static void
update_depth_stencil_alpha(struct st_context *st)
{
   struct pipe_depth_stencil_alpha_state *dsa = &st->state.depth_stencil;
   struct pipe_stencil_ref sr;
   struct gl_context *ctx = st->ctx;

   memset(dsa, 0, sizeof(*dsa));
   memset(&sr, 0, sizeof(sr));

   if (ctx->Depth.Test && ctx->DrawBuffer->Visual.depthBits > 0) {
      dsa->depth.enabled = 1;
      dsa->depth.writemask = ctx->Depth.Mask;
      dsa->depth.func = st_compare_func_to_pipe(ctx->Depth.Func);
   }

   if (ctx->Stencil.Enabled && ctx->DrawBuffer->Visual.stencilBits > 0) {
      dsa->stencil[0].enabled = 1;
      dsa->stencil[0].func = st_compare_func_to_pipe(ctx->Stencil.Function[0]);
      dsa->stencil[0].fail_op = gl_stencil_op_to_pipe(ctx->Stencil.FailFunc[0]);
      dsa->stencil[0].zfail_op = gl_stencil_op_to_pipe(ctx->Stencil.ZFailFunc[0]);
      dsa->stencil[0].zpass_op = gl_stencil_op_to_pipe(ctx->Stencil.ZPassFunc[0]);
      dsa->stencil[0].valuemask = ctx->Stencil.ValueMask[0] & 0xff;
      dsa->stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
      sr.ref_value[0] = ctx->Stencil.Ref[0] & 0xff;

      if (ctx->Stencil._TestTwoSide) {
         const GLuint back = ctx->Stencil._BackFace;
         dsa->stencil[1].enabled = 1;
         dsa->stencil[1].func = st_compare_func_to_pipe(ctx->Stencil.Function[back]);
         dsa->stencil[1].fail_op = gl_stencil_op_to_pipe(ctx->Stencil.FailFunc[back]);
         dsa->stencil[1].zfail_op = gl_stencil_op_to_pipe(ctx->Stencil.ZFailFunc[back]);
         dsa->stencil[1].zpass_op = gl_stencil_op_to_pipe(ctx->Stencil.ZPassFunc[back]);
         dsa->stencil[1].valuemask = ctx->Stencil.ValueMask[back] & 0xff;
         dsa->stencil[1].writemask = ctx->Stencil.WriteMask[back] & 0xff;
         sr.ref_value[1] = ctx->Stencil.Ref[back] & 0xff;
      }
      else {
         /* This should be unnecessary. Drivers must not expect this to
          * contain valid data, except the enabled bit
          */
         dsa->stencil[1] = dsa->stencil[0];
         dsa->stencil[1].enabled = 0;
         sr.ref_value[1] = sr.ref_value[0];
      }
   }

   if (ctx->Color.AlphaEnabled) {
      dsa->alpha.enabled = 1;
      dsa->alpha.func = st_compare_func_to_pipe(ctx->Color.AlphaFunc);
      dsa->alpha.ref_value = ctx->Color.AlphaRef;
   }

   cso_set_depth_stencil_alpha(st->cso_context, dsa);
   cso_set_stencil_ref(st->cso_context, &sr);
}
示例#2
0
struct renderer * renderer_create(struct vg_context *owner)
{
   struct renderer *renderer;
   struct pipe_rasterizer_state *raster;
   struct pipe_stencil_ref sr;
   VGint i;

   renderer = CALLOC_STRUCT(renderer);
   if (!renderer)
      return NULL;

   renderer->pipe = owner->pipe;
   renderer->cso = owner->cso_context;

   /* init vertex data that doesn't change */
   for (i = 0; i < 4; i++)
      renderer->vertices[i][0][3] = 1.0f; /* w */

   for (i = 0; i < 2; i++) {
      renderer->velems[i].src_offset = i * 4 * sizeof(float);
      renderer->velems[i].instance_divisor = 0;
      renderer->velems[i].vertex_buffer_index = 0;
      renderer->velems[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
   }
   cso_set_vertex_elements(renderer->cso, 2, renderer->velems);

   /* GL rasterization rules */
   raster = &renderer->g3d.rasterizer;
   memset(raster, 0, sizeof(*raster));
   raster->half_pixel_center = 1;
   raster->bottom_edge_rule = 1;
   raster->depth_clip = 1;
   cso_set_rasterizer(renderer->cso, raster);

