/** * End clearing and retore the states. */ void renderer_clear_end(struct renderer *renderer) { assert(renderer->state == RENDERER_STATE_CLEAR); cso_restore_blend(renderer->cso); cso_restore_fragment_shader(renderer->cso); cso_restore_vertex_shader(renderer->cso); renderer->state = RENDERER_STATE_INIT; }
/** * End textured drawing and restore the states. */ void renderer_drawtex_end(struct renderer *renderer) { assert(renderer->state == RENDERER_STATE_DRAWTEX); cso_restore_blend(renderer->cso); cso_restore_samplers(renderer->cso, PIPE_SHADER_FRAGMENT); cso_restore_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT); cso_restore_fragment_shader(renderer->cso); cso_restore_vertex_shader(renderer->cso); renderer->state = RENDERER_STATE_INIT; }
/** * End copying and restore the states. */ void renderer_copy_end(struct renderer *renderer) { assert(renderer->state == RENDERER_STATE_COPY); cso_restore_framebuffer(renderer->cso); cso_restore_viewport(renderer->cso); cso_restore_blend(renderer->cso); cso_restore_samplers(renderer->cso, PIPE_SHADER_FRAGMENT); cso_restore_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT); cso_restore_fragment_shader(renderer->cso); cso_restore_vertex_shader(renderer->cso); renderer->state = RENDERER_STATE_INIT; }
/** * Restore the state which was saved by cso_save_state(). */ void cso_restore_state(struct cso_context *cso) { unsigned state_mask = cso->saved_state; assert(state_mask); if (state_mask & CSO_BIT_AUX_VERTEX_BUFFER_SLOT) cso_restore_aux_vertex_buffer_slot(cso); if (state_mask & CSO_BIT_BLEND) cso_restore_blend(cso); if (state_mask & CSO_BIT_DEPTH_STENCIL_ALPHA) cso_restore_depth_stencil_alpha(cso); if (state_mask & CSO_BIT_FRAGMENT_SAMPLERS) cso_restore_fragment_samplers(cso); if (state_mask & CSO_BIT_FRAGMENT_SAMPLER_VIEWS) cso_restore_fragment_sampler_views(cso); if (state_mask & CSO_BIT_FRAGMENT_SHADER) cso_restore_fragment_shader(cso); if (state_mask & CSO_BIT_FRAMEBUFFER) cso_restore_framebuffer(cso); if (state_mask & CSO_BIT_GEOMETRY_SHADER) cso_restore_geometry_shader(cso); if (state_mask & CSO_BIT_MIN_SAMPLES) cso_restore_min_samples(cso); if (state_mask & CSO_BIT_RASTERIZER) cso_restore_rasterizer(cso); if (state_mask & CSO_BIT_RENDER_CONDITION) cso_restore_render_condition(cso); if (state_mask & CSO_BIT_SAMPLE_MASK) cso_restore_sample_mask(cso); if (state_mask & CSO_BIT_STENCIL_REF) cso_restore_stencil_ref(cso); if (state_mask & CSO_BIT_STREAM_OUTPUTS) cso_restore_stream_outputs(cso); if (state_mask & CSO_BIT_TESSCTRL_SHADER) cso_restore_tessctrl_shader(cso); if (state_mask & CSO_BIT_TESSEVAL_SHADER) cso_restore_tesseval_shader(cso); if (state_mask & CSO_BIT_VERTEX_ELEMENTS) cso_restore_vertex_elements(cso); if (state_mask & CSO_BIT_VERTEX_SHADER) cso_restore_vertex_shader(cso); if (state_mask & CSO_BIT_VIEWPORT) cso_restore_viewport(cso); if (state_mask & CSO_BIT_PAUSE_QUERIES) cso->pipe->set_active_query_state(cso->pipe, true); cso->saved_state = 0; }
/** * End image filtering and restore the states. */ void renderer_filter_end(struct renderer *renderer) { assert(renderer->state == RENDERER_STATE_FILTER); if (renderer->u.filter.use_sampler) { cso_restore_samplers(renderer->cso, PIPE_SHADER_FRAGMENT); cso_restore_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT); cso_restore_vertex_shader(renderer->cso); } cso_restore_framebuffer(renderer->cso); cso_restore_viewport(renderer->cso); cso_restore_blend(renderer->cso); cso_restore_fragment_shader(renderer->cso); renderer->state = RENDERER_STATE_INIT; }
void renderer_texture_quad(struct renderer *r, struct pipe_resource *tex, VGfloat x1offset, VGfloat y1offset, VGfloat x2offset, VGfloat y2offset, VGfloat x1, VGfloat y1, VGfloat x2, VGfloat y2, VGfloat x3, VGfloat y3, VGfloat x4, VGfloat y4) { const VGfloat z = 0.0f; assert(r->state == RENDERER_STATE_INIT); assert(tex->width0 != 0); assert(tex->height0 != 0); cso_save_vertex_shader(r->cso); renderer_set_vs(r, RENDERER_VS_TEXTURE); /* manually set up positions */ r->vertices[0][0][0] = x1; r->vertices[0][0][1] = y1; r->vertices[0][0][2] = z; r->vertices[1][0][0] = x2; r->vertices[1][0][1] = y2; r->vertices[1][0][2] = z; r->vertices[2][0][0] = x3; r->vertices[2][0][1] = y3; r->vertices[2][0][2] = z; r->vertices[3][0][0] = x4; r->vertices[3][0][1] = y4; r->vertices[3][0][2] = z; /* texcoords */ renderer_quad_texcoord(r, x1offset, y1offset, x2offset, y2offset, tex->width0, tex->height0); renderer_quad_draw(r); cso_restore_vertex_shader(r->cso); }
void renderer_texture_quad(struct renderer *r, struct pipe_texture *tex, VGfloat x1offset, VGfloat y1offset, VGfloat x2offset, VGfloat y2offset, VGfloat x1, VGfloat y1, VGfloat x2, VGfloat y2, VGfloat x3, VGfloat y3, VGfloat x4, VGfloat y4) { struct pipe_context *pipe = r->pipe; struct pipe_buffer *buf; VGfloat s0, t0, s1, t1; assert(tex->width0 != 0); assert(tex->height0 != 0); s0 = x1offset / tex->width0; s1 = x2offset / tex->width0; t0 = y1offset / tex->height0; t1 = y2offset / tex->height0; cso_save_vertex_shader(r->cso); /* shaders */ cso_set_vertex_shader_handle(r->cso, vg_texture_vs(r->owner)); /* draw quad */ buf = setup_vertex_data_qtex(r, x1, y1, x2, y2, x3, y3, x4, y4, s0, t0, s1, t1, 0.0f); if (buf) { util_draw_vertex_buffer(pipe, buf, 0, PIPE_PRIM_TRIANGLE_FAN, 4, /* verts */ 2); /* attribs/vert */ pipe_buffer_reference(&buf, NULL); } cso_restore_vertex_shader(r->cso); }
