1 /**************************************************************************
3 * Copyright 2009 VMware, Inc. All Rights Reserved.
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:
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial portions
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.
25 **************************************************************************/
27 #include "vg_context.h"
31 #include "shaders_cache.h"
34 #include "st_inlines.h"
36 #include "pipe/p_context.h"
37 #include "pipe/p_inlines.h"
38 #include "pipe/p_shader_tokens.h"
40 #include "cso_cache/cso_context.h"
42 #include "util/u_simple_shaders.h"
43 #include "util/u_memory.h"
44 #include "util/u_blit.h"
46 struct vg_context
*_vg_context
= 0;
48 struct vg_context
* vg_current_context(void)
53 static void init_clear(struct vg_context
*st
)
55 struct pipe_context
*pipe
= st
->pipe
;
57 /* rasterizer state: bypass clipping */
58 memset(&st
->clear
.raster
, 0, sizeof(st
->clear
.raster
));
59 st
->clear
.raster
.gl_rasterization_rules
= 1;
61 /* fragment shader state: color pass-through program */
63 util_make_fragment_passthrough_shader(pipe
);
65 void vg_set_current_context(struct vg_context
*ctx
)
70 struct vg_context
* vg_create_context(struct pipe_context
*pipe
,
72 struct vg_context
*share
)
74 struct vg_context
*ctx
;
76 ctx
= CALLOC_STRUCT(vg_context
);
80 vg_init_state(&ctx
->state
.vg
);
81 ctx
->state
.dirty
= ALL_DIRTY
;
83 ctx
->cso_context
= cso_create_context(pipe
);
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
;
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;
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;
106 vg_set_error(ctx
, VG_NO_ERROR
);
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();
114 ctx
->renderer
= renderer_create(ctx
);
115 ctx
->sc
= shaders_cache_create(ctx
);
116 ctx
->shader
= shader_create(ctx
);
118 ctx
->blit
= util_create_blit(ctx
->pipe
, ctx
->cso_context
);
123 void vg_destroy_context(struct vg_context
*ctx
)
125 struct pipe_constant_buffer
*cbuf
= &ctx
->mask
.cbuf
;
126 struct pipe_constant_buffer
*vsbuf
= &ctx
->vs_const_buffer
;
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
);
134 if (cbuf
&& cbuf
->buffer
)
135 pipe_buffer_reference(&cbuf
->buffer
, NULL
);
137 if (vsbuf
&& vsbuf
->buffer
)
138 pipe_buffer_reference(&vsbuf
->buffer
, NULL
);
141 cso_delete_fragment_shader(ctx
->cso_context
, ctx
->clear
.fs
);
142 ctx
->clear
.fs
= NULL
;
146 vg_shader_destroy(ctx
, ctx
->plain_vs
);
147 ctx
->plain_vs
= NULL
;
150 vg_shader_destroy(ctx
, ctx
->clear_vs
);
151 ctx
->clear_vs
= NULL
;
153 if (ctx
->texture_vs
) {
154 vg_shader_destroy(ctx
, ctx
->texture_vs
);
155 ctx
->texture_vs
= NULL
;
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
);
169 cso_release_all(ctx
->cso_context
);
170 cso_destroy_context(ctx
->cso_context
);
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
]);
181 void vg_init_object(struct vg_object
*obj
, struct vg_context
*ctx
, enum vg_object_type type
)
187 VGboolean
vg_context_is_object_valid(struct vg_context
*ctx
,
188 enum vg_object_type type
,
192 struct cso_hash
*hash
= ctx
->owned_objects
[type
