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"
31 #include "paint.h" /* for paint_is_opaque */
33 #include "pipe/p_context.h"
34 #include "pipe/p_state.h"
35 #include "util/u_inlines.h"
36 #include "pipe/p_screen.h"
37 #include "pipe/p_shader_tokens.h"
39 #include "util/u_draw_quad.h"
40 #include "util/u_simple_shaders.h"
41 #include "util/u_memory.h"
42 #include "util/u_sampler.h"
43 #include "util/u_surface.h"
44 #include "util/u_math.h"
45 #include "util/u_format.h"
47 #include "cso_cache/cso_context.h"
48 #include "tgsi/tgsi_ureg.h"
53 RENDERER_STATE_DRAWTEX
,
54 RENDERER_STATE_SCISSOR
,
56 RENDERER_STATE_FILTER
,
57 RENDERER_STATE_POLYGON_STENCIL
,
58 RENDERER_STATE_POLYGON_FILL
,
78 struct pipe_context
*pipe
;
79 struct cso_context
*cso
;
83 struct pipe_rasterizer_state rasterizer
;
84 struct pipe_depth_stencil_alpha_state dsa
;
85 struct pipe_framebuffer_state fb
;
87 struct matrix projection
;
90 struct pipe_resource
*vs_cbuf
;
92 struct pipe_resource
*fs_cbuf
;
93 VGfloat fs_cbuf_data
[32];
96 struct pipe_vertex_element velems
[2];
97 VGfloat vertices
[4][2][4];
99 void *cached_vs
[NUM_RENDERER_VS
];
100 void *cached_fs
[NUM_RENDERER_FS
];
117 VGboolean restore_dsa
;
121 VGboolean use_sampler
;
122 VGint tex_width
, tex_height
;
126 struct pipe_depth_stencil_alpha_state dsa
;
127 VGboolean manual_two_sides
;
128 VGboolean restore_dsa
;
134 * Return VG_TRUE if the renderer can use the resource as the asked bindings.
136 static VGboolean
renderer_can_support(struct renderer
*renderer
,
137 struct pipe_resource
*res
,
140 struct pipe_screen
*screen
= renderer
->pipe
->screen
;
142 return screen
->is_format_supported(screen
,
143 res
->format
, res
->target
, 0, bindings
, 0);
147 * Set the model-view-projection matrix used by vertex shaders.
149 static void renderer_set_mvp(struct renderer
*renderer
,
150 const struct matrix
*mvp
)
152 struct matrix
*cur
= &renderer
->mvp
;
153 struct pipe_resource
*cbuf
;
154 VGfloat consts
[3][4];
157 /* projection only */
159 mvp
= &renderer
->projection
;
161 /* re-upload only if necessary */
162 if (memcmp(cur
, mvp
, sizeof(*mvp
)) == 0)
165 /* 3x3 matrix to 3 constant vectors (no Z) */
166 for (i
= 0; i
< 3; i
++) {
167 consts
[i
][0] = mvp
->m
[i
+ 0];
168 consts
[i
][1] = mvp
->m
[i
+ 3];
170 consts
[i
][3] = mvp
->m
[i
+ 6];
173 cbuf
= renderer
->vs_cbuf
;
174 pipe_resource_reference(&cbuf
, NULL
);
175 cbuf
= pipe_buffer_create(renderer
->pipe
->screen
,
176 PIPE_BIND_CONSTANT_BUFFER
,
179 pipe_buffer_write(renderer
->pipe
, cbuf
,
180 0, sizeof(consts
), consts
);
182 renderer
->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
);
313 case RENDERER_FS_TEXTURE
:
314 fs
= util_make_fragment_tex_shader(r
->pipe
,
315 TGSI_TEXTURE_2D
, TGSI_INTERPOLATE_LINEAR
);
317 case RENDERER_FS_SCISSOR
:
318 fs
= create_scissor_fs(r
->pipe
);
320 case RENDERER_FS_WHITE
:
321 fs
= create_white_fs(r
->pipe
);
324 assert(!"Unknown renderer fs id");
328 r
->cached_fs
[id
] = fs
;
331 cso_set_fragment_shader_handle(r
->cso
, r
->cached_fs
[id
]);
339 static void vg_set_viewport(struct renderer
*r
,
340 VegaOrientation orientation
)
342 const struct pipe_framebuffer_state
*fb
= &r
->g3d
.fb
;
343 struct pipe_viewport_state viewport
;
344 VGfloat y_scale
= (orientation
== VEGA_Y0_BOTTOM
) ? -2.f
: 2.f
;
346 viewport
.scale
[0] = fb
->width
/ 2.f
;
347 viewport
.scale
[1] = fb
->height
/ y_scale
;
348 viewport
.scale
[2] = 1.0;
349 viewport
.scale
[3] = 1.0;
350 viewport
.translate
[0] = fb
->width
/ 2.f
;
351 viewport
.translate
[1] = fb
->height
/ 2.f
;
352 viewport
.translate
[2] = 0.0;
353 viewport
.translate
[3] = 0.0;
355 cso_set_viewport(r
->cso
, &viewport
);
359 * Set renderer target.
361 * This function modifies framebuffer and viewport states.
363 static void renderer_set_target(struct renderer
*r
,
364 struct pipe_surface
*cbuf
,
365 struct pipe_surface
*zsbuf
,
368 struct pipe_framebuffer_state fb
;
370 memset(&fb
, 0, sizeof(fb
));
371 fb
.width
= cbuf
->width
;
372 fb
.height
= cbuf
->height
;
376 cso_set_framebuffer(r
->cso
, &fb
);
378 vg_set_viewport(r
, (y0_top
) ? VEGA_Y0_TOP
: VEGA_Y0_BOTTOM
);
382 * Set renderer blend state. Blending is disabled.
384 * This function modifies blend state.
