#include "util/u_memory.h"
#include "util/u_pack_color.h"
#include "util/u_surface.h"
+#include "lp_context.h"
#include "lp_scene.h"
#include "lp_scene_queue.h"
-#include "lp_buffer.h"
#include "lp_texture.h"
#include "lp_debug.h"
#include "lp_fence.h"
#include "lp_rast.h"
#include "lp_setup_context.h"
#include "lp_screen.h"
+#include "lp_state.h"
#include "state_tracker/sw_winsys.h"
#include "draw/draw_context.h"
#include "draw/draw_vbuf.h"
-static void set_scene_state( struct lp_setup_context *, unsigned );
+static void set_scene_state( struct lp_setup_context *, enum setup_state );
struct lp_scene *
(setup->clear.flags & PIPE_CLEAR_DEPTHSTENCIL) ? "clear": "load");
if (setup->fb.nr_cbufs) {
- if (setup->clear.flags & PIPE_CLEAR_COLOR)
+ if (setup->clear.flags & PIPE_CLEAR_COLOR) {
lp_scene_bin_everywhere( scene,
lp_rast_clear_color,
setup->clear.color );
- else
- lp_scene_bin_everywhere( scene,
- lp_rast_load_color,
- lp_rast_arg_null() );
+ scene->has_color_clear = TRUE;
+ }
}
if (setup->fb.zsbuf) {
- if (setup->clear.flags & PIPE_CLEAR_DEPTHSTENCIL)
+ if (setup->clear.flags & PIPE_CLEAR_DEPTHSTENCIL) {
lp_scene_bin_everywhere( scene,
lp_rast_clear_zstencil,
setup->clear.zstencil );
+ scene->has_depth_clear = TRUE;
+ }
}
LP_DBG(DEBUG_SETUP, "%s done\n", __FUNCTION__);
static void
set_scene_state( struct lp_setup_context *setup,
- unsigned new_state )
+ enum setup_state new_state )
{
unsigned old_state = setup->state;
else
lp_setup_rasterize_scene( setup, TRUE );
break;
+
+ default:
+ assert(0 && "invalid setup state mode");
}
setup->state = new_state;
}
+/**
+ * \param flags bitmask of PIPE_FLUSH_x flags
+ */
void
lp_setup_flush( struct lp_setup_context *setup,
unsigned flags )
{
LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__);
+ if (setup->scene) {
+ struct lp_scene *scene = lp_setup_get_current_scene(setup);
+ union lp_rast_cmd_arg dummy;
+
+ if (flags & (PIPE_FLUSH_SWAPBUFFERS |
+ PIPE_FLUSH_FRAME)) {
+ /* Store colors in the linear color buffer(s).
+ * If we don't do this here, we'll end up converting the tiled
+ * data to linear in the texture_unmap() function, which will
+ * not be a parallel/threaded operation as here.
+ */
+ lp_scene_bin_everywhere(scene, lp_rast_store_color, dummy);
+ }
+ }
+
set_scene_state( setup, SETUP_FLUSHED );
}
* binned scene and start again, but I don't see that as being
* a common usage.
*/
- if (flags & PIPE_CLEAR_COLOR)
+ if (flags & PIPE_CLEAR_COLOR) {
lp_scene_bin_everywhere( scene,
lp_rast_clear_color,
setup->clear.color );
+ scene->has_color_clear = TRUE;
+ }
- if (setup->clear.flags & PIPE_CLEAR_DEPTHSTENCIL)
+ if (setup->clear.flags & PIPE_CLEAR_DEPTHSTENCIL) {
lp_scene_bin_everywhere( scene,
lp_rast_clear_zstencil,
setup->clear.zstencil );
+ scene->has_depth_clear = TRUE;
+ }
+
}
else {
/* Put ourselves into the 'pre-clear' state, specifically to try
void
lp_setup_set_fs_constants(struct lp_setup_context *setup,
- struct pipe_buffer *buffer)
+ struct pipe_resource *buffer)
{
LP_DBG(DEBUG_SETUP, "%s %p\n", __FUNCTION__, (void *) buffer);
- pipe_buffer_reference(&setup->constants.current, buffer);
+ pipe_resource_reference(&setup->constants.current, buffer);
setup->dirty |= LP_SETUP_NEW_CONSTANTS;
}
}
}
+void
+lp_setup_set_stencil_ref_values( struct lp_setup_context *setup,
+ const ubyte refs[2] )
+{
+ LP_DBG(DEBUG_SETUP, "%s %d %d\n", __FUNCTION__, refs[0], refs[1]);
+
+ if (setup->fs.current.jit_context.stencil_ref_front != refs[0] ||
+ setup->fs.current.jit_context.stencil_ref_back != refs[1]) {
+ setup->fs.current.jit_context.stencil_ref_front = refs[0];
+ setup->fs.current.jit_context.stencil_ref_back = refs[1];
+ setup->dirty |= LP_SETUP_NEW_FS;
+ }
+}
+
void
lp_setup_set_blend_color( struct lp_setup_context *setup,
const struct pipe_blend_color *blend_color )
struct pipe_sampler_view *view = i < num ? views[i] : NULL;
if(view) {
- struct pipe_texture *tex = view->texture;
- struct llvmpipe_texture *lp_tex = llvmpipe_texture(tex);
+ struct pipe_resource *tex = view->texture;
+ struct llvmpipe_resource *lp_tex = llvmpipe_resource(tex);
struct lp_jit_texture *jit_tex;
jit_tex = &setup->fs.current.jit_context.textures[i];
jit_tex->width = tex->width0;
jit_tex->height = tex->height0;
jit_tex->depth = tex->depth0;
jit_tex->last_level = tex->last_level;
+
+ /* We're referencing the texture's internal data, so save a
+ * reference to it.
