st/vega: Move declaration outside for loop.
[mesa.git] / src / gallium / state_trackers / vega / vg_context.c
1 /**************************************************************************
2 *
3 * Copyright 2009 VMware, Inc. All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sub license, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial portions
15 * of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
20 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
21 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
22 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
23 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 **************************************************************************/
26
27 #include "vg_context.h"
28
29 #include "paint.h"
30 #include "renderer.h"
31 #include "shaders_cache.h"
32 #include "shader.h"
33 #include "asm_util.h"
34 #include "st_inlines.h"
35
36 #include "pipe/p_context.h"
37 #include "pipe/p_inlines.h"
38 #include "pipe/p_shader_tokens.h"
39
40 #include "cso_cache/cso_context.h"
41
42 #include "util/u_simple_shaders.h"
43 #include "util/u_memory.h"
44 #include "util/u_blit.h"
45
46 struct vg_context *_vg_context = 0;
47
48 struct vg_context * vg_current_context(void)
49 {
50 return _vg_context;
51 }
52
53 static void init_clear(struct vg_context *st)
54 {
55 struct pipe_context *pipe = st->pipe;
56
57 /* rasterizer state: bypass clipping */
58 memset(&st->clear.raster, 0, sizeof(st->clear.raster));
59 st->clear.raster.gl_rasterization_rules = 1;
60
61 /* fragment shader state: color pass-through program */
62 st->clear.fs =
63 util_make_fragment_passthrough_shader(pipe);
64 }
65 void vg_set_current_context(struct vg_context *ctx)
66 {
67 _vg_context = ctx;
68 }
69
70 struct vg_context * vg_create_context(struct pipe_context *pipe,
71 const void *visual,
72 struct vg_context *share)
73 {
74 struct vg_context *ctx;
75
76 ctx = CALLOC_STRUCT(vg_context);
77
78 ctx->pipe = pipe;
79
80 vg_init_state(&ctx->state.vg);
81 ctx->state.dirty = ALL_DIRTY;
82
83 ctx->cso_context = cso_create_context(pipe);
84
85 init_clear(ctx);
86
87 ctx->default_paint = paint_create(ctx);
88 ctx->state.vg.stroke_paint = ctx->default_paint;
89 ctx->state.vg.fill_paint = ctx->default_paint;
90
91
92 ctx->mask.sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
93 ctx->mask.sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
94 ctx->mask.sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
95 ctx->mask.sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
96 ctx->mask.sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
97 ctx->mask.sampler.normalized_coords = 0;
98
99 ctx->blend_sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
100 ctx->blend_sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
101 ctx->blend_sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
102 ctx->blend_sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
103 ctx->blend_sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
104 ctx->blend_sampler.normalized_coords = 0;
105
106 vg_set_error(ctx, VG_NO_ERROR);
107
108 ctx->owned_objects[VG_OBJECT_PAINT] = cso_hash_create();
109 ctx->owned_objects[VG_OBJECT_IMAGE] = cso_hash_create();
110 ctx->owned_objects[VG_OBJECT_MASK] = cso_hash_create();