386 static void renderer_set_blend(struct renderer
*r
,
387 VGbitfield channel_mask
)
389 struct pipe_blend_state blend
;
391 memset(&blend
, 0, sizeof(blend
));
393 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
394 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
395 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
396 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
398 if (channel_mask
& VG_RED
)
399 blend
.rt
[0].colormask
|= PIPE_MASK_R
;
400 if (channel_mask
& VG_GREEN
)
401 blend
.rt
[0].colormask
|= PIPE_MASK_G
;
402 if (channel_mask
& VG_BLUE
)
403 blend
.rt
[0].colormask
|= PIPE_MASK_B
;
404 if (channel_mask
& VG_ALPHA
)
405 blend
.rt
[0].colormask
|= PIPE_MASK_A
;
407 cso_set_blend(r
->cso
, &blend
);
411 * Set renderer sampler and view states.
413 * This function modifies samplers and fragment_sampler_views states.
415 static void renderer_set_samplers(struct renderer
*r
,
417 struct pipe_sampler_view
**views
)
419 struct pipe_sampler_state sampler
;
420 unsigned tex_filter
= PIPE_TEX_FILTER_NEAREST
;
421 unsigned tex_wrap
= PIPE_TEX_WRAP_CLAMP_TO_EDGE
;
424 memset(&sampler
, 0, sizeof(sampler
));
426 sampler
.min_img_filter
= tex_filter
;
427 sampler
.mag_img_filter
= tex_filter
;
428 sampler
.min_mip_filter
= PIPE_TEX_MIPFILTER_NONE
;
430 sampler
.wrap_s
= tex_wrap
;
431 sampler
.wrap_t
= tex_wrap
;
432 sampler
.wrap_r
= PIPE_TEX_WRAP_CLAMP_TO_EDGE
;
434 sampler
.normalized_coords
= 1;
437 for (i
= 0; i
< num_views
; i
++)
438 cso_single_sampler(r
->cso
, i
, &sampler
);
439 cso_single_sampler_done(r
->cso
);
442 cso_set_fragment_sampler_views(r
->cso
, num_views
, views
);
446 * Set custom renderer fragment shader, and optionally set samplers and views
447 * and upload the fragment constant buffer.
449 * This function modifies fragment_shader, samplers and fragment_sampler_views
452 static void renderer_set_custom_fs(struct renderer
*renderer
,
454 const struct pipe_sampler_state
**samplers
,
455 struct pipe_sampler_view
**views
,
457 const void *const_buffer
,
458 VGint const_buffer_len
)
460 cso_set_fragment_shader_handle(renderer
->cso
, fs
);
462 /* set samplers and views */
464 cso_set_samplers(renderer
->cso
, num_samplers
, samplers
);
465 cso_set_fragment_sampler_views(renderer
->cso
, num_samplers
, views
);
468 /* upload fs constant buffer */
469 if (const_buffer_len
) {
470 struct pipe_resource
*cbuf
= renderer
->fs_cbuf
;
472 if (!cbuf
|| renderer
->fs_cbuf_len
!= const_buffer_len
||
473 memcmp(renderer
->fs_cbuf_data
, const_buffer
, const_buffer_len
)) {
474 pipe_resource_reference(&cbuf
, NULL
);
476 cbuf
= pipe_buffer_create(renderer
->pipe
->screen
,
477 PIPE_BIND_CONSTANT_BUFFER
, const_buffer_len
);
478 pipe_buffer_write(renderer
->pipe
, cbuf
, 0,
479 const_buffer_len
, const_buffer
);
480 renderer
->pipe
->set_constant_buffer(renderer
->pipe
,
481 PIPE_SHADER_FRAGMENT
, 0, cbuf
);
483 renderer
->fs_cbuf
= cbuf
;
484 if (const_buffer_len
<= sizeof(renderer
->fs_cbuf_data
)) {
485 memcpy(renderer
->fs_cbuf_data
, const_buffer
, const_buffer_len
);
486 renderer
->fs_cbuf_len
= const_buffer_len
;
489 renderer
->fs_cbuf_len
= 0;
496 * Setup renderer quad position.
498 static void renderer_quad_pos(struct renderer
*r
,
499 VGfloat x0
, VGfloat y0
,
500 VGfloat x1
, VGfloat y1
,
505 /* the depth test is used for scissoring */
506 z
= (scissor
) ? 0.0f
: 1.0f
;
509 r
->vertices
[0][0][0] = x0
;
510 r
->vertices
[0][0][1] = y0
;
511 r
->vertices
[0][0][2] = z
;
513 r
->vertices
[1][0][0] = x1
;
514 r
->vertices
[1][0][1] = y0
;
515 r
->vertices
[1][0][2] = z
;
517 r
->vertices
[2][0][0] = x1
;
518 r
->vertices
[2][0][1] = y1
;
519 r
->vertices
[2][0][2] = z
;
521 r
->vertices
[3][0][0] = x0
;
522 r
->vertices
[3][0][1] = y1
;
523 r
->vertices
[3][0][2] = z
;
527 * Setup renderer quad texture coordinates.
529 static void renderer_quad_texcoord(struct renderer
*r
,
530 VGfloat x0
, VGfloat y0
,
531 VGfloat x1
, VGfloat y1
,
532 VGint tex_width
, VGint tex_height
)
534 VGfloat s0
, t0
, s1
, t1
, r0
, q0
;
539 t0
= y0
/ tex_height
;
540 t1
= y1
/ tex_height
;
545 r
->vertices
[0][1][0] = s0
;
546 r
->vertices
[0][1][1] = t0
;
548 r
->vertices
[1][1][0] = s1
;
549 r
->vertices
[1][1][1] = t0
;
551 r
->vertices
[2][1][0] = s1
;
552 r
->vertices
[2][1][1] = t1
;
554 r
->vertices
[3][1][0] = s0
;
555 r
->vertices
[3][1][1] = t1
;
557 for (i
= 0; i
< 4; i
++) {
558 r
->vertices
[i
][1][2] = r0
;
559 r
->vertices
[i
][1][3] = q0
;
564 * Draw renderer quad.
566 static void renderer_quad_draw(struct renderer
*r
)
568 struct pipe_resource
*buf
;
570 buf
= pipe_user_buffer_create(r
->pipe
->screen
,
573 PIPE_BIND_VERTEX_BUFFER
);
575 util_draw_vertex_buffer(r
->pipe
, buf
, 0,
576 PIPE_PRIM_TRIANGLE_FAN
,
577 Elements(r
->vertices
), /* verts */
578 Elements(r
->vertices
[0])); /* attribs/vert */
580 pipe_resource_reference(&buf
, NULL
);
585 * Prepare the renderer for copying.