+ */
+ pipe_resource_reference(&setup->fs.current_tex[i], tex);
+
if (!lp_tex->dt) {
/* regular texture - setup array of mipmap level pointers */
int j;
for (j = 0; j <= tex->last_level; j++) {
+#if 0
jit_tex->data[j] =
(ubyte *) lp_tex->data + lp_tex->level_offset[j];
- jit_tex->row_stride[j] = lp_tex->stride[j];
+#else
+ jit_tex->data[j] =
+ llvmpipe_get_texture_image_all(lp_tex, j, LP_TEX_USAGE_READ,
+ LP_TEX_LAYOUT_LINEAR);
+#endif
+ jit_tex->row_stride[j] = lp_tex->row_stride[j];
+ jit_tex->img_stride[j] = lp_tex->img_stride[j];
}
}
else {
struct llvmpipe_screen *screen = llvmpipe_screen(tex->screen);
struct sw_winsys *winsys = screen->winsys;
jit_tex->data[0] = winsys->displaytarget_map(winsys, lp_tex->dt,
- PIPE_BUFFER_USAGE_CPU_READ);
- jit_tex->row_stride[0] = lp_tex->stride[0];
+ PIPE_TRANSFER_READ);
+ jit_tex->row_stride[0] = lp_tex->row_stride[0];
+ jit_tex->img_stride[0] = lp_tex->img_stride[0];
assert(jit_tex->data[0]);
}
-
- /* the scene references this texture */
- {
- struct lp_scene *scene = lp_setup_get_current_scene(setup);
- lp_scene_texture_reference(scene, tex);
- }
}
}
* being rendered and the current scene being built.
*/
unsigned
-lp_setup_is_texture_referenced( const struct lp_setup_context *setup,
- const struct pipe_texture *texture )
+lp_setup_is_resource_referenced( const struct lp_setup_context *setup,
+ const struct pipe_resource *texture )
{
unsigned i;
/* check textures referenced by the scene */
for (i = 0; i < Elements(setup->scenes); i++) {
- if (lp_scene_is_texture_referenced(setup->scenes[i], texture)) {
+ if (lp_scene_is_resource_referenced(setup->scenes[i], texture)) {
return PIPE_REFERENCED_FOR_READ;
}
}
assert(setup->fs.current.jit_function);
+ /* Some of the 'draw' pipeline stages may have changed some driver state.
+ * Make sure we've processed those state changes before anything else.
+ *
+ * XXX this is the only place where llvmpipe_context is used in the
+ * setup code. This may get refactored/changed...
+ */
+ {
+ struct llvmpipe_context *lp = llvmpipe_context(scene->pipe);
+ if (lp->dirty) {
+ llvmpipe_update_derived(lp);
+ }
+ assert(lp->dirty == 0);
+ }
+
if(setup->dirty & LP_SETUP_NEW_BLEND_COLOR) {
uint8_t *stored;
unsigned i, j;
}
if(setup->dirty & LP_SETUP_NEW_CONSTANTS) {
- struct pipe_buffer *buffer = setup->constants.current;
+ struct pipe_resource *buffer = setup->constants.current;
if(buffer) {
- unsigned current_size = buffer->size;
- const void *current_data = llvmpipe_buffer(buffer)->data;
+ unsigned current_size = buffer->width0;
+ const void *current_data = llvmpipe_resource_data(buffer);
/* TODO: copy only the actually used constants? */
* the new, current state. So allocate a new lp_rast_state object
* and append it to the bin's setup data buffer.
*/
+ uint i;
struct lp_rast_state *stored =
(struct lp_rast_state *) lp_scene_alloc(scene, sizeof *stored);
if(stored) {
lp_rast_set_state,
lp_rast_arg_state(setup->fs.stored) );
}
+
+ /* The scene now references the textures in the rasterization
+ * state record. Note that now.
+ */
+ for (i = 0; i < Elements(setup->fs.current_tex); i++) {
+ if (setup->fs.current_tex[i])
+ lp_scene_texture_reference(scene, setup->fs.current_tex[i]);
+ }
}
}
void
lp_setup_destroy( struct lp_setup_context *setup )
{
+ uint i;
+
reset_context( setup );
- pipe_buffer_reference(&setup->constants.current, NULL);
+ for (i = 0; i < Elements(setup->fs.current_tex); i++) {
+ pipe_resource_reference(&setup->fs.current_tex[i], NULL);
+ }
+
+ pipe_resource_reference(&setup->constants.current, NULL);
/* free the scenes in the 'empty' queue */
while (1) {