];
195 return cso_hash_contains(hash
, (unsigned)(long)ptr
);
200 void vg_context_add_object(struct vg_context
*ctx
,
201 enum vg_object_type type
,
205 struct cso_hash
*hash
= ctx
->owned_objects
[type
];
208 cso_hash_insert(hash
, (unsigned)(long)ptr
, ptr
);
212 void vg_context_remove_object(struct vg_context
*ctx
,
213 enum vg_object_type type
,
217 struct cso_hash
*hash
= ctx
->owned_objects
[type
];
220 cso_hash_take(hash
, (unsigned)(long)ptr
);
224 static void update_clip_state(struct vg_context
*ctx
)
226 struct pipe_depth_stencil_alpha_state
*dsa
= &ctx
->state
.g3d
.dsa
;
227 struct vg_state
*state
= &ctx
->state
.vg
;
229 memset(dsa
, 0, sizeof(struct pipe_depth_stencil_alpha_state
));
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 dsa
->depth
.writemask
= 1;/*glDepthMask(TRUE);*/
235 dsa
->depth
.func
= PIPE_FUNC_ALWAYS
;
236 dsa
->depth
.enabled
= 1;
238 cso_save_blend(ctx
->cso_context
);
239 cso_save_fragment_shader(ctx
->cso_context
);
240 /* set a passthrough shader */
241 if (!ctx
->pass_through_depth_fs
)
242 ctx
->pass_through_depth_fs
= shader_create_from_text(ctx
->pipe
,
243 pass_through_depth_asm
,
245 PIPE_SHADER_FRAGMENT
);
246 cso_set_fragment_shader_handle(ctx
->cso_context
,
247 ctx
->pass_through_depth_fs
->driver
);
248 cso_set_depth_stencil_alpha(ctx
->cso_context
, dsa
);
250 ctx
->pipe
->clear(ctx
->pipe
, PIPE_CLEAR_DEPTHSTENCIL
, NULL
, 1.0, 0);
252 /* disable color writes */
253 blend
->colormask
= 0; /*disable colorwrites*/
254 cso_set_blend(ctx
->cso_context
, blend
);
256 /* enable scissoring */
257 for (int i
= 0; i
< state
->scissor_rects_num
; ++i
) {
258 const float x
= state
->scissor_rects
[i
* 4 + 0].f
;
259 const float y
= state
->scissor_rects
[i
* 4 + 1].f
;
260 const float width
= state
->scissor_rects
[i
* 4 + 2].f
;
261 const float height
= state
->scissor_rects
[i
* 4 + 3].f
;
262 VGfloat minx
, miny
, maxx
, maxy
;
274 if (x
+ width
< maxx
)
276 if (y
+ height
< maxy
)
279 /* check for null space */
280 if (minx
>= maxx
|| miny
>= maxy
)
281 minx
= miny
= maxx
= maxy
= 0;
283 /*glClear(GL_DEPTH_BUFFER_BIT);*/
284 renderer_draw_quad(ctx
->renderer
, minx
, miny
, maxx
, maxy
, 0.0f
);
287 blend
->colormask
= 1; /*enable colorwrites*/
288 cso_restore_blend(ctx
->cso_context
);
289 cso_restore_fragment_shader(ctx
->cso_context
);
291 dsa
->depth
.enabled
= 1; /* glEnable(GL_DEPTH_TEST); */
292 dsa
->depth
.writemask
= 0;/*glDepthMask(FALSE);*/
293 dsa
->depth
.func
= PIPE_FUNC_GEQUAL
;
297 void vg_validate_state(struct vg_context
*ctx
)
299 if ((ctx
->state
.dirty
& BLEND_DIRTY
)) {
300 struct pipe_blend_state
*blend
= &ctx
->state
.g3d
.blend
;
301 memset(blend
, 0, sizeof(struct pipe_blend_state
));
302 blend
->blend_enable
= 1;
303 blend
->colormask
|= PIPE_MASK_R
;
304 blend
->colormask
|= PIPE_MASK_G
;
305 blend
->colormask
|= PIPE_MASK_B
;
306 blend
->colormask
|= PIPE_MASK_A
;
308 switch (ctx
->state
.vg
.blend_mode
) {
310 blend
->rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
311 blend
->alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
312 blend
->rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
313 blend
->alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
315 case VG_BLEND_SRC_OVER
:
316 blend
->rgb_src_factor
= PIPE_BLENDFACTOR_SRC_ALPHA
;
317 blend
->alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
318 blend
->rgb_dst_factor
= PIPE_BLENDFACTOR_INV_SRC_ALPHA
;
319 blend
->alpha_dst_factor
= PIPE_BLENDFACTOR_INV_SRC_ALPHA
;
321 case VG_BLEND_DST_OVER
:
322 blend
->rgb_src_factor
= PIPE_BLENDFACTOR_INV_DST_ALPHA
;
323 blend
->alpha_src_factor
= PIPE_BLENDFACTOR_INV_DST_ALPHA
;
324 blend
->rgb_dst_factor
= PIPE_BLENDFACTOR_DST_ALPHA
;
325 blend
->alpha_dst_factor
= PIPE_BLENDFACTOR_DST_ALPHA
;
327 case VG_BLEND_SRC_IN
:
328 blend
->rgb_src_factor
= PIPE_BLENDFACTOR_DST_ALPHA
;
329 blend
->alpha_src_factor
= PIPE_BLENDFACTOR_DST_ALPHA
;
330 blend
->rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
331 blend
->alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
333 case VG_BLEND_DST_IN
:
334 blend
->rgb_src_factor
= PIPE_BLENDFACTOR_ZERO
;
335 blend
->alpha_src_factor
= PIPE_BLENDFACTOR_ZERO
;
336 blend
->rgb_dst_factor
= PIPE_BLENDFACTOR_SRC_ALPHA
;
337 blend
->alpha_dst_factor
= PIPE_BLENDFACTOR_SRC_ALPHA
;
339 case VG_BLEND_MULTIPLY
:
340 case VG_BLEND_SCREEN
:
341 case VG_BLEND_DARKEN
:
342 case VG_BLEND_LIGHTEN
:
343 blend
->rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
344 blend
->alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
345 blend
->rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
346 blend
->alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
348 case VG_BLEND_ADDITIVE
:
349 blend
->rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
350 blend
->alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
351 blend
->rgb_dst_factor
= PIPE_BLENDFACTOR_ONE
;
352 blend
->alpha_dst_factor
= PIPE_BLENDFACTOR_ONE
;
355 assert(!"not implemented blend mode");
357 cso_set_blend(ctx
->cso_context
, &ctx
->state
.g3d
.blend
);
359 if ((ctx
->state
.dirty
& RASTERIZER_DIRTY
)) {
360 struct pipe_rasterizer_state
*raster
= &ctx
->state
.g3d
.rasterizer
;
361 memset(raster
, 0, sizeof(struct pipe_rasterizer_state
));
362 raster
->gl_rasterization_rules
= 1;
363 cso_set_rasterizer(ctx
->cso_context
, &ctx
->state
.g3d
.rasterizer
);
365 if ((ctx
->state
.dirty
& VIEWPORT_DIRTY
)) {
366 struct pipe_framebuffer_state
*fb
= &ctx
->state
.g3d
.fb
;
367 const VGint param_bytes
= 8 * sizeof(VGfloat
);
368 VGfloat vs_consts
[8] = {
369 2.f
/fb
->width
, 2.f
/fb
->height
, 1, 1,
372 struct pipe_constant_buffer
*cbuf
= &ctx
->vs_const_buffer
;
374 vg_set_viewport(ctx
, VEGA_Y0_BOTTOM
);
376 pipe_buffer_reference(&cbuf
->buffer
, NULL
);
377 cbuf
->buffer
= pipe_buffer_create(ctx
->pipe
->screen
, 16,
378 PIPE_BUFFER_USAGE_CONSTANT
,
382 st_no_flush_pipe_buffer_write(ctx
, cbuf
->buffer
,
383 0, param_bytes
, vs_consts
);
385 ctx
->pipe
->set_constant_buffer(ctx
->pipe
, PIPE_SHADER_VERTEX
, 0, cbuf
);
387 if ((ctx
->state
.dirty
& VS_DIRTY
)) {
388 cso_set_vertex_shader_handle(ctx
->cso_context
,
392 /* must be last because it renders to the depth buffer*/
393 if ((ctx
->state
.dirty
& DEPTH_STENCIL_DIRTY
)) {
394 update_clip_state(ctx
);
395 cso_set_depth_stencil_alpha(ctx
