Пример #1
0
/**
 * Replace data in a subrange of buffer object.  If the data range
 * specified by size + offset extends beyond the end of the buffer or
 * if data is NULL, no copy is performed.
 * Called via glBufferSubDataARB().
 */
static void
st_bufferobj_subdata(struct gl_context *ctx,
		     GLintptrARB offset,
		     GLsizeiptrARB size,
		     const GLvoid * data, struct gl_buffer_object *obj)
{
   struct st_buffer_object *st_obj = st_buffer_object(obj);

   /* we may be called from VBO code, so double-check params here */
   ASSERT(offset >= 0);
   ASSERT(size >= 0);
   ASSERT(offset + size <= obj->Size);

   if (!size)
      return;

   /*
    * According to ARB_vertex_buffer_object specification, if data is null,
    * then the contents of the buffer object's data store is undefined. We just
    * ignore, and leave it unchanged.
    */
   if (!data)
      return;

   if (!st_obj->buffer) {
      /* we probably ran out of memory during buffer allocation */
      return;
   }

   /* Now that transfers are per-context, we don't have to figure out
    * flushing here.  Usually drivers won't need to flush in this case
    * even if the buffer is currently referenced by hardware - they
    * just queue the upload as dma rather than mapping the underlying
    * buffer directly.
    */
   pipe_buffer_write(st_context(ctx)->pipe,
		     st_obj->buffer,
		     offset, size, data);
}
Пример #2
0
static GLboolean
st_renderbuffer_alloc_sw_storage(struct gl_context * ctx,
                                 struct gl_renderbuffer *rb,
                                 GLenum internalFormat,
                                 GLuint width, GLuint height)
{
   struct st_context *st = st_context(ctx);
   struct st_renderbuffer *strb = st_renderbuffer(rb);
   enum pipe_format format;
   size_t size;

   free(strb->data);
   strb->data = NULL;

   if (internalFormat == GL_RGBA16_SNORM) {
      /* Special case for software accum buffers.  Otherwise, if the
       * call to st_choose_renderbuffer_format() fails (because the
       * driver doesn't support signed 16-bit/channel colors) we'd
       * just return without allocating the software accum buffer.
       */
      format = PIPE_FORMAT_R16G16B16A16_SNORM;
   }
   else {
      format = st_choose_renderbuffer_format(st, internalFormat, 0);

      /* Not setting gl_renderbuffer::Format here will cause
       * FRAMEBUFFER_UNSUPPORTED and ValidateFramebuffer will not be called.
       */
      if (format == PIPE_FORMAT_NONE) {
         return GL_TRUE;
      }
   }

   strb->Base.Format = st_pipe_format_to_mesa_format(format);

   size = _mesa_format_image_size(strb->Base.Format, width, height, 1);
   strb->data = malloc(size);
   return strb->data != NULL;
}
Пример #3
0
/**
 * Called via glMapBufferRange().
 */
static void *
st_bufferobj_map_range(GLcontext *ctx, GLenum target, 
                       GLintptr offset, GLsizeiptr length, GLbitfield access,
                       struct gl_buffer_object *obj)
{
   struct pipe_context *pipe = st_context(ctx)->pipe;
   struct st_buffer_object *st_obj = st_buffer_object(obj);
   GLuint flags = 0;
   char *map;

   if (access & GL_MAP_WRITE_BIT)
      flags |= PIPE_BUFFER_USAGE_CPU_WRITE;

   if (access & GL_MAP_READ_BIT)
      flags |= PIPE_BUFFER_USAGE_CPU_READ;

   if (access & GL_MAP_FLUSH_EXPLICIT_BIT)
      flags |= PIPE_BUFFER_USAGE_FLUSH_EXPLICIT;
   
   /* ... other flags ...
    */

   if (access & MESA_MAP_NOWAIT_BIT)
      flags |= PIPE_BUFFER_USAGE_DONTBLOCK;

   assert(offset >= 0);
   assert(length >= 0);
   assert(offset < obj->Size);
   assert(offset + length <= obj->Size);

   map = obj->Pointer = pipe_buffer_map_range(pipe->screen, st_obj->buffer, offset, length, flags);
   if(obj->Pointer) {
      obj->Offset = offset;
      obj->Length = length;
      map += offset;
   }
   
   return map;
}
Пример #4
0
static void
st_bufferobj_flush_mapped_range(struct gl_context *ctx,
                                GLintptr offset, GLsizeiptr length,
                                struct gl_buffer_object *obj,
                                gl_map_buffer_index index)
{
   struct pipe_context *pipe = st_context(ctx)->pipe;
   struct st_buffer_object *st_obj = st_buffer_object(obj);

   /* Subrange is relative to mapped range */
   assert(offset >= 0);
   assert(length >= 0);
   assert(offset + length <= obj->Mappings[index].Length);
   assert(obj->Mappings[index].Pointer);

   if (!length)
      return;

   pipe_buffer_flush_mapped_range(pipe, st_obj->transfer[index],
                                  obj->Mappings[index].Offset + offset,
                                  length);
}
Пример #5
0
/**
 * Called via ctx->Driver.UpdateState()
 */
void st_invalidate_state(struct gl_context * ctx, GLuint new_state)
{
   struct st_context *st = st_context(ctx);

   /* Replace _NEW_FRAG_CLAMP with ST_NEW_FRAGMENT_PROGRAM for the fallback. */
   if (st->clamp_frag_color_in_shader && (new_state & _NEW_FRAG_CLAMP)) {
      new_state &= ~_NEW_FRAG_CLAMP;
      st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
   }

   /* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
   if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT)) {
      st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
   }

   st->dirty.mesa |= new_state;
   st->dirty.st |= ST_NEW_MESA;

   /* This is the only core Mesa module we depend upon.
    * No longer use swrast, swsetup, tnl.
    */
   _vbo_InvalidateState(ctx, new_state);
}
Пример #6
0
static void
st_egl_image_target_renderbuffer_storage(struct gl_context *ctx,
					 struct gl_renderbuffer *rb,
					 GLeglImageOES image_handle)
{
   struct st_context *st = st_context(ctx);
   struct st_renderbuffer *strb = st_renderbuffer(rb);
   struct pipe_surface *ps;

   ps = st_manager_get_egl_image_surface(st, (void *) image_handle);
   if (ps) {
      strb->Base.Width = ps->width;
      strb->Base.Height = ps->height;
      strb->Base.Format = st_pipe_format_to_mesa_format(ps->format);
      strb->Base._BaseFormat = st_pipe_format_to_base_format(ps->format);
      strb->Base.InternalFormat = strb->Base._BaseFormat;

      pipe_surface_reference(&strb->surface, ps);
      pipe_resource_reference(&strb->texture, ps->texture);

      pipe_surface_reference(&ps, NULL);
   }
}
Пример #7
0
/**
 * Called via glClearBufferSubData().
 */
static void
st_clear_buffer_subdata(struct gl_context *ctx,
                        GLintptr offset, GLsizeiptr size,
                        const GLvoid *clearValue,
                        GLsizeiptr clearValueSize,
                        struct gl_buffer_object *bufObj)
{
   struct pipe_context *pipe = st_context(ctx)->pipe;
   struct st_buffer_object *buf = st_buffer_object(bufObj);
   static const char zeros[16] = {0};

   if (!pipe->clear_buffer) {
      _mesa_buffer_clear_subdata(ctx, offset, size,
                                 clearValue, clearValueSize, bufObj);
      return;
   }

   if (!clearValue)
      clearValue = zeros;

   pipe->clear_buffer(pipe, buf->buffer, offset, size,
                      clearValue, clearValueSize);
}
Пример #8
0
/**
 * Called via glCopyBufferSubData().
 */
static void
st_copy_buffer_subdata(struct gl_context *ctx,
                       struct gl_buffer_object *src,
                       struct gl_buffer_object *dst,
                       GLintptr readOffset, GLintptr writeOffset,
                       GLsizeiptr size)
{
   struct pipe_context *pipe = st_context(ctx)->pipe;
   struct st_buffer_object *srcObj = st_buffer_object(src);
   struct st_buffer_object *dstObj = st_buffer_object(dst);
   struct pipe_box box;

   if (!size)
      return;

   /* buffer should not already be mapped */
   assert(!src->Pointer);
   assert(!dst->Pointer);

   u_box_1d(readOffset, size, &box);

   pipe->resource_copy_region(pipe, dstObj->buffer, 0, writeOffset, 0, 0,
                              srcObj->buffer, 0, &box);
}
Пример #9
0
/**
 * Called via glGetBufferSubDataARB().
 */
static void
st_bufferobj_get_subdata(struct gl_context *ctx,
                         GLintptrARB offset,
                         GLsizeiptrARB size,
                         GLvoid * data, struct gl_buffer_object *obj)
{
   struct st_buffer_object *st_obj = st_buffer_object(obj);

   /* we may be called from VBO code, so double-check params here */
   ASSERT(offset >= 0);
   ASSERT(size >= 0);
   ASSERT(offset + size <= obj->Size);

   if (!size)
      return;

   if (!st_obj->buffer) {
      /* we probably ran out of memory during buffer allocation */
      return;
   }

   pipe_buffer_read(st_context(ctx)->pipe, st_obj->buffer,
                    offset, size, data);
}
Пример #10
0
static const GLubyte *
st_get_string(struct gl_context * ctx, GLenum name)
{
    struct st_context *st = st_context(ctx);
    struct pipe_screen *screen = st->pipe->screen;

    switch (name) {
    case GL_VENDOR: {
        const char *vendor = screen->get_vendor( screen );
        util_snprintf(st->vendor, sizeof(st->vendor), "%s", vendor);
        return (GLubyte *) st->vendor;
    }

    case GL_RENDERER:
        util_snprintf(st->renderer, sizeof(st->renderer), "Gallium %s on %s",
                      ST_VERSION_STRING,
                      screen->get_name( screen ));

        return (GLubyte *) st->renderer;

    default:
        return NULL;
    }
}
Пример #11
0
/**
 * Print current state.  May be called from inside gdb to see currently
 * bound vertex/fragment shaders and associated constants.
 */
void
st_print_current(void)
{
   GET_CURRENT_CONTEXT(ctx);
   struct st_context *st = st_context(ctx);

#if 0
   int i;

   printf("Vertex Transform Inputs:\n");
   for (i = 0; i < st->vp->state.num_inputs; i++) {
      printf("  Slot %d:  VERT_ATTRIB_%d\n", i, st->vp->index_to_input[i]);
   }
#endif

   if (st->vp->variants)
      tgsi_dump( st->vp->variants[0].tgsi.tokens, 0 );
   if (st->vp->Base.Base.Parameters)
      _mesa_print_parameter_list(st->vp->Base.Base.Parameters);

   tgsi_dump( st->fp->variants[0].tgsi.tokens, 0 );
   if (st->fp->Base.Base.Parameters)
      _mesa_print_parameter_list(st->fp->Base.Base.Parameters);
}
Пример #12
0
/**
 * Called by VBO to draw arrays when in selection or feedback mode and
 * to implement glRasterPos.
 * This is very much like the normal draw_vbo() function above.
 * Look at code refactoring some day.
 */
void
st_feedback_draw_vbo(struct gl_context *ctx,
                     const struct gl_client_array **arrays,
                     const struct _mesa_prim *prims,
                     GLuint nr_prims,
                     const struct _mesa_index_buffer *ib,
		     GLboolean index_bounds_valid,
                     GLuint min_index,
                     GLuint max_index,
                     struct gl_transform_feedback_object *tfb_vertcount)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   struct draw_context *draw = st->draw;
   const struct st_vertex_program *vp;
   const struct pipe_shader_state *vs;
   struct pipe_vertex_buffer vbuffers[PIPE_MAX_SHADER_INPUTS];
   struct pipe_vertex_element velements[PIPE_MAX_ATTRIBS];
   struct pipe_index_buffer ibuffer;
   struct pipe_transfer *vb_transfer[PIPE_MAX_ATTRIBS];
   struct pipe_transfer *ib_transfer = NULL;
   GLuint attr, i;
   const GLubyte *low_addr = NULL;
   const void *mapped_indices = NULL;

   assert(draw);

   st_validate_state(st);

   if (!index_bounds_valid)
      vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index, nr_prims);