111 ctx->owned_objects[VG_OBJECT_FONT] = cso_hash_create();
112 ctx->owned_objects[VG_OBJECT_PATH] = cso_hash_create();
113
114 ctx->renderer = renderer_create(ctx);
115 ctx->sc = shaders_cache_create(ctx);
116 ctx->shader = shader_create(ctx);
117
118 ctx->blit = util_create_blit(ctx->pipe, ctx->cso_context);
119
120 return ctx;
121 }
122
123 void vg_destroy_context(struct vg_context *ctx)
124 {
125 struct pipe_constant_buffer *cbuf = &ctx->mask.cbuf;
126 struct pipe_constant_buffer *vsbuf = &ctx->vs_const_buffer;
127
128 util_destroy_blit(ctx->blit);
129 renderer_destroy(ctx->renderer);
130 shaders_cache_destroy(ctx->sc);
131 shader_destroy(ctx->shader);
132 paint_destroy(ctx->default_paint);
133
134 if (cbuf && cbuf->buffer)
135 pipe_buffer_reference(&cbuf->buffer, NULL);
136
137 if (vsbuf && vsbuf->buffer)
138 pipe_buffer_reference(&vsbuf->buffer, NULL);
139
140 if (ctx->clear.fs) {
141 cso_delete_fragment_shader(ctx->cso_context, ctx->clear.fs);
142 ctx->clear.fs = NULL;
143 }
144
145 if (ctx->plain_vs) {
146 vg_shader_destroy(ctx, ctx->plain_vs);
147 ctx->plain_vs = NULL;
148 }
149 if (ctx->clear_vs) {
150 vg_shader_destroy(ctx, ctx->clear_vs);
151 ctx->clear_vs = NULL;
152 }
153 if (ctx->texture_vs) {
154 vg_shader_destroy(ctx, ctx->texture_vs);
155 ctx->texture_vs = NULL;
156 }
157
158 if (ctx->pass_through_depth_fs)
159 vg_shader_destroy(ctx, ctx->pass_through_depth_fs);
160 if (ctx->mask.union_fs)
161 vg_shader_destroy(ctx, ctx->mask.union_fs);
162 if (ctx->mask.intersect_fs)
163 vg_shader_destroy(ctx, ctx->mask.intersect_fs);
164 if (ctx->mask.subtract_fs)
165 vg_shader_destroy(ctx, ctx->mask.subtract_fs);
166 if (ctx->mask.set_fs)
167 vg_shader_destroy(ctx, ctx->mask.set_fs);
168
169 cso_release_all(ctx->cso_context);
170 cso_destroy_context(ctx->cso_context);
171
172 cso_hash_delete(ctx->owned_objects[VG_OBJECT_PAINT]);
173 cso_hash_delete(ctx->owned_objects[VG_OBJECT_IMAGE]);
174 cso_hash_delete(ctx->owned_objects[VG_OBJECT_MASK]);
175 cso_hash_delete(ctx->owned_objects[VG_OBJECT_FONT]);
176 cso_hash_delete(ctx->owned_objects[VG_OBJECT_PATH]);
177
178 free(ctx);
179 }
180
181 void vg_init_object(struct vg_object *obj, struct vg_context *ctx, enum vg_object_type type)
182 {
183 obj->type = type;
184 obj->ctx = ctx;
185 }
186
187 VGboolean vg_context_is_object_valid(struct vg_context *ctx,
188 enum vg_object_type type,
189 void *ptr)
190 {
191 if (ctx) {
192 struct cso_hash *hash = ctx->owned_objects[type];
193 if (!hash)
194 return VG_FALSE;
195 return cso_hash_contains(hash, (unsigned)(long)ptr);
196 }
197 return VG_FALSE;
198 }
199
200 void vg_context_add_object(struct vg_context *ctx,
201 enum vg_object_type type,
202 void *ptr)
203 {
204 if (ctx) {
205 struct cso_hash *hash = ctx->owned_objects[type];
206 if (!hash)
207 return;
208 cso_hash_insert(hash, (unsigned)(long)ptr, ptr);
209 }
210 }
211
212 void vg_context_remove_object(struct vg_context *ctx,
213 enum vg_object_type type,
214 void *ptr)
215 {
216 if (ctx) {
217 struct cso_hash *hash = ctx->owned_objects[type];
218 if (!hash)
219 return;
220 cso_hash_take(hash, (unsigned)(long)ptr);
221 }
222 }
223
224 static void update_clip_state(struct vg_context *ctx)
225 {
226 struct pipe_depth_stencil_alpha_state *dsa = &ctx->state.g3d.dsa;
227 struct vg_state *state = &ctx->state.vg;
228