587 VGboolean
renderer_copy_begin(struct renderer
*renderer
,
588 struct pipe_surface
*dst
,
590 struct pipe_sampler_view
*src
)
592 assert(renderer
->state
== RENDERER_STATE_INIT
);
595 if (!renderer_can_support(renderer
,
596 dst
->texture
, PIPE_BIND_RENDER_TARGET
) ||
597 !renderer_can_support(renderer
,
598 src
->texture
, PIPE_BIND_SAMPLER_VIEW
))
601 cso_save_framebuffer(renderer
->cso
);
602 cso_save_viewport(renderer
->cso
);
603 cso_save_blend(renderer
->cso
);
604 cso_save_samplers(renderer
->cso
);
605 cso_save_fragment_sampler_views(renderer
->cso
);
606 cso_save_fragment_shader(renderer
->cso
);
607 cso_save_vertex_shader(renderer
->cso
);
609 renderer_set_target(renderer
, dst
, NULL
, y0_top
);
611 renderer_set_blend(renderer
, ~0);
612 renderer_set_samplers(renderer
, 1, &src
);
614 renderer_set_fs(renderer
, RENDERER_FS_TEXTURE
);
615 renderer_set_vs(renderer
, RENDERER_VS_TEXTURE
);
617 renderer_set_mvp(renderer
, NULL
);
619 /* remember the texture size */
620 renderer
->u
.copy
.tex_width
= src
->texture
->width0
;
621 renderer
->u
.copy
.tex_height
= src
->texture
->height0
;
622 renderer
->state
= RENDERER_STATE_COPY
;
628 * Draw into the destination rectangle given by (x, y, w, h). The texture is
629 * sampled from within the rectangle given by (sx, sy, sw, sh).
631 * The coordinates are in surface coordinates.
633 void renderer_copy(struct renderer
*renderer
,
634 VGint x
, VGint y
, VGint w
, VGint h
,
635 VGint sx
, VGint sy
, VGint sw
, VGint sh
)
637 assert(renderer
->state
== RENDERER_STATE_COPY
);
639 /* there is no depth buffer for scissoring anyway */
640 renderer_quad_pos(renderer
, x
, y
, x
+ w
, y
+ h
, VG_FALSE
);
641 renderer_quad_texcoord(renderer
, sx
, sy
, sx
+ sw
, sy
+ sh
,
642 renderer
->u
.copy
.tex_width
,
643 renderer
->u
.copy
.tex_height
);
645 renderer_quad_draw(renderer
);
649 * End copying and restore the states.
651 void renderer_copy_end(struct renderer
*renderer
)
653 assert(renderer
->state
== RENDERER_STATE_COPY
);
655 cso_restore_framebuffer(renderer
->cso
);
656 cso_restore_viewport(renderer
->cso
);
657 cso_restore_blend(renderer
->cso
);
658 cso_restore_samplers(renderer
->cso
);
659 cso_restore_fragment_sampler_views(renderer
->cso
);
660 cso_restore_fragment_shader(renderer
->cso
);
661 cso_restore_vertex_shader(renderer
->cso
);
663 renderer
->state
= RENDERER_STATE_INIT
;
667 * Prepare the renderer for textured drawing.
669 VGboolean
renderer_drawtex_begin(struct renderer
*renderer
,
670 struct pipe_sampler_view
*src
)
672 assert(renderer
->state
== RENDERER_STATE_INIT
);
674 if (!renderer_can_support(renderer
, src
->texture
, PIPE_BIND_SAMPLER_VIEW
))
677 cso_save_blend(renderer
->cso
);
678 cso_save_samplers(renderer
->cso
);
679 cso_save_fragment_sampler_views(renderer
->cso
);
680 cso_save_fragment_shader(renderer
->cso
);
681 cso_save_vertex_shader(renderer
->cso
);
683 renderer_set_blend(renderer
, ~0);
685 renderer_set_samplers(renderer
, 1, &src
);
687 renderer_set_fs(renderer
, RENDERER_FS_TEXTURE
);
688 renderer_set_vs(renderer
, RENDERER_VS_TEXTURE
);
690 renderer_set_mvp(renderer
, NULL
);
692 /* remember the texture size */
693 renderer
->u
.drawtex
.tex_width
= src
->texture
->width0
;
694 renderer
->u
.drawtex
.tex_height
= src
->texture
->height0
;
695 renderer
->state
= RENDERER_STATE_DRAWTEX
;
701 * Draw into the destination rectangle given by (x, y, w, h). The texture is
702 * sampled from within the rectangle given by (sx, sy, sw, sh).
704 * The coordinates are in surface coordinates.
706 void renderer_drawtex(struct renderer
*renderer
,
707 VGint x
, VGint y
, VGint w
, VGint h
,
708 VGint sx
, VGint sy
, VGint sw
, VGint sh
)
710 assert(renderer
->state
== RENDERER_STATE_DRAWTEX
);
712 /* with scissoring */
713 renderer_quad_pos(renderer
, x
, y
, x
+ w
, y
+ h
, VG_TRUE
);
714 renderer_quad_texcoord(renderer
, sx
, sy
, sx
+ sw
, sy
+ sh
,
715 renderer
->u
.drawtex
.tex_width
,
716 renderer
->u
.drawtex
.tex_height
);
718 renderer_quad_draw(renderer
);
722 * End textured drawing and restore the states.