   /* must get these after state validation! */
   vp = st->vp;
   vs = &st->vp_variant->tgsi;

   if (!st->vp_variant->draw_shader) {
      st->vp_variant->draw_shader = draw_create_vertex_shader(draw, vs);
   }

   /*
    * Set up the draw module's state.
    *
    * We'd like to do this less frequently, but the normal state-update
    * code sends state updates to the pipe, not to our private draw module.
    */
   assert(draw);
   draw_set_viewport_state(draw, &st->state.viewport);
   draw_set_clip_state(draw, &st->state.clip);
   draw_set_rasterizer_state(draw, &st->state.rasterizer, NULL);
   draw_bind_vertex_shader(draw, st->vp_variant->draw_shader);
   set_feedback_vertex_format(ctx);

   /* Find the lowest address of the arrays we're drawing */
   if (vp->num_inputs) {
      low_addr = arrays[vp->index_to_input[0]]->Ptr;

      for (attr = 1; attr < vp->num_inputs; attr++) {
         const GLubyte *start = arrays[vp->index_to_input[attr]]->Ptr;
         low_addr = MIN2(low_addr, start);
      }
   }

   /* loop over TGSI shader inputs to determine vertex buffer
    * and attribute info
    */
   for (attr = 0; attr < vp->num_inputs; attr++) {
      const GLuint mesaAttr = vp->index_to_input[attr];
      struct gl_buffer_object *bufobj = arrays[mesaAttr]->BufferObj;
      void *map;

      if (bufobj && bufobj->Name) {
         /* Attribute data is in a VBO.
          * Recall that for VBOs, the gl_client_array->Ptr field is
          * really an offset from the start of the VBO, not a pointer.
          */
         struct st_buffer_object *stobj = st_buffer_object(bufobj);
         assert(stobj->buffer);

         vbuffers[attr].buffer = NULL;
         pipe_resource_reference(&vbuffers[attr].buffer, stobj->buffer);
         vbuffers[attr].buffer_offset = pointer_to_offset(low_addr);
         velements[attr].src_offset = arrays[mesaAttr]->Ptr - low_addr;
      }
      else {
         /* attribute data is in user-space memory, not a VBO */
         uint bytes = (arrays[mesaAttr]->Size
                       * _mesa_sizeof_type(arrays[mesaAttr]->Type)
                       * (max_index + 1));

         /* wrap user data */
         vbuffers[attr].buffer
            = pipe_user_buffer_create(pipe->screen, (void *) arrays[mesaAttr]->Ptr,
                                      bytes,
				      PIPE_BIND_VERTEX_BUFFER);
         vbuffers[attr].buffer_offset = 0;
         velements[attr].src_offset = 0;
      }

      /* common-case setup */
      vbuffers[attr].stride = arrays[mesaAttr]->StrideB; /* in bytes */
      velements[attr].instance_divisor = 0;
      velements[attr].vertex_buffer_index = attr;
      velements[attr].src_format = 
         st_pipe_vertex_format(arrays[mesaAttr]->Type,
                               arrays[mesaAttr]->Size,
                               arrays[mesaAttr]->Format,
                               arrays[mesaAttr]->Normalized,
                               arrays[mesaAttr]->Integer);
      assert(velements[attr].src_format);

      /* tell draw about this attribute */
#if 0
      draw_set_vertex_buffer(draw, attr, &vbuffer[attr]);
#endif

      /* map the attrib buffer */
      map = pipe_buffer_map(pipe, vbuffers[attr].buffer,
                            PIPE_TRANSFER_READ,
			    &vb_transfer[attr]);
      draw_set_mapped_vertex_buffer(draw, attr, map);
   }

   draw_set_vertex_buffers(draw, vp->num_inputs, vbuffers);
   draw_set_vertex_elements(draw, vp->num_inputs, velements);

   memset(&ibuffer, 0, sizeof(ibuffer));
   if (ib) {
      struct gl_buffer_object *bufobj = ib->obj;

      ibuffer.index_size = vbo_sizeof_ib_type(ib->type);
      if (ibuffer.index_size == 0)
         goto out_unref_vertex;

      if (bufobj && bufobj->Name) {
         struct st_buffer_object *stobj = st_buffer_object(bufobj);

         pipe_resource_reference(&ibuffer.buffer, stobj->buffer);
         ibuffer.offset = pointer_to_offset(ib->ptr);

         mapped_indices = pipe_buffer_map(pipe, stobj->buffer,
                                          PIPE_TRANSFER_READ, &ib_transfer);
      }
      else {
         /* skip setting ibuffer.buffer as the draw module does not use it */
         mapped_indices = ib->ptr;
      }

      draw_set_index_buffer(draw, &ibuffer);
      draw_set_mapped_index_buffer(draw, mapped_indices);
   }

   /* set the constant buffer */
   draw_set_mapped_constant_buffer(st->draw, PIPE_SHADER_VERTEX, 0,
                                   st->state.constants[PIPE_SHADER_VERTEX].ptr,
                                   st->state.constants[PIPE_SHADER_VERTEX].size);


   /* draw here */
   for (i = 0; i < nr_prims; i++) {
      draw_arrays(draw, prims[i].mode, prims[i].start, prims[i].count);
   }


   /*
    * unmap vertex/index buffers
    */
   if (ib) {
      draw_set_mapped_index_buffer(draw, NULL);
      draw_set_index_buffer(draw, NULL);

      if (ib_transfer)
         pipe_buffer_unmap(pipe, ib_transfer);
      pipe_resource_reference(&ibuffer.buffer, NULL);
   }

 out_unref_vertex:
   for (attr = 0; attr < vp->num_inputs; attr++) {
      pipe_buffer_unmap(pipe, vb_transfer[attr]);
      draw_set_mapped_vertex_buffer(draw, attr, NULL);
      pipe_resource_reference(&vbuffers[attr].buffer, NULL);
   }
   draw_set_vertex_buffers(draw, 0, NULL);
}
Пример #13
0
/**
 * gl_renderbuffer::AllocStorage()
 * This is called to allocate the original drawing surface, and
 * during window resize.
 */
static GLboolean
st_renderbuffer_alloc_storage(struct gl_context * ctx,
                              struct gl_renderbuffer *rb,
                              GLenum internalFormat,
                              GLuint width, GLuint height)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   struct pipe_screen *screen = st->pipe->screen;
   struct st_renderbuffer *strb = st_renderbuffer(rb);
   enum pipe_format format = PIPE_FORMAT_NONE;
   struct pipe_surface surf_tmpl;
   struct pipe_resource templ;

   /* init renderbuffer fields */
   strb->Base.Width  = width;
   strb->Base.Height = height;
   strb->Base._BaseFormat = _mesa_base_fbo_format(ctx, internalFormat);
   strb->defined = GL_FALSE;  /* undefined contents now */

   if (strb->software) {
      return st_renderbuffer_alloc_sw_storage(ctx, rb, internalFormat,
                                              width, height);
   }

   /* Free the old surface and texture
    */
   pipe_surface_reference( &strb->surface, NULL );
   pipe_resource_reference( &strb->texture, NULL );

   /* If an sRGB framebuffer is unsupported, sRGB formats behave like linear
    * formats.
    */
   if (!ctx->Extensions.EXT_framebuffer_sRGB) {
      internalFormat = _mesa_get_linear_internalformat(internalFormat);
   }

   /* Handle multisample renderbuffers first.
    *
    * From ARB_framebuffer_object:
    *   If <samples> is zero, then RENDERBUFFER_SAMPLES is set to zero.
    *   Otherwise <samples> represents a request for a desired minimum
    *   number of samples. Since different implementations may support
    *   different sample counts for multisampled rendering, the actual
    *   number of samples allocated for the renderbuffer image is
    *   implementation dependent.  However, the resulting value for
    *   RENDERBUFFER_SAMPLES is guaranteed to be greater than or equal
    *   to <samples> and no more than the next larger sample count supported
    *   by the implementation.
    *
    * So let's find the supported number of samples closest to NumSamples.
    * (NumSamples == 1) is treated the same as (NumSamples == 0).
    */
   if (rb->NumSamples > 1) {
      unsigned i;

      for (i = rb->NumSamples; i <= ctx->Const.MaxSamples; i++) {
         format = st_choose_renderbuffer_format(st, internalFormat, i);

         if (format != PIPE_FORMAT_NONE) {
            rb->NumSamples = i;
            break;
         }
      }
   } else {
      format = st_choose_renderbuffer_format(st, internalFormat, 0);
   }

   /* Not setting gl_renderbuffer::Format here will cause
    * FRAMEBUFFER_UNSUPPORTED and ValidateFramebuffer will not be called.
    */
   if (format == PIPE_FORMAT_NONE) {
      return GL_TRUE;
   }

   strb->Base.Format = st_pipe_format_to_mesa_format(format);

   if (width == 0 || height == 0) {
      /* if size is zero, nothing to allocate */
      return GL_TRUE;
   }

   /* Setup new texture template.
    */
   memset(&templ, 0, sizeof(templ));
   templ.target = st->internal_target;
   templ.format = format;
   templ.width0 = width;
   templ.height0 = height;
   templ.depth0 = 1;
   templ.array_size = 1;
   templ.nr_samples = rb->NumSamples;
   if (util_format_is_depth_or_stencil(format)) {
      templ.bind = PIPE_BIND_DEPTH_STENCIL;
   }
   else if (strb->Base.Name != 0) {
      /* this is a user-created renderbuffer */
      templ.bind = PIPE_BIND_RENDER_TARGET;
   }
   else {
      /* this is a window-system buffer */
      templ.bind = (PIPE_BIND_DISPLAY_TARGET |
                    PIPE_BIND_RENDER_TARGET);
   }

   strb->texture = screen->resource_create(screen, &templ);

   if (!strb->texture)
      return FALSE;

   u_surface_default_template(&surf_tmpl, strb->texture);
   strb->surface = pipe->create_surface(pipe,
                                        strb->texture,
                                        &surf_tmpl);
   if (strb->surface) {
      assert(strb->surface->texture);
      assert(strb->surface->format);
      assert(strb->surface->width == width);
      assert(strb->surface->height == height);
   }

   return strb->surface != NULL;
}
Пример #14
0
/**
 * Translate a Mesa vertex shader into a TGSI shader.
 * \param outputMapping  to map vertex program output registers (VARYING_SLOT_x)
 *       to TGSI output slots
 * \param tokensOut  destination for TGSI tokens
 * \return  pointer to cached pipe_shader object.
 */
void
st_prepare_vertex_program(struct gl_context *ctx,
                            struct st_vertex_program *stvp)
{
   struct st_context *st = st_context(ctx);
   GLuint attr;

   stvp->num_inputs = 0;
   stvp->num_outputs = 0;

   if (stvp->Base.IsPositionInvariant)
      _mesa_insert_mvp_code(ctx, &stvp->Base);

   /*
    * Determine number of inputs, the mappings between VERT_ATTRIB_x
    * and TGSI generic input indexes, plus input attrib semantic info.
    */
   for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
      if ((stvp->Base.Base.InputsRead & BITFIELD64_BIT(attr)) != 0) {
         stvp->input_to_index[attr] = stvp->num_inputs;
         stvp->index_to_input[stvp->num_inputs] = attr;
         stvp->num_inputs++;
         if ((stvp->Base.Base.DoubleInputsRead & BITFIELD64_BIT(attr)) != 0) {
            /* add placeholder for second part of a double attribute */
            stvp->index_to_input[stvp->num_inputs] = ST_DOUBLE_ATTRIB_PLACEHOLDER;
            stvp->num_inputs++;
         }
      }
   }
   /* bit of a hack, presetup potentially unused edgeflag input */
   stvp->input_to_index[VERT_ATTRIB_EDGEFLAG] = stvp->num_inputs;
   stvp->index_to_input[stvp->num_inputs] = VERT_ATTRIB_EDGEFLAG;

