1 /**************************************************************************
3 * Copyright 2009 VMware, Inc. All Rights Reserved.
4 * Copyright 2010 LunarG, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
30 #include "vg_context.h"
32 #include "pipe/p_context.h"
33 #include "pipe/p_state.h"
34 #include "util/u_inlines.h"
35 #include "pipe/p_screen.h"
36 #include "pipe/p_shader_tokens.h"
38 #include "util/u_draw_quad.h"
39 #include "util/u_simple_shaders.h"
40 #include "util/u_memory.h"
41 #include "util/u_sampler.h"
42 #include "util/u_surface.h"
43 #include "util/u_math.h"
44 #include "util/u_format.h"
46 #include "cso_cache/cso_context.h"
47 #include "tgsi/tgsi_ureg.h"
52 RENDERER_STATE_DRAWTEX
,
53 RENDERER_STATE_SCISSOR
,
55 RENDERER_STATE_FILTER
,
56 RENDERER_STATE_POLYGON_STENCIL
,
57 RENDERER_STATE_POLYGON_FILL
,
77 struct pipe_context
*pipe
;
78 struct cso_context
*cso
;
82 struct pipe_rasterizer_state rasterizer
;
83 struct pipe_depth_stencil_alpha_state dsa
;
84 struct pipe_framebuffer_state fb
;
86 struct matrix projection
;
89 struct pipe_resource
*vs_cbuf
;
91 struct pipe_resource
*fs_cbuf
;
92 VGfloat fs_cbuf_data
[32];
95 struct pipe_vertex_element velems
[2];
96 VGfloat vertices
[4][2][4];
98 void *cached_vs
[NUM_RENDERER_VS
];
99 void *cached_fs
[NUM_RENDERER_FS
];
116 VGboolean restore_dsa
;
120 VGboolean use_sampler
;
121 VGint tex_width
, tex_height
;
125 struct pipe_depth_stencil_alpha_state dsa
;
126 VGboolean manual_two_sides
;
127 VGboolean restore_dsa
;
133 * Return VG_TRUE if the renderer can use the resource as the asked bindings.
135 static VGboolean
renderer_can_support(struct renderer
*renderer
,
136 struct pipe_resource
*res
,
139 struct pipe_screen
*screen
= renderer
->pipe
->screen
;
141 return screen
->is_format_supported(screen
,
142 res
->format
, res
->target
, 0, bindings
);
146 * Set the model-view-projection matrix used by vertex shaders.
148 static void renderer_set_mvp(struct renderer
*renderer
,
149 const struct matrix
*mvp
)
151 struct matrix
*cur
= &renderer
->mvp
;
152 struct pipe_resource
*cbuf
;
153 VGfloat consts
[3][4];
156 /* projection only */
158 mvp
= &renderer
->projection
;
160 /* re-upload only if necessary */
161 if (memcmp(cur
, mvp
, sizeof(*mvp
)) == 0)
164 /* 3x3 matrix to 3 constant vectors (no Z) */
165 for (i
= 0; i
< 3; i
++) {
166 consts
[i
][0] = mvp
->m
[i
+ 0];
167 consts
[i
][1] = mvp
->m
[i
+ 3];
169 consts
[i
][3] = mvp
->m
[i
+ 6];
172 cbuf
= renderer
->vs_cbuf
;
173 pipe_resource_reference(&cbuf
, NULL
);
174 cbuf
= pipe_buffer_create(renderer
->pipe
->screen
,
175 PIPE_BIND_CONSTANT_BUFFER
,
179 pipe_buffer_write(renderer
->pipe
, cbuf
,
180 0, sizeof(consts
), consts
);
182 pipe_set_constant_buffer(renderer
->pipe
,
183 PIPE_SHADER_VERTEX
, 0, cbuf
);
185 memcpy(cur
, mvp
, sizeof(*mvp
));
186 renderer
->vs_cbuf
= cbuf
;
190 * Create a simple vertex shader that passes through position and the given
193 static void *create_passthrough_vs(struct pipe_context
*pipe
, int semantic_name
)
195 struct ureg_program
*ureg
;
196 struct ureg_src src
[2], constants
[3];
197 struct ureg_dst dst
[2], tmp
;
200 ureg
= ureg_create(TGSI_PROCESSOR_VERTEX
);
204 /* position is in user coordinates */
205 src
[0] = ureg_DECL_vs_input(ureg
, 0);
206 dst
[0] = ureg_DECL_output(ureg
, TGSI_SEMANTIC_POSITION
, 0);
207 tmp
= ureg_DECL_temporary(ureg
);
208 for (i
= 0; i
< Elements(constants
); i
++)
209 constants
[i
] = ureg_DECL_constant(ureg
, i
);
211 /* transform to clipped coordinates */
212 ureg_DP4(ureg
, ureg_writemask(tmp
, TGSI_WRITEMASK_X
), src
[0], constants
[0]);
213 ureg_DP4(ureg
, ureg_writemask(tmp
, TGSI_WRITEMASK_Y
), src
[0], constants
[1]);
214 ureg_MOV(ureg
, ureg_writemask(tmp
, TGSI_WRITEMASK_Z
), src
[0]);
215 ureg_DP4(ureg
, ureg_writemask(tmp
, TGSI_WRITEMASK_W
), src
[0], constants
[2]);
216 ureg_MOV(ureg
, dst
[0], ureg_src(tmp
));
218 if (semantic_name
>= 0) {
219 src
[1] = ureg_DECL_vs_input(ureg
, 1);
220 dst
[1] = ureg_DECL_output(ureg
, semantic_name
, 0);
221 ureg_MOV(ureg
, dst
[1], src
[1]);
226 return ureg_create_shader_and_destroy(ureg
, pipe
);
230 * Set renderer vertex shader.
232 * This function modifies vertex_shader state.
234 static void renderer_set_vs(struct renderer
*r
, RendererVs id
)
236 /* create as needed */
237 if (!r
->cached_vs
[id
]) {
238 int semantic_name
= -1;
241 case RENDERER_VS_PLAIN
:
243 case RENDERER_VS_COLOR
:
244 semantic_name
= TGSI_SEMANTIC_COLOR
;
246 case RENDERER_VS_TEXTURE
:
247 semantic_name
= TGSI_SEMANTIC_GENERIC
;
250 assert(!"Unknown renderer vs id");
254 r
->cached_vs
[id
] = create_passthrough_vs(r
->pipe
, semantic_name
);
257 cso_set_vertex_shader_handle(r
->cso
, r
->cached_vs
[id
]);
261 * Create a simple fragment shader that sets the depth to 0.0f.
