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
);
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
, PIPE_SHADER_FRAGMENT
, i
, &sampler
);
439 cso_single_sampler_done(r
->cso
, PIPE_SHADER_FRAGMENT
);
442 cso_set_sampler_views(r
->cso
, PIPE_SHADER_FRAGMENT
, 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
, PIPE_SHADER_FRAGMENT
, num_samplers
, samplers
);
465 cso_set_sampler_views(renderer
->cso
, PIPE_SHADER_FRAGMENT
, 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
, PIPE_USAGE_STATIC
,
479 pipe_buffer_write(renderer
->pipe
, cbuf
, 0,
480 const_buffer_len
, const_buffer
);
481 pipe_set_constant_buffer(renderer
->pipe
,
482 PIPE_SHADER_FRAGMENT
, 0, cbuf
);
484 renderer
->fs_cbuf
= cbuf
;
485 if (const_buffer_len
<= sizeof(renderer
->fs_cbuf_data
)) {
486 memcpy(renderer
->fs_cbuf_data
, const_buffer
, const_buffer_len
);
487 renderer
->fs_cbuf_len
= const_buffer_len
;
490 renderer
->fs_cbuf_len
= 0;
497 * Setup renderer quad position.
499 static void renderer_quad_pos(struct renderer
*r
,
500 VGfloat x0
, VGfloat y0
,
501 VGfloat x1
, VGfloat y1
,
506 /* the depth test is used for scissoring */
507 z
= (scissor
) ? 0.0f
: 1.0f
;
510 r
->vertices
[0][0][0] = x0
;
511 r
->vertices
[0][0][1] = y0
;
512 r
->vertices
[0][0][2] = z
;
514 r
->vertices
[1][0][0] = x1
;
515 r
->vertices
[1][0][1] = y0
;
516 r
->vertices
[1][0][2] = z
;
518 r
->vertices
[2][0][0] = x1
;
519 r
->vertices
[2][0][1] = y1
;
520 r
->vertices
[2][0][2] = z
;
522 r
->vertices
[3][0][0] = x0
;
523 r
->vertices
[3][0][1] = y1
;
524 r
->vertices
[3][0][2] = z
;
528 * Setup renderer quad texture coordinates.
530 static void renderer_quad_texcoord(struct renderer
*r
,
531 VGfloat x0
, VGfloat y0
,
532 VGfloat x1
, VGfloat y1
,
533 VGint tex_width
, VGint tex_height
)
535 VGfloat s0
, t0
, s1
, t1
, r0
, q0
;
540 t0
= y0
/ tex_height
;
541 t1
= y1
/ tex_height
;
546 r
->vertices
[0][1][0] = s0
;
547 r
->vertices
[0][1][1] = t0
;
549 r
->vertices
[1][1][0] = s1
;
550 r
->vertices
[1][1][1] = t0
;
552 r
->vertices
[2][1][0] = s1
;
553 r
->vertices
[2][1][1] = t1
;
555 r
->vertices
[3][1][0] = s0
;
556 r
->vertices
[3][1][1] = t1
;
558 for (i
= 0; i
< 4; i
++) {
559 r
->vertices
[i
][1][2] = r0
;
560 r
->vertices
[i
][1][3] = q0
;
565 * Draw renderer quad.
567 static void renderer_quad_draw(struct renderer
*r
)
569 util_draw_user_vertex_buffer(r
->cso
, r
->vertices
, PIPE_PRIM_TRIANGLE_FAN
,
570 Elements(r
->vertices
), /* verts */
571 Elements(r
->vertices
[0])); /* attribs/vert */
575 * Prepare the renderer for copying.
577 VGboolean
renderer_copy_begin(struct renderer
*renderer
,
578 struct pipe_surface
*dst
,
580 struct pipe_sampler_view
*src
)
582 assert(renderer
->state
== RENDERER_STATE_INIT
);
585 if (!renderer_can_support(renderer
,
586 dst
->texture
, PIPE_BIND_RENDER_TARGET
) ||
587 !renderer_can_support(renderer
,
588 src
->texture
, PIPE_BIND_SAMPLER_VIEW
))
591 cso_save_framebuffer(renderer
->cso
);
592 cso_save_viewport(renderer
->cso
);
593 cso_save_blend(renderer
->cso
);
594 cso_save_samplers(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
595 cso_save_sampler_views(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
596 cso_save_fragment_shader(renderer
->cso
);
597 cso_save_vertex_shader(renderer
->cso
);
599 renderer_set_target(renderer
, dst
, NULL
, y0_top
);
601 renderer_set_blend(renderer
, ~0);
602 renderer_set_samplers(renderer
, 1, &src
);
604 renderer_set_fs(renderer
, RENDERER_FS_TEXTURE
);
605 renderer_set_vs(renderer
, RENDERER_VS_TEXTURE
);
607 renderer_set_mvp(renderer
, NULL
);
609 /* remember the texture size */
610 renderer
->u
.copy
.tex_width
= src
->texture
->width0
;
611 renderer
->u
.copy
.tex_height
= src
->texture
->height0
;
612 renderer
->state
= RENDERER_STATE_COPY
;
618 * Draw into the destination rectangle given by (x, y, w, h). The texture is
619 * sampled from within the rectangle given by (sx, sy, sw, sh).