   /* Compute mapping of vertex program outputs to slots.
    */
   for (attr = 0; attr < VARYING_SLOT_MAX; attr++) {
      if ((stvp->Base.Base.OutputsWritten & BITFIELD64_BIT(attr)) == 0) {
         stvp->result_to_output[attr] = ~0;
      }
      else {
         unsigned slot = stvp->num_outputs++;

         stvp->result_to_output[attr] = slot;

         switch (attr) {
         case VARYING_SLOT_POS:
            stvp->output_semantic_name[slot] = TGSI_SEMANTIC_POSITION;
            stvp->output_semantic_index[slot] = 0;
            break;
         case VARYING_SLOT_COL0:
            stvp->output_semantic_name[slot] = TGSI_SEMANTIC_COLOR;
            stvp->output_semantic_index[slot] = 0;
            break;
         case VARYING_SLOT_COL1:
            stvp->output_semantic_name[slot] = TGSI_SEMANTIC_COLOR;
            stvp->output_semantic_index[slot] = 1;
            break;
         case VARYING_SLOT_BFC0:
            stvp->output_semantic_name[slot] = TGSI_SEMANTIC_BCOLOR;
            stvp->output_semantic_index[slot] = 0;
            break;
         case VARYING_SLOT_BFC1:
            stvp->output_semantic_name[slot] = TGSI_SEMANTIC_BCOLOR;
            stvp->output_semantic_index[slot] = 1;
            break;
         case VARYING_SLOT_FOGC:
            stvp->output_semantic_name[slot] = TGSI_SEMANTIC_FOG;
            stvp->output_semantic_index[slot] = 0;
            break;
         case VARYING_SLOT_PSIZ:
            stvp->output_semantic_name[slot] = TGSI_SEMANTIC_PSIZE;
            stvp->output_semantic_index[slot] = 0;
            break;
         case VARYING_SLOT_CLIP_DIST0:
            stvp->output_semantic_name[slot] = TGSI_SEMANTIC_CLIPDIST;
            stvp->output_semantic_index[slot] = 0;
            break;
         case VARYING_SLOT_CLIP_DIST1:
            stvp->output_semantic_name[slot] = TGSI_SEMANTIC_CLIPDIST;
            stvp->output_semantic_index[slot] = 1;
            break;
         case VARYING_SLOT_EDGE:
            assert(0);
            break;
         case VARYING_SLOT_CLIP_VERTEX:
            stvp->output_semantic_name[slot] = TGSI_SEMANTIC_CLIPVERTEX;
            stvp->output_semantic_index[slot] = 0;
            break;
         case VARYING_SLOT_LAYER:
            stvp->output_semantic_name[slot] = TGSI_SEMANTIC_LAYER;
            stvp->output_semantic_index[slot] = 0;
            break;
         case VARYING_SLOT_VIEWPORT:
            stvp->output_semantic_name[slot] = TGSI_SEMANTIC_VIEWPORT_INDEX;
            stvp->output_semantic_index[slot] = 0;
            break;

         case VARYING_SLOT_TEX0:
         case VARYING_SLOT_TEX1:
         case VARYING_SLOT_TEX2:
         case VARYING_SLOT_TEX3:
         case VARYING_SLOT_TEX4:
         case VARYING_SLOT_TEX5:
         case VARYING_SLOT_TEX6:
         case VARYING_SLOT_TEX7:
            if (st->needs_texcoord_semantic) {
               stvp->output_semantic_name[slot] = TGSI_SEMANTIC_TEXCOORD;
               stvp->output_semantic_index[slot] = attr - VARYING_SLOT_TEX0;
               break;
            }
            /* fall through */
         case VARYING_SLOT_VAR0:
         default:
            assert(attr < VARYING_SLOT_MAX);
            stvp->output_semantic_name[slot] = TGSI_SEMANTIC_GENERIC;
            stvp->output_semantic_index[slot] =
               st_get_generic_varying_index(st, attr);
            break;
         }
      }
   }
   /* similar hack to above, presetup potentially unused edgeflag output */
   stvp->result_to_output[VARYING_SLOT_EDGE] = stvp->num_outputs;
   stvp->output_semantic_name[stvp->num_outputs] = TGSI_SEMANTIC_EDGEFLAG;
   stvp->output_semantic_index[stvp->num_outputs] = 0;
}
/**
 * Called by ctx->Driver.RenderTexture
 */
static void
st_render_texture(struct gl_context *ctx,
                  struct gl_framebuffer *fb,
                  struct gl_renderbuffer_attachment *att)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   struct st_renderbuffer *strb;
   struct gl_renderbuffer *rb;
   struct pipe_resource *pt;
   struct st_texture_object *stObj;
   const struct gl_texture_image *texImage;
   struct pipe_surface surf_tmpl;

   if (!st_finalize_texture(ctx, pipe, att->Texture))
      return;

   pt = st_get_texobj_resource(att->Texture);
   assert(pt);

   /* get pointer to texture image we're rendeing to */
   texImage = _mesa_get_attachment_teximage(att);

   /* create new renderbuffer which wraps the texture image.
    * Use the texture's name as the renderbuffer's name so that we have
    * something that's non-zero (to determine vertical orientation) and
    * possibly helpful for debugging.
    */
   rb = st_new_renderbuffer(ctx, att->Texture->Name);
   if (!rb) {
      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glFramebufferTexture()");
      return;
   }

   _mesa_reference_renderbuffer(&att->Renderbuffer, rb);
   assert(rb->RefCount == 1);
   rb->AllocStorage = NULL; /* should not get called */
   strb = st_renderbuffer(rb);

   assert(strb->Base.RefCount > 0);

   /* get the texture for the texture object */
   stObj = st_texture_object(att->Texture);

   /* point renderbuffer at texobject */
   strb->rtt = stObj;
   strb->rtt_level = att->TextureLevel;
   strb->rtt_face = att->CubeMapFace;
   strb->rtt_slice = att->Zoffset;

   rb->Width = texImage->Width2;
   rb->Height = texImage->Height2;
   rb->_BaseFormat = texImage->_BaseFormat;
   rb->InternalFormat = texImage->InternalFormat;

   pipe_resource_reference( &strb->texture, pt );

   pipe_surface_release(pipe, &strb->surface);

   assert(strb->rtt_level <= strb->texture->last_level);

   /* new surface for rendering into the texture */
   memset(&surf_tmpl, 0, sizeof(surf_tmpl));
   surf_tmpl.format = ctx->Color.sRGBEnabled
      ? strb->texture->format : util_format_linear(strb->texture->format);
   surf_tmpl.usage = PIPE_BIND_RENDER_TARGET;
   surf_tmpl.u.tex.level = strb->rtt_level;
   surf_tmpl.u.tex.first_layer = strb->rtt_face + strb->rtt_slice;
   surf_tmpl.u.tex.last_layer = strb->rtt_face + strb->rtt_slice;
   strb->surface = pipe->create_surface(pipe,
                                        strb->texture,
                                        &surf_tmpl);

   strb->Base.Format = st_pipe_format_to_mesa_format(pt->format);

   /* Invalidate buffer state so that the pipe's framebuffer state
    * gets updated.
    * That's where the new renderbuffer (which we just created) gets
    * passed to the pipe as a (color/depth) render target.
    */
   st_invalidate_state(ctx, _NEW_BUFFERS);


   /* Need to trigger a call to update_framebuffer() since we just
    * attached a new renderbuffer.
    */
   ctx->NewState |= _NEW_BUFFERS;
}
Пример #16
0
/**
 * Called via ctx->Driver.Clear()
 */
static void
st_Clear(struct gl_context *ctx, GLbitfield mask)
{
   struct st_context *st = st_context(ctx);
   struct gl_renderbuffer *depthRb
      = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
   struct gl_renderbuffer *stencilRb
      = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
   GLbitfield quad_buffers = 0x0;
   GLbitfield clear_buffers = 0x0;
   GLuint i;

   /* This makes sure the pipe has the latest scissor, etc values */
   st_validate_state( st );

   if (mask & BUFFER_BITS_COLOR) {
      for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
         GLint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];

         if (b >= 0 && mask & (1 << b)) {
            struct gl_renderbuffer *rb
               = ctx->DrawBuffer->Attachment[b].Renderbuffer;
            struct st_renderbuffer *strb = st_renderbuffer(rb);
            int colormask_index = ctx->Extensions.EXT_draw_buffers2 ? i : 0;

            if (!strb || !strb->surface)
               continue;

            if (is_color_disabled(ctx, colormask_index))
               continue;

            if (is_scissor_enabled(ctx, rb) ||
                is_color_masked(ctx, colormask_index))
               quad_buffers |= PIPE_CLEAR_COLOR0 << i;
            else
               clear_buffers |= PIPE_CLEAR_COLOR0 << i;
         }
      }
   }

   if (mask & BUFFER_BIT_DEPTH) {
      struct st_renderbuffer *strb = st_renderbuffer(depthRb);

      if (strb->surface && ctx->Depth.Mask) {
         if (is_scissor_enabled(ctx, depthRb))
            quad_buffers |= PIPE_CLEAR_DEPTH;
         else
            clear_buffers |= PIPE_CLEAR_DEPTH;
      }
   }
   if (mask & BUFFER_BIT_STENCIL) {
      struct st_renderbuffer *strb = st_renderbuffer(stencilRb);

      if (strb->surface && !is_stencil_disabled(ctx, stencilRb)) {
         if (is_scissor_enabled(ctx, stencilRb) ||
             is_stencil_masked(ctx, stencilRb))
            quad_buffers |= PIPE_CLEAR_STENCIL;
         else
            clear_buffers |= PIPE_CLEAR_STENCIL;
      }
   }

   /* Always clear depth and stencil together.
    * This can only happen when the stencil writemask is not a full mask.
    */
   if (quad_buffers & PIPE_CLEAR_DEPTHSTENCIL &&
       clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) {
      quad_buffers |= clear_buffers & PIPE_CLEAR_DEPTHSTENCIL;
      clear_buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
   }

   /* Only use quad-based clearing for the renderbuffers which cannot
    * use pipe->clear. We want to always use pipe->clear for the other
    * renderbuffers, because it's likely to be faster.
    */
   if (quad_buffers) {
      clear_with_quad(ctx, quad_buffers);
   }
   if (clear_buffers) {
      /* We can't translate the clear color to the colorbuffer format,
       * because different colorbuffers may have different formats.
       */
      st->pipe->clear(st->pipe, clear_buffers,
                      (union pipe_color_union*)&ctx->Color.ClearColor,
                      ctx->Depth.Clear, ctx->Stencil.Clear);
   }
   if (mask & BUFFER_BIT_ACCUM)
      _mesa_clear_accum_buffer(ctx);
}
Пример #17
0
static void
st_BeginQuery(struct gl_context *ctx, struct gl_query_object *q)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   struct st_query_object *stq = st_query_object(q);
   unsigned type;

   st_flush_bitmap_cache(st_context(ctx));

