Пример #1
0
/**
 * Called via ctx->Driver.Bitmap()
 */
static void
st_Bitmap(struct gl_context *ctx, GLint x, GLint y,
          GLsizei width, GLsizei height,
          const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap )
{
    struct st_context *st = st_context(ctx);
    struct pipe_resource *pt;

    assert(width > 0);
    assert(height > 0);

    st_invalidate_readpix_cache(st);

    if (!st->bitmap.cache) {
        init_bitmap_state(st);
    }

    /* We only need to validate any non-ST_NEW_CONSTANTS state. The VS we use
     * for bitmap drawing uses no constants and the FS constants are
     * explicitly uploaded in the draw_bitmap_quad() function.
     */
    if ((st->dirty | ctx->NewDriverState) & ~ST_NEW_CONSTANTS &
            ST_PIPELINE_RENDER_STATE_MASK ||
            st->gfx_shaders_may_be_dirty) {
        st_validate_state(st, ST_PIPELINE_RENDER);
    }

    if (UseBitmapCache && accum_bitmap(ctx, x, y, width, height, unpack, bitmap))
        return;

    pt = make_bitmap_texture(ctx, width, height, unpack, bitmap);
    if (pt) {
        struct pipe_sampler_view *sv =
            st_create_texture_sampler_view(st->pipe, pt);

        assert(pt->target == PIPE_TEXTURE_2D || pt->target == PIPE_TEXTURE_RECT);

        if (sv) {
            draw_bitmap_quad(ctx, x, y, ctx->Current.RasterPos[2],
                             width, height, sv, ctx->Current.RasterColor);

            pipe_sampler_view_reference(&sv, NULL);
        }

        /* release/free the texture */
        pipe_resource_reference(&pt, NULL);
    }
}
Пример #2
0
/**
 * Called via ctx->Driver.Bitmap()
 */
static void
st_Bitmap(struct gl_context *ctx, GLint x, GLint y,
          GLsizei width, GLsizei height,
          const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap )
{
   struct st_context *st = st_context(ctx);
   struct pipe_resource *pt;

   if (width == 0 || height == 0)
      return;

   st_validate_state(st);

   if (!st->bitmap.vs) {
      /* create pass-through vertex shader now */
      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
                                      TGSI_SEMANTIC_COLOR,
        st->needs_texcoord_semantic ? TGSI_SEMANTIC_TEXCOORD :
                                      TGSI_SEMANTIC_GENERIC };
      const uint semantic_indexes[] = { 0, 0, 0 };
      st->bitmap.vs = util_make_vertex_passthrough_shader(st->pipe, 3,
                                                          semantic_names,
                                                          semantic_indexes,
                                                          FALSE);
   }

   if (UseBitmapCache && accum_bitmap(ctx, x, y, width, height, unpack, bitmap))
      return;

   pt = make_bitmap_texture(ctx, width, height, unpack, bitmap);
   if (pt) {
      struct pipe_sampler_view *sv =
         st_create_texture_sampler_view(st->pipe, pt);

      assert(pt->target == PIPE_TEXTURE_2D || pt->target == PIPE_TEXTURE_RECT);

      if (sv) {
         draw_bitmap_quad(ctx, x, y, ctx->Current.RasterPos[2],
                          width, height, sv,
                          st->ctx->Current.RasterColor);

         pipe_sampler_view_reference(&sv, NULL);
      }

      /* release/free the texture */
      pipe_resource_reference(&pt, NULL);
   }
}