/** * 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(GLcontext *ctx, GLboolean color, GLboolean depth, GLboolean stencil) { struct st_context *st = ctx->st; const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin; const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax; GLfloat y0, y1; if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) { y0 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax); y1 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin); } else { y0 = (GLfloat) ctx->DrawBuffer->_Ymin; y1 = (GLfloat) ctx->DrawBuffer->_Ymax; } /* 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_depth_stencil_alpha(st->cso_context); cso_save_rasterizer(st->cso_context); cso_save_fragment_shader(st->cso_context); cso_save_vertex_shader(st->cso_context); /* blend state: RGBA masking */ { struct pipe_blend_state blend; memset(&blend, 0, sizeof(blend)); blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE; blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE; blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO; blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO; if (color) { if (ctx->Color.ColorMask[0]) blend.colormask |= PIPE_MASK_R; if (ctx->Color.ColorMask[1]) blend.colormask |= PIPE_MASK_G; if (ctx->Color.ColorMask[2]) blend.colormask |= PIPE_MASK_B; if (ctx->Color.ColorMask[3]) blend.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 (depth) { depth_stencil.depth.enabled = 1; depth_stencil.depth.writemask = 1; depth_stencil.depth.func = PIPE_FUNC_ALWAYS; } if (stencil) { 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].ref_value = ctx->Stencil.Clear; depth_stencil.stencil[0].valuemask = 0xff; depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff; } cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil); } cso_set_rasterizer(st->cso_context, &st->clear.raster); cso_set_fragment_shader_handle(st->cso_context, st->clear.fs); cso_set_vertex_shader_handle(st->cso_context, st->clear.vs); /* draw quad matching scissor rect (XXX verify coord round-off) */ draw_quad(ctx, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor); /* Restore pipe state */ cso_restore_blend(st->cso_context); cso_restore_depth_stencil_alpha(st->cso_context); cso_restore_rasterizer(st->cso_context); cso_restore_fragment_shader(st->cso_context); cso_restore_vertex_shader(st->cso_context); }
/** * Render a glBitmap by drawing a textured quad */ static void draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z, GLsizei width, GLsizei height, struct pipe_sampler_view *sv, const GLfloat *color) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct cso_context *cso = st->cso_context; struct st_fp_variant *fpv; struct st_fp_variant_key key; GLuint maxSize; GLuint offset; struct pipe_resource *vbuf = NULL; memset(&key, 0, sizeof(key)); key.st = st; key.bitmap = GL_TRUE; key.clamp_color = st->clamp_frag_color_in_shader && st->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, fpv->parameters, PIPE_SHADER_FRAGMENT); COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave); } /* limit checks */ /* XXX if the bitmap is larger than the max texture size, break * it up into chunks. */ maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1); assert(width <= (GLsizei)maxSize); assert(height <= (GLsizei)maxSize); cso_save_rasterizer(cso); cso_save_samplers(cso, PIPE_SHADER_FRAGMENT); cso_save_sampler_views(cso, PIPE_SHADER_FRAGMENT); cso_save_viewport(cso); cso_save_fragment_shader(cso); cso_save_stream_outputs(cso); cso_save_vertex_shader(cso); cso_save_tessctrl_shader(cso); cso_save_tesseval_shader(cso); cso_save_geometry_shader(cso); cso_save_vertex_elements(cso); cso_save_aux_vertex_buffer_slot(cso); /* 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]; } samplers[fpv->bitmap_sampler] = &st->bitmap.samplers[sv->texture->target != PIPE_TEXTURE_RECT]; 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 */ { const GLboolean invert = st->state.fb_orientation == Y_0_TOP; const GLfloat width = (GLfloat)st->state.framebuffer.width; const GLfloat height = (GLfloat)st->state.framebuffer.height; struct pipe_viewport_state vp; vp.scale[0] = 0.5f * width; vp.scale[1] = height * (invert ? -0.5f : 0.5f); vp.scale[2] = 0.5f; vp.translate[0] = 0.5f * width; vp.translate[1] = 0.5f * height; vp.translate[2] = 0.5f; cso_set_viewport(cso, &vp); } cso_set_vertex_elements(cso, 3, st->velems_util_draw); cso_set_stream_outputs(st->cso_context, 0, NULL, NULL); /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */ z = z * 2.0f - 1.0f; /* draw textured quad */ setup_bitmap_vertex_data(st, sv->texture->target != PIPE_TEXTURE_RECT, x, y, width, height, z, color, &vbuf, &offset); if (vbuf) { util_draw_vertex_buffer(pipe, st->cso_context, vbuf, cso_get_aux_vertex_buffer_slot(st->cso_context), offset, PIPE_PRIM_TRIANGLE_FAN, 4, /* verts */ 3); /* attribs/vert */ } /* restore state */ cso_restore_rasterizer(cso); cso_restore_samplers(cso, PIPE_SHADER_FRAGMENT); cso_restore_sampler_views(cso, PIPE_SHADER_FRAGMENT); cso_restore_viewport(cso); cso_restore_fragment_shader(cso); cso_restore_vertex_shader(cso); cso_restore_tessctrl_shader(cso); cso_restore_tesseval_shader(cso); cso_restore_geometry_shader(cso); cso_restore_vertex_elements(cso); cso_restore_aux_vertex_buffer_slot(cso); cso_restore_stream_outputs(cso); pipe_resource_reference(&vbuf, NULL); }
/** * Generate mipmap images. It's assumed all needed texture memory is * already allocated. * * \param psv the sampler view to the texture to generate mipmap levels for * \param face which cube face to generate mipmaps for (0 for non-cube maps) * \param baseLevel the first mipmap level to use as a src * \param lastLevel the last mipmap level to generate * \param filter the minification filter used to generate mipmap levels with * \param filter one of PIPE_TEX_FILTER_LINEAR, PIPE_TEX_FILTER_NEAREST */ void util_gen_mipmap(struct gen_mipmap_state *ctx, struct pipe_sampler_view *psv, uint face, uint baseLevel, uint lastLevel, uint filter) { struct pipe_context *pipe = ctx->pipe; struct pipe_screen *screen = pipe->screen; struct pipe_framebuffer_state fb; struct pipe_resource *pt = psv->texture; uint dstLevel; uint offset; uint type; boolean is_depth = util_format_is_depth_or_stencil(psv->format); /* The texture object should have room for the levels which we're * about to generate. */ assert(lastLevel <= pt->last_level); /* If this fails, why are we here? */ assert(lastLevel > baseLevel); assert(filter == PIPE_TEX_FILTER_LINEAR || filter == PIPE_TEX_FILTER_NEAREST); type = util_pipe_tex_to_tgsi_tex(pt->target, 1); /* check if we can render in the texture's format */ if (!screen->is_format_supported(screen, psv->format, pt->target, pt->nr_samples, is_depth ? PIPE_BIND_DEPTH_STENCIL : PIPE_BIND_RENDER_TARGET)) { /* The caller should check if the format is renderable. */ assert(0); return; } /* save state (restored below) */ cso_save_blend(ctx->cso); cso_save_depth_stencil_alpha(ctx->cso); cso_save_rasterizer(ctx->cso); cso_save_sample_mask(ctx->cso); cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT); cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT); cso_save_stream_outputs(ctx->cso); cso_save_framebuffer(ctx->cso); cso_save_fragment_shader(ctx->cso); cso_save_vertex_shader(ctx->cso); cso_save_geometry_shader(ctx->cso); cso_save_viewport(ctx->cso); cso_save_vertex_elements(ctx->cso); cso_save_aux_vertex_buffer_slot(ctx->cso); cso_save_render_condition(ctx->cso); /* bind our state */ cso_set_blend(ctx->cso, is_depth ? &ctx->blend_keep_color : &ctx->blend_write_color); cso_set_depth_stencil_alpha(ctx->cso, is_depth ? &ctx->dsa_write_depth : &ctx->dsa_keep_depth); cso_set_rasterizer(ctx->cso, &ctx->rasterizer); cso_set_sample_mask(ctx->cso, ~0); cso_set_vertex_elements(ctx->cso, 2, ctx->velem); cso_set_stream_outputs(ctx->cso, 0, NULL, NULL); cso_set_render_condition(ctx->cso, NULL, FALSE, 0); set_fragment_shader(ctx, type, is_depth); set_vertex_shader(ctx); cso_set_geometry_shader_handle(ctx->cso, NULL); /* init framebuffer state */ memset(&fb, 0, sizeof(fb)); /* set min/mag to same filter for faster sw speed */ ctx->sampler.mag_img_filter = filter; ctx->sampler.min_img_filter = filter; for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) { const uint srcLevel = dstLevel - 1; struct pipe_viewport_state vp; unsigned nr_layers, layer, i; float rcoord = 0.0f; if (pt->target == PIPE_TEXTURE_3D) nr_layers = u_minify(pt->depth0, dstLevel); else if (pt->target == PIPE_TEXTURE_2D_ARRAY || pt->target == PIPE_TEXTURE_1D_ARRAY || pt->target == PIPE_TEXTURE_CUBE_ARRAY) nr_layers = pt->array_size; else nr_layers = 1; for (i = 0; i < nr_layers; i++) { struct pipe_surface *surf, surf_templ; if (pt->target == PIPE_TEXTURE_3D) { /* in theory with geom shaders and driver with full layer support could do that in one go. */ layer = i; /* XXX hmm really? */ rcoord = (float)layer / (float)nr_layers + 1.0f / (float)(nr_layers * 2); } else if (pt->target == PIPE_TEXTURE_2D_ARRAY || pt->target == PIPE_TEXTURE_1D_ARRAY) { layer = i; rcoord = (float)layer; } else if (pt->target == PIPE_TEXTURE_CUBE_ARRAY) { layer = i; face = layer % 6; rcoord = layer / 6; } else layer = face; u_surface_default_template(&surf_templ, pt); surf_templ.u.tex.level = dstLevel; surf_templ.u.tex.first_layer = layer; surf_templ.u.tex.last_layer = layer; surf = pipe->create_surface(pipe, pt, &surf_templ); /* * Setup framebuffer / dest surface */ if (is_depth) { fb.nr_cbufs = 0; fb.zsbuf = surf; } else { fb.nr_cbufs = 1; fb.cbufs[0] = surf; } fb.width = u_minify(pt->width0, dstLevel); fb.height = u_minify(pt->height0, dstLevel); cso_set_framebuffer(ctx->cso, &fb); /* viewport */ vp.scale[0] = 0.5f * fb.width; vp.scale[1] = 0.5f * fb.height; 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(ctx->cso, &vp); /* * Setup sampler state * Note: we should only have to set the min/max LOD clamps to ensure * we grab texels from the right mipmap level. But some hardware * has trouble with min clamping so we also set the lod_bias to * try to work around that. */ ctx->sampler.min_lod = ctx->sampler.max_lod = (float) srcLevel; ctx->sampler.lod_bias = (float) srcLevel; cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler); cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT); cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &psv); /* quad coords in clip coords */ offset = set_vertex_data(ctx, pt->target, face, rcoord); util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, cso_get_aux_vertex_buffer_slot(ctx->cso), offset, PIPE_PRIM_TRIANGLE_FAN, 4, /* verts */ 2); /* attribs/vert */ /* need to signal that the texture has changed _after_ rendering to it */ pipe_surface_reference( &surf, NULL ); } } /* restore state we changed */ cso_restore_blend(ctx->cso); cso_restore_depth_stencil_alpha(ctx->cso); cso_restore_rasterizer(ctx->cso); cso_restore_sample_mask(ctx->cso); cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT); cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT); cso_restore_framebuffer(ctx->cso); cso_restore_fragment_shader(ctx->cso); cso_restore_vertex_shader(ctx->cso); cso_restore_geometry_shader(ctx->cso); cso_restore_viewport(ctx->cso); cso_restore_vertex_elements(ctx->cso); cso_restore_stream_outputs(ctx->cso); cso_restore_aux_vertex_buffer_slot(ctx->cso); cso_restore_render_condition(ctx->cso); }
/** * 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); }
static void draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z, GLsizei width, GLsizei height, GLfloat zoomX, GLfloat zoomY, struct pipe_sampler_view **sv, int num_sampler_view, void *driver_vp, void *driver_fp, const GLfloat *color, GLboolean invertTex, GLboolean write_depth, GLboolean write_stencil) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct cso_context *cso = st->cso_context; GLfloat x0, y0, x1, y1; GLsizei maxSize; boolean normalized = sv[0]->texture->target != PIPE_TEXTURE_RECT; /* limit checks */ /* XXX if DrawPixels image is larger than max texture size, break * it up into chunks. */ maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1); assert(width <= maxSize); assert(height <= maxSize); cso_save_rasterizer(cso); cso_save_viewport(cso); cso_save_samplers(cso); cso_save_fragment_sampler_views(cso); cso_save_fragment_shader(cso); cso_save_vertex_shader(cso); cso_save_vertex_elements(cso); cso_save_vertex_buffers(cso); if (write_stencil) { cso_save_depth_stencil_alpha(cso); cso_save_blend(cso); } /* rasterizer state: just scissor */ { struct pipe_rasterizer_state rasterizer; memset(&rasterizer, 0, sizeof(rasterizer)); rasterizer.clamp_fragment_color = ctx->Color._ClampFragmentColor; rasterizer.gl_rasterization_rules = 1; rasterizer.scissor = ctx->Scissor.Enabled; cso_set_rasterizer(cso, &rasterizer); } if (write_stencil) { /* Stencil writing bypasses the normal fragment pipeline to * disable color writing and set stencil test to always pass. */ struct pipe_depth_stencil_alpha_state dsa; struct pipe_blend_state blend; /* depth/stencil */ memset(&dsa, 0, sizeof(dsa)); dsa.stencil[0].enabled = 1; dsa.stencil[0].func = PIPE_FUNC_ALWAYS; dsa.