Exemplo n.º 1
0
/** Free the pp queue. Called on context termination. */
void
pp_free(struct pp_queue_t *ppq)
{

   unsigned int i, j;

   pp_free_fbos(ppq);

   util_destroy_blit(ppq->p->blitctx);

   for (i = 0; i < ppq->n_filters; i++) {
      for (j = 0; j < PP_MAX_PASSES && ppq->shaders[i][j]; j++) {
         if (j >= ppq->verts[i]) {
            ppq->p->pipe->delete_fs_state(ppq->p->pipe, ppq->shaders[i][j]);
            ppq->shaders[i][j] = NULL;
         }
         else if (ppq->shaders[i][j] != ppq->p->passvs) {
            ppq->p->pipe->delete_vs_state(ppq->p->pipe, ppq->shaders[i][j]);
            ppq->shaders[i][j] = NULL;
         }
      }
   }

   FREE(ppq->p);
   FREE(ppq->pp_queue);
   FREE(ppq);

   pp_debug("Queue taken down.\n");
}
/**
*	Main run function of the PP queue. Called on swapbuffers/flush.
*
*	Runs all requested filters in order and handles shuffling the temp
*	buffers in between.
*/
void
pp_run(struct pp_queue_t *ppq, struct pipe_resource *in,
       struct pipe_resource *out, struct pipe_resource *indepth)
{
   struct pipe_resource *refin = NULL, *refout = NULL;
   unsigned int i;

   if (in->width0 != ppq->p->framebuffer.width ||
       in->height0 != ppq->p->framebuffer.height) {
      pp_debug("Resizing the temp pp buffers\n");
      pp_free_fbos(ppq);
      pp_init_fbos(ppq, in->width0, in->height0);
   }

   if (in == out && ppq->n_filters == 1) {
      /* Make a copy of in to tmp[0] in this case. */
      unsigned int w = ppq->p->framebuffer.width;
      unsigned int h = ppq->p->framebuffer.height;

      util_blit_pixels(ppq->p->blitctx, in, 0, 0, 0,
                       w, h, 0, ppq->tmps[0],
                       0, 0, w, h, 0, PIPE_TEX_MIPFILTER_NEAREST,
                       TGSI_WRITEMASK_XYZW, 0);

      in = ppq->tmp[0];
   }

   // Kept only for this frame.
   pipe_resource_reference(&ppq->depth, indepth);
   pipe_resource_reference(&refin, in);
   pipe_resource_reference(&refout, out);

   switch (ppq->n_filters) {
   case 1:                     /* No temp buf */
      ppq->pp_queue[0] (ppq, in, out, 0);
      break;
   case 2:                     /* One temp buf */

      ppq->pp_queue[0] (ppq, in, ppq->tmp[0], 0);
      ppq->pp_queue[1] (ppq, ppq->tmp[0], out, 1);

      break;
   default:                    /* Two temp bufs */
      ppq->pp_queue[0] (ppq, in, ppq->tmp[0], 0);

      for (i = 1; i < (ppq->n_filters - 1); i++) {
         if (i % 2 == 0)
            ppq->pp_queue[i] (ppq, ppq->tmp[1], ppq->tmp[0], i);

         else
            ppq->pp_queue[i] (ppq, ppq->tmp[0], ppq->tmp[1], i);
      }

      if (i % 2 == 0)
         ppq->pp_queue[i] (ppq, ppq->tmp[1], out, i);

      else
         ppq->pp_queue[i] (ppq, ppq->tmp[0], out, i);

      break;
   }

   pipe_resource_reference(&ppq->depth, NULL);
   pipe_resource_reference(&refin, NULL);
   pipe_resource_reference(&refout, NULL);
}
Exemplo n.º 3
0
/**
*	Main run function of the PP queue. Called on swapbuffers/flush.
*
*	Runs all requested filters in order and handles shuffling the temp
*	buffers in between.
*/
void
pp_run(struct pp_queue_t *ppq, struct pipe_resource *in,
       struct pipe_resource *out, struct pipe_resource *indepth)
{
   struct pipe_resource *refin = NULL, *refout = NULL;
   unsigned int i;
   struct cso_context *cso = ppq->p->cso;

   if (ppq->n_filters == 0)
      return;

   assert(ppq->pp_queue);
   assert(ppq->tmp[0]);

   if (in->width0 != ppq->p->framebuffer.width ||
       in->height0 != ppq->p->framebuffer.height) {
      pp_debug("Resizing the temp pp buffers\n");
      pp_free_fbos(ppq);
      pp_init_fbos(ppq, in->width0, in->height0);
   }

   if (in == out && ppq->n_filters == 1) {
      /* Make a copy of in to tmp[0] in this case. */
      unsigned int w = ppq->p->framebuffer.width;
      unsigned int h = ppq->p->framebuffer.height;


      pp_blit(ppq->p->pipe, in, 0, 0,
              w, h, 0, ppq->tmps[0],
              0, 0, w, h);