   /* convert GL query type to Gallium query type */
   switch (q->Target) {
   case GL_ANY_SAMPLES_PASSED:
   case GL_ANY_SAMPLES_PASSED_CONSERVATIVE:
      /* fall-through */
   case GL_SAMPLES_PASSED_ARB:
      type = PIPE_QUERY_OCCLUSION_COUNTER;
      break;
   case GL_PRIMITIVES_GENERATED:
      type = PIPE_QUERY_PRIMITIVES_GENERATED;
      break;
   case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
      type = PIPE_QUERY_PRIMITIVES_EMITTED;
      break;
   case GL_TIME_ELAPSED:
      if (st->has_time_elapsed)
         type = PIPE_QUERY_TIME_ELAPSED;
      else
         type = PIPE_QUERY_TIMESTAMP;
      break;
   default:
      assert(0 && "unexpected query target in st_BeginQuery()");
      return;
   }

   if (stq->type != type) {
      /* free old query of different type */
      if (stq->pq) {
         pipe->destroy_query(pipe, stq->pq);
         stq->pq = NULL;
      }
      if (stq->pq_begin) {
         pipe->destroy_query(pipe, stq->pq_begin);
         stq->pq_begin = NULL;
      }
      stq->type = PIPE_QUERY_TYPES; /* an invalid value */
   }

   if (q->Target == GL_TIME_ELAPSED &&
       type == PIPE_QUERY_TIMESTAMP) {
      /* Determine time elapsed by emitting two timestamp queries. */
      if (!stq->pq_begin) {
         stq->pq_begin = pipe->create_query(pipe, type);
         stq->type = type;
      }
      pipe->end_query(pipe, stq->pq_begin);
   } else {
      if (!stq->pq) {
         stq->pq = pipe->create_query(pipe, type);
         stq->type = type;
      }
      pipe->begin_query(pipe, stq->pq);
   }
   assert(stq->type == type);
}
Пример #18
0
static void
accum_return(GLcontext *ctx, GLfloat value,
             GLint xpos, GLint ypos, GLint width, GLint height,
             struct st_renderbuffer *acc_strb,
             struct st_renderbuffer *color_strb)
{
   struct pipe_context *pipe = ctx->st->pipe;
   struct pipe_screen *screen = pipe->screen;
   const GLubyte *colormask = ctx->Color.ColorMask;
   enum pipe_transfer_usage usage;
   struct pipe_transfer *color_trans;
   size_t stride = acc_strb->stride;
   const GLubyte *data = acc_strb->data;
   GLfloat *buf;

   if (ST_DEBUG & DEBUG_FALLBACK)
      debug_printf("%s: fallback processing\n", __FUNCTION__);

   buf = (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat));

   if (!colormask[0] || !colormask[1] || !colormask[2] || !colormask[3])
      usage = PIPE_TRANSFER_READ_WRITE;
   else
      usage = PIPE_TRANSFER_WRITE;
   
   color_trans = st_cond_flush_get_tex_transfer(st_context(ctx),
						color_strb->texture, 0, 0, 0,
						usage,
						xpos, ypos,
						width, height);

   if (usage & PIPE_TRANSFER_READ)
      pipe_get_tile_rgba(color_trans, 0, 0, width, height, buf);

   switch (acc_strb->format) {
   case PIPE_FORMAT_R16G16B16A16_SNORM:
      {
         GLfloat *color = buf;
         int i, j, ch;
         for (i = 0; i < height; i++) {
            const GLshort *acc = (const GLshort *) (data + (ypos + i) * stride + xpos * 8);
            for (j = 0; j < width; j++) {
               for (ch = 0; ch < 4; ch++) {
                  if (colormask[ch]) {
                     GLfloat val = SHORT_TO_FLOAT(*acc * value);
                     *color = CLAMP(val, 0.0f, 1.0f);
                  }
                  else {
                     /* No change */
                  }
                  ++acc;
                  ++color;
               }
            }
         }
      }
      break;
   default:
      _mesa_problem(NULL, "unexpected format in st_clear_accum_buffer()");
   }

   pipe_put_tile_rgba(color_trans, 0, 0, width, height, buf);

   _mesa_free(buf);
   screen->tex_transfer_destroy(color_trans);
}
Пример #19
0
/**
 * This uses a blit to copy the read buffer to a texture format which matches
 * the format and type combo and then a fast read-back is done using memcpy.
 * We can do arbitrary X/Y/Z/W/0/1 swizzling here as long as there is
 * a format which matches the swizzling.
 *
 * If such a format isn't available, we fall back to _mesa_readpixels.
 *
 * NOTE: Some drivers use a blit to convert between tiled and linear
 *       texture layouts during texture uploads/downloads, so the blit
 *       we do here should be free in such cases.
 */
static void
st_readpixels(struct gl_context *ctx, GLint x, GLint y,
              GLsizei width, GLsizei height,
              GLenum format, GLenum type,
              const struct gl_pixelstore_attrib *pack,
              GLvoid *pixels)
{
   struct st_context *st = st_context(ctx);
   struct gl_renderbuffer *rb =
         _mesa_get_read_renderbuffer_for_format(ctx, format);
   struct st_renderbuffer *strb = st_renderbuffer(rb);
   struct pipe_context *pipe = st->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct pipe_resource *src;
   struct pipe_resource *dst = NULL;
   struct pipe_resource dst_templ;
   enum pipe_format dst_format, src_format;
   struct pipe_blit_info blit;
   unsigned bind = PIPE_BIND_TRANSFER_READ;
   struct pipe_transfer *tex_xfer;
   ubyte *map = NULL;

   /* Validate state (to be sure we have up-to-date framebuffer surfaces)
    * and flush the bitmap cache prior to reading. */
   st_validate_state(st);
   st_flush_bitmap_cache(st);

   if (!st->prefer_blit_based_texture_transfer) {
      goto fallback;
   }

   /* This must be done after state validation. */
   src = strb->texture;

   /* XXX Fallback for depth-stencil formats due to an incomplete
    * stencil blit implementation in some drivers. */
   if (format == GL_DEPTH_STENCIL) {
      goto fallback;
   }

   /* We are creating a texture of the size of the region being read back.
    * Need to check for NPOT texture support. */
   if (!screen->get_param(screen, PIPE_CAP_NPOT_TEXTURES) &&
       (!util_is_power_of_two(width) ||
        !util_is_power_of_two(height))) {
      goto fallback;
   }

   /* If the base internal format and the texture format don't match, we have
    * to use the slow path. */
   if (rb->_BaseFormat !=
       _mesa_get_format_base_format(rb->Format)) {
      goto fallback;
   }

   /* See if the texture format already matches the format and type,
    * in which case the memcpy-based fast path will likely be used and
    * we don't have to blit. */
   if (_mesa_format_matches_format_and_type(rb->Format, format,
                                            type, pack->SwapBytes)) {
      goto fallback;
   }

   if (_mesa_readpixels_needs_slow_path(ctx, format, type, GL_TRUE)) {
      goto fallback;
   }

   /* Convert the source format to what is expected by ReadPixels
    * and see if it's supported. */
   src_format = util_format_linear(src->format);
   src_format = util_format_luminance_to_red(src_format);
   src_format = util_format_intensity_to_red(src_format);

   if (!src_format ||
       !screen->is_format_supported(screen, src_format, src->target,
                                    src->nr_samples,
                                    PIPE_BIND_SAMPLER_VIEW)) {
      goto fallback;
   }

   if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL)
      bind |= PIPE_BIND_DEPTH_STENCIL;
   else
      bind |= PIPE_BIND_RENDER_TARGET;

   /* Choose the destination format by finding the best match
    * for the format+type combo. */
   dst_format = st_choose_matching_format(screen, bind, format, type,
                                          pack->SwapBytes);
   if (dst_format == PIPE_FORMAT_NONE) {
      goto fallback;
   }

   /* create the destination texture */
   memset(&dst_templ, 0, sizeof(dst_templ));
   dst_templ.target = PIPE_TEXTURE_2D;
   dst_templ.format = dst_format;
   dst_templ.bind = bind;
   dst_templ.usage = PIPE_USAGE_STAGING;

   st_gl_texture_dims_to_pipe_dims(GL_TEXTURE_2D, width, height, 1,
                                   &dst_templ.width0, &dst_templ.height0,
                                   &dst_templ.depth0, &dst_templ.array_size);

   dst = screen->resource_create(screen, &dst_templ);
   if (!dst) {
      goto fallback;
   }

   memset(&blit, 0, sizeof(blit));
   blit.src.resource = src;
   blit.src.level = strb->surface->u.tex.level;
   blit.src.format = src_format;
   blit.dst.resource = dst;
   blit.dst.level = 0;
   blit.dst.format = dst->format;
   blit.src.box.x = x;
   blit.dst.box.x = 0;
   blit.src.box.y = y;
   blit.dst.box.y = 0;
   blit.src.box.z = strb->surface->u.tex.first_layer;
   blit.dst.box.z = 0;
   blit.src.box.width = blit.dst.box.width = width;
   blit.src.box.height = blit.dst.box.height = height;
   blit.src.box.depth = blit.dst.box.depth = 1;
   blit.mask = st_get_blit_mask(rb->_BaseFormat, format);
   blit.filter = PIPE_TEX_FILTER_NEAREST;
   blit.scissor_enable = FALSE;

   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
      blit.src.box.y = rb->Height - blit.src.box.y;
      blit.src.box.height = -blit.src.box.height;
   }

   /* blit */
   st->pipe->blit(st->pipe, &blit);

   /* map resources */
   pixels = _mesa_map_pbo_dest(ctx, pack, pixels);

   map = pipe_transfer_map_3d(pipe, dst, 0, PIPE_TRANSFER_READ,
                              0, 0, 0, width, height, 1, &tex_xfer);
   if (!map) {
      _mesa_unmap_pbo_dest(ctx, pack);
      pipe_resource_reference(&dst, NULL);
      goto fallback;
   }

   /* memcpy data into a user buffer */
   {
      const uint bytesPerRow = width * util_format_get_blocksize(dst_format);
      GLuint row;

      for (row = 0; row < (unsigned) height; row++) {
         GLvoid *dest = _mesa_image_address3d(pack, pixels,
                                              width, height, format,
                                              type, 0, row, 0);
         memcpy(dest, map, bytesPerRow);
         map += tex_xfer->stride;
      }
   }

   pipe_transfer_unmap(pipe, tex_xfer);
   _mesa_unmap_pbo_dest(ctx, pack);
   pipe_resource_reference(&dst, NULL);
   return;

fallback:
   _mesa_readpixels(ctx, x, y, width, height, format, type, pack, pixels);
}
Пример #20
0
/**
 * Called via ctx->Driver.DeleteProgram()
 */
static void
st_delete_program(struct gl_context *ctx, struct gl_program *prog)
{
   struct st_context *st = st_context(ctx);

   switch( prog->Target ) {
   case GL_VERTEX_PROGRAM_ARB:
      {
         struct st_vertex_program *stvp = (struct st_vertex_program *) prog;
         st_release_vp_variants( st, stvp );
         
         if (stvp->glsl_to_tgsi)
            free_glsl_to_tgsi_visitor(stvp->glsl_to_tgsi);
      }
      break;
   case GL_GEOMETRY_PROGRAM_NV:
      {
         struct st_geometry_program *stgp =
            (struct st_geometry_program *) prog;

         st_release_basic_variants(st, stgp->Base.Base.Target,
                                   &stgp->variants, &stgp->tgsi);
         
         if (stgp->glsl_to_tgsi)
            free_glsl_to_tgsi_visitor(stgp->glsl_to_tgsi);
      }
      break;
   case GL_FRAGMENT_PROGRAM_ARB:
      {
         struct st_fragment_program *stfp =
            (struct st_fragment_program *) prog;

         st_release_fp_variants(st, stfp);
         
         if (stfp->glsl_to_tgsi)
            free_glsl_to_tgsi_visitor(stfp->glsl_to_tgsi);
      }
      break;
   case GL_TESS_CONTROL_PROGRAM_NV:
      {
         struct st_tessctrl_program *sttcp =
            (struct st_tessctrl_program *) prog;

         st_release_basic_variants(st, sttcp->Base.Base.Target,
                                   &sttcp->variants, &sttcp->tgsi);

         if (sttcp->glsl_to_tgsi)
            free_glsl_to_tgsi_visitor(sttcp->glsl_to_tgsi);
      }
      break;
   case GL_TESS_EVALUATION_PROGRAM_NV:
      {
         struct st_tesseval_program *sttep =
            (struct st_tesseval_program *) prog;

         st_release_basic_variants(st, sttep->Base.Base.Target,
                                   &sttep->variants, &sttep->tgsi);

         if (sttep->glsl_to_tgsi)
            free_glsl_to_tgsi_visitor(sttep->glsl_to_tgsi);
      }
      break;
   case GL_COMPUTE_PROGRAM_NV:
      {
         struct st_compute_program *stcp =
            (struct st_compute_program *) prog;

         st_release_cp_variants(st, stcp);

         if (stcp->glsl_to_tgsi)
            free_glsl_to_tgsi_visitor(stcp->glsl_to_tgsi);
      }
      break;
   default:
      assert(0); /* problem */
   }