   /* fixed at 0 */
   memset(&sr, 0, sizeof(sr));
   cso_set_stencil_ref(renderer->cso, &sr);

   renderer_set_vs(renderer, RENDERER_VS_PLAIN);

   renderer->state = RENDERER_STATE_INIT;

   return renderer;
}
示例#3
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);
}
示例#4
0
文件: pp_mlaa.c 项目: DirectFB/mesa
/** Run function of the MLAA filter. */
static void
pp_jimenezmlaa_run(struct pp_queue_t *ppq, struct pipe_resource *in,
                   struct pipe_resource *out, unsigned int n, bool iscolor)
{

   struct pp_program *p = ppq->p;

   struct pipe_depth_stencil_alpha_state mstencil;
   struct pipe_sampler_view v_tmp, *arr[3];

   unsigned int w = 0;
   unsigned int h = 0;

   const struct pipe_stencil_ref ref = { {1} };

   /* Insufficient initialization checks. */
   assert(p);
   assert(ppq);
   assert(ppq->constbuf);
   assert(ppq->areamaptex);
   assert(ppq->inner_tmp);
   assert(ppq->shaders[n]);

   w = p->framebuffer.width;
   h = p->framebuffer.height;

   memset(&mstencil, 0, sizeof(mstencil));

   cso_set_stencil_ref(p->cso, &ref);

   /* Init the pixel size constant */
   if (dimensions[0] != p->framebuffer.width ||
       dimensions[1] != p->framebuffer.height) {
      constants[0] = 1.0f / p->framebuffer.width;
      constants[1] = 1.0f / p->framebuffer.height;

      up_consts(ppq);
      dimensions[0] = p->framebuffer.width;
      dimensions[1] = p->framebuffer.height;
   }

   cso_set_constant_buffer_resource(p->cso, PIPE_SHADER_VERTEX,
                                    0, ppq->constbuf);
   cso_set_constant_buffer_resource(p->cso, PIPE_SHADER_FRAGMENT,
                                    0, ppq->constbuf);

   mstencil.stencil[0].enabled = 1;
   mstencil.stencil[0].valuemask = mstencil.stencil[0].writemask = ~0;
   mstencil.stencil[0].func = PIPE_FUNC_ALWAYS;
   mstencil.stencil[0].fail_op = PIPE_STENCIL_OP_KEEP;
   mstencil.stencil[0].zfail_op = PIPE_STENCIL_OP_KEEP;
   mstencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;

   p->framebuffer.zsbuf = ppq->stencils;

   /* First pass: depth edge detection */
   if (iscolor)
      pp_filter_setup_in(p, in);
   else
      pp_filter_setup_in(p, ppq->depth);

   pp_filter_setup_out(p, ppq->inner_tmp[0]);

   pp_filter_set_fb(p);
   pp_filter_misc_state(p);
   cso_set_depth_stencil_alpha(p->cso, &mstencil);
   p->pipe->clear(p->pipe, PIPE_CLEAR_STENCIL | PIPE_CLEAR_COLOR0,
                  &p->clear_color, 0, 0);

   cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
   cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
   cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->view);

   cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][1]);    /* offsetvs */
   cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][2]);

   pp_filter_draw(p);
   pp_filter_end_pass(p);


   /* Second pass: blend weights */
   /* Sampler order: areamap, edgesmap, edgesmapL (reversed, thx compiler) */
   mstencil.stencil[0].func = PIPE_FUNC_EQUAL;
   mstencil.stencil[0].zpass_op = PIPE_STENCIL_OP_KEEP;
   cso_set_depth_stencil_alpha(p->cso, &mstencil);

   pp_filter_setup_in(p, ppq->areamaptex);
   pp_filter_setup_out(p, ppq->inner_tmp[1]);

   u_sampler_view_default_template(&v_tmp, ppq->inner_tmp[0],
                                   ppq->inner_tmp[0]->format);
   arr[1] = arr[2] = p->pipe->create_sampler_view(p->pipe,
                                                  ppq->inner_tmp[0], &v_tmp);

   pp_filter_set_clear_fb(p);

   cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
   cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->sampler_point);
   cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 2, &p->sampler);
   cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);

   arr[0] = p->view;
   cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 3, arr);

   cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][0]);    /* passvs */
   cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][3]);

   pp_filter_draw(p);
   pp_filter_end_pass(p);
   pipe_sampler_view_reference(&arr[1], NULL);


   /* Third pass: smoothed edges */
   /* Sampler order: colormap, blendmap (wtf compiler) */
   pp_filter_setup_in(p, ppq->inner_tmp[1]);
   pp_filter_setup_out(p, out);

   pp_filter_set_fb(p);