263 static void *create_scissor_fs(struct pipe_context
*pipe
)
265 struct ureg_program
*ureg
;
269 ureg
= ureg_create(TGSI_PROCESSOR_FRAGMENT
);
270 out
= ureg_DECL_output(ureg
, TGSI_SEMANTIC_POSITION
, 0);
271 imm
= ureg_imm4f(ureg
, 0.0f
, 0.0f
, 0.0f
, 0.0f
);
273 ureg_MOV(ureg
, ureg_writemask(out
, TGSI_WRITEMASK_Z
), imm
);
276 return ureg_create_shader_and_destroy(ureg
, pipe
);
280 * Create a simple fragment shader that sets the color to white.
282 static void *create_white_fs(struct pipe_context
*pipe
)
284 struct ureg_program
*ureg
;
288 ureg
= ureg_create(TGSI_PROCESSOR_FRAGMENT
);
289 out
= ureg_DECL_output(ureg
, TGSI_SEMANTIC_COLOR
, 0);
290 imm
= ureg_imm4f(ureg
, 1.0f
, 1.0f
, 1.0f
, 1.0f
);
292 ureg_MOV(ureg
, out
, imm
);
295 return ureg_create_shader_and_destroy(ureg
, pipe
);
299 * Set renderer fragment shader.
301 * This function modifies fragment_shader state.
303 static void renderer_set_fs(struct renderer
*r
, RendererFs id
)
305 /* create as needed */
306 if (!r
->cached_fs
[id
]) {
310 case RENDERER_FS_COLOR
:
311 fs
= util_make_fragment_passthrough_shader(r
->pipe
,
312 TGSI_SEMANTIC_COLOR
, TGSI_INTERPOLATE_PERSPECTIVE
,
315 case RENDERER_FS_TEXTURE
:
316 fs
= util_make_fragment_tex_shader(r
->pipe
,
317 TGSI_TEXTURE_2D
, TGSI_INTERPOLATE_LINEAR
);
319 case RENDERER_FS_SCISSOR
:
320 fs
= create_scissor_fs(r
->pipe
);
322 case RENDERER_FS_WHITE
:
323 fs
= create_white_fs(r
->pipe
);
326 assert(!"Unknown renderer fs id");
330 r
->cached_fs
[id
] = fs
;
333 cso_set_fragment_shader_handle(r
->cso
, r
->cached_fs
[id
]);
341 static void vg_set_viewport(struct renderer
*r
,
342 VegaOrientation orientation
)
344 const struct pipe_framebuffer_state
*fb
= &r
->g3d
.fb
;
345 struct pipe_viewport_state viewport
;
346 VGfloat y_scale
= (orientation
== VEGA_Y0_BOTTOM
) ? -2.f
: 2.f
;
348 viewport
.scale
[0] = fb
->width
/ 2.f
;
349 viewport
.scale
[1] = fb
->height
/ y_scale
;
350 viewport
.scale
[2] = 1.0;
351 viewport
.scale
[3] = 1.0;
352 viewport
.translate
[0] = fb
->width
/ 2.f
;
353 viewport
.translate
[1] = fb
->height
/ 2.f
;
354 viewport
.translate
[2] = 0.0;
355 viewport
.translate
[3] = 0.0;
357 cso_set_viewport(r
->cso
, &viewport
);
361 * Set renderer target.
363 * This function modifies framebuffer and viewport states.
365 static void renderer_set_target(struct renderer
*r
,
366 struct pipe_surface
*cbuf
,
367 struct pipe_surface
*zsbuf
,
370 struct pipe_framebuffer_state fb
;
372 memset(&fb
, 0, sizeof(fb
));
373 fb
.width
= cbuf
->width
;
374 fb
.height
= cbuf
->height
;
378 cso_set_framebuffer(r
->cso
, &fb
);
380 vg_set_viewport(r
, (y0_top
) ? VEGA_Y0_TOP
: VEGA_Y0_BOTTOM
);
384 * Set renderer blend state. Blending is disabled.
386 * This function modifies blend state.
388 static void renderer_set_blend(struct renderer
*r
,
389 VGbitfield channel_mask
)
391 struct pipe_blend_state blend
;
393 memset(&blend
, 0, sizeof(blend
));
395 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
396 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
397 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
398 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
400 if (channel_mask
& VG_RED
)
401 blend
.rt
[0].colormask
|= PIPE_MASK_R
;
402 if (channel_mask
& VG_GREEN
)
403 blend
.rt
[0].colormask
|= PIPE_MASK_G
;
404 if (channel_mask
& VG_BLUE
)
405 blend
.rt
[0].colormask
|= PIPE_MASK_B
;
406 if (channel_mask
& VG_ALPHA
)
407 blend
.rt
[0].colormask
|= PIPE_MASK_A
;
409 cso_set_blend(r
->cso
, &blend
);
413 * Set renderer sampler and view states.
415 * This function modifies samplers and fragment_sampler_views states.
417 static void renderer_set_samplers(struct renderer
*r
,
419 struct pipe_sampler_view
**views
)
421 struct pipe_sampler_state sampler
;
422 unsigned tex_filter
= PIPE_TEX_FILTER_NEAREST
;
423 unsigned tex_wrap
= PIPE_TEX_WRAP_CLAMP_TO_EDGE
;
426 memset(&sampler
, 0, sizeof(sampler
));
428 sampler
.min_img_filter
= tex_filter
;
429 sampler
.mag_img_filter
= tex_filter
;
430 sampler
.min_mip_filter
= PIPE_TEX_MIPFILTER_NONE
;
432 sampler
.wrap_s
= tex_wrap
;
433 sampler
.wrap_t
= tex_wrap
;
434 sampler
.wrap_r
= PIPE_TEX_WRAP_CLAMP_TO_EDGE
;
436 sampler
.normalized_coords
= 1;
439 for (i
= 0; i
< num_views
; i
++)
440 cso_single_sampler(r
->cso
, PIPE_SHADER_FRAGMENT
, i
, &sampler
);
441 cso_single_sampler_done(r
->cso
, PIPE_SHADER_FRAGMENT
);
444 cso_set_sampler_views(r
->cso
, PIPE_SHADER_FRAGMENT
, num_views
, views
);
448 * Set custom renderer fragment shader, and optionally set samplers and views
449 * and upload the fragment constant buffer.