   /* delete base class */
   _mesa_delete_program( ctx, prog );
}
Пример #21
0
static void
st_BlitFramebuffer(struct gl_context *ctx,
                   struct gl_framebuffer *readFB,
                   struct gl_framebuffer *drawFB,
                   GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
                   GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
                   GLbitfield mask, GLenum filter)
{
   const GLbitfield depthStencil = (GL_DEPTH_BUFFER_BIT |
                                    GL_STENCIL_BUFFER_BIT);
   struct st_context *st = st_context(ctx);
   const uint pFilter = ((filter == GL_NEAREST)
                         ? PIPE_TEX_FILTER_NEAREST
                         : PIPE_TEX_FILTER_LINEAR);
   struct {
      GLint srcX0, srcY0, srcX1, srcY1;
      GLint dstX0, dstY0, dstX1, dstY1;
   } clip;
   struct pipe_blit_info blit;

   st_manager_validate_framebuffers(st);

   /* Make sure bitmap rendering has landed in the framebuffers */
   st_flush_bitmap_cache(st);
   st_invalidate_readpix_cache(st);

   clip.srcX0 = srcX0;
   clip.srcY0 = srcY0;
   clip.srcX1 = srcX1;
   clip.srcY1 = srcY1;
   clip.dstX0 = dstX0;
   clip.dstY0 = dstY0;
   clip.dstX1 = dstX1;
   clip.dstY1 = dstY1;

   /* NOTE: If the src and dst dimensions don't match, we cannot simply adjust
    * the integer coordinates to account for clipping (or scissors) because that
    * would make us cut off fractional parts, affecting the result of the blit.
    *
    * XXX: This should depend on mask !
    */
   if (!_mesa_clip_blit(ctx, readFB, drawFB,
                        &clip.srcX0, &clip.srcY0, &clip.srcX1, &clip.srcY1,
                        &clip.dstX0, &clip.dstY0, &clip.dstX1, &clip.dstY1)) {
      return; /* nothing to draw/blit */
   }
   memset(&blit, 0, sizeof(struct pipe_blit_info));
   blit.scissor_enable =
      (dstX0 != clip.dstX0) ||
      (dstY0 != clip.dstY0) ||
      (dstX1 != clip.dstX1) ||
      (dstY1 != clip.dstY1);

   if (st_fb_orientation(drawFB) == Y_0_TOP) {
      /* invert Y for dest */
      dstY0 = drawFB->Height - dstY0;
      dstY1 = drawFB->Height - dstY1;
      /* invert Y for clip */
      clip.dstY0 = drawFB->Height - clip.dstY0;
      clip.dstY1 = drawFB->Height - clip.dstY1;
   }
   if (blit.scissor_enable) {
      blit.scissor.minx = MIN2(clip.dstX0, clip.dstX1);
      blit.scissor.miny = MIN2(clip.dstY0, clip.dstY1);
      blit.scissor.maxx = MAX2(clip.dstX0, clip.dstX1);
      blit.scissor.maxy = MAX2(clip.dstY0, clip.dstY1);
#if 0
      debug_printf("scissor = (%i,%i)-(%i,%i)\n",
                   blit.scissor.minx,blit.scissor.miny,
                   blit.scissor.maxx,blit.scissor.maxy);
#endif
   }

   if (st_fb_orientation(readFB) == Y_0_TOP) {
      /* invert Y for src */
      srcY0 = readFB->Height - srcY0;
      srcY1 = readFB->Height - srcY1;
   }

   if (srcY0 > srcY1 && dstY0 > dstY1) {
      /* Both src and dst are upside down.  Swap Y to make it
       * right-side up to increase odds of using a fast path.
       * Recall that all Gallium raster coords have Y=0=top.
       */
      GLint tmp;
      tmp = srcY0;
      srcY0 = srcY1;
      srcY1 = tmp;
      tmp = dstY0;
      dstY0 = dstY1;
      dstY1 = tmp;
   }

   blit.src.box.depth = 1;
   blit.dst.box.depth = 1;

   /* Destination dimensions have to be positive: */
   if (dstX0 < dstX1) {
      blit.dst.box.x = dstX0;
      blit.src.box.x = srcX0;
      blit.dst.box.width = dstX1 - dstX0;
      blit.src.box.width = srcX1 - srcX0;
   } else {
      blit.dst.box.x = dstX1;
      blit.src.box.x = srcX1;
      blit.dst.box.width = dstX0 - dstX1;
      blit.src.box.width = srcX0 - srcX1;
   }
   if (dstY0 < dstY1) {
      blit.dst.box.y = dstY0;
      blit.src.box.y = srcY0;
      blit.dst.box.height = dstY1 - dstY0;
      blit.src.box.height = srcY1 - srcY0;
   } else {
      blit.dst.box.y = dstY1;
      blit.src.box.y = srcY1;
      blit.dst.box.height = dstY0 - dstY1;
      blit.src.box.height = srcY0 - srcY1;
   }

   if (drawFB != ctx->WinSysDrawBuffer)
      st_window_rectangles_to_blit(ctx, &blit);

   blit.filter = pFilter;
   blit.render_condition_enable = TRUE;
   blit.alpha_blend = FALSE;

   if (mask & GL_COLOR_BUFFER_BIT) {
      struct gl_renderbuffer_attachment *srcAtt =
         &readFB->Attachment[readFB->_ColorReadBufferIndex];

      blit.mask = PIPE_MASK_RGBA;

      if (srcAtt->Type == GL_TEXTURE) {
         struct st_texture_object *srcObj = st_texture_object(srcAtt->Texture);
         GLuint i;

         if (!srcObj || !srcObj->pt) {
            return;
         }

         for (i = 0; i < drawFB->_NumColorDrawBuffers; i++) {
            struct st_renderbuffer *dstRb =
               st_renderbuffer(drawFB->_ColorDrawBuffers[i]);

            if (dstRb) {
               struct pipe_surface *dstSurf = dstRb->surface;

               if (dstSurf) {
                  blit.dst.resource = dstSurf->texture;
                  blit.dst.level = dstSurf->u.tex.level;
                  blit.dst.box.z = dstSurf->u.tex.first_layer;
                  blit.dst.format = dstSurf->format;

                  blit.src.resource = srcObj->pt;
                  blit.src.level = srcAtt->TextureLevel;
                  blit.src.box.z = srcAtt->Zoffset + srcAtt->CubeMapFace;
                  blit.src.format = srcObj->pt->format;

                  st_adjust_blit_for_srgb(&blit, ctx->Color.sRGBEnabled);

                  st->pipe->blit(st->pipe, &blit);
                  dstRb->defined = true; /* front buffer tracking */
               }
            }
         }
      }
      else {
         struct st_renderbuffer *srcRb =
            st_renderbuffer(readFB->_ColorReadBuffer);
         struct pipe_surface *srcSurf;
         GLuint i;

         if (!srcRb || !srcRb->surface) {
            return;
         }

         srcSurf = srcRb->surface;

         for (i = 0; i < drawFB->_NumColorDrawBuffers; i++) {
            struct st_renderbuffer *dstRb =
               st_renderbuffer(drawFB->_ColorDrawBuffers[i]);

            if (dstRb) {
               struct pipe_surface *dstSurf = dstRb->surface;

               if (dstSurf) {
                  blit.dst.resource = dstSurf->texture;
                  blit.dst.level = dstSurf->u.tex.level;
                  blit.dst.box.z = dstSurf->u.tex.first_layer;
                  blit.dst.format = dstSurf->format;

                  blit.src.resource = srcSurf->texture;
                  blit.src.level = srcSurf->u.tex.level;
                  blit.src.box.z = srcSurf->u.tex.first_layer;
                  blit.src.format = srcSurf->format;

                  st_adjust_blit_for_srgb(&blit, ctx->Color.sRGBEnabled);

                  st->pipe->blit(st->pipe, &blit);
                  dstRb->defined = true; /* front buffer tracking */
               }
            }
         }
      }
   }

   if (mask & depthStencil) {
      /* depth and/or stencil blit */

      /* get src/dst depth surfaces */
      struct st_renderbuffer *srcDepthRb =
         st_renderbuffer(readFB->Attachment[BUFFER_DEPTH].Renderbuffer);
      struct st_renderbuffer *dstDepthRb = 
         st_renderbuffer(drawFB->Attachment[BUFFER_DEPTH].Renderbuffer);
      struct pipe_surface *dstDepthSurf =
         dstDepthRb ? dstDepthRb->surface : NULL;

      struct st_renderbuffer *srcStencilRb =
         st_renderbuffer(readFB->Attachment[BUFFER_STENCIL].Renderbuffer);
      struct st_renderbuffer *dstStencilRb =
         st_renderbuffer(drawFB->Attachment[BUFFER_STENCIL].Renderbuffer);
      struct pipe_surface *dstStencilSurf =
         dstStencilRb ? dstStencilRb->surface : NULL;

      if (_mesa_has_depthstencil_combined(readFB) &&
          _mesa_has_depthstencil_combined(drawFB)) {
         blit.mask = 0;
         if (mask & GL_DEPTH_BUFFER_BIT)
            blit.mask |= PIPE_MASK_Z;
         if (mask & GL_STENCIL_BUFFER_BIT)
            blit.mask |= PIPE_MASK_S;

         blit.dst.resource = dstDepthSurf->texture;
         blit.dst.level = dstDepthSurf->u.tex.level;
         blit.dst.box.z = dstDepthSurf->u.tex.first_layer;
         blit.dst.format = dstDepthSurf->format;

         blit.src.resource = srcDepthRb->texture;
         blit.src.level = srcDepthRb->surface->u.tex.level;
         blit.src.box.z = srcDepthRb->surface->u.tex.first_layer;
         blit.src.format = srcDepthRb->surface->format;

         st->pipe->blit(st->pipe, &blit);
      }
      else {
         /* blitting depth and stencil separately */

         if (mask & GL_DEPTH_BUFFER_BIT) {
            blit.mask = PIPE_MASK_Z;

            blit.dst.resource = dstDepthSurf->texture;
            blit.dst.level = dstDepthSurf->u.tex.level;
            blit.dst.box.z = dstDepthSurf->u.tex.first_layer;
            blit.dst.format = dstDepthSurf->format;

            blit.src.resource = srcDepthRb->texture;
            blit.src.level = srcDepthRb->surface->u.tex.level;
            blit.src.box.z = srcDepthRb->surface->u.tex.first_layer;
            blit.src.format = srcDepthRb->surface->format;

            st->pipe->blit(st->pipe, &blit);
         }

         if (mask & GL_STENCIL_BUFFER_BIT) {
            blit.mask = PIPE_MASK_S;

            blit.dst.resource = dstStencilSurf->texture;
            blit.dst.level = dstStencilSurf->u.tex.level;
            blit.dst.box.z = dstStencilSurf->u.tex.first_layer;
            blit.dst.format = dstStencilSurf->format;