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff; dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE; if (write_depth) { /* writing depth+stencil: depth test always passes */ dsa.depth.enabled = 1; dsa.depth.writemask = ctx->Depth.Mask; dsa.depth.func = PIPE_FUNC_ALWAYS; } cso_set_depth_stencil_alpha(cso, &dsa); /* blend (colormask) */ memset(&blend, 0, sizeof(blend)); cso_set_blend(cso, &blend); } /* fragment shader state: TEX lookup program */ cso_set_fragment_shader_handle(cso, driver_fp); /* vertex shader state: position + texcoord pass-through */ cso_set_vertex_shader_handle(cso, driver_vp); /* texture sampling state: */ { struct pipe_sampler_state sampler; memset(&sampler, 0, sizeof(sampler)); sampler.wrap_s = PIPE_TEX_WRAP_CLAMP; sampler.wrap_t = PIPE_TEX_WRAP_CLAMP; sampler.wrap_r = PIPE_TEX_WRAP_CLAMP; sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; sampler.normalized_coords = normalized; cso_single_sampler(cso, 0, &sampler); if (num_sampler_view > 1) { cso_single_sampler(cso, 1, &sampler); } cso_single_sampler_done(cso); } /* viewport state: viewport matching window dims */ { const float w = (float) ctx->DrawBuffer->Width; const float h = (float) ctx->DrawBuffer->Height; struct pipe_viewport_state vp; vp.scale[0] = 0.5f * w; vp.scale[1] = -0.5f * h; vp.scale[2] = 0.5f; vp.scale[3] = 1.0f; vp.translate[0] = 0.5f * w; vp.translate[1] = 0.5f * h; vp.translate[2] = 0.5f; vp.translate[3] = 0.0f; cso_set_viewport(cso, &vp); } cso_set_vertex_elements(cso, 3, st->velems_util_draw); /* texture state: */ cso_set_fragment_sampler_views(cso, num_sampler_view, sv); /* Compute Gallium window coords (y=0=top) with pixel zoom. * Recall that these coords are transformed by the current * vertex shader and viewport transformation. */ if (st_fb_orientation(ctx->DrawBuffer) == Y_0_BOTTOM) { y = ctx->DrawBuffer->Height - (int) (y + height * ctx->Pixel.ZoomY); invertTex = !invertTex; } x0 = (GLfloat) x; x1 = x + width * ctx->Pixel.ZoomX; y0 = (GLfloat) y; y1 = y + height * ctx->Pixel.ZoomY; /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */ z = z * 2.0 - 1.0; draw_quad(ctx, x0, y0, z, x1, y1, color, invertTex, normalized ? ((GLfloat) width / sv[0]->texture->width0) : (GLfloat)width, normalized ? ((GLfloat) height / sv[0]->texture->height0) : (GLfloat)height); /* restore state */ cso_restore_rasterizer(cso); cso_restore_viewport(cso); cso_restore_samplers(cso); cso_restore_fragment_sampler_views(cso); cso_restore_fragment_shader(cso); cso_restore_vertex_shader(cso); cso_restore_vertex_elements(cso); cso_restore_vertex_buffers(cso); if (write_stencil) { cso_restore_depth_stencil_alpha(cso); cso_restore_blend(cso); } }
/** * 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, GLboolean color, GLboolean depth, GLboolean stencil) { 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; union pipe_color_union clearColor; /* 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_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_vertex_buffers(st->cso_context); /* blend state: RGBA masking */ { 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; if (color) { if (ctx->Color.ColorMask[0][0]) blend.rt[0].colormask |= PIPE_MASK_R; if (ctx->Color.ColorMask[0][1]) blend.rt[0].colormask |= PIPE_MASK_G; if (ctx->Color.ColorMask[0][2]) blend.rt[0].colormask |= PIPE_MASK_B; if (ctx->Color.ColorMask[0][3]) blend.rt[0].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 (depth) { depth_stencil.depth.enabled = 1; depth_stencil.depth.writemask = 1; depth_stencil.depth.func = PIPE_FUNC_ALWAYS; } if (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, 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); set_vertex_shader(st); cso_set_geometry_shader_handle(st->cso_context, NULL); if (ctx->DrawBuffer->_ColorDrawBuffers[0]) { st_translate_color(ctx->Color.ClearColor.f, ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat, clearColor.f); } /* draw quad matching scissor rect */ draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, &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_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_vertex_buffers(st->cso_context); cso_restore_stream_outputs(st->cso_context); }
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); }
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); }
/** * Copy pixel block from src surface to dst surface. * Overlapping regions are acceptable. * Flipping and stretching are supported. * \param filter one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR * \param writemask controls which channels in the dest surface are sourced * from the src surface. Disabled channels are sourced * from (0,0,0,1). */ void util_blit_pixels(struct blit_state *ctx, struct pipe_resource *src_tex, unsigned src_level, int srcX0, int srcY0, int srcX1, int srcY1, int srcZ0, struct pipe_surface *dst, int dstX0, int dstY0, int dstX1, int dstY1, float z, uint filter, uint writemask, uint zs_writemask) { struct pipe_context *pipe = ctx->pipe; struct pipe_screen *screen = pipe->screen; enum pipe_format src_format, dst_format; struct pipe_sampler_view *sampler_view = NULL; struct pipe_sampler_view sv_templ; struct pipe_surface *dst_surface; struct pipe_framebuffer_state fb; const int srcW = abs(srcX1 - srcX0); const int srcH = abs(srcY1 - srcY0); unsigned offset; boolean overlap; float s0, t0, s1, t1; boolean normalized; boolean is_stencil, is_depth, blit_depth, blit_stencil; const struct util_format_description *src_desc = util_format_description(src_tex->format); assert(filter == PIPE_TEX_MIPFILTER_NEAREST || filter == PIPE_TEX_MIPFILTER_LINEAR); assert(src_level <= src_tex->last_level); /* do the regions overlap? */ overlap = src_tex == dst->texture && dst->u.tex.level == src_level && dst->u.tex.first_layer == srcZ0 && regions_overlap(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1); src_format = util_format_linear(src_tex->format); dst_format = util_format_linear(dst->texture->format); /* See whether we will blit depth or stencil. */ is_depth = util_format_has_depth(src_desc); is_stencil = util_format_has_stencil(src_desc); blit_depth = is_depth && (zs_writemask & BLIT_WRITEMASK_Z); blit_stencil = is_stencil && (zs_writemask & BLIT_WRITEMASK_STENCIL); assert((writemask && !zs_writemask && !is_depth && !is_stencil) || (!writemask && (blit_depth || blit_stencil))); /* * Check for simple case: no format conversion, no flipping, no stretching, * no overlapping, same number of