621 * The coordinates are in surface coordinates.
623 void renderer_copy(struct renderer
*renderer
,
624 VGint x
, VGint y
, VGint w
, VGint h
,
625 VGint sx
, VGint sy
, VGint sw
, VGint sh
)
627 assert(renderer
->state
== RENDERER_STATE_COPY
);
629 /* there is no depth buffer for scissoring anyway */
630 renderer_quad_pos(renderer
, x
, y
, x
+ w
, y
+ h
, VG_FALSE
);
631 renderer_quad_texcoord(renderer
, sx
, sy
, sx
+ sw
, sy
+ sh
,
632 renderer
->u
.copy
.tex_width
,
633 renderer
->u
.copy
.tex_height
);
635 renderer_quad_draw(renderer
);
639 * End copying and restore the states.
641 void renderer_copy_end(struct renderer
*renderer
)
643 assert(renderer
->state
== RENDERER_STATE_COPY
);
645 cso_restore_framebuffer(renderer
->cso
);
646 cso_restore_viewport(renderer
->cso
);
647 cso_restore_blend(renderer
->cso
);
648 cso_restore_samplers(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
649 cso_restore_sampler_views(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
650 cso_restore_fragment_shader(renderer
->cso
);
651 cso_restore_vertex_shader(renderer
->cso
);
653 renderer
->state
= RENDERER_STATE_INIT
;
657 * Prepare the renderer for textured drawing.
659 VGboolean
renderer_drawtex_begin(struct renderer
*renderer
,
660 struct pipe_sampler_view
*src
)
662 assert(renderer
->state
== RENDERER_STATE_INIT
);
664 if (!renderer_can_support(renderer
, src
->texture
, PIPE_BIND_SAMPLER_VIEW
))
667 cso_save_blend(renderer
->cso
);
668 cso_save_samplers(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
669 cso_save_sampler_views(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
670 cso_save_fragment_shader(renderer
->cso
);
671 cso_save_vertex_shader(renderer
->cso
);
673 renderer_set_blend(renderer
, ~0);
675 renderer_set_samplers(renderer
, 1, &src
);
677 renderer_set_fs(renderer
, RENDERER_FS_TEXTURE
);
678 renderer_set_vs(renderer
, RENDERER_VS_TEXTURE
);
680 renderer_set_mvp(renderer
, NULL
);
682 /* remember the texture size */
683 renderer
->u
.drawtex
.tex_width
= src
->texture
->width0
;
684 renderer
->u
.drawtex
.tex_height
= src
->texture
->height0
;
685 renderer
->state
= RENDERER_STATE_DRAWTEX
;
691 * Draw into the destination rectangle given by (x, y, w, h). The texture is
692 * sampled from within the rectangle given by (sx, sy, sw, sh).
694 * The coordinates are in surface coordinates.
696 void renderer_drawtex(struct renderer
*renderer
,
697 VGint x
, VGint y
, VGint w
, VGint h
,
698 VGint sx
, VGint sy
, VGint sw
, VGint sh
)
700 assert(renderer
->state
== RENDERER_STATE_DRAWTEX
);
702 /* with scissoring */
703 renderer_quad_pos(renderer
, x
, y
, x
+ w
, y
+ h
, VG_TRUE
);
704 renderer_quad_texcoord(renderer
, sx
, sy
, sx
+ sw
, sy
+ sh
,
705 renderer
->u
.drawtex
.tex_width
,
706 renderer
->u
.drawtex
.tex_height
);
708 renderer_quad_draw(renderer
);
712 * End textured drawing and restore the states.
