Пример #1
0
/**
 * Set renderer target.
 *
 * This function modifies framebuffer and viewport states.
 */
static void renderer_set_target(struct renderer *r,
                                struct pipe_surface *cbuf,
                                struct pipe_surface *zsbuf,
                                VGboolean y0_top)
{
   struct pipe_framebuffer_state fb;

   memset(&fb, 0, sizeof(fb));
   fb.width = cbuf->width;
   fb.height = cbuf->height;
   fb.cbufs[0] = cbuf;
   fb.nr_cbufs = 1;
   fb.zsbuf = zsbuf;
   cso_set_framebuffer(r->cso, &fb);

   vg_set_viewport(r, (y0_top) ? VEGA_Y0_TOP : VEGA_Y0_BOTTOM);
}
Пример #2
0
/**
 * Propogate OpenVG state changes to the renderer.  Only framebuffer, blending
 * and scissoring states are relevant here.
 */
void renderer_validate(struct renderer *renderer,
                       VGbitfield dirty,
                       const struct st_framebuffer *stfb,
                       const struct vg_state *state)
{
   assert(renderer->state == RENDERER_STATE_INIT);

   dirty |= renderer->dirty;
   renderer->dirty = 0;

   if (dirty & FRAMEBUFFER_DIRTY) {
      struct pipe_framebuffer_state *fb = &renderer->g3d.fb;
      struct matrix *proj = &renderer->projection;

      memset(fb, 0, sizeof(struct pipe_framebuffer_state));
      fb->width  = stfb->width;
      fb->height = stfb->height;
      fb->nr_cbufs = 1;
      fb->cbufs[0] = stfb->strb->surface;
      fb->zsbuf = stfb->dsrb->surface;

      cso_set_framebuffer(renderer->cso, fb);
      vg_set_viewport(renderer, VEGA_Y0_BOTTOM);

      matrix_load_identity(proj);
      matrix_translate(proj, -1.0f, -1.0f);
      matrix_scale(proj, 2.0f / fb->width, 2.0f / fb->height);

      /* we also got a new depth buffer */
      if (dirty & DEPTH_STENCIL_DIRTY) {
         renderer->pipe->clear(renderer->pipe,
               PIPE_CLEAR_DEPTHSTENCIL, NULL, 0.0, 0);
      }
   }

   /* must be last because it renders to the depth buffer*/
   if (dirty & DEPTH_STENCIL_DIRTY) {
      update_clip_state(renderer, state);
      cso_set_depth_stencil_alpha(renderer->cso, &renderer->g3d.dsa);
   }

   if (dirty & BLEND_DIRTY)
      renderer_validate_blend(renderer, state, stfb->strb->format);
}
Пример #3
0
void renderer_copy_surface(struct renderer *ctx,
                           struct pipe_surface *src,
                           int srcX0, int srcY0,
                           int srcX1, int srcY1,
                           struct pipe_surface *dst,
                           int dstX0, int dstY0,
                           int dstX1, int dstY1,
                           float z, unsigned filter)
{
   struct pipe_context *pipe = ctx->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct pipe_buffer *buf;
   struct pipe_texture texTemp, *tex;
   struct pipe_surface *texSurf;
   struct pipe_framebuffer_state fb;
   struct st_framebuffer *stfb = ctx->owner->draw_buffer;
   const int srcW = abs(srcX1 - srcX0);
   const int srcH = abs(srcY1 - srcY0);
   const int srcLeft = MIN2(srcX0, srcX1);
   const int srcTop = MIN2(srcY0, srcY1);

   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
          filter == PIPE_TEX_MIPFILTER_LINEAR);

   if (srcLeft != srcX0) {
      /* left-right flip */
      int tmp = dstX0;
      dstX0 = dstX1;
      dstX1 = tmp;
   }

   if (srcTop != srcY0) {
      /* up-down flip */
      int tmp = dstY0;
      dstY0 = dstY1;
      dstY1 = tmp;
   }

   assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
                                      PIPE_TEXTURE_USAGE_SAMPLER, 0));
   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
                                      PIPE_TEXTURE_USAGE_SAMPLER, 0));
   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
                                      PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));

   /*
    * XXX for now we're always creating a temporary texture.
    * Strictly speaking that's not always needed.
    */