724 void renderer_drawtex_end(struct renderer
*renderer
)
726 assert(renderer
->state
== RENDERER_STATE_DRAWTEX
);
728 cso_restore_blend(renderer
->cso
);
729 cso_restore_samplers(renderer
->cso
);
730 cso_restore_fragment_sampler_views(renderer
->cso
);
731 cso_restore_fragment_shader(renderer
->cso
);
732 cso_restore_vertex_shader(renderer
->cso
);
734 renderer
->state
= RENDERER_STATE_INIT
;
738 * Prepare the renderer for scissor update. This will reset the depth buffer
741 VGboolean
renderer_scissor_begin(struct renderer
*renderer
,
742 VGboolean restore_dsa
)
744 struct pipe_depth_stencil_alpha_state dsa
;
746 assert(renderer
->state
== RENDERER_STATE_INIT
);
749 cso_save_depth_stencil_alpha(renderer
->cso
);
750 cso_save_blend(renderer
->cso
);
751 cso_save_fragment_shader(renderer
->cso
);
753 /* enable depth writes */
754 memset(&dsa
, 0, sizeof(dsa
));
755 dsa
.depth
.enabled
= 1;
756 dsa
.depth
.writemask
= 1;
757 dsa
.depth
.func
= PIPE_FUNC_ALWAYS
;
758 cso_set_depth_stencil_alpha(renderer
->cso
, &dsa
);
760 /* disable color writes */
761 renderer_set_blend(renderer
, 0);
762 renderer_set_fs(renderer
, RENDERER_FS_SCISSOR
);
764 renderer_set_mvp(renderer
, NULL
);
766 renderer
->u
.scissor
.restore_dsa
= restore_dsa
;
767 renderer
->state
= RENDERER_STATE_SCISSOR
;
769 /* clear the depth buffer to 1.0f */
770 renderer
->pipe
->clear(renderer
->pipe
,
771 PIPE_CLEAR_DEPTHSTENCIL
, NULL
, 1.0f
, 0);
777 * Add a scissor rectangle. Depth values inside the rectangle will be set to
780 void renderer_scissor(struct renderer
*renderer
,
781 VGint x
, VGint y
, VGint width
, VGint height
)
783 assert(renderer
->state
== RENDERER_STATE_SCISSOR
);
785 renderer_quad_pos(renderer
, x
, y
, x
+ width
, y
+ height
, VG_FALSE
);
786 renderer_quad_draw(renderer
);
790 * End scissor update and restore the states.
792 void renderer_scissor_end(struct renderer
*renderer
)
794 assert(renderer
->state
== RENDERER_STATE_SCISSOR
);
796 if (renderer
->u
.scissor
.restore_dsa
)
797 cso_restore_depth_stencil_alpha(renderer
->cso
);
798 cso_restore_blend(renderer
->cso
);
799 cso_restore_fragment_shader(renderer
->cso
);
801 renderer
->state
= RENDERER_STATE_INIT
;
805 * Prepare the renderer for clearing.
807 VGboolean
renderer_clear_begin(struct renderer
*renderer
)
809 assert(renderer
->state
== RENDERER_STATE_INIT
);
811 cso_save_blend(renderer
->cso
);
812 cso_save_fragment_shader(renderer
->cso
);
813 cso_save_vertex_shader(renderer
->cso
);
815 renderer_set_blend(renderer
, ~0);
816 renderer_set_fs(renderer
, RENDERER_FS_COLOR
);
817 renderer_set_vs(renderer
, RENDERER_VS_COLOR
);
819 renderer_set_mvp(renderer
, NULL
);
821 renderer
->state
= RENDERER_STATE_CLEAR
;
827 * Clear the framebuffer with the specified region and color.
829 * The coordinates are in surface coordinates.
831 void renderer_clear(struct renderer
*renderer
,
832 VGint x
, VGint y
, VGint width
, VGint height
,
833 const VGfloat color
[4])
837 assert(renderer
->state
== RENDERER_STATE_CLEAR
);
839 renderer_quad_pos(renderer
, x
, y
, x
+ width
, y
+ height
, VG_TRUE
);
840 for (i
= 0; i
< 4; i
++)
841 memcpy(renderer
->vertices
[i
][1], color
, sizeof(VGfloat
) * 4);
843 renderer_quad_draw(renderer
);
847 * End clearing and retore the states.
849 void renderer_clear_end(struct renderer
*renderer
)
851 assert(renderer
->state
== RENDERER_STATE_CLEAR
);
853 cso_restore_blend(renderer
->cso
);
854 cso_restore_fragment_shader(renderer
->cso
);
855 cso_restore_vertex_shader(renderer
->cso
);
857 renderer
->state
= RENDERER_STATE_INIT
;
861 * Prepare the renderer for image filtering.
863 VGboolean
renderer_filter_begin(struct renderer
*renderer
,
864 struct pipe_resource
*dst
,
866 VGbitfield channel_mask
,
867 const struct pipe_sampler_state
**samplers
,
868 struct pipe_sampler_view
**views
,
871 const void *const_buffer
,
872 VGint const_buffer_len
)
874 struct pipe_surface
*surf
, surf_tmpl
;
876 assert(renderer
->state
== RENDERER_STATE_INIT
);
880 if (!renderer_can_support(renderer
, dst
, PIPE_BIND_RENDER_TARGET
))
883 u_surface_default_template(&surf_tmpl
, dst
,
884 PIPE_BIND_RENDER_TARGET
);
885 surf
= renderer
->pipe
->create_surface(renderer
->pipe
, dst
, &surf_tmpl
);
889 cso_save_framebuffer(renderer
->cso
);
890 cso_save_viewport(renderer
->cso
);
891 cso_save_blend(renderer
->cso
);
893 /* set the image as the target */
894 renderer_set_target(renderer
, surf
, NULL
, y0_top
);
895 pipe_surface_reference(&surf
, NULL
);
897 renderer_set_blend(renderer
, channel_mask
);
900 struct pipe_resource
*tex
;
902 cso_save_samplers(renderer
->cso
);
903 cso_save_fragment_sampler_views(renderer
->cso
);
904 cso_save_fragment_shader(renderer
->cso
);
905 cso_save_vertex_shader(renderer
->cso
);
907 renderer_set_custom_fs(renderer
, fs
,
908 samplers
, views
, num_samplers
,
909 const_buffer
, const_buffer_len
);
910 renderer_set_vs(renderer
, RENDERER_VS_TEXTURE
);
912 tex
= views
[0]->texture
;
913 renderer
->u
.filter
.tex_width
= tex
->width0
;
914 renderer
->u
.filter
.tex_height
= tex
->height0
;
915 renderer
->u
.filter
.use_sampler
= VG_TRUE
;
918 cso_save_fragment_shader(renderer
->cso
);
920 renderer_set_custom_fs(renderer
, fs
, NULL
, NULL
, 0,
921 const_buffer
, const_buffer_len
);
923 renderer
->u
.filter
.use_sampler
= VG_FALSE
;
926 renderer_set_mvp(renderer
, NULL
);
928 renderer
->state
= RENDERER_STATE_FILTER
;
934 * Draw into a rectangle of the destination with the specified region of the
937 * The coordinates are in surface coordinates.