   /* Blit the input to the output */
   pp_blit(p->pipe, in, 0, 0,
           w, h, 0, p->framebuffer.cbufs[0],
           0, 0, w, h);

   u_sampler_view_default_template(&v_tmp, in, in->format);
   arr[0] = p->pipe->create_sampler_view(p->pipe, in, &v_tmp);

   cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
   cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->sampler_point);
   cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);

   arr[1] = p->view;
   cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 2, arr);

   cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][1]);    /* offsetvs */
   cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][4]);

   p->blend.rt[0].blend_enable = 1;
   cso_set_blend(p->cso, &p->blend);

   pp_filter_draw(p);
   pp_filter_end_pass(p);
   pipe_sampler_view_reference(&arr[0], NULL);

   p->blend.rt[0].blend_enable = 0;
   p->framebuffer.zsbuf = NULL;
}
示例#5
0
文件: st_cb_clear.c 项目: UIKit0/mesa
/**
 * 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);
}
示例#6
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);
   struct cso_context *cso = st->cso_context;
   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", __func__,
	  color ? "color, " : "",
	  depth ? "depth, " : "",
	  stencil ? "stencil" : "",
	  x0, y0,
	  x1, y1);
   */

   cso_save_state(cso, (CSO_BIT_BLEND |
                        CSO_BIT_STENCIL_REF |
                        CSO_BIT_DEPTH_STENCIL_ALPHA |
                        CSO_BIT_RASTERIZER |
                        CSO_BIT_SAMPLE_MASK |
                        CSO_BIT_MIN_SAMPLES |
                        CSO_BIT_VIEWPORT |
                        CSO_BIT_STREAM_OUTPUTS |
                        CSO_BIT_VERTEX_ELEMENTS |
                        CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
                        CSO_BIT_PAUSE_QUERIES |
                        CSO_BITS_ALL_SHADERS));

   /* 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 (ctx->Color.DitherFlag)
            blend.dither = 1;
      }
      cso_set_blend(cso, &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(cso, &stencil_ref);
      }

      cso_set_depth_stencil_alpha(cso, &depth_stencil);
   }

   cso_set_vertex_elements(cso, 2, st->util_velems);
   cso_set_stream_outputs(cso, 0, NULL, NULL);
   cso_set_sample_mask(cso, ~0);
   cso_set_min_samples(cso, 1);
   cso_set_rasterizer(cso, &st->clear.raster);

   /* viewport state: viewport matching window dims */
   cso_set_viewport_dims(st->cso_context, fb_width, fb_height,
                         st_fb_orientation(fb) == Y_0_TOP);

   set_fragment_shader(st);
   cso_set_tessctrl_shader_handle(cso, NULL);
   cso_set_tesseval_shader_handle(cso, NULL);

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

   /* draw quad matching scissor rect.
    *
    * Note: if we're only clearing depth/stencil we still setup vertices
    * with color, but they'll be ignored.
    *
    * We can't translate the clear color to the colorbuffer format,
    * because different colorbuffers may have different formats.
    */
   if (!st_draw_quad(st, x0, y0, x1, y1,
                     ctx->Depth.Clear * 2.0f - 1.0f,
                     0.0f, 0.0f, 0.0f, 0.0f,
                     (const float *) &ctx->Color.ClearColor.f,
                     num_layers)) {
      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear");
   }

   /* Restore pipe state */
   cso_restore_state(cso);
}
示例#7
0
void polygon_array_fill(struct polygon_array *polyarray, struct vg_context *ctx)
{
   struct array *polys = polyarray->array;
   struct pipe_depth_stencil_alpha_state dsa;
   struct pipe_stencil_ref sr;
   struct pipe_blend_state blend;
   VGfloat min_x = polyarray->min_x;
   VGfloat min_y = polyarray->min_y;
   VGfloat max_x = polyarray->max_x;
   VGfloat max_y = polyarray->max_y;
   VGint i;


#if DEBUG_POLYGON
   debug_printf("%s: Poly bounds are [%f, %f], [%f, %f]\n",
                __FUNCTION__,
                min_x, min_y, max_x, max_y);
#endif

   set_blend_for_fill(&blend);

   memset(&dsa, 0, sizeof(struct pipe_depth_stencil_alpha_state));
   memset(&sr, 0, sizeof(struct pipe_stencil_ref));
   /* only need a fixed 0. Rely on default or move it out at least? */
   cso_set_stencil_ref(ctx->cso_context, &sr);

   cso_save_blend(ctx->cso_context);
   cso_save_depth_stencil_alpha(ctx->cso_context);