      in = ppq->tmp[0];
   }

   /* save state (restored below) */
   cso_save_state(cso, (CSO_BIT_BLEND |
                        CSO_BIT_DEPTH_STENCIL_ALPHA |
                        CSO_BIT_FRAGMENT_SHADER |
                        CSO_BIT_FRAMEBUFFER |
                        CSO_BIT_TESSCTRL_SHADER |
                        CSO_BIT_TESSEVAL_SHADER |
                        CSO_BIT_GEOMETRY_SHADER |
                        CSO_BIT_RASTERIZER |
                        CSO_BIT_SAMPLE_MASK |
                        CSO_BIT_MIN_SAMPLES |
                        CSO_BIT_FRAGMENT_SAMPLERS |
                        CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
                        CSO_BIT_STENCIL_REF |
                        CSO_BIT_STREAM_OUTPUTS |
                        CSO_BIT_VERTEX_ELEMENTS |
                        CSO_BIT_VERTEX_SHADER |
                        CSO_BIT_VIEWPORT |
                        CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
                        CSO_BIT_PAUSE_QUERIES |
                        CSO_BIT_RENDER_CONDITION));
   cso_save_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX);
   cso_save_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);

   /* set default state */
   cso_set_sample_mask(cso, ~0);
   cso_set_min_samples(cso, 1);
   cso_set_stream_outputs(cso, 0, NULL, NULL);
   cso_set_tessctrl_shader_handle(cso, NULL);
   cso_set_tesseval_shader_handle(cso, NULL);
   cso_set_geometry_shader_handle(cso, NULL);
   cso_set_render_condition(cso, NULL, FALSE, 0);

   // Kept only for this frame.
   pipe_resource_reference(&ppq->depth, indepth);
   pipe_resource_reference(&refin, in);
   pipe_resource_reference(&refout, out);

   switch (ppq->n_filters) {
   case 0:
      /* Failsafe, but never reached. */
      break;
   case 1:                     /* No temp buf */
      ppq->pp_queue[0] (ppq, in, out, 0);
      break;
   case 2:                     /* One temp buf */

      ppq->pp_queue[0] (ppq, in, ppq->tmp[0], 0);
      ppq->pp_queue[1] (ppq, ppq->tmp[0], out, 1);

      break;
   default:                    /* Two temp bufs */
      assert(ppq->tmp[1]);
      ppq->pp_queue[0] (ppq, in, ppq->tmp[0], 0);

      for (i = 1; i < (ppq->n_filters - 1); i++) {
         if (i % 2 == 0)
            ppq->pp_queue[i] (ppq, ppq->tmp[1], ppq->tmp[0], i);

         else
            ppq->pp_queue[i] (ppq, ppq->tmp[0], ppq->tmp[1], i);
      }

      if (i % 2 == 0)
         ppq->pp_queue[i] (ppq, ppq->tmp[1], out, i);

      else
         ppq->pp_queue[i] (ppq, ppq->tmp[0], out, i);

      break;
   }

   /* restore state we changed */
   cso_restore_state(cso);
   cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX);
   cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);

   pipe_resource_reference(&ppq->depth, NULL);
   pipe_resource_reference(&refin, NULL);
   pipe_resource_reference(&refout, NULL);
}
Exemplo n.º 4
0
/** 
 * Free the pp queue. Called on context termination and failure in
 * pp_init.
 */
void
pp_free(struct pp_queue_t *ppq)
{
   unsigned int i, j;

   if (!ppq)
      return;

   pp_free_fbos(ppq);

   if (ppq->p) {
      if (ppq->p->pipe && ppq->filters && ppq->shaders) {
         for (i = 0; i < ppq->n_filters; i++) {
            unsigned int filter = ppq->filters[i];

            if (ppq->shaders[i] == NULL) {
               continue;
            }

            /*
             * Common shader destruction code for all postprocessing
             * filters.
             */
            for (j = 0; j < pp_filters[filter].shaders; j++) {
               if (ppq->shaders[i][j] == NULL) {
                  /* We reached the end of initialized shaders. */
                  break;
               }

               if (ppq->shaders[i][j] == ppq->p->passvs) {
                  continue;
               }

               assert(ppq);
               assert(ppq->p);
               assert(ppq->p->pipe);
 
               if (j >= pp_filters[filter].verts) {
                  assert(ppq->p->pipe->delete_fs_state);
                  ppq->p->pipe->delete_fs_state(ppq->p->pipe,
                                                ppq->shaders[i][j]);
                  ppq->shaders[i][j] = NULL;
               } else {
                  assert(ppq->p->pipe->delete_vs_state);
                  ppq->p->pipe->delete_vs_state(ppq->p->pipe,
                                                ppq->shaders[i][j]);
                  ppq->shaders[i][j] = NULL;
               }
            }

            /* Finally call each filter type's free functionality. */
            pp_filters[filter].free(ppq, i);
         }
      }