939 void renderer_filter(struct renderer
*renderer
,
940 VGint x
, VGint y
, VGint w
, VGint h
,
941 VGint sx
, VGint sy
, VGint sw
, VGint sh
)
943 assert(renderer
->state
== RENDERER_STATE_FILTER
);
945 renderer_quad_pos(renderer
, x
, y
, x
+ w
, y
+ h
, VG_FALSE
);
946 if (renderer
->u
.filter
.use_sampler
) {
947 renderer_quad_texcoord(renderer
, sx
, sy
, sx
+ sw
, sy
+ sh
,
948 renderer
->u
.filter
.tex_width
,
949 renderer
->u
.filter
.tex_height
);
952 renderer_quad_draw(renderer
);
956 * End image filtering and restore the states.
958 void renderer_filter_end(struct renderer
*renderer
)
960 assert(renderer
->state
== RENDERER_STATE_FILTER
);
962 if (renderer
->u
.filter
.use_sampler
) {
963 cso_restore_samplers(renderer
->cso
);
964 cso_restore_fragment_sampler_views(renderer
->cso
);
965 cso_restore_vertex_shader(renderer
->cso
);
968 cso_restore_framebuffer(renderer
->cso
);
969 cso_restore_viewport(renderer
->cso
);
970 cso_restore_blend(renderer
->cso
);
971 cso_restore_fragment_shader(renderer
->cso
);
973 renderer
->state
= RENDERER_STATE_INIT
;
977 * Prepare the renderer for polygon silhouette rendering.
979 VGboolean
renderer_polygon_stencil_begin(struct renderer
*renderer
,
980 struct pipe_vertex_element
*velem
,
982 VGboolean restore_dsa
)
984 struct pipe_depth_stencil_alpha_state
*dsa
;
985 VGboolean manual_two_sides
;
987 assert(renderer
->state
== RENDERER_STATE_INIT
);
989 cso_save_vertex_elements(renderer
->cso
);
990 cso_save_blend(renderer
->cso
);
991 cso_save_depth_stencil_alpha(renderer
->cso
);
993 cso_set_vertex_elements(renderer
->cso
, 1, velem
);
995 /* disable color writes */
996 renderer_set_blend(renderer
, 0);
998 manual_two_sides
= VG_FALSE
;
999 dsa
= &renderer
->u
.polygon_stencil
.dsa
;
1000 memset(dsa
, 0, sizeof(*dsa
));
1001 if (rule
== VG_EVEN_ODD
) {
1002 dsa
->stencil
[0].enabled
= 1;
1003 dsa
->stencil
[0].writemask
= 1;
1004 dsa
->stencil
[0].fail_op
= PIPE_STENCIL_OP_KEEP
;
1005 dsa
->stencil
[0].zfail_op
= PIPE_STENCIL_OP_KEEP
;
1006 dsa
->stencil
[0].zpass_op
= PIPE_STENCIL_OP_INVERT
;
1007 dsa
->stencil
[0].func
= PIPE_FUNC_ALWAYS
;
1008 dsa
->stencil
[0].valuemask
= ~0;
1011 assert(rule
== VG_NON_ZERO
);
1014 dsa
->stencil
[0].enabled
= 1;
1015 dsa
->stencil
[0].writemask
= ~0;
1016 dsa
->stencil
[0].fail_op
= PIPE_STENCIL_OP_KEEP
;
1017 dsa
->stencil
[0].zfail_op
= PIPE_STENCIL_OP_KEEP
;
1018 dsa
->stencil
[0].zpass_op
= PIPE_STENCIL_OP_INCR_WRAP
;
1019 dsa
->stencil
[0].func
= PIPE_FUNC_ALWAYS
;
1020 dsa
->stencil
[0].valuemask
= ~0;
1022 if (renderer
->pipe
->screen
->get_param(renderer
->pipe
->screen
,
1023 PIPE_CAP_TWO_SIDED_STENCIL
)) {
1025 dsa
->stencil
[1] = dsa
->stencil
[0];
1026 dsa
->stencil
[1].zpass_op
= PIPE_STENCIL_OP_DECR_WRAP
;
1029 manual_two_sides
= VG_TRUE
;
1032 cso_set_depth_stencil_alpha(renderer
->cso
, dsa
);
1034 if (manual_two_sides
)
1035 cso_save_rasterizer(renderer
->cso
);
1037 renderer
->u
.polygon_stencil
.manual_two_sides
= manual_two_sides
;
1038 renderer
->u
.polygon_stencil
.restore_dsa
= restore_dsa
;
1039 renderer
->state
= RENDERER_STATE_POLYGON_STENCIL
;
1045 * Render a polygon silhouette to stencil buffer.
1047 void renderer_polygon_stencil(struct renderer
*renderer
,
1048 struct pipe_vertex_buffer
*vbuf
,
1049 VGuint mode
, VGuint start
, VGuint count
)
1051 assert(renderer
->state
== RENDERER_STATE_POLYGON_STENCIL
);
1053 renderer
->pipe
->set_vertex_buffers(renderer
->pipe
, 1, vbuf
);
1055 if (!renderer
->u
.polygon_stencil
.manual_two_sides
) {
1056 util_draw_arrays(renderer
->pipe
, mode
, start
, count
);
1059 struct pipe_rasterizer_state raster
;
1060 struct pipe_depth_stencil_alpha_state dsa
;
1062 raster
= renderer
->g3d
.rasterizer
;
1063 dsa
= renderer
->u
.polygon_stencil
.dsa
;
1066 raster
.cull_face
= PIPE_FACE_BACK
;
1067 dsa
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_INCR_WRAP
;
1069 cso_set_rasterizer(renderer
->cso
, &raster
);
1070 cso_set_depth_stencil_alpha(renderer
->cso
, &dsa
);
1071 util_draw_arrays(renderer
->pipe
, mode
, start
, count
);
1074 raster
.cull_face
= PIPE_FACE_FRONT
;
1075 dsa
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_DECR_WRAP
;
1077 cso_set_rasterizer(renderer
->cso
, &raster
);
1078 cso_set_depth_stencil_alpha(renderer
->cso
, &dsa
);
1079 util_draw_arrays(renderer
->pipe
, mode
, start
, count
);
1084 * End polygon silhouette rendering.