451 * This function modifies fragment_shader, samplers and fragment_sampler_views
454 static void renderer_set_custom_fs(struct renderer
*renderer
,
456 const struct pipe_sampler_state
**samplers
,
457 struct pipe_sampler_view
**views
,
459 const void *const_buffer
,
460 VGint const_buffer_len
)
462 cso_set_fragment_shader_handle(renderer
->cso
, fs
);
464 /* set samplers and views */
466 cso_set_samplers(renderer
->cso
, PIPE_SHADER_FRAGMENT
, num_samplers
, samplers
);
467 cso_set_sampler_views(renderer
->cso
, PIPE_SHADER_FRAGMENT
, num_samplers
, views
);
470 /* upload fs constant buffer */
471 if (const_buffer_len
) {
472 struct pipe_resource
*cbuf
= renderer
->fs_cbuf
;
474 if (!cbuf
|| renderer
->fs_cbuf_len
!= const_buffer_len
||
475 memcmp(renderer
->fs_cbuf_data
, const_buffer
, const_buffer_len
)) {
476 pipe_resource_reference(&cbuf
, NULL
);
478 cbuf
= pipe_buffer_create(renderer
->pipe
->screen
,
479 PIPE_BIND_CONSTANT_BUFFER
, PIPE_USAGE_STATIC
,
481 pipe_buffer_write(renderer
->pipe
, cbuf
, 0,
482 const_buffer_len
, const_buffer
);
483 pipe_set_constant_buffer(renderer
->pipe
,
484 PIPE_SHADER_FRAGMENT
, 0, cbuf
);
486 renderer
->fs_cbuf
= cbuf
;
487 if (const_buffer_len
<= sizeof(renderer
->fs_cbuf_data
)) {
488 memcpy(renderer
->fs_cbuf_data
, const_buffer
, const_buffer_len
);
489 renderer
->fs_cbuf_len
= const_buffer_len
;
492 renderer
->fs_cbuf_len
= 0;
499 * Setup renderer quad position.
501 static void renderer_quad_pos(struct renderer
*r
,
502 VGfloat x0
, VGfloat y0
,
503 VGfloat x1
, VGfloat y1
,
508 /* the depth test is used for scissoring */
509 z
= (scissor
) ? 0.0f
: 1.0f
;
512 r
->vertices
[0][0][0] = x0
;
513 r
->vertices
[0][0][1] = y0
;
514 r
->vertices
[0][0][2] = z
;
516 r
->vertices
[1][0][0] = x1
;
517 r
->vertices
[1][0][1] = y0
;
518 r
->vertices
[1][0][2] = z
;
520 r
->vertices
[2][0][0] = x1
;
521 r
->vertices
[2][0][1] = y1
;
522 r
->vertices
[2][0][2] = z
;
524 r
->vertices
[3][0][0] = x0
;
525 r
->vertices
[3][0][1] = y1
;
526 r
->vertices
[3][0][2] = z
;
530 * Setup renderer quad texture coordinates.
532 static void renderer_quad_texcoord(struct renderer
*r
,
533 VGfloat x0
, VGfloat y0
,
534 VGfloat x1
, VGfloat y1
,
535 VGint tex_width
, VGint tex_height
)
537 VGfloat s0
, t0
, s1
, t1
, r0
, q0
;
542 t0
= y0
/ tex_height
;
543 t1
= y1
/ tex_height
;
548 r
->vertices
[0][1][0] = s0
;
549 r
->vertices
[0][1][1] = t0
;
551 r
->vertices
[1][1][0] = s1
;
552 r
->vertices
[1][1][1] = t0
;
554 r
->vertices
[2][1][0] = s1
;
555 r
->vertices
[2][1][1] = t1
;
557 r
->vertices
[3][1][0] = s0
;
558 r
->vertices
[3][1][1] = t1
;
560 for (i
= 0; i
< 4; i
++) {
561 r
->vertices
[i
][1][2] = r0
;
562 r
->vertices
[i
][1][3] = q0
;
567 * Draw renderer quad.
569 static void renderer_quad_draw(struct renderer
*r
)
571 util_draw_user_vertex_buffer(r
->cso
, r
->vertices
, PIPE_PRIM_TRIANGLE_FAN
,
572 Elements(r
->vertices
), /* verts */
573 Elements(r
->vertices
[0])); /* attribs/vert */
577 * Prepare the renderer for copying.
579 VGboolean
renderer_copy_begin(struct renderer
*renderer
,
580 struct pipe_surface
*dst
,
582 struct pipe_sampler_view
*src
)
584 assert(renderer
->state
== RENDERER_STATE_INIT
);
587 if (!renderer_can_support(renderer
,
588 dst
->texture
, PIPE_BIND_RENDER_TARGET
) ||
589 !renderer_can_support(renderer
,
590 src
->texture
, PIPE_BIND_SAMPLER_VIEW
))
593 cso_save_framebuffer(renderer
->cso
);
594 cso_save_viewport(renderer
->cso
);
595 cso_save_blend(renderer
->cso
);
596 cso_save_samplers(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
597 cso_save_sampler_views(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
598 cso_save_fragment_shader(renderer
->cso
);
599 cso_save_vertex_shader(renderer
->cso
);
601 renderer_set_target(renderer
, dst
, NULL
, y0_top
);
603 renderer_set_blend(renderer
, ~0);
604 renderer_set_samplers(renderer
, 1, &src
);
606 renderer_set_fs(renderer
, RENDERER_FS_TEXTURE
);
607 renderer_set_vs(renderer
, RENDERER_VS_TEXTURE
);
609 renderer_set_mvp(renderer
, NULL
);
611 /* remember the texture size */
612 renderer
->u
.copy
.tex_width
= src
->texture
->width0
;
613 renderer
->u
.copy
.tex_height
= src
->texture
->height0
;
614 renderer
->state
= RENDERER_STATE_COPY
;
620 * Draw into the destination rectangle given by (x, y, w, h). The texture is
621 * sampled from within the rectangle given by (sx, sy, sw, sh).
623 * The coordinates are in surface coordinates.
625 void renderer_copy(struct renderer
*renderer
,
626 VGint x
, VGint y
, VGint w
, VGint h
,
627 VGint sx
, VGint sy
, VGint sw
, VGint sh
)
629 assert(renderer
->state
== RENDERER_STATE_COPY
);
631 /* there is no depth buffer for scissoring anyway */
632 renderer_quad_pos(renderer
, x
, y
, x
+ w
, y
+ h
, VG_FALSE
);
633 renderer_quad_texcoord(renderer
, sx
, sy
, sx
+ sw
, sy
+ sh
,
634 renderer
->u
.copy
.tex_width
,
635 renderer
->u
.copy
.tex_height
);
637 renderer_quad_draw(renderer
);
641 * End copying and restore the states.
643 void renderer_copy_end(struct renderer
*renderer
)
645 assert(renderer
->state
== RENDERER_STATE_COPY
);
647 cso_restore_framebuffer(renderer
->cso
);
648 cso_restore_viewport(renderer
->cso
);
649 cso_restore_blend(renderer
->cso
);
650 cso_restore_samplers(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
651 cso_restore_sampler_views(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
652 cso_restore_fragment_shader(renderer
->cso
);
653 cso_restore_vertex_shader(renderer
->cso
);
655 renderer
->state
= RENDERER_STATE_INIT
;
659 * Prepare the renderer for textured drawing.