            blit.src.resource = srcStencilRb->texture;
            blit.src.level = srcStencilRb->surface->u.tex.level;
            blit.src.box.z = srcStencilRb->surface->u.tex.first_layer;
            blit.src.format = srcStencilRb->surface->format;

            st->pipe->blit(st->pipe, &blit);
         }
      }
   }
}
Пример #22
0
/**
 * Check that the framebuffer configuration is valid in terms of what
 * the driver can support.
 *
 * For Gallium we only supports combined Z+stencil, not separate buffers.
 */
static void
st_validate_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
{
   struct st_context *st = st_context(ctx);
   struct pipe_screen *screen = st->pipe->screen;
   const struct gl_renderbuffer_attachment *depth =
         &fb->Attachment[BUFFER_DEPTH];
   const struct gl_renderbuffer_attachment *stencil =
         &fb->Attachment[BUFFER_STENCIL];
   GLuint i;
   enum pipe_format first_format = PIPE_FORMAT_NONE;
   boolean mixed_formats =
         screen->get_param(screen, PIPE_CAP_MIXED_COLORBUFFER_FORMATS) != 0;

   if (depth->Type && stencil->Type && depth->Type != stencil->Type) {
      st_fbo_invalid("Different Depth/Stencil buffer formats");
      fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
      return;
   }
   if (depth->Type == GL_RENDERBUFFER_EXT &&
       stencil->Type == GL_RENDERBUFFER_EXT &&
       depth->Renderbuffer != stencil->Renderbuffer) {
      st_fbo_invalid("Separate Depth/Stencil buffers");
      fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
      return;
   }
   if (depth->Type == GL_TEXTURE &&
       stencil->Type == GL_TEXTURE &&
       depth->Texture != stencil->Texture) {
      fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
      st_fbo_invalid("Different Depth/Stencil textures");
      return;
   }

   if (!st_validate_attachment(ctx,
                               screen,
                               depth,
			       PIPE_BIND_DEPTH_STENCIL)) {
      fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
      return;
   }
   if (!st_validate_attachment(ctx,
                               screen,
                               stencil,
			       PIPE_BIND_DEPTH_STENCIL)) {
      fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
      return;
   }
   for (i = 0; i < ctx->Const.MaxColorAttachments; i++) {
      struct gl_renderbuffer_attachment *att =
            &fb->Attachment[BUFFER_COLOR0 + i];
      enum pipe_format format;

      if (!st_validate_attachment(ctx,
                                  screen,
				  att,
				  PIPE_BIND_RENDER_TARGET)) {
	 fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
	 return;
      }

      if (!mixed_formats) {
         /* Disallow mixed formats. */
         if (att->Type != GL_NONE) {
            format = st_renderbuffer(att->Renderbuffer)->surface->format;
         } else {
            continue;
         }

         if (first_format == PIPE_FORMAT_NONE) {
            first_format = format;
         } else if (format != first_format) {
            fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
            st_fbo_invalid("Mixed color formats");
            return;
         }
      }
   }
}
Пример #23
0
/**
 * Called via ctx->Driver.MapRenderbuffer.
 */
static void
st_MapRenderbuffer(struct gl_context *ctx,
                   struct gl_renderbuffer *rb,
                   GLuint x, GLuint y, GLuint w, GLuint h,
                   GLbitfield mode,
                   GLubyte **mapOut, GLint *rowStrideOut)
{
   struct st_context *st = st_context(ctx);
   struct st_renderbuffer *strb = st_renderbuffer(rb);
   struct pipe_context *pipe = st->pipe;
   const GLboolean invert = rb->Name == 0;
   unsigned usage;
   GLuint y2;
   GLubyte *map;

   if (strb->software) {
      /* software-allocated renderbuffer (probably an accum buffer) */
      if (strb->data) {
         GLint bpp = _mesa_get_format_bytes(strb->Base.Format);
         GLint stride = _mesa_format_row_stride(strb->Base.Format,
                                                strb->Base.Width);
         *mapOut = (GLubyte *) strb->data + y * stride + x * bpp;
         *rowStrideOut = stride;
      }
      else {
         *mapOut = NULL;
         *rowStrideOut = 0;
      }
      return;
   }

   usage = 0x0;
   if (mode & GL_MAP_READ_BIT)
      usage |= PIPE_TRANSFER_READ;
   if (mode & GL_MAP_WRITE_BIT)
      usage |= PIPE_TRANSFER_WRITE;
   if (mode & GL_MAP_INVALIDATE_RANGE_BIT)
      usage |= PIPE_TRANSFER_DISCARD_RANGE;

   /* Note: y=0=bottom of buffer while y2=0=top of buffer.
    * 'invert' will be true for window-system buffers and false for
    * user-allocated renderbuffers and textures.
    */
   if (invert)
      y2 = strb->Base.Height - y - h;
   else
      y2 = y;

    map = pipe_transfer_map(pipe,
                            strb->texture,
                            strb->surface->u.tex.level,
                            strb->surface->u.tex.first_layer,
                            usage, x, y2, w, h, &strb->transfer);
   if (map) {
      if (invert) {
         *rowStrideOut = -(int) strb->transfer->stride;
         map += (h - 1) * strb->transfer->stride;
      }
      else {
         *rowStrideOut = strb->transfer->stride;
      }
      *mapOut = map;
   }
   else {
      *mapOut = NULL;
      *rowStrideOut = 0;
   }
}
Пример #24
0
static void
st_vdpau_map_surface(struct gl_context *ctx, GLenum target, GLenum access,
                     GLboolean output, struct gl_texture_object *texObj,
                     struct gl_texture_image *texImage,
                     const GLvoid *vdpSurface, GLuint index)
{
   int (*getProcAddr)(uint32_t device, uint32_t id, void **ptr);
   uint32_t device = (uintptr_t)ctx->vdpDevice;

   struct st_context *st = st_context(ctx);
   struct st_texture_object *stObj = st_texture_object(texObj);
   struct st_texture_image *stImage = st_texture_image(texImage);
 
   struct pipe_resource *res;
   struct pipe_sampler_view *sv, templ;
   gl_format texFormat;

   getProcAddr = ctx->vdpGetProcAddress;
   if (output) {
      VdpOutputSurfaceGallium *f;
      
      if (getProcAddr(device, VDP_FUNC_ID_OUTPUT_SURFACE_GALLIUM, (void**)&f)) {
         _mesa_error(ctx, GL_INVALID_OPERATION, "VDPAUMapSurfacesNV");
         return;
      }

      res = f((uintptr_t)vdpSurface);

      if (!res) {
         _mesa_error(ctx, GL_INVALID_OPERATION, "VDPAUMapSurfacesNV");
         return;
      }

   } else {
      VdpVideoSurfaceGallium *f;

      struct pipe_video_buffer *buffer;
      struct pipe_sampler_view **samplers;

      if (getProcAddr(device, VDP_FUNC_ID_VIDEO_SURFACE_GALLIUM, (void**)&f)) {
         _mesa_error(ctx, GL_INVALID_OPERATION, "VDPAUMapSurfacesNV");
         return;
      }

      buffer = f((uintptr_t)vdpSurface);
      if (!buffer) {
         _mesa_error(ctx, GL_INVALID_OPERATION, "VDPAUMapSurfacesNV");
         return;
      }

      samplers = buffer->get_sampler_view_planes(buffer);
      if (!samplers) {
         _mesa_error(ctx, GL_INVALID_OPERATION, "VDPAUMapSurfacesNV");
         return;
      }

      sv = samplers[index >> 1];
      if (!sv) {
         _mesa_error(ctx, GL_INVALID_OPERATION, "VDPAUMapSurfacesNV");
         return;
      }

      res = sv->texture;
   }

   if (!res) {
      _mesa_error(ctx, GL_INVALID_OPERATION, "VDPAUMapSurfacesNV");
      return;
   }

   /* do we have different screen objects ? */
   if (res->screen != st->pipe->screen) {
      _mesa_error(ctx, GL_INVALID_OPERATION, "VDPAUMapSurfacesNV");
      return;
   }

   /* switch to surface based */
   if (!stObj->surface_based) {
      _mesa_clear_texture_object(ctx, texObj);
      stObj->surface_based = GL_TRUE;
   }

   texFormat = st_pipe_format_to_mesa_format(res->format);

   _mesa_init_teximage_fields(ctx, texImage,
                              res->width0, res->height0, 1, 0, GL_RGBA,
                              texFormat);

   pipe_resource_reference(&stObj->pt, res);
   pipe_sampler_view_reference(&stObj->sampler_view, NULL);
   pipe_resource_reference(&stImage->pt, res);

   u_sampler_view_default_template(&templ, res, res->format);
   templ.u.tex.first_layer = index & 1;
   templ.u.tex.last_layer = index & 1;
   templ.swizzle_r = GET_SWZ(stObj->base._Swizzle, 0);
   templ.swizzle_g = GET_SWZ(stObj->base._Swizzle, 1);
   templ.swizzle_b = GET_SWZ(stObj->base._Swizzle, 2);
   templ.swizzle_a = GET_SWZ(stObj->base._Swizzle, 3);
   stObj->sampler_view = st->pipe->create_sampler_view(st->pipe, res, &templ);

   stObj->width0 = res->width0;
   stObj->height0 = res->height0;
   stObj->depth0 = 1;
   stObj->surface_format = res->format;

   _mesa_dirty_texobj(ctx, texObj);
}
Пример #25
0
/**
 * Called via ctx->Driver.GenerateMipmap().
 */
void
st_generate_mipmap(struct gl_context *ctx, GLenum target,
                   struct gl_texture_object *texObj)
{
   struct st_context *st = st_context(ctx);
   struct st_texture_object *stObj = st_texture_object(texObj);
   struct pipe_resource *pt = st_get_texobj_resource(texObj);
   const uint baseLevel = texObj->BaseLevel;
   uint lastLevel, first_layer, last_layer;
   uint dstLevel;

   if (!pt)
      return;

   /* not sure if this ultimately actually should work,
      but we're not supporting multisampled textures yet. */
   assert(pt->nr_samples < 2);

   /* find expected last mipmap level to generate*/
   lastLevel = compute_num_levels(ctx, texObj, target) - 1;

   if (lastLevel == 0)
      return;

   /* The texture isn't in a "complete" state yet so set the expected
    * lastLevel here, since it won't get done in st_finalize_texture().
    */
   stObj->lastLevel = lastLevel;

   if (pt->last_level < lastLevel) {
      /* The current gallium texture doesn't have space for all the
       * mipmap levels we need to generate.  So allocate a new texture.
       */
      struct pipe_resource *oldTex = stObj->pt;

      /* create new texture with space for more levels */
      stObj->pt = st_texture_create(st,
                                    oldTex->target,
                                    oldTex->format,
                                    lastLevel,
                                    oldTex->width0,
                                    oldTex->height0,
                                    oldTex->depth0,
                                    oldTex->array_size,
                                    0,
                                    oldTex->bind);

      /* This will copy the old texture's base image into the new texture
       * which we just allocated.
       */
      st_finalize_texture(ctx, st->pipe, texObj);

      /* release the old tex (will likely be freed too) */
      pipe_resource_reference(&oldTex, NULL);
      st_texture_release_all_sampler_views(stObj);
   }
   else {
      /* Make sure that the base texture image data is present in the
       * texture buffer.
       */
      st_finalize_texture(ctx, st->pipe, texObj);
   }

   pt = stObj->pt;

   assert(pt->last_level >= lastLevel);

   if (pt->target == PIPE_TEXTURE_CUBE) {
      first_layer = last_layer = _mesa_tex_target_to_face(target);
   }
   else {
      first_layer = 0;
      last_layer = util_max_layer(pt, baseLevel);
   }