1086 void renderer_polygon_stencil_end(struct renderer
*renderer
)
1088 assert(renderer
->state
== RENDERER_STATE_POLYGON_STENCIL
);
1090 if (renderer
->u
.polygon_stencil
.manual_two_sides
)
1091 cso_restore_rasterizer(renderer
->cso
);
1093 cso_restore_vertex_elements(renderer
->cso
);
1095 /* restore color writes */
1096 cso_restore_blend(renderer
->cso
);
1098 if (renderer
->u
.polygon_stencil
.restore_dsa
)
1099 cso_restore_depth_stencil_alpha(renderer
->cso
);
1101 renderer
->state
= RENDERER_STATE_INIT
;
1105 * Prepare the renderer for polygon filling.
1107 VGboolean
renderer_polygon_fill_begin(struct renderer
*renderer
,
1110 struct pipe_depth_stencil_alpha_state dsa
;
1112 assert(renderer
->state
== RENDERER_STATE_INIT
);
1115 cso_save_depth_stencil_alpha(renderer
->cso
);
1117 /* setup stencil ops */
1118 memset(&dsa
, 0, sizeof(dsa
));
1119 dsa
.stencil
[0].enabled
= 1;
1120 dsa
.stencil
[0].func
= PIPE_FUNC_NOTEQUAL
;
1121 dsa
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
1122 dsa
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
1123 dsa
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
1124 dsa
.stencil
[0].valuemask
= ~0;
1125 dsa
.stencil
[0].writemask
= ~0;
1126 dsa
.depth
= renderer
->g3d
.dsa
.depth
;
1127 cso_set_depth_stencil_alpha(renderer
->cso
, &dsa
);
1129 renderer
->state
= RENDERER_STATE_POLYGON_FILL
;
1137 void renderer_polygon_fill(struct renderer
*renderer
,
1138 VGfloat min_x
, VGfloat min_y
,
1139 VGfloat max_x
, VGfloat max_y
)
1141 assert(renderer
->state
== RENDERER_STATE_POLYGON_FILL
);
1143 renderer_quad_pos(renderer
, min_x
, min_y
, max_x
, max_y
, VG_TRUE
);
1144 renderer_quad_draw(renderer
);
1148 * End polygon filling.
1150 void renderer_polygon_fill_end(struct renderer
*renderer
)
1152 assert(renderer
->state
== RENDERER_STATE_POLYGON_FILL
);
1154 cso_restore_depth_stencil_alpha(renderer
->cso
);
1156 renderer
->state
= RENDERER_STATE_INIT
;
1159 struct renderer
* renderer_create(struct vg_context
*owner
)
1161 struct renderer
*renderer
;
1162 struct pipe_rasterizer_state
*raster
;
1163 struct pipe_stencil_ref sr
;
1166 renderer
= CALLOC_STRUCT(renderer
);
1170 renderer
->pipe
= owner
->pipe
;
1171 renderer
->cso
= owner
->cso_context
;
1173 /* init vertex data that doesn't change */
1174 for (i
= 0; i
< 4; i
++)
1175 renderer
->vertices
[i
][0][3] = 1.0f
; /* w */
1177 for (i
= 0; i
< 2; i
++) {
1178 renderer
->velems
[i
].src_offset
= i
* 4 * sizeof(float);
1179 renderer
->velems
[i
].instance_divisor
= 0;
1180 renderer
->velems
[i
].vertex_buffer_index
= 0;
1181 renderer
->velems
[i
].src_format
= PIPE_FORMAT_R32G32B32A32_FLOAT
;
1183 cso_set_vertex_elements(renderer
->cso
, 2, renderer
->velems
);
1185 /* GL rasterization rules */
1186 raster
= &renderer
->g3d
.rasterizer
;
1187 memset(raster
, 0, sizeof(*raster
));
1188 raster
->gl_rasterization_rules
= 1;
1189 cso_set_rasterizer(renderer
->cso
, raster
);
1192 memset(&sr
, 0, sizeof(sr
));
1193 cso_set_stencil_ref(renderer
->cso
, &sr
);
1195 renderer_set_vs(renderer
, RENDERER_VS_PLAIN
);
1197 renderer
->state
= RENDERER_STATE_INIT
;
1202 void renderer_destroy(struct renderer
*ctx
)
1206 for (i
= 0; i
< NUM_RENDERER_VS
; i
++) {
1207 if (ctx
->cached_vs
[i
])
1208 cso_delete_vertex_shader(ctx
->cso
, ctx
->cached_vs
[i
]);
1210 for (i
= 0; i
< NUM_RENDERER_FS
; i
++) {
1211 if (ctx
->cached_fs
[i
])
1212 cso_delete_fragment_shader(ctx
->cso
, ctx
->cached_fs
[i
]);
1215 pipe_resource_reference(&ctx
->vs_cbuf
, NULL
);
1216 pipe_resource_reference(&ctx
->fs_cbuf
, NULL
);
1221 static void update_clip_state(struct renderer
*renderer
,
1222 const struct vg_state
*state
)
1224 struct pipe_depth_stencil_alpha_state
*dsa
= &renderer
->g3d
.dsa
;
1226 memset(dsa
, 0, sizeof(struct pipe_depth_stencil_alpha_state
));
1228 if (state
->scissoring
) {
1229 struct pipe_framebuffer_state
*fb
= &renderer
->g3d
.fb
;
1232 renderer_scissor_begin(renderer
, VG_FALSE
);
1234 for (i
= 0; i
< state
->scissor_rects_num
; ++i
) {
1235 const float x
= state
->scissor_rects
[i
* 4 + 0].f
;
1236 const float y
= state
->scissor_rects
[i
* 4 + 1].f
;
1237 const float width
= state
->scissor_rects
[i
* 4 + 2].f
;
1238 const float height
= state
->scissor_rects
[i
* 4 + 3].f