661 VGboolean
renderer_drawtex_begin(struct renderer
*renderer
,
662 struct pipe_sampler_view
*src
)
664 assert(renderer
->state
== RENDERER_STATE_INIT
);
666 if (!renderer_can_support(renderer
, src
->texture
, PIPE_BIND_SAMPLER_VIEW
))
669 cso_save_blend(renderer
->cso
);
670 cso_save_samplers(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
671 cso_save_sampler_views(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
672 cso_save_fragment_shader(renderer
->cso
);
673 cso_save_vertex_shader(renderer
->cso
);
675 renderer_set_blend(renderer
, ~0);
677 renderer_set_samplers(renderer
, 1, &src
);
679 renderer_set_fs(renderer
, RENDERER_FS_TEXTURE
);
680 renderer_set_vs(renderer
, RENDERER_VS_TEXTURE
);
682 renderer_set_mvp(renderer
, NULL
);
684 /* remember the texture size */
685 renderer
->u
.drawtex
.tex_width
= src
->texture
->width0
;
686 renderer
->u
.drawtex
.tex_height
= src
->texture
->height0
;
687 renderer
->state
= RENDERER_STATE_DRAWTEX
;
693 * Draw into the destination rectangle given by (x, y, w, h). The texture is
694 * sampled from within the rectangle given by (sx, sy, sw, sh).
696 * The coordinates are in surface coordinates.
698 void renderer_drawtex(struct renderer
*renderer
,
699 VGint x
, VGint y
, VGint w
, VGint h
,
700 VGint sx
, VGint sy
, VGint sw
, VGint sh
)
702 assert(renderer
->state
== RENDERER_STATE_DRAWTEX
);
704 /* with scissoring */
705 renderer_quad_pos(renderer
, x
, y
, x
+ w
, y
+ h
, VG_TRUE
);
706 renderer_quad_texcoord(renderer
, sx
, sy
, sx
+ sw
, sy
+ sh
,
707 renderer
->u
.drawtex
.tex_width
,
708 renderer
->u
.drawtex
.tex_height
);
710 renderer_quad_draw(renderer
);
714 * End textured drawing and restore the states.
716 void renderer_drawtex_end(struct renderer
*renderer
)
718 assert(renderer
->state
== RENDERER_STATE_DRAWTEX
);
720 cso_restore_blend(renderer
->cso
);
721 cso_restore_samplers(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
722 cso_restore_sampler_views(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
723 cso_restore_fragment_shader(renderer
->cso
);
724 cso_restore_vertex_shader(renderer
->cso
);
726 renderer
->state
= RENDERER_STATE_INIT
;
730 * Prepare the renderer for scissor update. This will reset the depth buffer
733 VGboolean
renderer_scissor_begin(struct renderer
*renderer
,
734 VGboolean restore_dsa
)
736 struct pipe_depth_stencil_alpha_state dsa
;
738 assert(renderer
->state
== RENDERER_STATE_INIT
);
741 cso_save_depth_stencil_alpha(renderer
->cso
);
742 cso_save_blend(renderer
->cso
);
743 cso_save_fragment_shader(renderer
->cso
);
745 /* enable depth writes */
746 memset(&dsa
, 0, sizeof(dsa
));
747 dsa
.depth
.enabled
= 1;
748 dsa
.depth
.writemask
= 1;
749 dsa
.depth
.func
= PIPE_FUNC_ALWAYS
;
750 cso_set_depth_stencil_alpha(renderer
->cso
, &dsa
);
752 /* disable color writes */
753 renderer_set_blend(renderer
, 0);
754 renderer_set_fs(renderer
, RENDERER_FS_SCISSOR
);
756 renderer_set_mvp(renderer
, NULL
);
758 renderer
->u
.scissor
.restore_dsa
= restore_dsa
;
759 renderer
->state
= RENDERER_STATE_SCISSOR
;
761 /* clear the depth buffer to 1.0f */
762 renderer
->pipe
->clear(renderer
->pipe
,
763 PIPE_CLEAR_DEPTHSTENCIL
, NULL
, 1.0f
, 0);
769 * Add a scissor rectangle. Depth values inside the rectangle will be set to
772 void renderer_scissor(struct renderer
*renderer
,
773 VGint x
, VGint y
, VGint width
, VGint height
)
775 assert(renderer
->state
== RENDERER_STATE_SCISSOR
);
777 renderer_quad_pos(renderer
, x
, y
, x
+ width
, y
+ height
, VG_FALSE
);
778 renderer_quad_draw(renderer
);
782 * End scissor update and restore the states.
784 void renderer_scissor_end(struct renderer
*renderer
)
786 assert(renderer
->state
== RENDERER_STATE_SCISSOR
);
788 if (renderer
->u
.scissor
.restore_dsa
)
789 cso_restore_depth_stencil_alpha(renderer
->cso
);
790 cso_restore_blend(renderer
->cso
);
791 cso_restore_fragment_shader(renderer
->cso
);
793 renderer
->state
= RENDERER_STATE_INIT
;
797 * Prepare the renderer for clearing.
799 VGboolean
renderer_clear_begin(struct renderer
*renderer
)
801 assert(renderer
->state
== RENDERER_STATE_INIT
);
803 cso_save_blend(renderer
->cso
);
804 cso_save_fragment_shader(renderer
->cso
);
805 cso_save_vertex_shader(renderer
->cso
);
807 renderer_set_blend(renderer
, ~0);
808 renderer_set_fs(renderer
, RENDERER_FS_COLOR
);
809 renderer_set_vs(renderer
, RENDERER_VS_COLOR
);
811 renderer_set_mvp(renderer
, NULL
);
813 renderer
->state
= RENDERER_STATE_CLEAR
;
819 * Clear the framebuffer with the specified region and color.
821 * The coordinates are in surface coordinates.
823 void renderer_clear(struct renderer
*renderer
,
824 VGint x
, VGint y
, VGint width
, VGint height
,
825 const VGfloat color
[4])
829 assert(renderer
->state
== RENDERER_STATE_CLEAR
);
831 renderer_quad_pos(renderer
, x
, y
, x
+ width
, y
+ height
, VG_TRUE
);
832 for (i
= 0; i
< 4; i
++)
833 memcpy(renderer
->vertices
[i
][1], color
, sizeof(VGfloat
) * 4);
835 renderer_quad_draw(renderer
);
839 * End clearing and retore the states.