714 void renderer_drawtex_end(struct renderer
*renderer
)
716 assert(renderer
->state
== RENDERER_STATE_DRAWTEX
);
718 cso_restore_blend(renderer
->cso
);
719 cso_restore_samplers(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
720 cso_restore_sampler_views(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
721 cso_restore_fragment_shader(renderer
->cso
);
722 cso_restore_vertex_shader(renderer
->cso
);
724 renderer
->state
= RENDERER_STATE_INIT
;
728 * Prepare the renderer for scissor update. This will reset the depth buffer
731 VGboolean
renderer_scissor_begin(struct renderer
*renderer
,
732 VGboolean restore_dsa
)
734 struct pipe_depth_stencil_alpha_state dsa
;
736 assert(renderer
->state
== RENDERER_STATE_INIT
);
739 cso_save_depth_stencil_alpha(renderer
->cso
);
740 cso_save_blend(renderer
->cso
);
741 cso_save_fragment_shader(renderer
->cso
);
743 /* enable depth writes */
744 memset(&dsa
, 0, sizeof(dsa
));
745 dsa
.depth
.enabled
= 1;
746 dsa
.depth
.writemask
= 1;
747 dsa
.depth
.func
= PIPE_FUNC_ALWAYS
;
748 cso_set_depth_stencil_alpha(renderer
->cso
, &dsa
);
750 /* disable color writes */
751 renderer_set_blend(renderer
, 0);
752 renderer_set_fs(renderer
, RENDERER_FS_SCISSOR
);
754 renderer_set_mvp(renderer
, NULL
);
756 renderer
->u
.scissor
.restore_dsa
= restore_dsa
;
757 renderer
->state
= RENDERER_STATE_SCISSOR
;
759 /* clear the depth buffer to 1.0f */
760 renderer
->pipe
->clear(renderer
->pipe
,
761 PIPE_CLEAR_DEPTHSTENCIL
, NULL
, 1.0f
, 0);
767 * Add a scissor rectangle. Depth values inside the rectangle will be set to
770 void renderer_scissor(struct renderer
*renderer
,
771 VGint x
, VGint y
, VGint width
, VGint height
)
773 assert(renderer
->state
== RENDERER_STATE_SCISSOR
);
775 renderer_quad_pos(renderer
, x
, y
, x
+ width
, y
+ height
, VG_FALSE
);
776 renderer_quad_draw(renderer
);
780 * End scissor update and restore the states.
782 void renderer_scissor_end(struct renderer
*renderer
)
784 assert(renderer
->state
== RENDERER_STATE_SCISSOR
);
786 if (renderer
->u
.scissor
.restore_dsa
)
787 cso_restore_depth_stencil_alpha(renderer
->cso
);
788 cso_restore_blend(renderer
->cso
);
789 cso_restore_fragment_shader(renderer
->cso
);
791 renderer
->state
= RENDERER_STATE_INIT
;
795 * Prepare the renderer for clearing.
797 VGboolean
renderer_clear_begin(struct renderer
*renderer
)
799 assert(renderer
->state
== RENDERER_STATE_INIT
);
801 cso_save_blend(renderer
->cso
);
802 cso_save_fragment_shader(renderer
->cso
);
803 cso_save_vertex_shader(renderer
->cso
);
805 renderer_set_blend(renderer
, ~0);
806 renderer_set_fs(renderer
, RENDERER_FS_COLOR
);
807 renderer_set_vs(renderer
, RENDERER_VS_COLOR
);
809 renderer_set_mvp(renderer
, NULL
);
811 renderer
->state
= RENDERER_STATE_CLEAR
;
817 * Clear the framebuffer with the specified region and color.
819 * The coordinates are in surface coordinates.
821 void renderer_clear(struct renderer
*renderer
,
822 VGint x
, VGint y
, VGint width
, VGint height
,
823 const VGfloat color
[4])
827 assert(renderer
->state
== RENDERER_STATE_CLEAR
);
829 renderer_quad_pos(renderer
, x
, y
, x
+ width
, y
+ height
, VG_TRUE
);
830 for (i
= 0; i
< 4; i
++)
831 memcpy(renderer
->vertices
[i
][1], color
, sizeof(VGfloat
) * 4);
833 renderer_quad_draw(renderer
);
837 * End clearing and retore the states.
839 void renderer_clear_end(struct renderer
*renderer
)
841 assert(renderer
->state
== RENDERER_STATE_CLEAR
);
843 cso_restore_blend(renderer
->cso
);
844 cso_restore_fragment_shader(renderer
->cso
);
845 cso_restore_vertex_shader(renderer
->cso
);
847 renderer
->state
= RENDERER_STATE_INIT
;
851 * Prepare the renderer for image filtering.
853 VGboolean
renderer_filter_begin(struct renderer
*renderer
,
854 struct pipe_resource
*dst
,
856 VGbitfield channel_mask
,
857 const struct pipe_sampler_state
**samplers
,
858 struct pipe_sampler_view
**views
,
861 const void *const_buffer
,
862 VGint const_buffer_len
)
864 struct pipe_surface
*surf
, surf_tmpl
;
866 assert(renderer
->state
== RENDERER_STATE_INIT
);
870 if (!renderer_can_support(renderer
, dst
, PIPE_BIND_RENDER_TARGET
))
873 u_surface_default_template(&surf_tmpl
, dst
,
874 PIPE_BIND_RENDER_TARGET
);
875 surf
= renderer
->pipe
->create_surface(renderer
->pipe
, dst
, &surf_tmpl
);
879 cso_save_framebuffer(renderer
->cso
);
880 cso_save_viewport(renderer
->cso
);
881 cso_save_blend(renderer
->cso
);
883 /* set the image as the target */
884 renderer_set_target(renderer
, surf
, NULL
, y0_top
);
885 pipe_surface_reference(&surf
, NULL
);
887 renderer_set_blend(renderer
, channel_mask
);
890 struct pipe_resource
*tex
;
892 cso_save_samplers(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
893 cso_save_sampler_views(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
894 cso_save_fragment_shader(renderer
->cso
);
895 cso_save_vertex_shader(renderer
->cso
);
897 renderer_set_custom_fs(renderer
, fs
,
898 samplers
, views
, num_samplers
,
899 const_buffer
, const_buffer_len
);
900 renderer_set_vs(renderer
, RENDERER_VS_TEXTURE
);
902 tex
= views
[0]->texture
;
903 renderer
->u
.filter
.tex_width
= tex
->width0
;
904 renderer
->u
.filter
.tex_height
= tex
->height0
;
905 renderer
->u
.filter
.use_sampler
= VG_TRUE
;
908 cso_save_fragment_shader(renderer
->cso
);
910 renderer_set_custom_fs(renderer
, fs
, NULL
, NULL
, 0,
911 const_buffer
, const_buffer_len
);
913 renderer
->u
.filter
.use_sampler
= VG_FALSE
;
916 renderer_set_mvp(renderer
, NULL
);
918 renderer
->state
= RENDERER_STATE_FILTER
;
924 * Draw into a rectangle of the destination with the specified region of the
927 * The coordinates are in surface coordinates.