samples. * Filter mode should not matter since there's no stretching. */ if (formats_compatible(src_format, dst_format) && src_tex->nr_samples == dst->texture->nr_samples && is_stencil == blit_stencil && is_depth == blit_depth && srcX0 < srcX1 && dstX0 < dstX1 && srcY0 < srcY1 && dstY0 < dstY1 && (dstX1 - dstX0) == (srcX1 - srcX0) && (dstY1 - dstY0) == (srcY1 - srcY0) && !overlap) { struct pipe_box src_box; src_box.x = srcX0; src_box.y = srcY0; src_box.z = srcZ0; src_box.width = srcW; src_box.height = srcH; src_box.depth = 1; pipe->resource_copy_region(pipe, dst->texture, dst->u.tex.level, dstX0, dstY0, dst->u.tex.first_layer,/* dest */ src_tex, src_level, &src_box); return; } /* XXX Reading multisample textures is unimplemented. */ assert(src_tex->nr_samples <= 1); if (src_tex->nr_samples > 1) { return; } /* It's a mistake to call this function with a stencil format and * without shader stencil export. We don't do software fallbacks here. * Ignore stencil and only copy depth. */ if (blit_stencil && !ctx->has_stencil_export) { blit_stencil = FALSE; if (!blit_depth) return; } if (dst_format == dst->format) { dst_surface = dst; } else { struct pipe_surface templ = *dst; templ.format = dst_format; dst_surface = pipe->create_surface(pipe, dst->texture, &templ); } /* Create a temporary texture when src and dest alias. */ if (src_tex == dst_surface->texture && dst_surface->u.tex.level == src_level && dst_surface->u.tex.first_layer == srcZ0) { /* Make a temporary texture which contains a copy of the source pixels. * Then we'll sample from the temporary texture. */ struct pipe_resource texTemp; struct pipe_resource *tex; struct pipe_sampler_view sv_templ; struct pipe_box src_box; const int srcLeft = MIN2(srcX0, srcX1); const int srcTop = MIN2(srcY0, srcY1); 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; } /* create temp texture */ memset(&texTemp, 0, sizeof(texTemp)); texTemp.target = ctx->internal_target; texTemp.format = src_format; texTemp.last_level = 0; texTemp.width0 = srcW; texTemp.height0 = srcH; texTemp.depth0 = 1; texTemp.array_size = 1; texTemp.bind = PIPE_BIND_SAMPLER_VIEW; tex = screen->resource_create(screen, &texTemp); if (!tex) return; src_box.x = srcLeft; src_box.y = srcTop; src_box.z = srcZ0; src_box.width = srcW; src_box.height = srcH; src_box.depth = 1; /* load temp texture */ pipe->resource_copy_region(pipe, tex, 0, 0, 0, 0, /* dest */ src_tex, src_level, &src_box); normalized = tex->target != PIPE_TEXTURE_RECT; if(normalized) { s0 = 0.0f; s1 = 1.0f; t0 = 0.0f; t1 = 1.0f; } else { s0 = 0; s1 = srcW; t0 = 0; t1 = srcH; } u_sampler_view_default_template(&sv_templ, tex, tex->format); if (!blit_depth && blit_stencil) { /* set a stencil-only format, e.g. Z24S8 --> X24S8 */ sv_templ.format = util_format_stencil_only(tex->format); assert(sv_templ.format != PIPE_FORMAT_NONE); } sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ); if (!sampler_view) { pipe_resource_reference(&tex, NULL); return; } pipe_resource_reference(&tex, NULL); } else { /* Directly sample from the source resource/texture */ u_sampler_view_default_template(&sv_templ, src_tex, src_format); if (!blit_depth && blit_stencil) { /* set a stencil-only format, e.g. Z24S8 --> X24S8 */ sv_templ.format = util_format_stencil_only(src_format); assert(sv_templ.format != PIPE_FORMAT_NONE); } sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ); if (!sampler_view) { return; } s0 = srcX0; s1 = srcX1; t0 = srcY0; t1 = srcY1; normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT; if(normalized) { s0 /= (float)(u_minify(sampler_view->texture->width0, src_level)); s1 /= (float)(u_minify(sampler_view->texture->width0, src_level)); t0 /= (float)(u_minify(sampler_view->texture->height0, src_level)); t1 /= (float)(u_minify(sampler_view->texture->height0, src_level)); } } assert(screen->is_format_supported(screen, sampler_view->format, ctx->internal_target, sampler_view->texture->nr_samples, PIPE_BIND_SAMPLER_VIEW)); assert(screen->is_format_supported(screen, dst_format, ctx->internal_target, dst_surface->texture->nr_samples, is_depth || is_stencil ? PIPE_BIND_DEPTH_STENCIL : PIPE_BIND_RENDER_TARGET)); /* save state (restored below) */ cso_save_blend(ctx->cso); cso_save_depth_stencil_alpha(ctx->cso); cso_save_rasterizer(ctx->cso); cso_save_sample_mask(ctx->cso); cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT); cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT); cso_save_stream_outputs(ctx->cso); cso_save_viewport(ctx->cso); cso_save_framebuffer(ctx->cso); cso_save_fragment_shader(ctx->cso); cso_save_vertex_shader(ctx->cso); cso_save_geometry_shader(ctx->cso); cso_save_vertex_elements(ctx->cso); cso_save_aux_vertex_buffer_slot(ctx->cso); cso_save_render_condition(ctx->cso); /* set misc state we care about */ if (writemask) cso_set_blend(ctx->cso, &ctx->blend_write_color); else cso_set_blend(ctx->cso, &ctx->blend_keep_color); cso_set_sample_mask(ctx->cso, ~0); cso_set_rasterizer(ctx->cso, &ctx->rasterizer); cso_set_vertex_elements(ctx->cso, 2, ctx->velem); cso_set_stream_outputs(ctx->cso, 0, NULL, 0); cso_set_render_condition(ctx->cso, NULL, 0); /* default sampler state */ ctx->sampler.normalized_coords = normalized; ctx->sampler.min_img_filter = filter; ctx->sampler.mag_img_filter = filter; ctx->sampler.min_lod = src_level; ctx->sampler.max_lod = src_level; /* Depth stencil state, fragment shader and sampler setup depending on what * we blit. */ if (blit_depth && blit_stencil) { cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler); /* don't filter stencil */ ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &ctx->sampler); cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depthstencil); set_depthstencil_fragment_shader(ctx, sampler_view->texture->target); } else if (blit_depth) { cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler); cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depth); set_depth_fragment_shader(ctx, sampler_view->texture->target); } else if (blit_stencil) { /* don't filter stencil */ ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler); cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_stencil); set_stencil_fragment_shader(ctx, sampler_view->texture->target); } else { /* color */ cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler); cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil); set_fragment_shader(ctx, writemask, sampler_view->texture->target); } cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT); /* textures */ if (blit_depth && blit_stencil) { /* Setup two samplers, one for depth and the other one for stencil. */ struct pipe_sampler_view templ; struct pipe_sampler_view *views[2]; templ = *sampler_view; templ.format = util_format_stencil_only(templ.format); assert(templ.format != PIPE_FORMAT_NONE); views[0] = sampler_view; views[1] = pipe->create_sampler_view(pipe, views[0]->texture, &templ); cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 2, views); pipe_sampler_view_reference(&views[1], NULL); } else { cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &sampler_view); } /* viewport */ ctx->viewport.scale[0] = 0.5f * dst_surface->width; ctx->viewport.scale[1] = 0.5f * dst_surface->height; ctx->viewport.scale[2] = 0.5f; ctx->viewport.scale[3] = 1.0f; ctx->viewport.translate[0] = 0.5f * dst_surface->width; ctx->viewport.translate[1] = 0.5f * dst_surface->height; ctx->viewport.translate[2] = 0.5f; ctx->viewport.translate[3] = 0.0f; cso_set_viewport(ctx->cso, &ctx->viewport); set_vertex_shader(ctx); cso_set_geometry_shader_handle(ctx->cso, NULL); /* drawing dest */ memset(&fb, 0, sizeof(fb)); fb.width = dst_surface->width; fb.height = dst_surface->height; if (blit_depth || blit_stencil) { fb.zsbuf = dst_surface; } else { fb.nr_cbufs = 1; fb.cbufs[0] = dst_surface; } cso_set_framebuffer(ctx->cso, &fb); /* draw quad */ offset = setup_vertex_data_tex(ctx, (float) dstX0 / dst_surface->width * 2.0f - 1.0f, (float) dstY0 / dst_surface->height * 2.0f - 1.0f, (float) dstX1 / dst_surface->width * 2.0f - 1.0f, (float) dstY1 / dst_surface->height * 2.0f - 1.0f, s0, t0, s1, t1, z); if (ctx->vbuf) { util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, cso_get_aux_vertex_buffer_slot(ctx->cso), offset, PIPE_PRIM_TRIANGLE_FAN, 4, /* verts */ 2); /* attribs/vert */ } /* restore state we changed */ cso_restore_blend(ctx->cso); cso_restore_depth_stencil_alpha(ctx->cso); cso_restore_rasterizer(ctx->cso); cso_restore_sample_mask(ctx->cso); cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT); cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT); cso_restore_viewport(ctx->cso); cso_restore_framebuffer(ctx->cso); cso_restore_fragment_shader(ctx->cso); cso_restore_vertex_shader(ctx->cso); cso_restore_geometry_shader(ctx->cso); cso_restore_vertex_elements(ctx->cso); cso_restore_aux_vertex_buffer_slot(ctx->cso); cso_restore_stream_outputs(ctx->cso); cso_restore_render_condition(ctx->cso); pipe_sampler_view_reference(&sampler_view, NULL); if (dst_surface != dst) pipe_surface_reference(&dst_surface, NULL); }
/** * Main run function of the PP queue. Called on swapbuffers/flush. * * Runs all requested filters in order and handles shuffling the temp * buffers in between. */ void pp_run(struct pp_queue_t *ppq, struct pipe_resource *in, struct pipe_resource *out, struct pipe_resource *indepth) { struct pipe_resource *refin = NULL, *refout = NULL; unsigned int i; struct cso_context *cso = ppq->p->cso; if (in->width0 != ppq->p->framebuffer.width || in->height0 != ppq->p->framebuffer.height) { pp_debug("Resizing the temp pp buffers\n"); pp_free_fbos(ppq); pp_init_fbos(ppq, in->width0, in->height0); } if (in == out && ppq->n_filters == 1) { /* Make a copy of in to tmp[0] in this case. */ unsigned int w = ppq->p->framebuffer.width; unsigned int h = ppq->p->framebuffer.height; util_blit_pixels(ppq->p->blitctx, in, 0, 0, 0, w, h, 0, ppq->tmps[0], 0, 0, w, h, 0, PIPE_TEX_MIPFILTER_NEAREST, TGSI_WRITEMASK_XYZW, 0); in = ppq->tmp[0]; } /* save state (restored below) */ cso_save_blend(cso); cso_save_depth_stencil_alpha(cso); cso_save_fragment_shader(cso); cso_save_framebuffer(cso); cso_save_geometry_shader(cso); cso_save_rasterizer(cso); cso_save_sample_mask(cso); cso_save_samplers(cso, PIPE_SHADER_FRAGMENT); cso_save_sampler_views(cso, PIPE_SHADER_FRAGMENT); cso_save_stencil_ref(cso); cso_save_stream_outputs(cso); cso_save_vertex_elements(cso); cso_save_vertex_shader(cso); cso_save_viewport(cso); cso_save_aux_vertex_buffer_slot(cso); cso_save_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX); cso_save_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT); cso_save_render_condition(cso); /* set default state */ cso_set_sample_mask(cso, ~0); cso_set_stream_outputs(cso, 0, NULL, 0); cso_set_geometry_shader_handle(cso, NULL); cso_set_render_condition(cso, NULL, 0); // Kept only for this frame. pipe_resource_reference(&ppq->depth, indepth); pipe_resource_reference(&refin, in); pipe_resource_reference(&refout, out); switch (ppq->n_filters) { case 1: /* No temp buf */ ppq->pp_queue[0] (ppq, in, out, 0); break; case 2: /* One temp buf */ ppq->pp_queue[0] (ppq, in, ppq->tmp[0], 0); ppq->pp_queue[1] (ppq, ppq->tmp[0], out, 1); break; default: /* Two temp bufs */ ppq->pp_queue[0] (ppq, in, ppq->tmp[0], 0); for (i = 1; i < (ppq->n_filters - 1); i++) { if (i % 2 == 0) ppq->pp_queue[i] (ppq, ppq->tmp[1], ppq->tmp[0], i); else ppq->pp_queue[i] (ppq, ppq->tmp[0], ppq->tmp[1], i); } if (i % 2 == 0) ppq->pp_queue[i] (ppq, ppq->tmp[1], out, i); else ppq->pp_queue[i] (ppq, ppq->tmp[0], out, i); break; } /* restore state we changed */ cso_restore_blend(cso); cso_restore_depth_stencil_alpha(cso); cso_restore_fragment_shader(cso); cso_restore_framebuffer(cso); cso_restore_geometry_shader(cso); cso_restore_rasterizer(cso); cso_restore_sample_mask(cso); cso_restore_samplers(cso, PIPE_SHADER_FRAGMENT); cso_restore_sampler_views(cso, PIPE_SHADER_FRAGMENT); cso_restore_stencil_ref(cso); cso_restore_stream_outputs(cso); cso_restore_vertex_elements(cso); cso_restore_vertex_shader(cso); cso_restore_viewport(cso); cso_restore_aux_vertex_buffer_slot(cso); cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX); cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT); cso_restore_render_condition(cso); pipe_resource_reference(&ppq->depth, NULL); pipe_resource_reference(&refin, NULL); pipe_resource_reference(&refout, NULL); }
