Merge branch 'mesa_7_5_branch' into mesa_7_6_branch
[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 dsa->depth.writemask = 1;/*glDepthMask(TRUE);*/
235 dsa->depth.func = PIPE_FUNC_ALWAYS;
236 dsa->depth.enabled = 1;
237
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,
244 40,
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);
249
250 ctx->pipe->clear(ctx->pipe, PIPE_CLEAR_DEPTHSTENCIL, NULL, 1.0, 0);
251
252 /* disable color writes */
253 blend->colormask = 0; /*disable colorwrites*/
254 cso_set_blend(ctx->cso_context, blend);
255
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;
263
264 minx = 0;
265 miny = 0;
266 maxx = fb->width;
267 maxy = fb->height;
268
269 if (x > minx)
270 minx = x;
271 if (y > miny)
272 miny = y;
273
274 if (x + width < maxx)
275 maxx = x + width;
276 if (y + height < maxy)
277 maxy = y + height;
278
279 /* check for null space */
280 if (minx >= maxx || miny >= maxy)
281 minx = miny = maxx = maxy = 0;
282
283 /*glClear(GL_DEPTH_BUFFER_BIT);*/
284 renderer_draw_quad(ctx->renderer, minx, miny, maxx, maxy, 0.0f);
285 }
286
287 blend->colormask = 1; /*enable colorwrites*/
288 cso_restore_blend(ctx->cso_context);
289 cso_restore_fragment_shader(ctx->cso_context);
290
291 dsa->depth.enabled = 1; /* glEnable(GL_DEPTH_TEST); */
292 dsa->depth.writemask = 0;/*glDepthMask(FALSE);*/
293 dsa->depth.func = PIPE_FUNC_GEQUAL;
294 }
295 }
296
297 void vg_validate_state(struct vg_context *ctx)
298 {
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;
307
308 switch (ctx->state.vg.blend_mode) {
309 case VG_BLEND_SRC:
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;
314 break;
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;
320 break;
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;
326 break;
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;
332 break;
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;
338 break;
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;
347 break;
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;
353 break;
354 default:
355 assert(!"not implemented blend mode");
356 }
357 cso_set_blend(ctx->cso_context, &ctx->state.g3d.blend);
358 }
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);
364 }
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,
370 -1, -1, 0, 0
371 };
372 struct pipe_constant_buffer *cbuf = &ctx->vs_const_buffer;
373
374 vg_set_viewport(ctx, VEGA_Y0_BOTTOM);
375
376 pipe_buffer_reference(&cbuf->buffer, NULL);
377 cbuf->buffer = pipe_buffer_create(ctx->pipe->screen, 16,
378 PIPE_BUFFER_USAGE_CONSTANT,
379 param_bytes);
380
381 if (cbuf->buffer) {
382 st_no_flush_pipe_buffer_write(ctx, cbuf->buffer,
383 0, param_bytes, vs_consts);
384 }
385 ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_VERTEX, 0, cbuf);
386 }
387 if ((ctx->state.dirty & VS_DIRTY)) {
388 cso_set_vertex_shader_handle(ctx->cso_context,
389 vg_plain_vs(ctx));
390 }
391
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);
396 }
397
398 shader_set_masking(ctx->shader, ctx->state.vg.masking);
399 shader_set_image_mode(ctx->shader, ctx->state.vg.image_mode);
400
401 ctx->state.dirty = NONE_DIRTY;
402 }
403
404 VGboolean vg_object_is_valid(void *ptr, enum vg_object_type type)
405 {
406 struct vg_object *obj = ptr;
407 if (ptr && is_aligned(obj) && obj->type == type)
408 return VG_TRUE;
409 else
410 return VG_FALSE;
411 }
412
413 void vg_set_error(struct vg_context *ctx,
414 VGErrorCode code)
415 {
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
419 of the context).*/
420 if (ctx->_error == VG_NO_ERROR)
421 ctx->_error = code;
422 }
423
424 void vg_prepare_blend_surface(struct vg_context *ctx)
425 {
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;
430
431 /* first finish all pending rendering */
432 vgFinish();
433
434 dest_surface = pipe->screen->get_tex_surface(pipe->screen,
435 stfb->blend_texture,
436 0, 0, 0,
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,
440 strb->texture,
441 0, strb->height,
442 strb->width, 0,
443 dest_surface,
444 0, 0,
445 strb->width, strb->height,
446 0.0, PIPE_TEX_MIPFILTER_NEAREST);
447
448 if (dest_surface)
449 pipe_surface_reference(&dest_surface, NULL);
450
451 /* make sure it's complete */
452 vgFinish();
453 }
454
455
456 void vg_prepare_blend_surface_from_mask(struct vg_context *ctx)
457 {
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;
462
463 vg_validate_state(ctx);
464
465 /* first finish all pending rendering */
466 vgFinish();
467
468 dest_surface = pipe->screen->get_tex_surface(pipe->screen,
469 stfb->blend_texture,
470 0, 0, 0,
471 PIPE_BUFFER_USAGE_GPU_WRITE);
472
473 /* flip it, because we want to use it as a sampler */
474 util_blit_pixels_tex(ctx->blit,
475 stfb->alpha_mask,
476 0, strb->height,
477 strb->width, 0,
478 dest_surface,
479 0, 0,
480 strb->width, strb->height,
481 0.0, PIPE_TEX_MIPFILTER_NEAREST);
482
483 /* make sure it's complete */
484 vgFinish();
485
486 if (dest_surface)
487 pipe_surface_reference(&dest_surface, NULL);
488 }
489
490 void * vg_plain_vs(struct vg_context *ctx)
491 {
492 if (!ctx->plain_vs) {
493 ctx->plain_vs = shader_create_from_text(ctx->pipe,
494 vs_plain_asm,
495 200,
496 PIPE_SHADER_VERTEX);
497 }
498
499 return ctx->plain_vs->driver;
500 }
501
502
503 void * vg_clear_vs(struct vg_context *ctx)
504 {
505 if (!ctx->clear_vs) {
506 ctx->clear_vs = shader_create_from_text(ctx->pipe,
507 vs_clear_asm,
508 200,
509 PIPE_SHADER_VERTEX);
510 }
511
512 return ctx->clear_vs->driver;
513 }
514
515 void * vg_texture_vs(struct vg_context *ctx)
516 {
517 if (!ctx->texture_vs) {
518 ctx->texture_vs = shader_create_from_text(ctx->pipe,
519 vs_texture_asm,
520 200,
521 PIPE_SHADER_VERTEX);
522 }
523
524 return ctx->texture_vs->driver;
525 }
526
527 void vg_set_viewport(struct vg_context *ctx, VegaOrientation orientation)
528 {
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;
532
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;
541
542 cso_set_viewport(ctx->cso_context, &viewport);
543 }