   /* create temp texture */
   memset(&texTemp, 0, sizeof(texTemp));
   texTemp.target = PIPE_TEXTURE_2D;
   texTemp.format = src->format;
   texTemp.last_level = 0;
   texTemp.width0 = srcW;
   texTemp.height0 = srcH;
   texTemp.depth0 = 1;

   tex = screen->texture_create(screen, &texTemp);
   if (!tex)
      return;

   texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
                                     PIPE_BUFFER_USAGE_GPU_WRITE);

   /* load temp texture */
   if (pipe->surface_copy) {
      pipe->surface_copy(pipe,
                         texSurf, 0, 0,   /* dest */
                         src, srcLeft, srcTop, /* src */
                         srcW, srcH);     /* size */
   } else {
      util_surface_copy(pipe, FALSE,
                        texSurf, 0, 0,   /* dest */
                        src, srcLeft, srcTop, /* src */
                        srcW, srcH);     /* size */
   }

   /* free the surface, update the texture if necessary.*/
   screen->tex_surface_destroy(texSurf);

   /* save state (restored below) */
   cso_save_blend(ctx->cso);
   cso_save_samplers(ctx->cso);
   cso_save_sampler_textures(ctx->cso);
   cso_save_framebuffer(ctx->cso);
   cso_save_fragment_shader(ctx->cso);
   cso_save_vertex_shader(ctx->cso);
   cso_save_viewport(ctx->cso);

   /* set misc state we care about */
   {
      struct pipe_blend_state blend;
      memset(&blend, 0, sizeof(blend));
      blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
      blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
      blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
      blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
      blend.rt[0].colormask = PIPE_MASK_RGBA;
      cso_set_blend(ctx->cso, &blend);
   }

   vg_set_viewport(ctx->owner, VEGA_Y0_TOP);

   /* sampler */
   {
      struct pipe_sampler_state sampler;
      memset(&sampler, 0, sizeof(sampler));
      sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
      sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
      sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
      sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
      sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.normalized_coords = 1;
      cso_single_sampler(ctx->cso, 0, &sampler);
      cso_single_sampler_done(ctx->cso);
   }

   /* texture */
   cso_set_sampler_textures(ctx->cso, 1, &tex);

   /* shaders */
   cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
   cso_set_vertex_shader_handle(ctx->cso, vg_texture_vs(ctx->owner));

   /* drawing dest */
   if (stfb->strb->surface != dst) {
      memset(&fb, 0, sizeof(fb));
      fb.width = dst->width;
      fb.height = dst->height;
      fb.nr_cbufs = 1;
      fb.cbufs[0] = dst;
      fb.zsbuf = stfb->dsrb->surface;
      cso_set_framebuffer(ctx->cso, &fb);
   }

   /* draw quad */
   buf = setup_vertex_data(ctx,
                           (float) dstX0, (float) dstY0,
                           (float) dstX1, (float) dstY1, z);

   if (buf) {
      util_draw_vertex_buffer(ctx->pipe, buf, 0,
                              PIPE_PRIM_TRIANGLE_FAN,
                              4,  /* verts */
                              2); /* attribs/vert */

      pipe_buffer_reference( &buf,
                             NULL );
   }


   /* restore state we changed */
   cso_restore_blend(ctx->cso);
   cso_restore_samplers(ctx->cso);
   cso_restore_sampler_textures(ctx->cso);
   cso_restore_framebuffer(ctx->cso);
   cso_restore_fragment_shader(ctx->cso);
   cso_restore_vertex_shader(ctx->cso);
   cso_restore_viewport(ctx->cso);

   pipe_texture_reference(&tex, NULL);
}
Пример #4
0
void vg_validate_state(struct vg_context *ctx)
{
   vg_manager_validate_framebuffer(ctx);

   if ((ctx->state.dirty & BLEND_DIRTY)) {
      struct pipe_blend_state *blend = &ctx->state.g3d.blend;
      memset(blend, 0, sizeof(struct pipe_blend_state));
      blend->rt[0].blend_enable = 1;
      blend->rt[0].colormask = PIPE_MASK_RGBA;