229 memset(dsa, 0, sizeof(struct pipe_depth_stencil_alpha_state));
230
231 if (state->scissoring) {
232 struct pipe_blend_state *blend = &ctx->state.g3d.blend;
233 struct pipe_framebuffer_state *fb = &ctx->state.g3d.fb;
234 int i;
235 dsa->depth.writemask = 1;/*glDepthMask(TRUE);*/
236 dsa->depth.func = PIPE_FUNC_ALWAYS;
237 dsa->depth.enabled = 1;
238
239 cso_save_blend(ctx->cso_context);
240 cso_save_fragment_shader(ctx->cso_context);
241 /* set a passthrough shader */
242 if (!ctx->pass_through_depth_fs)
243 ctx->pass_through_depth_fs = shader_create_from_text(ctx->pipe,
244 pass_through_depth_asm,
245 40,
246 PIPE_SHADER_FRAGMENT);
247 cso_set_fragment_shader_handle(ctx->cso_context,
248 ctx->pass_through_depth_fs->driver);
249 cso_set_depth_stencil_alpha(ctx->cso_context, dsa);
250
251 ctx->pipe->clear(ctx->pipe, PIPE_CLEAR_DEPTHSTENCIL, NULL, 1.0, 0);
252
253 /* disable color writes */
254 blend->colormask = 0; /*disable colorwrites*/
255 cso_set_blend(ctx->cso_context, blend);
256
257 /* enable scissoring */
258 for (i = 0; i < state->scissor_rects_num; ++i) {
259 const float x = state->scissor_rects[i * 4 + 0].f;
260 const float y = state->scissor_rects[i * 4 + 1].f;
261 const float width = state->scissor_rects[i * 4 + 2].f;
262 const float height = state->scissor_rects[i * 4 + 3].f;
263 VGfloat minx, miny, maxx, maxy;
264
265 minx = 0;
266 miny = 0;
267 maxx = fb->width;
268 maxy = fb->height;
269
270 if (x > minx)
271 minx = x;
272 if (y > miny)
273 miny = y;
274
275 if (x + width < maxx)
276 maxx = x + width;
277 if (y + height < maxy)
278 maxy = y + height;
279
280 /* check for null space */
281 if (minx >= maxx || miny >= maxy)
282 minx = miny = maxx = maxy = 0;
283
284 /*glClear(GL_DEPTH_BUFFER_BIT);*/
285 renderer_draw_quad(ctx->renderer, minx, miny, maxx, maxy, 0.0f);
286 }
287
288 blend->colormask = 1; /*enable colorwrites*/
289 cso_restore_blend(ctx->cso_context);
290 cso_restore_fragment_shader(ctx->cso_context);
291
292 dsa->depth.enabled = 1; /* glEnable(GL_DEPTH_TEST); */
293 dsa->depth.writemask = 0;/*glDepthMask(FALSE);*/
294 dsa->depth.func = PIPE_FUNC_GEQUAL;
295 }
296 }
297
298 void vg_validate_state(struct vg_context *ctx)
299 {
300 if ((ctx->state.dirty & BLEND_DIRTY)) {
301 struct pipe_blend_state *blend = &ctx->state.g3d.blend;
302 memset(blend, 0, sizeof(struct pipe_blend_state));
303 blend->blend_enable = 1;
304 blend->colormask |= PIPE_MASK_R;
305 blend->colormask |= PIPE_MASK_G;
306 blend->colormask |= PIPE_MASK_B;
307 blend->colormask |= PIPE_MASK_A;
308
309 switch (ctx->state.vg.blend_mode) {
310 case VG_BLEND_SRC:
311 blend->rgb_src_factor = PIPE_BLENDFACTOR_ONE;
312 blend->alpha_src_factor = PIPE_BLENDFACTOR_ONE;
313 blend->rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
314 blend->alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
315 break;
316 case VG_BLEND_SRC_OVER:
317 blend->rgb_src_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
318 blend->alpha_src_factor = PIPE_BLENDFACTOR_ONE;
319 blend->rgb_dst_factor = PIPE_BLENDFACTOR_INV_SRC_ALPHA;
320 blend->alpha_dst_factor = PIPE_BLENDFACTOR_INV_SRC_ALPHA;
321 break;
322 case VG_BLEND_DST_OVER:
323 blend->rgb_src_factor = PIPE_BLENDFACTOR_INV_DST_ALPHA;
324 blend->alpha_src_factor = PIPE_BLENDFACTOR_INV_DST_ALPHA;
325 blend->rgb_dst_factor = PIPE_BLENDFACTOR_DST_ALPHA;