841 void renderer_clear_end(struct renderer
*renderer
)
843 assert(renderer
->state
== RENDERER_STATE_CLEAR
);
845 cso_restore_blend(renderer
->cso
);
846 cso_restore_fragment_shader(renderer
->cso
);
847 cso_restore_vertex_shader(renderer
->cso
);
849 renderer
->state
= RENDERER_STATE_INIT
;
853 * Prepare the renderer for image filtering.
855 VGboolean
renderer_filter_begin(struct renderer
*renderer
,
856 struct pipe_resource
*dst
,
858 VGbitfield channel_mask
,
859 const struct pipe_sampler_state
**samplers
,
860 struct pipe_sampler_view
**views
,
863 const void *const_buffer
,
864 VGint const_buffer_len
)
866 struct pipe_surface
*surf
, surf_tmpl
;
868 assert(renderer
->state
== RENDERER_STATE_INIT
);
872 if (!renderer_can_support(renderer
, dst
, PIPE_BIND_RENDER_TARGET
))
875 u_surface_default_template(&surf_tmpl
, dst
);
876 surf
= renderer
->pipe
->create_surface(renderer
->pipe
, dst
, &surf_tmpl
);
880 cso_save_framebuffer(renderer
->cso
);
881 cso_save_viewport(renderer
->cso
);
882 cso_save_blend(renderer
->cso
);
884 /* set the image as the target */
885 renderer_set_target(renderer
, surf
, NULL
, y0_top
);
886 pipe_surface_reference(&surf
, NULL
);
888 renderer_set_blend(renderer
, channel_mask
);
891 struct pipe_resource
*tex
;
893 cso_save_samplers(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
894 cso_save_sampler_views(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
895 cso_save_fragment_shader(renderer
->cso
);
896 cso_save_vertex_shader(renderer
->cso
);
898 renderer_set_custom_fs(renderer
, fs
,
899 samplers
, views
, num_samplers
,
900 const_buffer
, const_buffer_len
);
901 renderer_set_vs(renderer
, RENDERER_VS_TEXTURE
);
903 tex
= views
[0]->texture
;
904 renderer
->u
.filter
.tex_width
= tex
->width0
;
905 renderer
->u
.filter
.tex_height
= tex
->height0
;
906 renderer
->u
.filter
.use_sampler
= VG_TRUE
;
909 cso_save_fragment_shader(renderer
->cso
);
911 renderer_set_custom_fs(renderer
, fs
, NULL
, NULL
, 0,
912 const_buffer
, const_buffer_len
);
914 renderer
->u
.filter
.use_sampler
= VG_FALSE
;
917 renderer_set_mvp(renderer
, NULL
);
919 renderer
->state
= RENDERER_STATE_FILTER
;
925 * Draw into a rectangle of the destination with the specified region of the
928 * The coordinates are in surface coordinates.
930 void renderer_filter(struct renderer
*renderer
,
931 VGint x
, VGint y
, VGint w
, VGint h
,
932 VGint sx
, VGint sy
, VGint sw
, VGint sh
)
934 assert(renderer
->state
== RENDERER_STATE_FILTER
);
936 renderer_quad_pos(renderer
, x
, y
, x
+ w
, y
+ h
, VG_FALSE
);
937 if (renderer
->u
.filter
.use_sampler
) {
938 renderer_quad_texcoord(renderer
, sx
, sy
, sx
+ sw
, sy
+ sh
,
939 renderer
->u
.filter
.tex_width
,
940 renderer
->u
.filter
.tex_height
);
943 renderer_quad_draw(renderer
);
947 * End image filtering and restore the states.
949 void renderer_filter_end(struct renderer
*renderer
)
951 assert(renderer
->state
== RENDERER_STATE_FILTER
);
953 if (renderer
->u
.filter
.use_sampler
) {
954 cso_restore_samplers(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
955 cso_restore_sampler_views(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
956 cso_restore_vertex_shader(renderer
->cso
);
959 cso_restore_framebuffer(renderer
->cso
);
960 cso_restore_viewport(renderer
->cso
);
961 cso_restore_blend(renderer
->cso
);
962 cso_restore_fragment_shader(renderer
->cso
);
964 renderer
->state
= RENDERER_STATE_INIT
;
968 * Prepare the renderer for polygon silhouette rendering.
970 VGboolean
renderer_polygon_stencil_begin(struct renderer
*renderer
,
971 struct pipe_vertex_element
*velem
,
973 VGboolean restore_dsa
)
975 struct pipe_depth_stencil_alpha_state
*dsa
;
976 VGboolean manual_two_sides
;
978 assert(renderer
->state
== RENDERER_STATE_INIT
);
980 cso_save_vertex_elements(renderer
->cso
);
981 cso_save_blend(renderer
->cso
);
982 cso_save_depth_stencil_alpha(renderer
->cso
);
984 cso_set_vertex_elements(renderer
->cso
, 1, velem
);
986 /* disable color writes */
987 renderer_set_blend(renderer
, 0);
989 manual_two_sides
= VG_FALSE
;
990 dsa
= &renderer
->u
.polygon_stencil
.dsa
;
991 memset(dsa
, 0, sizeof(*dsa
));
992 if (rule
== VG_EVEN_ODD
) {
993 dsa
->stencil
[0].enabled
= 1;
994 dsa
->stencil
[0].writemask
= 1;
995 dsa
->stencil
[0].fail_op
= PIPE_STENCIL_OP_KEEP
;
996 dsa
->stencil
[0].zfail_op
= PIPE_STENCIL_OP_KEEP
;
997 dsa
->stencil
[0].zpass_op
= PIPE_STENCIL_OP_INVERT
;
998 dsa
->stencil
[0].func
= PIPE_FUNC_ALWAYS
;
999 dsa
->stencil
[0].valuemask
= ~0;
1002 assert(rule
== VG_NON_ZERO
);
1005 dsa
->stencil
[0].enabled
= 1;
1006 dsa
->stencil
[0].writemask
= ~0;
1007 dsa
->stencil
[0].fail_op
= PIPE_STENCIL_OP_KEEP
;
1008 dsa
->stencil
[0].zfail_op
= PIPE_STENCIL_OP_KEEP
;
1009 dsa
->stencil
[0].zpass_op
= PIPE_STENCIL_OP_INCR_WRAP
;
1010 dsa
->stencil
[0].func
= PIPE_FUNC_ALWAYS
;
1011 dsa
->stencil
[0].valuemask
= ~0;
1013 if (renderer
->pipe
->screen
->get_param(renderer
->pipe
->screen
,
1014 PIPE_CAP_TWO_SIDED_STENCIL
)) {
1016 dsa
->stencil
[1] = dsa
->stencil
[0];
1017 dsa
->stencil
[1].zpass_op
= PIPE_STENCIL_OP_DECR_WRAP
;
1020 manual_two_sides
= VG_TRUE
;
1023 cso_set_depth_stencil_alpha(renderer
->cso
, dsa
);
1025 if (manual_two_sides
)
1026 cso_save_rasterizer(renderer
->cso
);
1028 renderer
->u
.polygon_stencil
.manual_two_sides
= manual_two_sides
;
1029 renderer
->u
.polygon_stencil
.restore_dsa
= restore_dsa
;
1030 renderer
->state
= RENDERER_STATE_POLYGON_STENCIL
;
1036 * Render a polygon silhouette to stencil buffer.