929 void renderer_filter(struct renderer
*renderer
,
930 VGint x
, VGint y
, VGint w
, VGint h
,
931 VGint sx
, VGint sy
, VGint sw
, VGint sh
)
933 assert(renderer
->state
== RENDERER_STATE_FILTER
);
935 renderer_quad_pos(renderer
, x
, y
, x
+ w
, y
+ h
, VG_FALSE
);
936 if (renderer
->u
.filter
.use_sampler
) {
937 renderer_quad_texcoord(renderer
, sx
, sy
, sx
+ sw
, sy
+ sh
,
938 renderer
->u
.filter
.tex_width
,
939 renderer
->u
.filter
.tex_height
);
942 renderer_quad_draw(renderer
);
946 * End image filtering and restore the states.
948 void renderer_filter_end(struct renderer
*renderer
)
950 assert(renderer
->state
== RENDERER_STATE_FILTER
);
952 if (renderer
->u
.filter
.use_sampler
) {
953 cso_restore_samplers(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
954 cso_restore_sampler_views(renderer
->cso
, PIPE_SHADER_FRAGMENT
);
955 cso_restore_vertex_shader(renderer
->cso
);
958 cso_restore_framebuffer(renderer
->cso
);
959 cso_restore_viewport(renderer
->cso
);
960 cso_restore_blend(renderer
->cso
);
961 cso_restore_fragment_shader(renderer
->cso
);
963 renderer
->state
= RENDERER_STATE_INIT
;
967 * Prepare the renderer for polygon silhouette rendering.
969 VGboolean
renderer_polygon_stencil_begin(struct renderer
*renderer
,
970 struct pipe_vertex_element
*velem
,
972 VGboolean restore_dsa
)
974 struct pipe_depth_stencil_alpha_state
*dsa
;
975 VGboolean manual_two_sides
;
977 assert(renderer
->state
== RENDERER_STATE_INIT
);
979 cso_save_vertex_elements(renderer
->cso
);
980 cso_save_blend(renderer
->cso
);
981 cso_save_depth_stencil_alpha(renderer
->cso
);
983 cso_set_vertex_elements(renderer
->cso
, 1, velem
);
985 /* disable color writes */
986 renderer_set_blend(renderer
, 0);
988 manual_two_sides
= VG_FALSE
;
989 dsa
= &renderer
->u
.polygon_stencil
.dsa
;
990 memset(dsa
, 0, sizeof(*dsa
));
991 if (rule
== VG_EVEN_ODD
) {
992 dsa
->stencil
[0].enabled
= 1;
993 dsa
->stencil
[0].writemask
= 1;
994 dsa
->stencil
[0].fail_op
= PIPE_STENCIL_OP_KEEP
;
995 dsa
->stencil
[0].zfail_op
= PIPE_STENCIL_OP_KEEP
;
996 dsa
->stencil
[0].zpass_op
= PIPE_STENCIL_OP_INVERT
;
997 dsa
->stencil
[0].func
= PIPE_FUNC_ALWAYS
;
998 dsa
->stencil
[0].valuemask
= ~0;
1001 assert(rule
== VG_NON_ZERO
);
1004 dsa
->stencil
[0].enabled
= 1;
1005 dsa
->stencil
[0].writemask
= ~0;
1006 dsa
->stencil
[0].fail_op
= PIPE_STENCIL_OP_KEEP
;
1007 dsa
->stencil
[0].zfail_op
= PIPE_STENCIL_OP_KEEP
;
1008 dsa
->stencil
[0].zpass_op
= PIPE_STENCIL_OP_INCR_WRAP
;
1009 dsa
->stencil
[0].func
= PIPE_FUNC_ALWAYS
;
1010 dsa
->stencil
[0].valuemask
= ~0;
1012 if (renderer
->pipe
->screen
->get_param(renderer
->pipe
->screen
,
1013 PIPE_CAP_TWO_SIDED_STENCIL
)) {
1015 dsa
->stencil
[1] = dsa
->stencil
[0];
1016 dsa
->stencil
[1].zpass_op
= PIPE_STENCIL_OP_DECR_WRAP
;
1019 manual_two_sides
= VG_TRUE
;
1022 cso_set_depth_stencil_alpha(renderer
->cso
, dsa
);
1024 if (manual_two_sides
)
1025 cso_save_rasterizer(renderer
->cso
);
1027 renderer
->u
.polygon_stencil
.manual_two_sides
= manual_two_sides
;
1028 renderer
->u
.polygon_stencil
.restore_dsa
= restore_dsa
;
1029 renderer
->state
= RENDERER_STATE_POLYGON_STENCIL
;
1035 * Render a polygon silhouette to stencil buffer.
