示例#1
0
/**
 * Get fragment program variant for a glDrawPixels or glCopyPixels
 * command for RGBA data.
 */
static struct st_fp_variant *
get_color_fp_variant(struct st_context *st)
{
   struct gl_context *ctx = st->ctx;
   struct st_fp_variant_key key;
   struct st_fp_variant *fpv;

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

   key.st = st;
   key.drawpixels = 1;
   key.scaleAndBias = (ctx->Pixel.RedBias != 0.0 ||
                       ctx->Pixel.RedScale != 1.0 ||
                       ctx->Pixel.GreenBias != 0.0 ||
                       ctx->Pixel.GreenScale != 1.0 ||
                       ctx->Pixel.BlueBias != 0.0 ||
                       ctx->Pixel.BlueScale != 1.0 ||
                       ctx->Pixel.AlphaBias != 0.0 ||
                       ctx->Pixel.AlphaScale != 1.0);
   key.pixelMaps = ctx->Pixel.MapColorFlag;

   fpv = st_get_fp_variant(st, st->fp, &key);

   return fpv;
}
/**
 * Update fragment program state/atom.  This involves translating the
 * Mesa fragment program into a gallium fragment program and binding it.
 */
static void
update_fp( struct st_context *st )
{
   struct st_fragment_program *stfp;
   struct st_fp_variant_key key;

   assert(st->ctx->FragmentProgram._Current);
   stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
   assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);

   memset(&key, 0, sizeof(key));
   key.st = st;

   /* _NEW_FRAG_CLAMP */
   key.clamp_color = st->clamp_frag_color_in_shader &&
                     st->ctx->Color._ClampFragmentColor &&
                     !st->ctx->DrawBuffer->_IntegerColor;

   st->fp_variant = st_get_fp_variant(st, stfp, &key);

   st_reference_fragprog(st, &st->fp, stfp);

   if (st->missing_textures) {
      /* use a pass-through frag shader that uses no textures */
      void *fs = get_passthrough_fs(st);
      cso_set_fragment_shader_handle(st->cso_context, fs);
   }
   else {
      cso_set_fragment_shader_handle(st->cso_context,
                                     st->fp_variant->driver_shader);
   }
}
示例#3
0
/**
 * Get fragment program variant for a glDrawPixels or glCopyPixels
 * command for depth/stencil data.
 */
static struct st_fp_variant *
get_depth_stencil_fp_variant(struct st_context *st, GLboolean write_depth,
                             GLboolean write_stencil)
{
   struct st_fp_variant_key key;
   struct st_fp_variant *fpv;

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

   key.st = st;
   key.drawpixels = 1;
   key.drawpixels_z = write_depth;
   key.drawpixels_stencil = write_stencil;

   fpv = st_get_fp_variant(st, st->fp, &key);

   return fpv;
}
示例#4
0
/**
 * Update fragment program state/atom.  This involves translating the
 * Mesa fragment program into a gallium fragment program and binding it.
 */
static void
update_fp( struct st_context *st )
{
   struct st_fragment_program *stfp;
   struct st_fp_variant_key key;

   assert(st->ctx->FragmentProgram._Current);
   stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
   assert(stfp->Base.Base.Target == GL_FRAGMENT_PROGRAM_ARB);

   memset(&key, 0, sizeof(key));
   key.st = st->has_shareable_shaders ? NULL : st;

   /* _NEW_FRAG_CLAMP */
   key.clamp_color = st->clamp_frag_color_in_shader &&
                     st->ctx->Color._ClampFragmentColor;

   /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
   key.persample_shading =
      st->force_persample_in_shader &&
      _mesa_is_multisample_enabled(st->ctx) &&
      st->ctx->Multisample.SampleShading &&
      st->ctx->Multisample.MinSampleShadingValue *
      _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;

   if (stfp->ati_fs) {
      unsigned u;

      if (st->ctx->Fog.Enabled) {
         key.fog = translate_fog_mode(st->ctx->Fog.Mode);
      }

      for (u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
         key.texture_targets[u] = get_texture_target(st->ctx, u);
      }
   }

   st->fp_variant = st_get_fp_variant(st, stfp, &key);

   st_reference_fragprog(st, &st->fp, stfp);

   cso_set_fragment_shader_handle(st->cso_context,
                                  st->fp_variant->driver_shader);
}
示例#5
0
/**
 * Compile one shader variant.
 */
void
st_precompile_shader_variant(struct st_context *st,
                             struct gl_program *prog)
{
   switch (prog->Target) {
   case GL_VERTEX_PROGRAM_ARB: {
      struct st_vertex_program *p = (struct st_vertex_program *)prog;
      struct st_vp_variant_key key;