static void st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height) { struct st_context *st = ctx->st; struct pipe_context *pipe = st->pipe; struct cso_context *cso = ctx->st->cso_context; struct pipe_resource *vbuffer; struct pipe_transfer *vbuffer_transfer; GLuint i, numTexCoords, numAttribs; GLboolean emitColor; uint semantic_names[2 + MAX_TEXTURE_UNITS]; uint semantic_indexes[2 + MAX_TEXTURE_UNITS]; struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS]; GLbitfield inputs = VERT_BIT_POS; st_validate_state(st); /* determine if we need vertex color */ if (ctx->FragmentProgram._Current->Base.InputsRead & FRAG_BIT_COL0) emitColor = GL_TRUE; else emitColor = GL_FALSE; /* determine how many enabled sets of texcoords */ numTexCoords = 0; for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) { inputs |= VERT_BIT_TEX(i); numTexCoords++; } } /* total number of attributes per vertex */ numAttribs = 1 + emitColor + numTexCoords; /* create the vertex buffer */ vbuffer = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER, PIPE_USAGE_STREAM, numAttribs * 4 * 4 * sizeof(GLfloat)); /* load vertex buffer */ { #define SET_ATTRIB(VERT, ATTR, X, Y, Z, W) \ do { \ GLuint k = (((VERT) * numAttribs + (ATTR)) * 4); \ assert(k < 4 * 4 * numAttribs); \ vbuf[k + 0] = X; \ vbuf[k + 1] = Y; \ vbuf[k + 2] = Z; \ vbuf[k + 3] = W; \ } while (0) const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height; GLfloat *vbuf = (GLfloat *) pipe_buffer_map(pipe, vbuffer, PIPE_TRANSFER_WRITE, &vbuffer_transfer); GLuint attr; z = CLAMP(z, 0.0f, 1.0f); /* positions (in clip coords) */ { const struct gl_framebuffer *fb = st->ctx->DrawBuffer; const GLfloat fb_width = (GLfloat)fb->Width; const GLfloat fb_height = (GLfloat)fb->Height; const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0); const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0); const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0); const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0); SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f); /* lower left */ SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f); /* lower right */ SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f); /* upper right */ SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f); /* upper left */ semantic_names[0] = TGSI_SEMANTIC_POSITION; semantic_indexes[0] = 0; } /* colors */ if (emitColor) { const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0]; SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]); SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]); SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]); SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]); semantic_names[1] = TGSI_SEMANTIC_COLOR; semantic_indexes[1] = 0; attr = 2; } else { attr = 1; } /* texcoords */ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) { struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current; struct gl_texture_image *img = obj->Image[0][obj->BaseLevel]; const GLfloat wt = (GLfloat) img->Width; const GLfloat ht = (GLfloat) img->Height; const GLfloat s0 = obj->CropRect[0] / wt; const GLfloat t0 = obj->CropRect[1] / ht; const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt; const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht; /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/ SET_ATTRIB(0, attr, s0, t0, 0.0f, 1.0f); /* lower left */ SET_ATTRIB(1, attr, s1, t0, 0.0f, 1.0f); /* lower right */ SET_ATTRIB(2, attr, s1, t1, 0.0f, 1.0f); /* upper right */ SET_ATTRIB(3, attr, s0, t1, 0.0f, 1.0f); /* upper left */ semantic_names[attr] = TGSI_SEMANTIC_GENERIC; semantic_indexes[attr] = 0; attr++; } } pipe_buffer_unmap(pipe, vbuffer_transfer); #undef SET_ATTRIB } cso_save_viewport(cso); cso_save_vertex_shader(cso); cso_save_vertex_elements(cso); cso_save_vertex_buffers(cso); { void *vs = lookup_shader(pipe, numAttribs, semantic_names, semantic_indexes); cso_set_vertex_shader_handle(cso, vs); } for (i = 0; i < numAttribs; i++) { velements[i].src_offset = i * 4 * sizeof(float); velements[i].instance_divisor = 0; velements[i].vertex_buffer_index = 0; velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; } cso_set_vertex_elements(cso, numAttribs, velements); /* viewport state: viewport matching window dims */ { const struct gl_framebuffer *fb = st->ctx->DrawBuffer; const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP); const GLfloat width = (GLfloat)fb->Width; const GLfloat height = (GLfloat)fb->Height; struct pipe_viewport_state vp; vp.scale[0] = 0.5f * width; vp.scale[1] = height * (invert ? -0.5f : 0.5f); vp.scale[2] = 1.0f; vp.scale[3] = 1.0f; vp.translate[0] = 0.5f * width; vp.translate[1] = 0.5f * height; vp.translate[2] = 0.0f; vp.translate[3] = 0.0f; cso_set_viewport(cso, &vp); } util_draw_vertex_buffer(pipe, cso, vbuffer, 0, /* offset */ PIPE_PRIM_TRIANGLE_FAN, 4, /* verts */ numAttribs); /* attribs/vert */ pipe_resource_reference(&vbuffer, NULL); /* restore state */ cso_restore_viewport(cso); cso_restore_vertex_shader(cso); cso_restore_vertex_elements(cso); cso_restore_vertex_buffers(cso); }
/** * Copy pixel block from src sampler view to dst surface. * * The sampler view's first_level field indicates the source * mipmap level to use. * * The sampler view's first_layer indicate the layer to use, but for * cube maps it must point to the first face. Face is passed in src_face. * * The main advantage over util_blit_pixels is that it allows to specify swizzles in * pipe_sampler_view::swizzle_?. * * But there is no control over blitting Z and/or stencil. */ void util_blit_pixels_tex(struct blit_state *ctx, struct pipe_sampler_view *src_sampler_view, int srcX0, int srcY0, int srcX1, int srcY1, unsigned src_face, struct pipe_surface *dst, int dstX0, int dstY0, int dstX1, int dstY1, float z, uint filter) { boolean normalized = src_sampler_view->texture->target != PIPE_TEXTURE_RECT; struct pipe_framebuffer_state fb; float s0, t0, s1, t1; unsigned offset; struct pipe_resource *tex = src_sampler_view->texture; assert(filter == PIPE_TEX_MIPFILTER_NEAREST || filter == PIPE_TEX_MIPFILTER_LINEAR); assert(tex); assert(tex->width0 != 0); assert(tex->height0 != 0); s0 = (float) srcX0; s1 = (float) srcX1; t0 = (float) srcY0; t1 = (float) srcY1; if(normalized) { /* normalize according to the mipmap level's size */ int level = src_sampler_view->u.tex.first_level; float