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); }
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; }
/** * 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); }
/** 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; }
/** * 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); }
/** * 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); }
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); }