1037 void renderer_polygon_stencil(struct renderer
*renderer
,
1038 struct pipe_vertex_buffer
*vbuf
,
1039 VGuint mode
, VGuint start
, VGuint count
)
1041 assert(renderer
->state
== RENDERER_STATE_POLYGON_STENCIL
);
1043 cso_set_vertex_buffers(renderer
->cso
, 0, 1, vbuf
);
1045 if (!renderer
->u
.polygon_stencil
.manual_two_sides
) {
1046 cso_draw_arrays(renderer
->cso
, mode
, start
, count
);
1049 struct pipe_rasterizer_state raster
;
1050 struct pipe_depth_stencil_alpha_state dsa
;
1052 raster
= renderer
->g3d
.rasterizer
;
1053 dsa
= renderer
->u
.polygon_stencil
.dsa
;
1056 raster
.cull_face
= PIPE_FACE_BACK
;
1057 dsa
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_INCR_WRAP
;
1059 cso_set_rasterizer(renderer
->cso
, &raster
);
1060 cso_set_depth_stencil_alpha(renderer
->cso
, &dsa
);
1061 cso_draw_arrays(renderer
->cso
, mode
, start
, count
);
1064 raster
.cull_face
= PIPE_FACE_FRONT
;
1065 dsa
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_DECR_WRAP
;
1067 cso_set_rasterizer(renderer
->cso
, &raster
);
1068 cso_set_depth_stencil_alpha(renderer
->cso
, &dsa
);
1069 cso_draw_arrays(renderer
->cso
, mode
, start
, count
);
1074 * End polygon silhouette rendering.
1076 void renderer_polygon_stencil_end(struct renderer
*renderer
)
1078 assert(renderer
->state
== RENDERER_STATE_POLYGON_STENCIL
);
1080 if (renderer
->u
.polygon_stencil
.manual_two_sides
)
1081 cso_restore_rasterizer(renderer
->cso
);
1083 cso_restore_vertex_elements(renderer
->cso
);
1085 /* restore color writes */
1086 cso_restore_blend(renderer
->cso
);
1088 if (renderer
->u
.polygon_stencil
.restore_dsa
)
1089 cso_restore_depth_stencil_alpha(renderer
->cso
);
1091 renderer
->state
= RENDERER_STATE_INIT
;
1095 * Prepare the renderer for polygon filling.
1097 VGboolean
renderer_polygon_fill_begin(struct renderer
*renderer
,
1100 struct pipe_depth_stencil_alpha_state dsa
;
1102 assert(renderer
->state
== RENDERER_STATE_INIT
);
1105 cso_save_depth_stencil_alpha(renderer
->cso
);
1107 /* setup stencil ops */
1108 memset(&dsa
, 0, sizeof(dsa
));
1109 dsa
.stencil
[0].enabled
= 1;
1110 dsa
.stencil
[0].func
= PIPE_FUNC_NOTEQUAL
;
1111 dsa
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
1112 dsa
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
1113 dsa
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
1114 dsa
.stencil
[0].valuemask
= ~0;
1115 dsa
.stencil
[0].writemask
= ~0;
1116 dsa
.depth
= renderer
->g3d
.dsa
.depth
;
1117 cso_set_depth_stencil_alpha(renderer
->cso
, &dsa
);
1119 renderer
->state
= RENDERER_STATE_POLYGON_FILL
;
1127 void renderer_polygon_fill(struct renderer
*renderer
,
1128 VGfloat min_x
, VGfloat min_y
,
1129 VGfloat max_x
, VGfloat max_y
)
1131 assert(renderer
->state
== RENDERER_STATE_POLYGON_FILL
);
1133 renderer_quad_pos(renderer
, min_x
, min_y
, max_x
, max_y
, VG_TRUE
);
1134 renderer_quad_draw(renderer
);
1138 * End polygon filling.