w = (float) u_minify(tex->width0, level); float h = (float) u_minify(tex->height0, level); s0 /= w; s1 /= w; t0 /= h; t1 /= h; } assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format, PIPE_TEXTURE_2D, dst->texture->nr_samples, PIPE_BIND_RENDER_TARGET)); /* save state (restored below) */ cso_save_blend(ctx->cso); cso_save_depth_stencil_alpha(ctx->cso); cso_save_rasterizer(ctx->cso); cso_save_sample_mask(ctx->cso); cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT); cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT); cso_save_stream_outputs(ctx->cso); cso_save_viewport(ctx->cso); cso_save_framebuffer(ctx->cso); cso_save_fragment_shader(ctx->cso); cso_save_vertex_shader(ctx->cso); cso_save_geometry_shader(ctx->cso); cso_save_vertex_elements(ctx->cso); cso_save_aux_vertex_buffer_slot(ctx->cso); /* set misc state we care about */ cso_set_blend(ctx->cso, &ctx->blend_write_color); cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil); cso_set_sample_mask(ctx->cso, ~0); cso_set_rasterizer(ctx->cso, &ctx->rasterizer); cso_set_vertex_elements(ctx->cso, 2, ctx->velem); cso_set_stream_outputs(ctx->cso, 0, NULL, 0); /* sampler */ ctx->sampler.normalized_coords = normalized; ctx->sampler.min_img_filter = filter; ctx->sampler.mag_img_filter = filter; cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler); cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT); /* viewport */ ctx->viewport.scale[0] = 0.5f * dst->width; ctx->viewport.scale[1] = 0.5f * dst->height; ctx->viewport.scale[2] = 0.5f; ctx->viewport.scale[3] = 1.0f; ctx->viewport.translate[0] = 0.5f * dst->width; ctx->viewport.translate[1] = 0.5f * dst->height; ctx->viewport.translate[2] = 0.5f; ctx->viewport.translate[3] = 0.0f; cso_set_viewport(ctx->cso, &ctx->viewport); /* texture */ cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &src_sampler_view); /* shaders */ set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW, src_sampler_view->texture->target); set_vertex_shader(ctx); cso_set_geometry_shader_handle(ctx->cso, NULL); /* drawing dest */ memset(&fb, 0, sizeof(fb)); fb.width = dst->width; fb.height = dst->height; fb.nr_cbufs = 1; fb.cbufs[0] = dst; cso_set_framebuffer(ctx->cso, &fb); /* draw quad */ offset = setup_vertex_data_tex(ctx, src_sampler_view->texture->target, src_face, (float) dstX0 / dst->width * 2.0f - 1.0f, (float) dstY0 / dst->height * 2.0f - 1.0f, (float) dstX1 / dst->width * 2.0f - 1.0f, (float) dstY1 / dst->height * 2.0f - 1.0f, s0, t0, s1, t1, z); util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, cso_get_aux_vertex_buffer_slot(ctx->cso), offset, PIPE_PRIM_TRIANGLE_FAN, 4, /* verts */ 2); /* attribs/vert */ /* restore state we changed */ cso_restore_blend(ctx->cso); cso_restore_depth_stencil_alpha(ctx->cso); cso_restore_rasterizer(ctx->cso); cso_restore_sample_mask(ctx->cso); cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT); cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT); cso_restore_viewport(ctx->cso); cso_restore_framebuffer(ctx->cso); cso_restore_fragment_shader(ctx->cso); cso_restore_vertex_shader(ctx->cso); cso_restore_geometry_shader(ctx->cso); cso_restore_vertex_elements(ctx->cso); cso_restore_aux_vertex_buffer_slot(ctx->cso); cso_restore_stream_outputs(ctx->cso); }
static void draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z, GLsizei width, GLsizei height, GLfloat zoomX, GLfloat zoomY, struct pipe_texture *pt, struct st_vertex_program *stvp, struct st_fragment_program *stfp, const GLfloat *color, GLboolean invertTex) { struct st_context *st = ctx->st; struct pipe_context *pipe = ctx->st->pipe; struct cso_context *cso = ctx->st->cso_context; GLfloat x0, y0, x1, y1; GLsizei maxSize; /* limit checks */ /* XXX if DrawPixels image is larger than max texture size, break * it up into chunks. */ maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1); assert(width <= maxSize); assert(height <= maxSize); cso_save_rasterizer(cso); cso_save_viewport(cso); cso_save_samplers(cso); cso_save_sampler_textures(cso); cso_save_fragment_shader(cso); cso_save_vertex_shader(cso); /* rasterizer state: just scissor */ { struct pipe_rasterizer_state rasterizer; memset(&rasterizer, 0, sizeof(rasterizer)); rasterizer.gl_rasterization_rules = 1; rasterizer.scissor = ctx->Scissor.Enabled; cso_set_rasterizer(cso, &rasterizer); } /* fragment shader state: TEX lookup program */ cso_set_fragment_shader_handle(cso, stfp->driver_shader); /* vertex shader state: position + texcoord pass-through */ cso_set_vertex_shader_handle(cso, stvp->driver_shader); /* texture sampling state: */ { struct pipe_sampler_state sampler; memset(&sampler, 0, sizeof(sampler)); sampler.wrap_s = PIPE_TEX_WRAP_CLAMP; sampler.wrap_t = PIPE_TEX_WRAP_CLAMP; sampler.wrap_r = PIPE_TEX_WRAP_CLAMP; sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; sampler.normalized_coords = 1; cso_single_sampler(cso, 0, &sampler); if (st->pixel_xfer.pixelmap_enabled) { cso_single_sampler(cso, 1, &sampler); } cso_single_sampler_done(cso); } /* viewport state: viewport matching window dims */ { const float width = (float) ctx->DrawBuffer->Width; const float height = (float) ctx->DrawBuffer->Height; struct pipe_viewport_state vp; vp.scale[0] = 0.5f * width; vp.scale[1] = -0.5f * height; vp.scale[2] = 1.0f; vp.scale[3] = 1.0f; vp.translate[0] = 0.5f * width; vp.translate[1] = 0.5f * height; vp.translate[2] = 0.0f; vp.translate[3] = 0.0f; cso_set_viewport(cso, &vp); } /* texture state: */ if (st->pixel_xfer.pixelmap_enabled) { struct pipe_texture *textures[2]; textures[0] = pt; textures[1] = st->pixel_xfer.pixelmap_texture; pipe->set_sampler_textures(pipe, 2, textures); } else { pipe->set_sampler_textures(pipe, 1, &pt); } /* Compute window coords (y=0=bottom) with pixel zoom. * Recall that these coords are transformed by the current * vertex shader and viewport transformation. */ x0 = (GLfloat) x; x1 = x + width * ctx->Pixel.ZoomX; y0 = (GLfloat) y; y1 = y + height * ctx->Pixel.ZoomY; draw_quad(ctx, x0, y0, z, x1, y1, color, invertTex); /* restore state */ cso_restore_rasterizer(cso); cso_restore_viewport(cso); cso_restore_samplers(cso); cso_restore_sampler_textures(cso); cso_restore_fragment_shader(cso); cso_restore_vertex_shader(cso); }