      memset(&key, 0, sizeof(key));
      key.st = st;
      st_get_vp_variant(st, p, &key);
      break;
   }

   case GL_GEOMETRY_PROGRAM_NV: {
      struct st_geometry_program *p = (struct st_geometry_program *)prog;
      struct st_gp_variant_key key;

      memset(&key, 0, sizeof(key));
      key.st = st;
      st_get_gp_variant(st, p, &key);
      break;
   }

   case GL_FRAGMENT_PROGRAM_ARB: {
      struct st_fragment_program *p = (struct st_fragment_program *)prog;
      struct st_fp_variant_key key;

      memset(&key, 0, sizeof(key));
      key.st = st;
      st_get_fp_variant(st, p, &key);
      break;
   }

   default:
      assert(0);
   }
}
示例#6
0
/**
 * Setup pipeline state prior to rendering the bitmap textured quad.
 */
static void
setup_render_state(struct gl_context *ctx,
                   struct pipe_sampler_view *sv,
                   const GLfloat *color,
                   bool atlas)
{
    struct st_context *st = st_context(ctx);
    struct cso_context *cso = st->cso_context;
    struct st_fp_variant *fpv;
    struct st_fp_variant_key key;

    memset(&key, 0, sizeof(key));
    key.st = st->has_shareable_shaders ? NULL : st;
    key.bitmap = GL_TRUE;
    key.clamp_color = st->clamp_frag_color_in_shader &&
                      ctx->Color._ClampFragmentColor;

    fpv = st_get_fp_variant(st, st->fp, &key);

    /* As an optimization, Mesa's fragment programs will sometimes get the
     * primary color from a statevar/constant rather than a varying variable.
     * when that's the case, we need to ensure that we use the 'color'
     * parameter and not the current attribute color (which may have changed
     * through glRasterPos and state validation.
     * So, we force the proper color here.  Not elegant, but it works.
     */
    {
        GLfloat colorSave[4];
        COPY_4V(colorSave, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
        COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color);
        st_upload_constants(st, st->fp->Base.Base.Parameters,
                            PIPE_SHADER_FRAGMENT);
        COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave);
    }

    cso_save_state(cso, (CSO_BIT_RASTERIZER |
                         CSO_BIT_FRAGMENT_SAMPLERS |
                         CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
                         CSO_BIT_VIEWPORT |
                         CSO_BIT_STREAM_OUTPUTS |
                         CSO_BIT_VERTEX_ELEMENTS |
                         CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
                         CSO_BITS_ALL_SHADERS));


    /* rasterizer state: just scissor */
    st->bitmap.rasterizer.scissor = ctx->Scissor.EnableFlags & 1;
    cso_set_rasterizer(cso, &st->bitmap.rasterizer);

    /* fragment shader state: TEX lookup program */
    cso_set_fragment_shader_handle(cso, fpv->driver_shader);

    /* vertex shader state: position + texcoord pass-through */
    cso_set_vertex_shader_handle(cso, st->bitmap.vs);

    /* disable other shaders */
    cso_set_tessctrl_shader_handle(cso, NULL);
    cso_set_tesseval_shader_handle(cso, NULL);
    cso_set_geometry_shader_handle(cso, NULL);

    /* user samplers, plus our bitmap sampler */
    {
        struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
        uint num = MAX2(fpv->bitmap_sampler + 1,
                        st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
        uint i;
        for (i = 0; i < st->state.num_samplers[PIPE_SHADER_FRAGMENT]; i++) {
            samplers[i] = &st->state.samplers[PIPE_SHADER_FRAGMENT][i];
        }
        if (atlas)
            samplers[fpv->bitmap_sampler] = &st->bitmap.atlas_sampler;
        else
            samplers[fpv->bitmap_sampler] = &st->bitmap.sampler;
        cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num,
                         (const struct pipe_sampler_state **) samplers);
    }

    /* user textures, plus the bitmap texture */
    {
        struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
        uint num = MAX2(fpv->bitmap_sampler + 1,
                        st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
        memcpy(sampler_views, st->state.sampler_views[PIPE_SHADER_FRAGMENT],
               sizeof(sampler_views));
        sampler_views[fpv->bitmap_sampler] = sv;
        cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num, sampler_views);
    }

    /* viewport state: viewport matching window dims */
    cso_set_viewport_dims(cso, st->state.framebuffer.width,
                          st->state.framebuffer.height,
                          st->state.fb_orientation == Y_0_TOP);

    cso_set_vertex_elements(cso, 3, st->util_velems);

    cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
}
示例#7
0
/**
 * 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);
}