1140 void renderer_polygon_fill_end(struct renderer
*renderer
)
1142 assert(renderer
->state
== RENDERER_STATE_POLYGON_FILL
);
1144 cso_restore_depth_stencil_alpha(renderer
->cso
);
1146 renderer
->state
= RENDERER_STATE_INIT
;
1149 struct renderer
* renderer_create(struct vg_context
*owner
)
1151 struct renderer
*renderer
;
1152 struct pipe_rasterizer_state
*raster
;
1153 struct pipe_stencil_ref sr
;
1156 renderer
= CALLOC_STRUCT(renderer
);
1160 renderer
->pipe
= owner
->pipe
;
1161 renderer
->cso
= owner
->cso_context
;
1163 /* init vertex data that doesn't change */
1164 for (i
= 0; i
< 4; i
++)
1165 renderer
->vertices
[i
][0][3] = 1.0f
; /* w */
1167 for (i
= 0; i
< 2; i
++) {
1168 renderer
->velems
[i
].src_offset
= i
* 4 * sizeof(float);
1169 renderer
->velems
[i
].instance_divisor
= 0;
1170 renderer
->velems
[i
].vertex_buffer_index
= 0;
1171 renderer
->velems
[i
].src_format
= PIPE_FORMAT_R32G32B32A32_FLOAT
;
1173 cso_set_vertex_elements(renderer
->cso
, 2, renderer
->velems
);
1175 /* GL rasterization rules */
1176 raster
= &renderer
->g3d
.rasterizer
;
1177 memset(raster
, 0, sizeof(*raster
));
1178 raster
->gl_rasterization_rules
= 1;
1179 raster
->depth_clip
= 1;
1180 cso_set_rasterizer(renderer
->cso
, raster
);
1183 memset(&sr
, 0, sizeof(sr
));
1184 cso_set_stencil_ref(renderer
->cso
, &sr
);
1186 renderer_set_vs(renderer
, RENDERER_VS_PLAIN
);
1188 renderer
->state
= RENDERER_STATE_INIT
;
1193 void renderer_destroy(struct renderer
*ctx
)
1197 for (i
= 0; i
< NUM_RENDERER_VS
; i
++) {
1198 if (ctx
->cached_vs
[i
])
1199 cso_delete_vertex_shader(ctx
->cso
, ctx
->cached_vs
[i
]);
1201 for (i
= 0; i
< NUM_RENDERER_FS
; i
++) {
1202 if (ctx
->cached_fs
[i
])
1203 cso_delete_fragment_shader(ctx
->cso
, ctx
->cached_fs
[i
]);
1206 pipe_resource_reference(&ctx
->vs_cbuf
, NULL
);
1207 pipe_resource_reference(&ctx
->fs_cbuf
, NULL
);
1212 static void update_clip_state(struct renderer
*renderer
,
1213 const struct vg_state
*state
)
1215 struct pipe_depth_stencil_alpha_state
*dsa
= &renderer
->g3d
.dsa
;
1217 memset(dsa
, 0, sizeof(struct pipe_depth_stencil_alpha_state
));
1219 if (state
->scissoring
) {
1220 struct pipe_framebuffer_state
*fb
= &renderer
->g3d
.fb
;
1223 renderer_scissor_begin(renderer
, VG_FALSE
);
1225 for (i
= 0; i
< state
->scissor_rects_num
; ++i
) {
1226 const float x
= state
->scissor_rects
[i
* 4 + 0].f
;
1227 const float y
= state
->scissor_rects
[i
* 4 + 1].f
;
1228 const float width
= state
->scissor_rects
[i
* 4 + 2].f
;
1229 const float height
= state
->scissor_rects
[i
* 4 + 3].f
;
1230 VGint x0
, y0
, x1
, y1
, iw
, ih
;
1239 /* note that x1 and y1 are exclusive */
1240 x1
= (VGint
) ceilf(x
+ width
);
1241 y1
= (VGint
) ceilf(y
+ height
);
1244 if (y1
> fb
->height
)
1249 if (iw
> 0 && ih
> 0 )
1250 renderer_scissor(renderer
, x0
, y0
, iw
, ih
);
1253 renderer_scissor_end(renderer
);
1255 dsa
->depth
.enabled
= 1; /* glEnable(GL_DEPTH_TEST); */
1256 dsa
->depth
.writemask
= 0;/*glDepthMask(FALSE);*/
1257 dsa
->depth
.func
= PIPE_FUNC_GEQUAL
;
1261 static void renderer_validate_blend(struct renderer
*renderer
,
1262 const struct vg_state
*state
,
1263 enum pipe_format fb_format
)
1265 struct pipe_blend_state blend
;
1267 memset(&blend
, 0, sizeof(blend
));
1268 blend
.rt
[0].colormask
= PIPE_MASK_RGBA
;
1269 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
1270 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
1271 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1272 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1274 /* TODO alpha masking happens after blending? */
1276 switch (state
->blend_mode
) {
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 case VG_BLEND_SRC_OVER
:
1284 /* use the blend state only when there is no alpha channel */
1285 if (!util_format_has_alpha(fb_format
)) {
1286 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_SRC_ALPHA
;
1287 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
1288 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_INV_SRC_ALPHA
;
1289 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_INV_SRC_ALPHA
;
1290 blend
.rt
[0].blend_enable
= 1;
1293 case VG_BLEND_SRC_IN
:
1294 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
1295 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_DST_ALPHA
;
1296 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1297 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1298 blend
.rt
[0].blend_enable
= 1;
1300 case VG_BLEND_DST_IN
:
1301 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ZERO
;
1302 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ZERO
;
1303 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ONE
;
1304 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_SRC_ALPHA
;
1305 blend
.rt
[0].blend_enable
= 1;
1307 case VG_BLEND_DST_OVER
:
1308 case VG_BLEND_MULTIPLY
:
1309 case VG_BLEND_SCREEN
:
1310 case VG_BLEND_DARKEN
:
1311 case VG_BLEND_LIGHTEN
:
1312 case VG_BLEND_ADDITIVE
:
1316 assert(!"not implemented blend mode");
1320 cso_set_blend(renderer
->cso
, &blend
);
1324 * Propogate OpenVG state changes to the renderer. Only framebuffer, blending
1325 * and scissoring states are relevant here.
