}
			case 's':
			case 'S':
			{
				ts_test();
				break;
			}
		}
	}
	
	return 0;
}
예제 #6
0
파일: state.c 프로젝트: airlied/mesa
/**
 * Compute derived GL state.
 * If __struct gl_contextRec::NewState is non-zero then this function \b must
 * be called before rendering anything.
 *
 * Calls dd_function_table::UpdateState to perform any internal state
 * management necessary.
 * 
 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
 * _mesa_update_buffer_bounds(),
 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
 */
void
_mesa_update_state_locked( struct gl_context *ctx )
{
   GLbitfield new_state = ctx->NewState;
   GLbitfield prog_flags = _NEW_PROGRAM;
   GLbitfield new_prog_state = 0x0;
   const GLbitfield computed_states = ~(_NEW_CURRENT_ATTRIB | _NEW_LINE);

   /* we can skip a bunch of state validation checks if the dirty
    * state matches one or more bits in 'computed_states'.
    */
   if ((new_state & computed_states) == 0)
      goto out;

   if (MESA_VERBOSE & VERBOSE_STATE)
      _mesa_print_state("_mesa_update_state", new_state);

   /* Determine which state flags effect vertex/fragment program state */
   if (ctx->FragmentProgram._MaintainTexEnvProgram) {
      prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG |
		     _NEW_VARYING_VP_INPUTS | _NEW_LIGHT | _NEW_POINT |
		     _NEW_RENDERMODE | _NEW_PROGRAM | _NEW_FRAG_CLAMP |
		     _NEW_COLOR);
   }
   if (ctx->VertexProgram._MaintainTnlProgram) {
      prog_flags |= (_NEW_VARYING_VP_INPUTS | _NEW_TEXTURE |
                     _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT |
                     _NEW_FOG | _NEW_LIGHT |
                     _MESA_NEW_NEED_EYE_COORDS);
   }

   /*
    * Now update derived state info
    */

   if (new_state & prog_flags)
      update_program_enables( ctx );

   if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
      _mesa_update_modelview_project( ctx, new_state );

   if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
      _mesa_update_texture( ctx, new_state );

   if (new_state & _NEW_POLYGON)
      update_frontbit( ctx );

   if (new_state & _NEW_BUFFERS)
      _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);

   if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
      _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);

   if (new_state & _NEW_LIGHT)
      _mesa_update_lighting( ctx );

   if (new_state & (_NEW_LIGHT | _NEW_PROGRAM))
      update_twoside( ctx );

   if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
      _mesa_update_stencil( ctx );

   if (new_state & _NEW_PIXEL)
      _mesa_update_pixel( ctx, new_state );

   /* ctx->_NeedEyeCoords is now up to date.
    *
    * If the truth value of this variable has changed, update for the
    * new lighting space and recompute the positions of lights and the
    * normal transform.
    *
    * If the lighting space hasn't changed, may still need to recompute
    * light positions & normal transforms for other reasons.
    */
   if (new_state & _MESA_NEW_NEED_EYE_COORDS) 
      _mesa_update_tnl_spaces( ctx, new_state );

   if (new_state & prog_flags) {
      /* When we generate programs from fixed-function vertex/fragment state
       * this call may generate/bind a new program.  If so, we need to
       * propogate the _NEW_PROGRAM flag to the driver.
       */
      new_prog_state |= update_program( ctx );
   }

   if (new_state & _NEW_ARRAY)
      _mesa_update_vao_client_arrays(ctx, ctx->Array.VAO);

 out:
   new_prog_state |= update_program_constants(ctx);

   /*
    * Give the driver a chance to act upon the new_state flags.
    * The driver might plug in different span functions, for example.
    * Also, this is where the driver can invalidate the state of any
    * active modules (such as swrast_setup, swrast, tnl, etc).
    *
    * Set ctx->NewState to zero to avoid recursion if
    * Driver.UpdateState() has to call FLUSH_VERTICES().  (fixed?)
    */
   new_state = ctx->NewState | new_prog_state;
   ctx->NewState = 0;
   ctx->Driver.UpdateState(ctx, new_state);
   ctx->Array.VAO->NewArrays = 0x0;
}