      FREE(ppq->p);
   }

   /*
    * Handle partial initialization for common resource destruction
    * in the create path.
    */
   FREE(ppq->filters);
   FREE(ppq->shaders);
   FREE(ppq->pp_queue);
  
   FREE(ppq);

   pp_debug("Queue taken down.\n");
}
Exemplo n.º 5
0
/**
*	Main run function of the PP queue. Called on swapbuffers/flush.
*
*	Runs all requested filters in order and handles shuffling the temp
*	buffers in between.
*/
void
pp_run(struct pp_queue_t *ppq, struct pipe_resource *in,
       struct pipe_resource *out, struct pipe_resource *indepth)
{
   struct pipe_resource *refin = NULL, *refout = NULL;
   unsigned int i;
   struct cso_context *cso = ppq->p->cso;

   if (in->width0 != ppq->p->framebuffer.width ||
       in->height0 != ppq->p->framebuffer.height) {
      pp_debug("Resizing the temp pp buffers\n");
      pp_free_fbos(ppq);
      pp_init_fbos(ppq, in->width0, in->height0);
   }

   if (in == out && ppq->n_filters == 1) {
      /* Make a copy of in to tmp[0] in this case. */
      unsigned int w = ppq->p->framebuffer.width;
      unsigned int h = ppq->p->framebuffer.height;

      util_blit_pixels(ppq->p->blitctx, in, 0, 0, 0,
                       w, h, 0, ppq->tmps[0],
                       0, 0, w, h, 0, PIPE_TEX_MIPFILTER_NEAREST,
                       TGSI_WRITEMASK_XYZW, 0);

      in = ppq->tmp[0];
   }

   /* save state (restored below) */
   cso_save_blend(cso);
   cso_save_depth_stencil_alpha(cso);
   cso_save_fragment_shader(cso);
   cso_save_framebuffer(cso);
   cso_save_geometry_shader(cso);
   cso_save_rasterizer(cso);
   cso_save_sample_mask(cso);
   cso_save_samplers(cso, PIPE_SHADER_FRAGMENT);
   cso_save_sampler_views(cso, PIPE_SHADER_FRAGMENT);
   cso_save_stencil_ref(cso);
   cso_save_stream_outputs(cso);
   cso_save_vertex_elements(cso);
   cso_save_vertex_shader(cso);
   cso_save_viewport(cso);
   cso_save_aux_vertex_buffer_slot(cso);
   cso_save_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX);
   cso_save_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);
   cso_save_render_condition(cso);

   /* set default state */
   cso_set_sample_mask(cso, ~0);
   cso_set_stream_outputs(cso, 0, NULL, 0);
   cso_set_geometry_shader_handle(cso, NULL);
   cso_set_render_condition(cso, NULL, 0);

   // Kept only for this frame.
   pipe_resource_reference(&ppq->depth, indepth);
   pipe_resource_reference(&refin, in);
   pipe_resource_reference(&refout, out);

   switch (ppq->n_filters) {
   case 1:                     /* No temp buf */
      ppq->pp_queue[0] (ppq, in, out, 0);
      break;
   case 2:                     /* One temp buf */

      ppq->pp_queue[0] (ppq, in, ppq->tmp[0], 0);
      ppq->pp_queue[1] (ppq, ppq->tmp[0], out, 1);

      break;
   default:                    /* Two temp bufs */
      ppq->pp_queue[0] (ppq, in, ppq->tmp[0], 0);

      for (i = 1; i < (ppq->n_filters - 1); i++) {
         if (i % 2 == 0)
            ppq->pp_queue[i] (ppq, ppq->tmp[1], ppq->tmp[0], i);

         else
            ppq->pp_queue[i] (ppq, ppq->tmp[0], ppq->tmp[1], i);
      }

      if (i % 2 == 0)
         ppq->pp_queue[i] (ppq, ppq->tmp[1], out, i);

      else
         ppq->pp_queue[i] (ppq, ppq->tmp[0], out, i);

      break;
   }

   /* restore state we changed */
   cso_restore_blend(cso);
   cso_restore_depth_stencil_alpha(cso);
   cso_restore_fragment_shader(cso);
   cso_restore_framebuffer(cso);
   cso_restore_geometry_shader(cso);
   cso_restore_rasterizer(cso);
   cso_restore_sample_mask(cso);
   cso_restore_samplers(cso, PIPE_SHADER_FRAGMENT);
   cso_restore_sampler_views(cso, PIPE_SHADER_FRAGMENT);
   cso_restore_stencil_ref(cso);
   cso_restore_stream_outputs(cso);
   cso_restore_vertex_elements(cso);
   cso_restore_vertex_shader(cso);
   cso_restore_viewport(cso);
   cso_restore_aux_vertex_buffer_slot(cso);
   cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX);
   cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);
   cso_restore_render_condition(cso);

   pipe_resource_reference(&ppq->depth, NULL);
   pipe_resource_reference(&refin, NULL);
   pipe_resource_reference(&refout, NULL);
}