      switch (ctx->state.vg.blend_mode) {
      case VG_BLEND_SRC:
         blend->rt[0].rgb_src_factor   = PIPE_BLENDFACTOR_ONE;
         blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
         blend->rt[0].rgb_dst_factor   = PIPE_BLENDFACTOR_ZERO;
         blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
         blend->rt[0].blend_enable = 0;
         break;
      case VG_BLEND_SRC_OVER:
         blend->rt[0].rgb_src_factor   = PIPE_BLENDFACTOR_SRC_ALPHA;
         blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
         blend->rt[0].rgb_dst_factor   = PIPE_BLENDFACTOR_INV_SRC_ALPHA;
         blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_INV_SRC_ALPHA;
         break;
      case VG_BLEND_DST_OVER:
         blend->rt[0].rgb_src_factor   = PIPE_BLENDFACTOR_INV_DST_ALPHA;
         blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_INV_DST_ALPHA;
         blend->rt[0].rgb_dst_factor   = PIPE_BLENDFACTOR_DST_ALPHA;
         blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_DST_ALPHA;
         break;
      case VG_BLEND_SRC_IN:
         blend->rt[0].rgb_src_factor   = PIPE_BLENDFACTOR_DST_ALPHA;
         blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_DST_ALPHA;
         blend->rt[0].rgb_dst_factor   = PIPE_BLENDFACTOR_ZERO;
         blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
         break;
      case VG_BLEND_DST_IN:
         blend->rt[0].rgb_src_factor   = PIPE_BLENDFACTOR_ZERO;
         blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ZERO;
         blend->rt[0].rgb_dst_factor   = PIPE_BLENDFACTOR_SRC_ALPHA;
         blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
         break;
      case VG_BLEND_MULTIPLY:
      case VG_BLEND_SCREEN:
      case VG_BLEND_DARKEN:
      case VG_BLEND_LIGHTEN:
         blend->rt[0].rgb_src_factor   = PIPE_BLENDFACTOR_ONE;
         blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
         blend->rt[0].rgb_dst_factor   = PIPE_BLENDFACTOR_ZERO;
         blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
         blend->rt[0].blend_enable = 0;
         break;
      case VG_BLEND_ADDITIVE:
         blend->rt[0].rgb_src_factor   = PIPE_BLENDFACTOR_ONE;
         blend->rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
         blend->rt[0].rgb_dst_factor   = PIPE_BLENDFACTOR_ONE;
         blend->rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ONE;
         break;
      default:
         assert(!"not implemented blend mode");
      }
      cso_set_blend(ctx->cso_context, &ctx->state.g3d.blend);
   }
   if ((ctx->state.dirty & RASTERIZER_DIRTY)) {
      struct pipe_rasterizer_state *raster = &ctx->state.g3d.rasterizer;
      memset(raster, 0, sizeof(struct pipe_rasterizer_state));
      raster->gl_rasterization_rules = 1;
      cso_set_rasterizer(ctx->cso_context, &ctx->state.g3d.rasterizer);
   }
   if ((ctx->state.dirty & VIEWPORT_DIRTY)) {
      struct pipe_framebuffer_state *fb = &ctx->state.g3d.fb;
      const VGint param_bytes = 8 * sizeof(VGfloat);
      VGfloat vs_consts[8] = {
         2.f/fb->width, 2.f/fb->height, 1, 1,
         -1, -1, 0, 0
      };
      struct pipe_resource **cbuf = &ctx->vs_const_buffer;

      vg_set_viewport(ctx, VEGA_Y0_BOTTOM);

      pipe_resource_reference(cbuf, NULL);
      *cbuf = pipe_buffer_create(ctx->pipe->screen, 
				 PIPE_BIND_CONSTANT_BUFFER,
				 param_bytes);

      if (*cbuf) {
         st_no_flush_pipe_buffer_write(ctx, *cbuf,
                                       0, param_bytes, vs_consts);
      }
      ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_VERTEX, 0, *cbuf);
   }
   if ((ctx->state.dirty & VS_DIRTY)) {
      cso_set_vertex_shader_handle(ctx->cso_context,
                                   vg_plain_vs(ctx));
   }