   dsa.stencil[0].enabled = 1;
   if (ctx->state.vg.fill_rule == VG_EVEN_ODD) {
      dsa.stencil[0].writemask = 1;
      dsa.stencil[0].fail_op = PIPE_STENCIL_OP_KEEP;
      dsa.stencil[0].zfail_op = PIPE_STENCIL_OP_KEEP;
      dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_INVERT;
      dsa.stencil[0].func = PIPE_FUNC_ALWAYS;
      dsa.stencil[0].valuemask = ~0;

      cso_set_blend(ctx->cso_context, &blend);
      cso_set_depth_stencil_alpha(ctx->cso_context, &dsa);
      for (i = 0; i < polys->num_elements; ++i) {
         struct polygon *poly = (((struct polygon**)polys->data)[i]);
         draw_polygon(ctx, poly);
      }
   } else if (ctx->state.vg.fill_rule == VG_NON_ZERO) {
      struct pipe_screen *screen = ctx->pipe->screen;

      if (screen->get_param(screen, PIPE_CAP_TWO_SIDED_STENCIL)) {
         /* front */
         dsa.stencil[0].writemask = ~0;
         dsa.stencil[0].fail_op = PIPE_STENCIL_OP_KEEP;
         dsa.stencil[0].zfail_op = PIPE_STENCIL_OP_KEEP;
         dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_INCR_WRAP;
         dsa.stencil[0].func = PIPE_FUNC_ALWAYS;
         dsa.stencil[0].valuemask = ~0;

         /* back */
         dsa.stencil[1].enabled = 1;
         dsa.stencil[1].writemask = ~0;
         dsa.stencil[1].fail_op = PIPE_STENCIL_OP_KEEP;
         dsa.stencil[1].zfail_op = PIPE_STENCIL_OP_KEEP;
         dsa.stencil[1].zpass_op = PIPE_STENCIL_OP_DECR_WRAP;
         dsa.stencil[1].func = PIPE_FUNC_ALWAYS;
         dsa.stencil[1].valuemask = ~0;

         cso_set_blend(ctx->cso_context, &blend);
         cso_set_depth_stencil_alpha(ctx->cso_context, &dsa);
         for (i = 0; i < polys->num_elements; ++i) {
            struct polygon *poly = (((struct polygon**)polys->data)[i]);
            draw_polygon(ctx, poly);
         }
      } else {
         struct pipe_rasterizer_state raster;

         memcpy(&raster, &ctx->state.g3d.rasterizer, sizeof(struct pipe_rasterizer_state));

         cso_save_rasterizer(ctx->cso_context);
         dsa.stencil[0].func = PIPE_FUNC_ALWAYS;
         dsa.stencil[0].valuemask = ~0;

         raster.cull_face = PIPE_FACE_BACK;
         dsa.stencil[0].fail_op = PIPE_STENCIL_OP_KEEP;
         dsa.stencil[0].zfail_op = PIPE_STENCIL_OP_KEEP;
         dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_INCR_WRAP;

         cso_set_blend(ctx->cso_context, &blend);
         cso_set_depth_stencil_alpha(ctx->cso_context, &dsa);
         cso_set_rasterizer(ctx->cso_context, &raster);
         for (i = 0; i < polys->num_elements; ++i) {
            struct polygon *poly = (((struct polygon**)polys->data)[i]);
            draw_polygon(ctx, poly);
         }

         raster.cull_face = PIPE_FACE_FRONT;
         dsa.stencil[0].fail_op = PIPE_STENCIL_OP_KEEP;
         dsa.stencil[0].zfail_op = PIPE_STENCIL_OP_KEEP;
         dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_DECR_WRAP;
         cso_set_depth_stencil_alpha(ctx->cso_context, &dsa);
         cso_set_rasterizer(ctx->cso_context, &raster);
         for (i = 0; i < polys->num_elements; ++i) {
            struct polygon *poly = (((struct polygon**)polys->data)[i]);
            draw_polygon(ctx, poly);
         }

         cso_restore_rasterizer(ctx->cso_context);
      }
   }

   /* restore color writes */
   cso_restore_blend(ctx->cso_context);
   /* setup stencil ops */
   dsa.stencil[0].func = PIPE_FUNC_NOTEQUAL;
   dsa.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
   dsa.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
   dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
   dsa.stencil[0].valuemask = dsa.stencil[0].writemask;
   dsa.stencil[1].enabled = 0;
   memcpy(&dsa.depth, &ctx->state.g3d.dsa.depth,
          sizeof(struct pipe_depth_state));
   cso_set_depth_stencil_alpha(ctx->cso_context, &dsa);

   /* render the quad to propagate the rendering from stencil */
   renderer_draw_quad(ctx->renderer, min_x, min_y,
                      max_x, max_y, 0.0f/*depth should be disabled*/);

   cso_restore_depth_stencil_alpha(ctx->cso_context);
}