;
1239 VGint x0
, y0
, x1
, y1
, iw
, ih
;
1248 /* note that x1 and y1 are exclusive */
1249 x1
= (VGint
) ceilf(x
+ width
);
1250 y1
= (VGint
) ceilf(y
+ height
);
1253 if (y1
> fb
->height
)
1258 if (iw
> 0 && ih
> 0 )
1259 renderer_scissor(renderer
, x0
, y0
, iw
, ih
);
1262 renderer_scissor_end(renderer
);
1264 dsa
->depth
.enabled
= 1; /* glEnable(GL_DEPTH_TEST); */
1265 dsa
->depth
.writemask
= 0;/*glDepthMask(FALSE);*/
1266 dsa
->depth
.func
= PIPE_FUNC_GEQUAL
;
1270 static void renderer_validate_blend(struct renderer
*renderer
,
1271 const struct vg_state
*state
,
1272 enum pipe_format fb_format
)
1274 struct pipe_blend_state blend
;
1276 memset(&blend
, 0, sizeof(blend
));
1277 blend
.rt
[0].colormask
= PIPE_MASK_RGBA
;
1278 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
1279 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
1280 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1281 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1283 /* TODO alpha masking happens after blending? */
1285 switch (state
->blend_mode
) {
1287 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
1288 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
1289 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1290 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1292 case VG_BLEND_SRC_OVER
:
1293 if (paint_is_opaque(state
->fill_paint
) &&
1294 paint_is_opaque(state
->stroke_paint
)) {
1297 else if (!util_format_has_alpha(fb_format
)) {
1298 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_SRC_ALPHA
;
1299 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
1300 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_INV_SRC_ALPHA
;
1301 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_INV_SRC_ALPHA
;
1302 blend
.rt
[0].blend_enable
= 1;
1305 case VG_BLEND_SRC_IN
:
1306 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
1307 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_DST_ALPHA
;
1308 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1309 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1310 blend
.rt
[0].blend_enable
= 1;
1312 case VG_BLEND_DST_IN
:
1313 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ZERO
;
1314 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ZERO
;
1315 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ONE
;
1316 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_SRC_ALPHA
;
1317 blend
.rt
[0].blend_enable
= 1;
1319 case VG_BLEND_DST_OVER
:
1320 case VG_BLEND_MULTIPLY
:
1321 case VG_BLEND_SCREEN
:
1322 case VG_BLEND_DARKEN
:
1323 case VG_BLEND_LIGHTEN
:
1324 case VG_BLEND_ADDITIVE
:
1328 assert(!"not implemented blend mode");
1332 cso_set_blend(renderer
->cso
, &blend
);
1336 * Propogate OpenVG state changes to the renderer. Only framebuffer, blending
1337 * and scissoring states are relevant here.
1339 void renderer_validate(struct renderer
*renderer
,
1341 const struct st_framebuffer
*stfb
,
1342 const struct vg_state
*state
)
1344 assert(renderer
->state
== RENDERER_STATE_INIT
);
1346 dirty
|= renderer
->dirty
;
1347 renderer
->dirty
= 0;
1349 if (dirty
& FRAMEBUFFER_DIRTY
) {
1350 struct pipe_framebuffer_state
*fb
= &renderer
->g3d
.fb
;
1351 struct matrix
*proj
= &renderer
->projection
;
1353 memset(fb
, 0, sizeof(struct pipe_framebuffer_state
));
1354 fb
->width
= stfb
->width
;
1355 fb
->height
= stfb
->height
;
1357 fb
->cbufs
[0] = stfb
->strb
->surface
;
1358 fb
->zsbuf
= stfb
->dsrb
->surface
;
1360 cso_set_framebuffer(renderer
->cso
, fb
);
1361 vg_set_viewport(renderer
, VEGA_Y0_BOTTOM
);
1363 matrix_load_identity(proj
);
1364 matrix_translate(proj
, -1.0f
, -1.0f
);
1365 matrix_scale(proj
, 2.0f
/ fb
->width
, 2.0f
/ fb
->height
);
1367 /* we also got a new depth buffer */
1368 if (dirty
& DEPTH_STENCIL_DIRTY
) {
1369 renderer
->pipe
->clear(renderer
->pipe
,
1370 PIPE_CLEAR_DEPTHSTENCIL
, NULL
, 0.0, 0);
1374 /* must be last because it renders to the depth buffer*/
1375 if (dirty
& DEPTH_STENCIL_DIRTY
) {
1376 update_clip_state(renderer
, state
);
1377 cso_set_depth_stencil_alpha(renderer
->cso
, &renderer
->g3d
.dsa
);
1380 if (dirty
& BLEND_DIRTY
)
1381 renderer_validate_blend(renderer
, state
, stfb
->strb
->format
);
1385 * Prepare the renderer for OpenVG pipeline.