   /* Try to generate the mipmap by rendering/texturing.  If that fails,
    * use the software fallback.
    */
   if (!util_gen_mipmap(st->pipe, pt, pt->format, baseLevel, lastLevel,
                        first_layer, last_layer, PIPE_TEX_FILTER_LINEAR)) {
      _mesa_generate_mipmap(ctx, target, texObj);
   }

   /* Fill in the Mesa gl_texture_image fields */
   for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) {
      const uint srcLevel = dstLevel - 1;
      const struct gl_texture_image *srcImage
         = _mesa_get_tex_image(ctx, texObj, target, srcLevel);
      struct gl_texture_image *dstImage;
      struct st_texture_image *stImage;
      uint border = srcImage->Border;
      uint dstWidth, dstHeight, dstDepth;

      dstWidth = u_minify(pt->width0, dstLevel);
      if (texObj->Target == GL_TEXTURE_1D_ARRAY) {
         dstHeight = pt->array_size;
      }
      else {
         dstHeight = u_minify(pt->height0, dstLevel);
      }
      if (texObj->Target == GL_TEXTURE_2D_ARRAY ||
          texObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
         dstDepth = pt->array_size;
      }
      else {
         dstDepth = u_minify(pt->depth0, dstLevel);
      }

      dstImage = _mesa_get_tex_image(ctx, texObj, target, dstLevel);
      if (!dstImage) {
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "generating mipmaps");
         return;
      }

      /* Free old image data */
      ctx->Driver.FreeTextureImageBuffer(ctx, dstImage);

      /* initialize new image */
      _mesa_init_teximage_fields(ctx, dstImage, dstWidth, dstHeight,
                                 dstDepth, border, srcImage->InternalFormat,
                                 srcImage->TexFormat);

      stImage = st_texture_image(dstImage);

      pipe_resource_reference(&stImage->pt, pt);
   }
}
Пример #26
0
/**
 * 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);
}
Пример #27
0
/**
 * Called via ctx->Driver.ProgramStringNotify()
 * Called when the program's text/code is changed.  We have to free
 * all shader variants and corresponding gallium shaders when this happens.
 */
static GLboolean
st_program_string_notify( struct gl_context *ctx,
                                           GLenum target,
                                           struct gl_program *prog )
{
   struct st_context *st = st_context(ctx);
   gl_shader_stage stage = _mesa_program_enum_to_shader_stage(target);

   if (target == GL_FRAGMENT_PROGRAM_ARB) {
      struct st_fragment_program *stfp = (struct st_fragment_program *) prog;

      st_release_fp_variants(st, stfp);
      if (!st_translate_fragment_program(st, stfp))
         return false;

      if (st->fp == stfp)
	 st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
   }
   else if (target == GL_GEOMETRY_PROGRAM_NV) {
      struct st_geometry_program *stgp = (struct st_geometry_program *) prog;

      st_release_basic_variants(st, stgp->Base.Base.Target,
                                &stgp->variants, &stgp->tgsi);
      if (!st_translate_geometry_program(st, stgp))
         return false;

      if (st->gp == stgp)
	 st->dirty.st |= ST_NEW_GEOMETRY_PROGRAM;
   }
   else if (target == GL_VERTEX_PROGRAM_ARB) {
      struct st_vertex_program *stvp = (struct st_vertex_program *) prog;

      st_release_vp_variants(st, stvp);
      if (!st_translate_vertex_program(st, stvp))
         return false;

      if (st->vp == stvp)
	 st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
   }
   else if (target == GL_TESS_CONTROL_PROGRAM_NV) {
      struct st_tessctrl_program *sttcp =
         (struct st_tessctrl_program *) prog;

      st_release_basic_variants(st, sttcp->Base.Base.Target,
                                &sttcp->variants, &sttcp->tgsi);
      if (!st_translate_tessctrl_program(st, sttcp))
         return false;

      if (st->tcp == sttcp)
         st->dirty.st |= ST_NEW_TESSCTRL_PROGRAM;
   }
   else if (target == GL_TESS_EVALUATION_PROGRAM_NV) {
      struct st_tesseval_program *sttep =
         (struct st_tesseval_program *) prog;

      st_release_basic_variants(st, sttep->Base.Base.Target,
                                &sttep->variants, &sttep->tgsi);
      if (!st_translate_tesseval_program(st, sttep))
         return false;

      if (st->tep == sttep)
         st->dirty.st |= ST_NEW_TESSEVAL_PROGRAM;
   }
   else if (target == GL_COMPUTE_PROGRAM_NV) {
      struct st_compute_program *stcp =
         (struct st_compute_program *) prog;

      st_release_cp_variants(st, stcp);
      if (!st_translate_compute_program(st, stcp))
         return false;

      if (st->cp == stcp)
         st->dirty_cp.st |= ST_NEW_COMPUTE_PROGRAM;
   }
   else if (target == GL_FRAGMENT_SHADER_ATI) {
      assert(prog);

      struct st_fragment_program *stfp = (struct st_fragment_program *) prog;
      assert(stfp->ati_fs);
      assert(stfp->ati_fs->Program == prog);

      st_init_atifs_prog(ctx, prog);

      st_release_fp_variants(st, stfp);
      if (!st_translate_fragment_program(st, stfp))
         return false;

      if (st->fp == stfp)
         st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
   }

   if (ST_DEBUG & DEBUG_PRECOMPILE ||
       st->shader_has_one_variant[stage])
      st_precompile_shader_variant(st, prog);

   return GL_TRUE;
}
Пример #28
0
/**
 * Called via ctx->Driver.DrawAtlasBitmap()
 */
static void
st_DrawAtlasBitmaps(struct gl_context *ctx,
                    const struct gl_bitmap_atlas *atlas,
                    GLuint count, const GLubyte *ids)
{
    struct st_context *st = st_context(ctx);
    struct pipe_context *pipe = st->pipe;
    struct st_texture_object *stObj = st_texture_object(atlas->texObj);
    struct pipe_sampler_view *sv;
    /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
    const float z = ctx->Current.RasterPos[2] * 2.0f - 1.0f;
    const float *color = ctx->Current.RasterColor;
    const float clip_x_scale = 2.0f / st->state.framebuffer.width;
    const float clip_y_scale = 2.0f / st->state.framebuffer.height;
    const unsigned num_verts = count * 4;
    const unsigned num_vert_bytes = num_verts * sizeof(struct st_util_vertex);
    struct st_util_vertex *verts;
    struct pipe_vertex_buffer vb = {0};
    unsigned i;

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

    st_flush_bitmap_cache(st);

    st_validate_state(st, ST_PIPELINE_RENDER);
    st_invalidate_readpix_cache(st);

    sv = st_create_texture_sampler_view(pipe, stObj->pt);
    if (!sv) {
        _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCallLists(bitmap text)");
        return;
    }

    setup_render_state(ctx, sv, color, true);

    vb.stride = sizeof(struct st_util_vertex);

    u_upload_alloc(st->uploader, 0, num_vert_bytes, 4,
                   &vb.buffer_offset, &vb.buffer, (void **) &verts);

    /* build quads vertex data */
    for (i = 0; i < count; i++) {
        const GLfloat epsilon = 0.0001F;
        const struct gl_bitmap_glyph *g = &atlas->glyphs[ids[i]];
        const float xmove = g->xmove, ymove = g->ymove;
        const float xorig = g->xorig, yorig = g->yorig;
        const float s0 = g->x, t0 = g->y;
        const float s1 = s0 + g->w, t1 = t0 + g->h;
        const float x0 = IFLOOR(ctx->Current.RasterPos[0] - xorig + epsilon);
        const float y0 = IFLOOR(ctx->Current.RasterPos[1] - yorig + epsilon);
        const float x1 = x0 + g->w, y1 = y0 + g->h;
        const float clip_x0 = x0 * clip_x_scale - 1.0f;
        const float clip_y0 = y0 * clip_y_scale - 1.0f;
        const float clip_x1 = x1 * clip_x_scale - 1.0f;
        const float clip_y1 = y1 * clip_y_scale - 1.0f;

        /* lower-left corner */
        verts->x = clip_x0;
        verts->y = clip_y0;
        verts->z = z;
        verts->r = color[0];
        verts->g = color[1];
        verts->b = color[2];
        verts->a = color[3];
        verts->s = s0;
        verts->t = t0;
        verts++;

        /* lower-right corner */
        verts->x = clip_x1;
        verts->y = clip_y0;
        verts->z = z;
        verts->r = color[0];
        verts->g = color[1];
        verts->b = color[2];
        verts->a = color[3];
        verts->s = s1;
        verts->t = t0;
        verts++;

        /* upper-right corner */
        verts->x = clip_x1;
        verts->y = clip_y1;
        verts->z = z;
        verts->r = color[0];
        verts->g = color[1];
        verts->b = color[2];
        verts->a = color[3];
        verts->s = s1;
        verts->t = t1;
        verts++;

        /* upper-left corner */
        verts->x = clip_x0;
        verts->y = clip_y1;
        verts->z = z;
        verts->r = color[0];
        verts->g = color[1];
        verts->b = color[2];
        verts->a = color[3];
        verts->s = s0;
        verts->t = t1;
        verts++;

        /* Update the raster position */
        ctx->Current.RasterPos[0] += xmove;
        ctx->Current.RasterPos[1] += ymove;
    }

    u_upload_unmap(st->uploader);

    cso_set_vertex_buffers(st->cso_context,
                           cso_get_aux_vertex_buffer_slot(st->cso_context),
                           1, &vb);

    cso_draw_arrays(st->cso_context, PIPE_PRIM_QUADS, 0, num_verts);

    restore_render_state(ctx);

    pipe_resource_reference(&vb.buffer, NULL);

    pipe_sampler_view_reference(&sv, NULL);

    /* We uploaded modified constants, need to invalidate them. */
    st->dirty |= ST_NEW_FS_CONSTANTS;
}
Пример #29
0
/**
 * Translate Mesa program to TGSI format.
 * \param program  the program to translate
 * \param numInputs  number of input registers used
 * \param inputMapping  maps Mesa fragment program inputs to TGSI generic
 *                      input indexes
 * \param inputSemanticName  the TGSI_SEMANTIC flag for each input
 * \param inputSemanticIndex  the semantic index (ex: which texcoord) for
 *                            each input
 * \param interpMode  the TGSI_INTERPOLATE_LINEAR/PERSP mode for each input
 * \param numOutputs  number of output registers used
 * \param outputMapping  maps Mesa fragment program outputs to TGSI
 *                       generic outputs
 * \param outputSemanticName  the TGSI_SEMANTIC flag for each output
 * \param outputSemanticIndex  the semantic index (ex: which texcoord) for
 *                             each output
 *
 * \return  PIPE_OK or PIPE_ERROR_OUT_OF_MEMORY
 */
enum pipe_error
st_translate_mesa_program(
   struct gl_context *ctx,
   uint procType,
   struct ureg_program *ureg,
   const struct gl_program *program,
   GLuint numInputs,
   const GLuint inputMapping[],
   const ubyte inputSemanticName[],
   const ubyte inputSemanticIndex[],
   const GLuint interpMode[],
   GLuint numOutputs,
   const GLuint outputMapping[],
   const ubyte outputSemanticName[],
   const ubyte outputSemanticIndex[],
   boolean passthrough_edgeflags,
   boolean clamp_color)
{
   struct st_translate translate, *t;
   unsigned i;
   enum pipe_error ret = PIPE_OK;

   assert(numInputs <= ARRAY_SIZE(t->inputs));
   assert(numOutputs <= ARRAY_SIZE(t->outputs));

   t = &translate;
   memset(t, 0, sizeof *t);

   t->procType = procType;
   t->inputMapping = inputMapping;
   t->outputMapping = outputMapping;
   t->ureg = ureg;