1327 void renderer_validate(struct renderer
*renderer
,
1329 const struct st_framebuffer
*stfb
,
1330 const struct vg_state
*state
)
1332 assert(renderer
->state
== RENDERER_STATE_INIT
);
1334 dirty
|= renderer
->dirty
;
1335 renderer
->dirty
= 0;
1337 if (dirty
& FRAMEBUFFER_DIRTY
) {
1338 struct pipe_framebuffer_state
*fb
= &renderer
->g3d
.fb
;
1339 struct matrix
*proj
= &renderer
->projection
;
1341 memset(fb
, 0, sizeof(struct pipe_framebuffer_state
));
1342 fb
->width
= stfb
->width
;
1343 fb
->height
= stfb
->height
;
1345 fb
->cbufs
[0] = stfb
->strb
->surface
;
1346 fb
->zsbuf
= stfb
->dsrb
->surface
;
1348 cso_set_framebuffer(renderer
->cso
, fb
);
1349 vg_set_viewport(renderer
, VEGA_Y0_BOTTOM
);
1351 matrix_load_identity(proj
);
1352 matrix_translate(proj
, -1.0f
, -1.0f
);
1353 matrix_scale(proj
, 2.0f
/ fb
->width
, 2.0f
/ fb
->height
);
1355 /* we also got a new depth buffer */
1356 if (dirty
& DEPTH_STENCIL_DIRTY
) {
1357 renderer
->pipe
->clear(renderer
->pipe
,
1358 PIPE_CLEAR_DEPTHSTENCIL
, NULL
, 0.0, 0);
1362 /* must be last because it renders to the depth buffer*/
1363 if (dirty
& DEPTH_STENCIL_DIRTY
) {
1364 update_clip_state(renderer
, state
);
1365 cso_set_depth_stencil_alpha(renderer
->cso
, &renderer
->g3d
.dsa
);
1368 if (dirty
& BLEND_DIRTY
)
1369 renderer_validate_blend(renderer
, state
, stfb
->strb
->format
);
1373 * Prepare the renderer for OpenVG pipeline.
1375 void renderer_validate_for_shader(struct renderer
*renderer
,
1376 const struct pipe_sampler_state
**samplers
,
1377 struct pipe_sampler_view
**views
,
1379 const struct matrix
*modelview
,
1381 const void *const_buffer
,
1382 VGint const_buffer_len
)
1384 struct matrix mvp
= renderer
->projection
;
1386 /* will be used in POLYGON_STENCIL and POLYGON_FILL */
1387 matrix_mult(&mvp
, modelview
);
1388 renderer_set_mvp(renderer
, &mvp
);
1390 renderer_set_custom_fs(renderer
, fs
,
1391 samplers
, views
, num_samplers
,
1392 const_buffer
, const_buffer_len
);
1395 void renderer_validate_for_mask_rendering(struct renderer
*renderer
,
1396 struct pipe_surface
*dst
,
1397 const struct matrix
*modelview
)
1399 struct matrix mvp
= renderer
->projection
;
1401 /* will be used in POLYGON_STENCIL and POLYGON_FILL */
1402 matrix_mult(&mvp
, modelview
);
1403 renderer_set_mvp(renderer
, &mvp
);
1405 renderer_set_target(renderer
, dst
, renderer
->g3d
.fb
.zsbuf
, VG_FALSE
);
1406 renderer_set_blend(renderer
, ~0);
1407 renderer_set_fs(renderer
, RENDERER_FS_WHITE
);
1409 /* set internal dirty flags (hacky!) */
1410 renderer
->dirty
= FRAMEBUFFER_DIRTY
| BLEND_DIRTY
;
1413 void renderer_copy_surface(struct renderer
*ctx
,
1414 struct pipe_surface
*src
,
1415 int srcX0
, int srcY0
,
1416 int srcX1
, int srcY1
,
1417 struct pipe_surface
*dst
,
1418 int dstX0
, int dstY0
,
1419 int dstX1
, int dstY1
,
1420 float z
, unsigned filter
)
1422 struct pipe_context
*pipe
= ctx
->pipe
;
1423 struct pipe_screen
*screen
= pipe
->screen
;
1424 struct pipe_sampler_view view_templ
;
1425 struct pipe_sampler_view
*view
;
1426 struct pipe_box src_box
;
1427 struct pipe_resource texTemp
, *tex
;
1428 const struct pipe_framebuffer_state
*fb
= &ctx
->g3d
.fb
;
1429 const int srcW
= abs(srcX1
- srcX0
);
1430 const int srcH
= abs(srcY1
- srcY0
);
1431 const int srcLeft
= MIN2(srcX0
, srcX1
);
1432 const int srcTop
= MIN2(srcY0
, srcY1
);
1434 assert(filter
== PIPE_TEX_MIPFILTER_NEAREST
||
1435 filter
== PIPE_TEX_MIPFILTER_LINEAR
);
1437 if (srcLeft
!= srcX0
) {
1438 /* left-right flip */
1444 if (srcTop
!= srcY0
) {
1451 assert(screen
->is_format_supported(screen
, src
->format
, PIPE_TEXTURE_2D
,
1452 0, PIPE_BIND_SAMPLER_VIEW
));
1453 assert(screen
->is_format_supported(screen
, dst
->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_RENDER_TARGET
));
1459 * XXX for now we're always creating a temporary texture.