326 blend->alpha_dst_factor = PIPE_BLENDFACTOR_DST_ALPHA;
327 break;
328 case VG_BLEND_SRC_IN:
329 blend->rgb_src_factor = PIPE_BLENDFACTOR_DST_ALPHA;
330 blend->alpha_src_factor = PIPE_BLENDFACTOR_DST_ALPHA;
331 blend->rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
332 blend->alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
333 break;
334 case VG_BLEND_DST_IN:
335 blend->rgb_src_factor = PIPE_BLENDFACTOR_ZERO;
336 blend->alpha_src_factor = PIPE_BLENDFACTOR_ZERO;
337 blend->rgb_dst_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
338 blend->alpha_dst_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
339 break;
340 case VG_BLEND_MULTIPLY:
341 case VG_BLEND_SCREEN:
342 case VG_BLEND_DARKEN:
343 case VG_BLEND_LIGHTEN:
344 blend->rgb_src_factor = PIPE_BLENDFACTOR_ONE;
345 blend->alpha_src_factor = PIPE_BLENDFACTOR_ONE;
346 blend->rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
347 blend->alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
348 break;
349 case VG_BLEND_ADDITIVE:
350 blend->rgb_src_factor = PIPE_BLENDFACTOR_ONE;
351 blend->alpha_src_factor = PIPE_BLENDFACTOR_ONE;
352 blend->rgb_dst_factor = PIPE_BLENDFACTOR_ONE;
353 blend->alpha_dst_factor = PIPE_BLENDFACTOR_ONE;
354 break;
355 default:
356 assert(!"not implemented blend mode");
357 }
358 cso_set_blend(ctx->cso_context, &ctx->state.g3d.blend);
359 }
360 if ((ctx->state.dirty & RASTERIZER_DIRTY)) {
361 struct pipe_rasterizer_state *raster = &ctx->state.g3d.rasterizer;
362 memset(raster, 0, sizeof(struct pipe_rasterizer_state));
363 raster->gl_rasterization_rules = 1;
364 cso_set_rasterizer(ctx->cso_context, &ctx->state.g3d.rasterizer);
365 }
366 if ((ctx->state.dirty & VIEWPORT_DIRTY)) {
367 struct pipe_framebuffer_state *fb = &ctx->state.g3d.fb;
368 const VGint param_bytes = 8 * sizeof(VGfloat);
369 VGfloat vs_consts[8] = {
370 2.f/fb->width, 2.f/fb->height, 1, 1,
371 -1, -1, 0, 0
372 };
373 struct pipe_constant_buffer *cbuf = &ctx->vs_const_buffer;
374
375 vg_set_viewport(ctx, VEGA_Y0_BOTTOM);
376
377 pipe_buffer_reference(&cbuf->buffer, NULL);
378 cbuf->buffer = pipe_buffer_create(ctx->pipe->screen, 16,
379 PIPE_BUFFER_USAGE_CONSTANT,
380 param_bytes);
381
382 if (cbuf->buffer) {
383 st_no_flush_pipe_buffer_write(ctx, cbuf->buffer,
384 0, param_bytes, vs_consts);
385 }
386 ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_VERTEX, 0, cbuf);
387 }
388 if ((ctx->state.dirty & VS_DIRTY)) {
389 cso_set_vertex_shader_handle(ctx->cso_context,
390 vg_plain_vs(ctx));
391 }
392
393 /* must be last because it renders to the depth buffer*/
394 if ((ctx->state.dirty & DEPTH_STENCIL_DIRTY)) {
395 update_clip_state(ctx);
396 cso_set_depth_stencil_alpha(ctx->cso_context, &ctx->state.g3d.dsa);
397 }
398
399 shader_set_masking(ctx->shader, ctx->state.vg.masking);
400 shader_set_image_mode(ctx->shader, ctx->state.vg.image_mode);
401
402 ctx->state.dirty = NONE_DIRTY;
403 }
404
405 VGboolean vg_object_is_valid(void *ptr, enum vg_object_type type)
406 {
407 struct vg_object *obj = ptr;
408 if (ptr && is_aligned(obj) && obj->type == type)
409 return VG_TRUE;
410 else
411 return VG_FALSE;
412 }
413
414 void vg_set_error(struct vg_context *ctx,
415 VGErrorCode code)
416 {
417 /*vgGetError returns the oldest error code provided by