   /*_mesa_print_program(program);*/

   /*
    * Declare input attributes.
    */
   if (procType == TGSI_PROCESSOR_FRAGMENT) {
      for (i = 0; i < numInputs; i++) {
         t->inputs[i] = ureg_DECL_fs_input(ureg,
                                           inputSemanticName[i],
                                           inputSemanticIndex[i],
                                           interpMode[i]);
      }

      if (program->InputsRead & VARYING_BIT_POS) {
         /* Must do this after setting up t->inputs, and before
          * emitting constant references, below:
          */
         emit_wpos(st_context(ctx), t, program, ureg);
      }

      if (program->InputsRead & VARYING_BIT_FACE) {
         emit_face_var( t, program );
      }

      /*
       * Declare output attributes.
       */
      for (i = 0; i < numOutputs; i++) {
         switch (outputSemanticName[i]) {
         case TGSI_SEMANTIC_POSITION:
            t->outputs[i] = ureg_DECL_output( ureg,
                                              TGSI_SEMANTIC_POSITION, /* Z / Depth */
                                              outputSemanticIndex[i] );

            t->outputs[i] = ureg_writemask( t->outputs[i],
                                            TGSI_WRITEMASK_Z );
            break;
         case TGSI_SEMANTIC_STENCIL:
            t->outputs[i] = ureg_DECL_output( ureg,
                                              TGSI_SEMANTIC_STENCIL, /* Stencil */
                                              outputSemanticIndex[i] );
            t->outputs[i] = ureg_writemask( t->outputs[i],
                                            TGSI_WRITEMASK_Y );
            break;
         case TGSI_SEMANTIC_COLOR:
            t->outputs[i] = ureg_DECL_output( ureg,
                                              TGSI_SEMANTIC_COLOR,
                                              outputSemanticIndex[i] );
            break;
         default:
            debug_assert(0);
            return 0;
         }
      }
   }
   else if (procType == TGSI_PROCESSOR_GEOMETRY) {
      for (i = 0; i < numInputs; i++) {
         t->inputs[i] = ureg_DECL_input(ureg,
                                        inputSemanticName[i],
                                        inputSemanticIndex[i], 0, 1);
      }

      for (i = 0; i < numOutputs; i++) {
         t->outputs[i] = ureg_DECL_output( ureg,
                                           outputSemanticName[i],
                                           outputSemanticIndex[i] );
      }
   }
   else {
      assert(procType == TGSI_PROCESSOR_VERTEX);

      for (i = 0; i < numInputs; i++) {
         t->inputs[i] = ureg_DECL_vs_input(ureg, i);
      }

      for (i = 0; i < numOutputs; i++) {
         t->outputs[i] = ureg_DECL_output( ureg,
                                           outputSemanticName[i],
                                           outputSemanticIndex[i] );
         if (outputSemanticName[i] == TGSI_SEMANTIC_FOG) {
            /* force register to contain a fog coordinate in the form (F, 0, 0, 1). */
            ureg_MOV(ureg,
                     ureg_writemask(t->outputs[i], TGSI_WRITEMASK_YZW),
                     ureg_imm4f(ureg, 0.0f, 0.0f, 0.0f, 1.0f));
            t->outputs[i] = ureg_writemask(t->outputs[i], TGSI_WRITEMASK_X);
	 }
      }
      if (passthrough_edgeflags)
         emit_edgeflags( t, program );
   }

   /* Declare address register.
    */
   if (program->NumAddressRegs > 0) {
      debug_assert( program->NumAddressRegs == 1 );
      t->address[0] = ureg_DECL_address( ureg );
   }

   /* Declare misc input registers
    */
   {
      GLbitfield sysInputs = program->SystemValuesRead;
      unsigned numSys = 0;
      for (i = 0; sysInputs; i++) {
         if (sysInputs & (1 << i)) {
            unsigned semName = _mesa_sysval_to_semantic[i];
            t->systemValues[i] = ureg_DECL_system_value(ureg, numSys, semName, 0);
            if (semName == TGSI_SEMANTIC_INSTANCEID ||
                semName == TGSI_SEMANTIC_VERTEXID) {
               /* From Gallium perspective, these system values are always
                * integer, and require native integer support.  However, if
                * native integer is supported on the vertex stage but not the
                * pixel stage (e.g, i915g + draw), Mesa will generate IR that
                * assumes these system values are floats. To resolve the
                * inconsistency, we insert a U2F.
                */
               struct st_context *st = st_context(ctx);
               struct pipe_screen *pscreen = st->pipe->screen;
               assert(procType == TGSI_PROCESSOR_VERTEX);
               assert(pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX, PIPE_SHADER_CAP_INTEGERS));
               (void) pscreen;  /* silence non-debug build warnings */
               if (!ctx->Const.NativeIntegers) {
                  struct ureg_dst temp = ureg_DECL_local_temporary(t->ureg);
                  ureg_U2F( t->ureg, ureg_writemask(temp, TGSI_WRITEMASK_X), t->systemValues[i]);
                  t->systemValues[i] = ureg_scalar(ureg_src(temp), 0);
               }
            }
            numSys++;
            sysInputs &= ~(1 << i);
         }
      }
   }

   if (program->IndirectRegisterFiles & (1 << PROGRAM_TEMPORARY)) {
      /* If temps are accessed with indirect addressing, declare temporaries
       * in sequential order.  Else, we declare them on demand elsewhere.
       */
      for (i = 0; i < program->NumTemporaries; i++) {
         /* XXX use TGSI_FILE_TEMPORARY_ARRAY when it's supported by ureg */
         t->temps[i] = ureg_DECL_temporary( t->ureg );
      }
   }

   /* Emit constants and immediates.  Mesa uses a single index space
    * for these, so we put all the translated regs in t->constants.
    */
   if (program->Parameters) {
      t->constants = calloc( program->Parameters->NumParameters,
                             sizeof t->constants[0] );
      if (t->constants == NULL) {
         ret = PIPE_ERROR_OUT_OF_MEMORY;
         goto out;
      }

      for (i = 0; i < program->Parameters->NumParameters; i++) {
         switch (program->Parameters->Parameters[i].Type) {
         case PROGRAM_STATE_VAR:
         case PROGRAM_UNIFORM:
            t->constants[i] = ureg_DECL_constant( ureg, i );
            break;

            /* Emit immediates only when there's no indirect addressing of
             * the const buffer.
             * FIXME: Be smarter and recognize param arrays:
             * indirect addressing is only valid within the referenced
             * array.
             */
         case PROGRAM_CONSTANT:
            if (program->IndirectRegisterFiles & PROGRAM_ANY_CONST)
               t->constants[i] = ureg_DECL_constant( ureg, i );
            else
               t->constants[i] = 
                  ureg_DECL_immediate( ureg,
                                       (const float*) program->Parameters->ParameterValues[i],
                                       4 );
            break;
         default:
            break;
         }
      }
   }

   /* texture samplers */
   for (i = 0; i < ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits; i++) {
      if (program->SamplersUsed & (1 << i)) {
         t->samplers[i] = ureg_DECL_sampler( ureg, i );
      }
   }

   /* Emit each instruction in turn:
    */
   for (i = 0; i < program->NumInstructions; i++) {
      set_insn_start( t, ureg_get_instruction_number( ureg ));
      compile_instruction( ctx, t, &program->Instructions[i], clamp_color );
   }

   /* Fix up all emitted labels:
    */
   for (i = 0; i < t->labels_count; i++) {
      ureg_fixup_label( ureg,
                        t->labels[i].token,
                        t->insn[t->labels[i].branch_target] );
   }

out:
   free(t->insn);
   free(t->labels);
   free(t->constants);

   if (t->error) {
      debug_printf("%s: translate error flag set\n", __func__);
   }

   return ret;
}
Пример #30
0
/**
 * 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(struct gl_context *ctx, unsigned clear_buffers)
{
   struct st_context *st = st_context(ctx);
   const struct gl_framebuffer *fb = ctx->DrawBuffer;
   const GLfloat fb_width = (GLfloat) fb->Width;
   const GLfloat fb_height = (GLfloat) fb->Height;
   const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
   const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
   const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
   const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
   unsigned num_layers =
      util_framebuffer_get_num_layers(&st->state.framebuffer);

   /*
   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_stencil_ref(st->cso_context);
   cso_save_depth_stencil_alpha(st->cso_context);
   cso_save_rasterizer(st->cso_context);
   cso_save_sample_mask(st->cso_context);
   cso_save_viewport(st->cso_context);
   cso_save_fragment_shader(st->cso_context);
   cso_save_stream_outputs(st->cso_context);
   cso_save_vertex_shader(st->cso_context);
   cso_save_geometry_shader(st->cso_context);
   cso_save_vertex_elements(st->cso_context);
   cso_save_aux_vertex_buffer_slot(st->cso_context);

   /* blend state: RGBA masking */
   {
      struct pipe_blend_state blend;
      memset(&blend, 0, sizeof(blend));
      if (clear_buffers & PIPE_CLEAR_COLOR) {
         int num_buffers = ctx->Extensions.EXT_draw_buffers2 ?
                           ctx->DrawBuffer->_NumColorDrawBuffers : 1;
         int i;

         blend.independent_blend_enable = num_buffers > 1;

         for (i = 0; i < num_buffers; i++) {
            if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i)))
               continue;

            if (ctx->Color.ColorMask[i][0])
               blend.rt[i].colormask |= PIPE_MASK_R;
            if (ctx->Color.ColorMask[i][1])
               blend.rt[i].colormask |= PIPE_MASK_G;
            if (ctx->Color.ColorMask[i][2])
               blend.rt[i].colormask |= PIPE_MASK_B;
            if (ctx->Color.ColorMask[i][3])
               blend.rt[i].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 (clear_buffers & PIPE_CLEAR_DEPTH) {
         depth_stencil.depth.enabled = 1;
         depth_stencil.depth.writemask = 1;
         depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
      }

      if (clear_buffers & PIPE_CLEAR_STENCIL) {
         struct pipe_stencil_ref stencil_ref;
         memset(&stencil_ref, 0, sizeof(stencil_ref));
         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].valuemask = 0xff;
         depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
         stencil_ref.ref_value[0] = ctx->Stencil.Clear;
         cso_set_stencil_ref(st->cso_context, &stencil_ref);
      }

      cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
   }

   cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
   cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
   cso_set_sample_mask(st->cso_context, ~0);
   cso_set_rasterizer(st->cso_context, &st->clear.raster);

   /* viewport state: viewport matching window dims */
   {
      const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
      struct pipe_viewport_state vp;
      vp.scale[0] = 0.5f * fb_width;
      vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
      vp.scale[2] = 1.0f;
      vp.scale[3] = 1.0f;
      vp.translate[0] = 0.5f * fb_width;
      vp.translate[1] = 0.5f * fb_height;
      vp.translate[2] = 0.0f;
      vp.translate[3] = 0.0f;
      cso_set_viewport(st->cso_context, &vp);
   }

   set_fragment_shader(st);
   cso_set_geometry_shader_handle(st->cso_context, NULL);

   if (num_layers > 1)
      set_vertex_shader_layered(st);
   else
      set_vertex_shader(st);

   /* We can't translate the clear color to the colorbuffer format,
    * because different colorbuffers may have different formats.
    */

   /* draw quad matching scissor rect */
   draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, num_layers,
             (union pipe_color_union*)&ctx->Color.ClearColor);

   /* Restore pipe state */
   cso_restore_blend(st->cso_context);
   cso_restore_stencil_ref(st->cso_context);
   cso_restore_depth_stencil_alpha(st->cso_context);
   cso_restore_rasterizer(st->cso_context);
   cso_restore_sample_mask(st->cso_context);
   cso_restore_viewport(st->cso_context);
   cso_restore_fragment_shader(st->cso_context);
   cso_restore_vertex_shader(st->cso_context);
   cso_restore_geometry_shader(st->cso_context);
   cso_restore_vertex_elements(st->cso_context);
   cso_restore_aux_vertex_buffer_slot(st->cso_context);
   cso_restore_stream_outputs(st->cso_context);
}