->cso_context
, &ctx
->state
.g3d
.dsa
);
398 shader_set_masking(ctx
->shader
, ctx
->state
.vg
.masking
);
399 shader_set_image_mode(ctx
->shader
, ctx
->state
.vg
.image_mode
);
401 ctx
->state
.dirty
= NONE_DIRTY
;
404 VGboolean
vg_object_is_valid(void *ptr
, enum vg_object_type type
)
406 struct vg_object
*obj
= ptr
;
407 if (ptr
&& is_aligned(obj
) && obj
->type
== type
)
413 void vg_set_error(struct vg_context
*ctx
,
416 /*vgGetError returns the oldest error code provided by
417 * an API call on the current context since the previous
418 * call to vgGetError on that context (or since the creation
420 if (ctx
->_error
== VG_NO_ERROR
)
424 void vg_prepare_blend_surface(struct vg_context
*ctx
)
426 struct pipe_surface
*dest_surface
= NULL
;
427 struct pipe_context
*pipe
= ctx
->pipe
;
428 struct st_framebuffer
*stfb
= ctx
->draw_buffer
;
429 struct st_renderbuffer
*strb
= stfb
->strb
;
431 /* first finish all pending rendering */
434 dest_surface
= pipe
->screen
->get_tex_surface(pipe
->screen
,
437 PIPE_BUFFER_USAGE_GPU_WRITE
);
438 /* flip it, because we want to use it as a sampler */
439 util_blit_pixels_tex(ctx
->blit
,
445 strb
->width
, strb
->height
,
446 0.0, PIPE_TEX_MIPFILTER_NEAREST
);
449 pipe_surface_reference(&dest_surface
, NULL
);
451 /* make sure it's complete */
456 void vg_prepare_blend_surface_from_mask(struct vg_context
*ctx
)
458 struct pipe_surface
*dest_surface
= NULL
;
459 struct pipe_context
*pipe
= ctx
->pipe
;
460 struct st_framebuffer
*stfb
= ctx
->draw_buffer
;
461 struct st_renderbuffer
*strb
= stfb
->strb
;
463 vg_validate_state(ctx
);
465 /* first finish all pending rendering */
468 dest_surface
= pipe
->screen
->get_tex_surface(pipe
->screen
,
471 PIPE_BUFFER_USAGE_GPU_WRITE
);
473 /* flip it, because we want to use it as a sampler */
474 util_blit_pixels_tex(ctx
->blit
,
480 strb
->width
, strb
->height
,
481 0.0, PIPE_TEX_MIPFILTER_NEAREST
);
483 /* make sure it's complete */
487 pipe_surface_reference(&dest_surface
, NULL
);
490 void * vg_plain_vs(struct vg_context
*ctx
)
492 if (!ctx
->plain_vs
) {
493 ctx
->plain_vs
= shader_create_from_text(ctx
->pipe
,
499 return ctx
->plain_vs
->driver
;
503 void * vg_clear_vs(struct vg_context
*ctx
)
505 if (!ctx
->clear_vs
) {
506 ctx
->clear_vs
= shader_create_from_text(ctx
->pipe
,
512 return ctx
->clear_vs
->driver
;
515 void * vg_texture_vs(struct vg_context
*ctx
)
517 if (!ctx
->texture_vs
) {
518 ctx
->texture_vs
= shader_create_from_text(ctx
->pipe
,
524 return ctx
->texture_vs
->driver
;
527 void vg_set_viewport(struct vg_context
*ctx
, VegaOrientation orientation
)
529 struct pipe_viewport_state viewport
;
530 struct pipe_framebuffer_state
*fb
= &ctx
->state
.g3d
.fb
;
531 VGfloat y_scale
= (orientation
== VEGA_Y0_BOTTOM
) ? -2.f
: 2.f
;
533 viewport
.scale
[0] = fb
->width
/ 2.f
;
534 viewport
.scale
[1] = fb
->height
/ y_scale
;
535 viewport
.scale
[2] = 1.0;
536 viewport
.scale
[3] = 1.0;
537 viewport
.translate
[0] = fb
->width
/ 2.f
;
538 viewport
.translate
[1] = fb
->height
/ 2.f
;
539 viewport
.translate
[2] = 0.0;
540 viewport
.translate
[3] = 0.0;
542 cso_set_viewport(ctx
->cso_context
, &viewport
);