418 * an API call on the current context since the previous
419 * call to vgGetError on that context (or since the creation
420 of the context).*/
421 if (ctx->_error == VG_NO_ERROR)
422 ctx->_error = code;
423 }
424
425 void vg_prepare_blend_surface(struct vg_context *ctx)
426 {
427 struct pipe_surface *dest_surface = NULL;
428 struct pipe_context *pipe = ctx->pipe;
429 struct st_framebuffer *stfb = ctx->draw_buffer;
430 struct st_renderbuffer *strb = stfb->strb;
431
432 /* first finish all pending rendering */
433 vgFinish();
434
435 dest_surface = pipe->screen->get_tex_surface(pipe->screen,
436 stfb->blend_texture,
437 0, 0, 0,
438 PIPE_BUFFER_USAGE_GPU_WRITE);
439 /* flip it, because we want to use it as a sampler */
440 util_blit_pixels_tex(ctx->blit,
441 strb->texture,
442 0, strb->height,
443 strb->width, 0,
444 dest_surface,
445 0, 0,
446 strb->width, strb->height,
447 0.0, PIPE_TEX_MIPFILTER_NEAREST);
448
449 if (dest_surface)
450 pipe_surface_reference(&dest_surface, NULL);
451
452 /* make sure it's complete */
453 vgFinish();
454 }
455
456
457 void vg_prepare_blend_surface_from_mask(struct vg_context *ctx)
458 {
459 struct pipe_surface *dest_surface = NULL;
460 struct pipe_context *pipe = ctx->pipe;
461 struct st_framebuffer *stfb = ctx->draw_buffer;
462 struct st_renderbuffer *strb = stfb->strb;
463
464 vg_validate_state(ctx);
465
466 /* first finish all pending rendering */
467 vgFinish();
468
469 dest_surface = pipe->screen->get_tex_surface(pipe->screen,
470 stfb->blend_texture,
471 0, 0, 0,
472 PIPE_BUFFER_USAGE_GPU_WRITE);
473
474 /* flip it, because we want to use it as a sampler */
475 util_blit_pixels_tex(ctx->blit,
476 stfb->alpha_mask,
477 0, strb->height,
478 strb->width, 0,
479 dest_surface,
480 0, 0,
481 strb->width, strb->height,
482 0.0, PIPE_TEX_MIPFILTER_NEAREST);
483
484 /* make sure it's complete */
485 vgFinish();
486
487 if (dest_surface)
488 pipe_surface_reference(&dest_surface, NULL);
489 }
490
491 void * vg_plain_vs(struct vg_context *ctx)
492 {
493 if (!ctx->plain_vs) {
494 ctx->plain_vs = shader_create_from_text(ctx->pipe,
495 vs_plain_asm,
496 200,
497 PIPE_SHADER_VERTEX);
498 }
499
500 return ctx->plain_vs->driver;
501 }
502
503
504 void * vg_clear_vs(struct vg_context *ctx)
505 {
506 if (!ctx->clear_vs) {
507 ctx->clear_vs = shader_create_from_text(ctx->pipe,
508 vs_clear_asm,
509 200,
510 PIPE_SHADER_VERTEX);
511 }
512
513 return ctx->clear_vs->driver;
514 }
515
516 void * vg_texture_vs(struct vg_context *ctx)
517 {
518 if (!ctx->texture_vs) {
519 ctx->texture_vs = shader_create_from_text(ctx->pipe,
520 vs_texture_asm,
521 200,
522 PIPE_SHADER_VERTEX);
523 }
524
525 return ctx->texture_vs->driver;
526 }
527
528 void vg_set_viewport(struct vg_context *ctx, VegaOrientation orientation)
529 {
530 struct pipe_viewport_state viewport;
531 struct pipe_framebuffer_state *fb = &ctx->state.g3d.fb;
532 VGfloat y_scale = (orientation == VEGA_Y0_BOTTOM) ? -2.f : 2.f;
533
534 viewport.scale[0] = fb->width / 2.f;
535 viewport.scale[1] = fb->height / y_scale;
536 viewport.scale[2] = 1.0;
537 viewport.scale[3] = 1.0;
538 viewport.translate[0] = fb->width / 2.f;
539 viewport.translate[1] = fb->height / 2.f;
540 viewport.translate[2] = 0.0;
541 viewport.translate[3] = 0.0;
542
543 cso_set_viewport(ctx->cso_context, &viewport);
544 }