1038 void renderer_polygon_stencil(struct renderer
*renderer
,
1039 struct pipe_vertex_buffer
*vbuf
,
1040 VGuint mode
, VGuint start
, VGuint count
)
1042 assert(renderer
->state
== RENDERER_STATE_POLYGON_STENCIL
);
1044 cso_set_vertex_buffers(renderer
->cso
, 0, 1, vbuf
);
1046 if (!renderer
->u
.polygon_stencil
.manual_two_sides
) {
1047 cso_draw_arrays(renderer
->cso
, mode
, start
, count
);
1050 struct pipe_rasterizer_state raster
;
1051 struct pipe_depth_stencil_alpha_state dsa
;
1053 raster
= renderer
->g3d
.rasterizer
;
1054 dsa
= renderer
->u
.polygon_stencil
.dsa
;
1057 raster
.cull_face
= PIPE_FACE_BACK
;
1058 dsa
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_INCR_WRAP
;
1060 cso_set_rasterizer(renderer
->cso
, &raster
);
1061 cso_set_depth_stencil_alpha(renderer
->cso
, &dsa
);
1062 cso_draw_arrays(renderer
->cso
, mode
, start
, count
);
1065 raster
.cull_face
= PIPE_FACE_FRONT
;
1066 dsa
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_DECR_WRAP
;
1068 cso_set_rasterizer(renderer
->cso
, &raster
);
1069 cso_set_depth_stencil_alpha(renderer
->cso
, &dsa
);
1070 cso_draw_arrays(renderer
->cso
, mode
, start
, count
);
1075 * End polygon silhouette rendering.
1077 void renderer_polygon_stencil_end(struct renderer
*renderer
)
1079 assert(renderer
->state
== RENDERER_STATE_POLYGON_STENCIL
);
1081 if (renderer
->u
.polygon_stencil
.manual_two_sides
)
1082 cso_restore_rasterizer(renderer
->cso
);
1084 cso_restore_vertex_elements(renderer
->cso
);
1086 /* restore color writes */
1087 cso_restore_blend(renderer
->cso
);
1089 if (renderer
->u
.polygon_stencil
.restore_dsa
)
1090 cso_restore_depth_stencil_alpha(renderer
->cso
);
1092 renderer
->state
= RENDERER_STATE_INIT
;
1096 * Prepare the renderer for polygon filling.
1098 VGboolean
renderer_polygon_fill_begin(struct renderer
*renderer
,
1101 struct pipe_depth_stencil_alpha_state dsa
;
1103 assert(renderer
->state
== RENDERER_STATE_INIT
);
1106 cso_save_depth_stencil_alpha(renderer
->cso
);
1108 /* setup stencil ops */
1109 memset(&dsa
, 0, sizeof(dsa
));
1110 dsa
.stencil
[0].enabled
= 1;
1111 dsa
.stencil
[0].func
= PIPE_FUNC_NOTEQUAL
;
1112 dsa
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
1113 dsa
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
1114 dsa
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
1115 dsa
.stencil
[0].valuemask
= ~0;
1116 dsa
.stencil
[0].writemask
= ~0;
1117 dsa
.depth
= renderer
->g3d
.dsa
.depth
;
1118 cso_set_depth_stencil_alpha(renderer
->cso
, &dsa
);
1120 renderer
->state
= RENDERER_STATE_POLYGON_FILL
;
1128 void renderer_polygon_fill(struct renderer
*renderer
,
1129 VGfloat min_x
, VGfloat min_y
,
1130 VGfloat max_x
, VGfloat max_y
)
1132 assert(renderer
->state
== RENDERER_STATE_POLYGON_FILL
);
1134 renderer_quad_pos(renderer
, min_x
, min_y
, max_x
, max_y
, VG_TRUE
);
1135 renderer_quad_draw(renderer
);
1139 * End polygon filling.
1141 void renderer_polygon_fill_end(struct renderer
*renderer
)
1143 assert(renderer
->state
== RENDERER_STATE_POLYGON_FILL
);
1145 cso_restore_depth_stencil_alpha(renderer
->cso
);
1147 renderer
->state
= RENDERER_STATE_INIT
;
1150 struct renderer
* renderer_create(struct vg_context
*owner
)
1152 struct renderer
*renderer
;
1153 struct pipe_rasterizer_state
*raster
;
1154 struct pipe_stencil_ref sr
;
1157 renderer
= CALLOC_STRUCT(renderer
);
1161 renderer
->pipe
= owner
->pipe
;
1162 renderer
->cso
= owner
->cso_context
;
1164 /* init vertex data that doesn't change */
1165 for (i
= 0; i
< 4; i
++)
1166 renderer
->vertices
[i
][0][3] = 1.0f
; /* w */
1168 for (i
= 0; i
< 2; i
++) {
1169 renderer
->velems
[i
].src_offset
= i
* 4 * sizeof(float);
1170 renderer
->velems
[i
].instance_divisor
= 0;
1171 renderer
->velems
[i
].vertex_buffer_index
= 0;
1172 renderer
->velems
[i
].src_format
= PIPE_FORMAT_R32G32B32A32_FLOAT
;
1174 cso_set_vertex_elements(renderer
->cso
, 2, renderer
->velems
);
1176 /* GL rasterization rules */
1177 raster
= &renderer
->g3d
.rasterizer
;
1178 memset(raster
, 0, sizeof(*raster
));
1179 raster
->half_pixel_center
= 1;
1180 raster
->bottom_edge_rule
= 1;
1181 raster
->depth_clip
= 1;
1182 cso_set_rasterizer(renderer
->cso
, raster
);
1185 memset(&sr
, 0, sizeof(sr
));
1186 cso_set_stencil_ref(renderer
->cso
, &sr
);
1188 renderer_set_vs(renderer
, RENDERER_VS_PLAIN
);
1190 renderer
->state
= RENDERER_STATE_INIT
;
1195 void renderer_destroy(struct renderer
*ctx
)
1199 for (i
= 0; i
< NUM_RENDERER_VS
; i
++) {
1200 if (ctx
->cached_vs
[i
])
1201 cso_delete_vertex_shader(ctx
->cso
, ctx
->cached_vs
[i
]);
1203 for (i
= 0; i
< NUM_RENDERER_FS
; i
++) {
1204 if (ctx
->cached_fs
[i
])
1205 cso_delete_fragment_shader(ctx
->cso
, ctx
->cached_fs
[i
]);
1208 pipe_resource_reference(&ctx
->vs_cbuf
, NULL
);
1209 pipe_resource_reference(&ctx
->fs_cbuf
, NULL
);
1214 static void update_clip_state(struct renderer