   /* must be last because it renders to the depth buffer*/
   if ((ctx->state.dirty & DEPTH_STENCIL_DIRTY)) {
      update_clip_state(ctx);
      cso_set_depth_stencil_alpha(ctx->cso_context, &ctx->state.g3d.dsa);
   }

   shader_set_masking(ctx->shader, ctx->state.vg.masking);
   shader_set_image_mode(ctx->shader, ctx->state.vg.image_mode);

   ctx->state.dirty = NONE_DIRTY;
}
Пример #5
0
void renderer_copy_texture(struct renderer *ctx,
                           struct pipe_texture *src,
                           VGfloat sx1, VGfloat sy1,
                           VGfloat sx2, VGfloat sy2,
                           struct pipe_texture *dst,
                           VGfloat dx1, VGfloat dy1,
                           VGfloat dx2, VGfloat dy2)
{
   struct pipe_context *pipe = ctx->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct pipe_buffer *buf;
   struct pipe_surface *dst_surf = screen->get_tex_surface(
      screen, dst, 0, 0, 0,
      PIPE_BUFFER_USAGE_GPU_WRITE);
   struct pipe_framebuffer_state fb;
   float s0, t0, s1, t1;

   assert(src->width0 != 0);
   assert(src->height0 != 0);
   assert(dst->width0 != 0);
   assert(dst->height0 != 0);

#if 0
   debug_printf("copy texture [%f, %f, %f, %f], [%f, %f, %f, %f]\n",
                sx1, sy1, sx2, sy2, dx1, dy1, dx2, dy2);
#endif

#if 1
   s0 = sx1 / src->width0;
   s1 = sx2 / src->width0;
   t0 = sy1 / src->height0;
   t1 = sy2 / src->height0;
#else
   s0 = 0;
   s1 = 1;
   t0 = 0;
   t1 = 1;
#endif

   assert(screen->is_format_supported(screen, dst_surf->format, PIPE_TEXTURE_2D,
                                      PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));

   /* save state (restored below) */
   cso_save_blend(ctx->cso);
   cso_save_samplers(ctx->cso);
   cso_save_sampler_textures(ctx->cso);
   cso_save_framebuffer(ctx->cso);
   cso_save_fragment_shader(ctx->cso);
   cso_save_vertex_shader(ctx->cso);

   cso_save_viewport(ctx->cso);


   /* set misc state we care about */
   {
      struct pipe_blend_state blend;
      memset(&blend, 0, sizeof(blend));
      blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
      blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
      blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
      blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
      blend.rt[0].colormask = PIPE_MASK_RGBA;
      cso_set_blend(ctx->cso, &blend);
   }

   /* sampler */
   {
      struct pipe_sampler_state sampler;
      memset(&sampler, 0, sizeof(sampler));
      sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
      sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
      sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
      sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
      sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.normalized_coords = 1;
      cso_single_sampler(ctx->cso, 0, &sampler);
      cso_single_sampler_done(ctx->cso);
   }

   vg_set_viewport(ctx->owner, VEGA_Y0_TOP);

   /* texture */
   cso_set_sampler_textures(ctx->cso, 1, &src);

   /* shaders */
   cso_set_vertex_shader_handle(ctx->cso, vg_texture_vs(ctx->owner));
   cso_set_fragment_shader_handle(ctx->cso, ctx->fs);

   /* drawing dest */
   memset(&fb, 0, sizeof(fb));
   fb.width = dst_surf->width;
   fb.height = dst_surf->height;
   fb.nr_cbufs = 1;
   fb.cbufs[0] = dst_surf;
   {
      VGint i;
      for (i = 1; i < PIPE_MAX_COLOR_BUFS; ++i)
         fb.cbufs[i] = 0;
   }
   cso_set_framebuffer(ctx->cso, &fb);

   /* draw quad */
   buf = setup_vertex_data_tex(ctx,
                         dx1, dy1,
                         dx2, dy2,
                         s0, t0, s1, t1,
                         0.0f);

   if (buf) {
      util_draw_vertex_buffer(ctx->pipe, buf, 0,
                              PIPE_PRIM_TRIANGLE_FAN,
                              4,  /* verts */
                              2); /* attribs/vert */

      pipe_buffer_reference( &buf,
                             NULL );
   }

   /* restore state we changed */
   cso_restore_blend(ctx->cso);
   cso_restore_samplers(ctx->cso);
   cso_restore_sampler_textures(ctx->cso);
   cso_restore_framebuffer(ctx->cso);
   cso_restore_vertex_shader(ctx->cso);
   cso_restore_fragment_shader(ctx->cso);
   cso_restore_viewport(ctx->cso);

   pipe_surface_reference(&dst_surf, NULL);
}