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()); }
/** * 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; }
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; }
/** * 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; }
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; }
/** * 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; }