*renderer
,
1215 const struct vg_state
*state
)
1217 struct pipe_depth_stencil_alpha_state
*dsa
= &renderer
->g3d
.dsa
;
1219 memset(dsa
, 0, sizeof(struct pipe_depth_stencil_alpha_state
));
1221 if (state
->scissoring
) {
1222 struct pipe_framebuffer_state
*fb
= &renderer
->g3d
.fb
;
1225 renderer_scissor_begin(renderer
, VG_FALSE
);
1227 for (i
= 0; i
< state
->scissor_rects_num
; ++i
) {
1228 const float x
= state
->scissor_rects
[i
* 4 + 0].f
;
1229 const float y
= state
->scissor_rects
[i
* 4 + 1].f
;
1230 const float width
= state
->scissor_rects
[i
* 4 + 2].f
;
1231 const float height
= state
->scissor_rects
[i
* 4 + 3].f
;
1232 VGint x0
, y0
, x1
, y1
, iw
, ih
;
1241 /* note that x1 and y1 are exclusive */
1242 x1
= (VGint
) ceilf(x
+ width
);
1243 y1
= (VGint
) ceilf(y
+ height
);
1246 if (y1
> fb
->height
)
1251 if (iw
> 0 && ih
> 0 )
1252 renderer_scissor(renderer
, x0
, y0
, iw
, ih
);
1255 renderer_scissor_end(renderer
);
1257 dsa
->depth
.enabled
= 1; /* glEnable(GL_DEPTH_TEST); */
1258 dsa
->depth
.writemask
= 0;/*glDepthMask(FALSE);*/
1259 dsa
->depth
.func
= PIPE_FUNC_GEQUAL
;
1263 static void renderer_validate_blend(struct renderer
*renderer
,
1264 const struct vg_state
*state
,
1265 enum pipe_format fb_format
)
1267 struct pipe_blend_state blend
;
1269 memset(&blend
, 0, sizeof(blend
));
1270 blend
.rt
[0].colormask
= PIPE_MASK_RGBA
;
1271 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
1272 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
1273 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1274 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1276 /* TODO alpha masking happens after blending? */
1278 switch (state
->blend_mode
) {
1280 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
1281 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
1282 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1283 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1285 case VG_BLEND_SRC_OVER
:
1286 /* use the blend state only when there is no alpha channel */
1287 if (!util_format_has_alpha(fb_format
)) {
1288 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_SRC_ALPHA
;
1289 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
1290 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_INV_SRC_ALPHA
;
1291 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_INV_SRC_ALPHA
;
1292 blend
.rt
[0].blend_enable
= 1;
1295 case VG_BLEND_SRC_IN
:
1296 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
1297 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_DST_ALPHA
;
1298 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1299 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1300 blend
.rt
[0].blend_enable
= 1;
1302 case VG_BLEND_DST_IN
:
1303 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ZERO
;
1304 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ZERO
;
1305 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ONE
;
1306 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_SRC_ALPHA
;
1307 blend
.rt
[0].blend_enable
= 1;
1309 case VG_BLEND_DST_OVER
:
1310 case VG_BLEND_MULTIPLY
:
1311 case VG_BLEND_SCREEN
:
1312 case VG_BLEND_DARKEN
:
1313 case VG_BLEND_LIGHTEN
:
1314 case VG_BLEND_ADDITIVE
:
1318 assert(!"not implemented blend mode");
1322 cso_set_blend(renderer
->cso
, &blend
);
1326 * Propogate OpenVG state changes to the renderer. Only framebuffer, blending
1327 * and scissoring states are relevant here.
1329 void renderer_validate(struct renderer
*renderer
,
1331 const struct st_framebuffer
*stfb
,
1332 const struct vg_state
*state
)
1334 assert(renderer
->state
== RENDERER_STATE_INIT
);
1336 dirty
|= renderer
->dirty
;
1337 renderer
->dirty
= 0;
1339 if (dirty
& FRAMEBUFFER_DIRTY
) {
1340 struct pipe_framebuffer_state
*fb
= &renderer
->g3d
.fb
;
1341 struct matrix
*proj
= &renderer
->projection
;
1343 memset(fb
, 0, sizeof(struct pipe_framebuffer_state
));
1344 fb
->width
= stfb
->width
;
1345 fb
->height
= stfb
->height
;
1347 fb
->cbufs
[0] = stfb
->strb
->surface
;
1348 fb
->zsbuf
= stfb
->dsrb
->surface
;
1350 cso_set_framebuffer(renderer
->cso
, fb
);
1351 vg_set_viewport(renderer
, VEGA_Y0_BOTTOM
);
1353 matrix_load_identity(proj
);
1354 matrix_translate(proj
, -1.0f
, -1.0f
);
1355 matrix_scale(proj
, 2.0f
/ fb
->width
, 2.0f
/ fb
->height
);
1357 /* we also got a new depth buffer */
1358 if (dirty
& DEPTH_STENCIL_DIRTY
) {
1359 renderer
->pipe
->clear(renderer
->pipe
,
1360 PIPE_CLEAR_DEPTHSTENCIL
, NULL
, 0.0, 0);
1364 /* must be last because it renders to the depth buffer*/
1365 if (dirty
& DEPTH_STENCIL_DIRTY
) {
1366 update_clip_state(renderer
, state
);
1367 cso_set_depth_stencil_alpha(renderer
->cso
, &renderer
->g3d
.dsa
);
1370 if (dirty
& BLEND_DIRTY
)
1371 renderer_validate_blend(renderer
, state
, stfb
->strb
->format
);
1375 * Prepare the renderer for OpenVG pipeline.