1387 void renderer_validate_for_shader(struct renderer
*renderer
,
1388 const struct pipe_sampler_state
**samplers
,
1389 struct pipe_sampler_view
**views
,
1391 const struct matrix
*modelview
,
1393 const void *const_buffer
,
1394 VGint const_buffer_len
)
1396 struct matrix mvp
= renderer
->projection
;
1398 /* will be used in POLYGON_STENCIL and POLYGON_FILL */
1399 matrix_mult(&mvp
, modelview
);
1400 renderer_set_mvp(renderer
, &mvp
);
1402 renderer_set_custom_fs(renderer
, fs
,
1403 samplers
, views
, num_samplers
,
1404 const_buffer
, const_buffer_len
);
1407 void renderer_validate_for_mask_rendering(struct renderer
*renderer
,
1408 struct pipe_surface
*dst
,
1409 const struct matrix
*modelview
)
1411 struct matrix mvp
= renderer
->projection
;
1413 /* will be used in POLYGON_STENCIL and POLYGON_FILL */
1414 matrix_mult(&mvp
, modelview
);
1415 renderer_set_mvp(renderer
, &mvp
);
1417 renderer_set_target(renderer
, dst
, renderer
->g3d
.fb
.zsbuf
, VG_FALSE
);
1418 renderer_set_blend(renderer
, ~0);
1419 renderer_set_fs(renderer
, RENDERER_FS_WHITE
);
1421 /* set internal dirty flags (hacky!) */
1422 renderer
->dirty
= FRAMEBUFFER_DIRTY
| BLEND_DIRTY
;
1425 void renderer_copy_surface(struct renderer
*ctx
,
1426 struct pipe_surface
*src
,
1427 int srcX0
, int srcY0
,
1428 int srcX1
, int srcY1
,
1429 struct pipe_surface
*dst
,
1430 int dstX0
, int dstY0
,
1431 int dstX1
, int dstY1
,
1432 float z
, unsigned filter
)
1434 struct pipe_context
*pipe
= ctx
->pipe
;
1435 struct pipe_screen
*screen
= pipe
->screen
;
1436 struct pipe_sampler_view view_templ
;
1437 struct pipe_sampler_view
*view
;
1438 struct pipe_box src_box
;
1439 struct pipe_resource texTemp
, *tex
;
1440 const struct pipe_framebuffer_state
*fb
= &ctx
->g3d
.fb
;
1441 const int srcW
= abs(srcX1
- srcX0
);
1442 const int srcH
= abs(srcY1
- srcY0
);
1443 const int srcLeft
= MIN2(srcX0
, srcX1
);
1444 const int srcTop
= MIN2(srcY0
, srcY1
);
1446 assert(filter
== PIPE_TEX_MIPFILTER_NEAREST
||
1447 filter
== PIPE_TEX_MIPFILTER_LINEAR
);
1449 if (srcLeft
!= srcX0
) {
1450 /* left-right flip */
1456 if (srcTop
!= srcY0
) {
1463 assert(screen
->is_format_supported(screen
, src
->format
, PIPE_TEXTURE_2D
,
1464 0, PIPE_BIND_SAMPLER_VIEW
, 0));
1465 assert(screen
->is_format_supported(screen
, dst
->format
, PIPE_TEXTURE_2D
,
1466 0, PIPE_BIND_SAMPLER_VIEW
, 0));
1467 assert(screen
->is_format_supported(screen
, dst
->format
, PIPE_TEXTURE_2D
,
1468 0, PIPE_BIND_RENDER_TARGET
, 0));
1471 * XXX for now we're always creating a temporary texture.
1472 * Strictly speaking that's not always needed.
1475 /* create temp texture */
1476 memset(&texTemp
, 0, sizeof(texTemp
));
1477 texTemp
.target
= PIPE_TEXTURE_2D
;
1478 texTemp
.format
= src
->format
;
1479 texTemp
.last_level
= 0;
1480 texTemp
.width0
= srcW
;
1481 texTemp
.height0
= srcH
;
1483 texTemp
.array_size
= 1;
1484 texTemp
.bind
= PIPE_BIND_SAMPLER_VIEW
;
1486 tex
= screen
->resource_create(screen
, &texTemp
);
1490 u_sampler_view_default_template(&view_templ
, tex
, tex
->format
);
1491 view
= pipe
->create_sampler_view(pipe
, tex
, &view_templ
);
1496 u_box_2d_zslice(srcLeft
, srcTop
, src
->u
.tex
.first_layer
, srcW
, srcH
, &src_box
);
1498 pipe
->resource_copy_region(pipe
,
1499 tex
, 0, 0, 0, 0, /* dest */
1500 src
->texture
, 0, &src_box
);
1502 assert(floatsEqual(z
, 0.0f
));
1505 if (fb
->cbufs
[0] == dst
) {
1506 /* transform back to surface coordinates */
1507 dstY0
= dst
->height
- dstY0
;
1508 dstY1
= dst
->height
- dstY1
;
1510 if (renderer_drawtex_begin(ctx
, view
)) {
1511 renderer_drawtex(ctx
,
1512 dstX0
, dstY0
, dstX1
- dstX0
, dstY1
- dstY0
,
1513 0, 0, view
->texture
->width0
, view
->texture
->height0
);
1514 renderer_drawtex_end(ctx
);
1518 if (renderer_copy_begin(ctx
, dst
, VG_TRUE
, view
)) {
1520 dstX0
, dstY0
, dstX1
- dstX0
, dstY1
- dstY0
,
1521 0, 0, view
->texture
->width0
, view
->texture
->height0
);
1522 renderer_copy_end(ctx
);
1527 void renderer_texture_quad(struct renderer
*r
,
1528 struct pipe_resource
*tex
,
1529 VGfloat x1offset
, VGfloat y1offset
,
1530 VGfloat x2offset
, VGfloat y2offset
,
1531 VGfloat x1
, VGfloat y1
,
1532 VGfloat x2
, VGfloat y2
,
1533 VGfloat x3
, VGfloat y3
,
1534 VGfloat x4
, VGfloat y4
)
1536 const VGfloat z
= 0.0f
;
1538 assert(r
->state
== RENDERER_STATE_INIT
);
1539 assert(tex
->width0
!= 0);
1540 assert(tex
->height0
!= 0);
1542 cso_save_vertex_shader(r
->cso
);
1544 renderer_set_vs(r
, RENDERER_VS_TEXTURE
);
1546 /* manually set up positions */
1547 r
->vertices
[0][0][0] = x1
;
1548 r
->vertices
[0][0][1] = y1
;
1549 r
->vertices
[0][0][2] = z
;
1551 r
->vertices
[1][0][0] = x2
;
1552 r
->vertices
[1][0][1] = y2
;
1553 r
->vertices
[1][0][2] = z
;
1555 r
->vertices
[2][0][0] = x3
;
1556 r
->vertices
[2][0][1] = y3
;
1557 r
->vertices
[2][0][2] = z
;
1559 r
->vertices
[3][0][0] = x4
;
1560 r
->vertices
[3][0][1] = y4
;
1561 r
->vertices
[3][0][2] = z
;
1564 renderer_quad_texcoord(r
, x1offset
, y1offset
,
1565 x2offset
, y2offset
, tex
->width0
, tex
->height0
);
1567 renderer_quad_draw(r
);
1569 cso_restore_vertex_shader(r
->cso
);