1460 * Strictly speaking that's not always needed.
1463 /* create temp texture */
1464 memset(&texTemp
, 0, sizeof(texTemp
));
1465 texTemp
.target
= PIPE_TEXTURE_2D
;
1466 texTemp
.format
= src
->format
;
1467 texTemp
.last_level
= 0;
1468 texTemp
.width0
= srcW
;
1469 texTemp
.height0
= srcH
;
1471 texTemp
.array_size
= 1;
1472 texTemp
.bind
= PIPE_BIND_SAMPLER_VIEW
;
1474 tex
= screen
->resource_create(screen
, &texTemp
);
1478 u_sampler_view_default_template(&view_templ
, tex
, tex
->format
);
1479 view
= pipe
->create_sampler_view(pipe
, tex
, &view_templ
);
1484 u_box_2d_zslice(srcLeft
, srcTop
, src
->u
.tex
.first_layer
, srcW
, srcH
, &src_box
);
1486 pipe
->resource_copy_region(pipe
,
1487 tex
, 0, 0, 0, 0, /* dest */
1488 src
->texture
, 0, &src_box
);
1490 assert(floatsEqual(z
, 0.0f
));
1493 if (fb
->cbufs
[0] == dst
) {
1494 /* transform back to surface coordinates */
1495 dstY0
= dst
->height
- dstY0
;
1496 dstY1
= dst
->height
- dstY1
;
1498 if (renderer_drawtex_begin(ctx
, view
)) {
1499 renderer_drawtex(ctx
,
1500 dstX0
, dstY0
, dstX1
- dstX0
, dstY1
- dstY0
,
1501 0, 0, view
->texture
->width0
, view
->texture
->height0
);
1502 renderer_drawtex_end(ctx
);
1506 if (renderer_copy_begin(ctx
, dst
, VG_TRUE
, view
)) {
1508 dstX0
, dstY0
, dstX1
- dstX0
, dstY1
- dstY0
,
1509 0, 0, view
->texture
->width0
, view
->texture
->height0
);
1510 renderer_copy_end(ctx
);
1515 void renderer_texture_quad(struct renderer
*r
,
1516 struct pipe_resource
*tex
,
1517 VGfloat x1offset
, VGfloat y1offset
,
1518 VGfloat x2offset
, VGfloat y2offset
,
1519 VGfloat x1
, VGfloat y1
,
1520 VGfloat x2
, VGfloat y2
,
1521 VGfloat x3
, VGfloat y3
,
1522 VGfloat x4
, VGfloat y4
)
1524 const VGfloat z
= 0.0f
;
1526 assert(r
->state
== RENDERER_STATE_INIT
);
1527 assert(tex
->width0
!= 0);
1528 assert(tex
->height0
!= 0);
1530 cso_save_vertex_shader(r
->cso
);
1532 renderer_set_vs(r
, RENDERER_VS_TEXTURE
);
1534 /* manually set up positions */
1535 r
->vertices
[0][0][0] = x1
;
1536 r
->vertices
[0][0][1] = y1
;
1537 r
->vertices
[0][0][2] = z
;
1539 r
->vertices
[1][0][0] = x2
;
1540 r
->vertices
[1][0][1] = y2
;
1541 r
->vertices
[1][0][2] = z
;
1543 r
->vertices
[2][0][0] = x3
;
1544 r
->vertices
[2][0][1] = y3
;
1545 r
->vertices
[2][0][2] = z
;
1547 r
->vertices
[3][0][0] = x4
;
1548 r
->vertices
[3][0][1] = y4
;
1549 r
->vertices
[3][0][2] = z
;
1552 renderer_quad_texcoord(r
, x1offset
, y1offset
,
1553 x2offset
, y2offset
, tex
->width0
, tex
->height0
);
1555 renderer_quad_draw(r
);
1557 cso_restore_vertex_shader(r
->cso
);