1377 void renderer_validate_for_shader(struct renderer
*renderer
,
1378 const struct pipe_sampler_state
**samplers
,
1379 struct pipe_sampler_view
**views
,
1381 const struct matrix
*modelview
,
1383 const void *const_buffer
,
1384 VGint const_buffer_len
)
1386 struct matrix mvp
= renderer
->projection
;
1388 /* will be used in POLYGON_STENCIL and POLYGON_FILL */
1389 matrix_mult(&mvp
, modelview
);
1390 renderer_set_mvp(renderer
, &mvp
);
1392 renderer_set_custom_fs(renderer
, fs
,
1393 samplers
, views
, num_samplers
,
1394 const_buffer
, const_buffer_len
);
1397 void renderer_validate_for_mask_rendering(struct renderer
*renderer
,
1398 struct pipe_surface
*dst
,
1399 const struct matrix
*modelview
)
1401 struct matrix mvp
= renderer
->projection
;
1403 /* will be used in POLYGON_STENCIL and POLYGON_FILL */
1404 matrix_mult(&mvp
, modelview
);
1405 renderer_set_mvp(renderer
, &mvp
);
1407 renderer_set_target(renderer
, dst
, renderer
->g3d
.fb
.zsbuf
, VG_FALSE
);
1408 renderer_set_blend(renderer
, ~0);
1409 renderer_set_fs(renderer
, RENDERER_FS_WHITE
);
1411 /* set internal dirty flags (hacky!) */
1412 renderer
->dirty
= FRAMEBUFFER_DIRTY
| BLEND_DIRTY
;
1415 void renderer_copy_surface(struct renderer
*ctx
,
1416 struct pipe_surface
*src
,
1417 int srcX0
, int srcY0
,
1418 int srcX1
, int srcY1
,
1419 struct pipe_surface
*dst
,
1420 int dstX0
, int dstY0
,
1421 int dstX1
, int dstY1
,
1422 float z
, unsigned filter
)
1424 struct pipe_context
*pipe
= ctx
->pipe
;
1425 struct pipe_screen
*screen
= pipe
->screen
;
1426 struct pipe_sampler_view view_templ
;
1427 struct pipe_sampler_view
*view
;
1428 struct pipe_box src_box
;
1429 struct pipe_resource texTemp
, *tex
;
1430 const struct pipe_framebuffer_state
*fb
= &ctx
->g3d
.fb
;
1431 const int srcW
= abs(srcX1
- srcX0
);
1432 const int srcH
= abs(srcY1
- srcY0
);
1433 const int srcLeft
= MIN2(srcX0
, srcX1
);
1434 const int srcTop
= MIN2(srcY0
, srcY1
);
1436 assert(filter
== PIPE_TEX_MIPFILTER_NEAREST
||
1437 filter
== PIPE_TEX_MIPFILTER_LINEAR
);
1439 if (srcLeft
!= srcX0
) {
1440 /* left-right flip */
1446 if (srcTop
!= srcY0
) {
1453 assert(screen
->is_format_supported(screen
, src
->format
, PIPE_TEXTURE_2D
,
1454 0, PIPE_BIND_SAMPLER_VIEW
));
1455 assert(screen
->is_format_supported(screen
, dst
->format
, PIPE_TEXTURE_2D
,
1456 0, PIPE_BIND_SAMPLER_VIEW
));
1457 assert(screen
->is_format_supported(screen
, dst
->format
, PIPE_TEXTURE_2D
,
1458 0, PIPE_BIND_RENDER_TARGET
));
1461 * XXX for now we're always creating a temporary texture.
1462 * Strictly speaking that's not always needed.
1465 /* create temp texture */
1466 memset(&texTemp
, 0, sizeof(texTemp
));
1467 texTemp
.target
= PIPE_TEXTURE_2D
;
1468 texTemp
.format
= src
->format
;
1469 texTemp
.last_level
= 0;
1470 texTemp
.width0
= srcW
;
1471 texTemp
.height0
= srcH
;
1473 texTemp
.array_size
= 1;
1474 texTemp
.bind
= PIPE_BIND_SAMPLER_VIEW
;
1476 tex
= screen
->resource_create(screen
, &texTemp
);
1480 u_sampler_view_default_template(&view_templ
, tex
, tex
->format
);
1481 view
= pipe
->create_sampler_view(pipe
, tex
, &view_templ
);
1486 u_box_2d_zslice(srcLeft
, srcTop
, src
->u
.tex
.first_layer
, srcW
, srcH
, &src_box
);
1488 pipe
->resource_copy_region(pipe
,
1489 tex
, 0, 0, 0, 0, /* dest */
1490 src
->texture
, 0, &src_box
);
1492 assert(floatsEqual(z
, 0.0f
));
1495 if (fb
->cbufs
[0] == dst
) {
1496 /* transform back to surface coordinates */
1497 dstY0
= dst
->height
- dstY0
;
1498 dstY1
= dst
->height
- dstY1
;
1500 if (renderer_drawtex_begin(ctx
, view
)) {
1501 renderer_drawtex(ctx
,
1502 dstX0
, dstY0
, dstX1
- dstX0
, dstY1
- dstY0
,
1503 0, 0, view
->texture
->width0
, view
->texture
->height0
);
1504 renderer_drawtex_end(ctx
);
1508 if (renderer_copy_begin(ctx
, dst
, VG_TRUE
, view
)) {
1510 dstX0
, dstY0
, dstX1
- dstX0
, dstY1
- dstY0
,
1511 0, 0, view
->texture
->width0
, view
->texture
->height0
);
1512 renderer_copy_end(ctx
);
1517 void renderer_texture_quad(struct renderer
*r
,
1518 struct pipe_resource
*tex
,
1519 VGfloat x1offset
, VGfloat y1offset
,
1520 VGfloat x2offset
, VGfloat y2offset
,
1521 VGfloat x1
, VGfloat y1
,
1522 VGfloat x2
, VGfloat y2
,
1523 VGfloat x3
, VGfloat y3
,
1524 VGfloat x4
, VGfloat y4
)
1526 const VGfloat z
= 0.0f
;
1528 assert(r
->state
== RENDERER_STATE_INIT
);
1529 assert(tex
->width0
!= 0);
1530 assert(tex
->height0
!= 0);
1532 cso_save_vertex_shader(r
->cso
);
1534 renderer_set_vs(r
, RENDERER_VS_TEXTURE
);
1536 /* manually set up positions */
1537 r
->vertices
[0][0][0] = x1
;
1538 r
->vertices
[0][0][1] = y1
;
1539 r
->vertices
[0][0][2] = z
;
1541 r
->vertices
[1][0][0] = x2
;
1542 r
->vertices
[1][0][1] = y2
;
1543 r
->vertices
[1][0][2] = z
;
1545 r
->vertices
[2][0][0] = x3
;
1546 r
->vertices
[2][0][1] = y3
;
1547 r
->vertices
[2][0][2] = z
;
1549 r
->vertices
[3][0][0] = x4
;
1550 r
->vertices
[3][0][1] = y4
;
1551 r
->vertices
[3][0][2] = z
;
1554 renderer_quad_texcoord(r
, x1offset
, y1offset
,
1555 x2offset
, y2offset
, tex
->width0
, tex
->height0
);
1557 renderer_quad_draw(r
);
1559 cso_restore_vertex_shader(r
->cso
);