Merge branch 'master' into gallium-0.2
[mesa.git] / src / mesa / state_tracker / st_cb_clear.c
index c23938dc6814b6f85e69a7d1c800cd16dc1fb07f..47ad3c2bc1264d5e56b8c42197ee6521e4e29371 100644 (file)
@@ -34,8 +34,8 @@
 #include "main/glheader.h"
 #include "main/macros.h"
 #include "shader/prog_instruction.h"
-#include "st_atom.h"
 #include "st_context.h"
+#include "st_atom.h"
 #include "st_cb_accum.h"
 #include "st_cb_clear.h"
 #include "st_cb_fbo.h"
 #include "st_mesa_to_tgsi.h"
 
 #include "pipe/p_context.h"
+#include "pipe/p_inlines.h"
 #include "pipe/p_state.h"
 #include "pipe/p_defines.h"
-#include "pipe/p_winsys.h"
 #include "util/u_pack_color.h"
+#include "util/u_simple_shaders.h"
+#include "util/u_draw_quad.h"
 
 #include "cso_cache/cso_context.h"
 
 
-/* XXX for testing draw module vertex passthrough: */
-#define TEST_DRAW_PASSTHROUGH 0
+void
+st_init_clear(struct st_context *st)
+{
+   struct pipe_context *pipe = st->pipe;
 
+   /* rasterizer state: bypass clipping */
+   memset(&st->clear.raster, 0, sizeof(st->clear.raster));
+   st->clear.raster.gl_rasterization_rules = 1;
+   st->clear.raster.bypass_clipping = 1;
+
+   /* viewport state: identity since we're drawing in window coords */
+   st->clear.viewport.scale[0] = 1.0;
+   st->clear.viewport.scale[1] = 1.0;
+   st->clear.viewport.scale[2] = 1.0;
+   st->clear.viewport.scale[3] = 1.0;
+   st->clear.viewport.translate[0] = 0.0;
+   st->clear.viewport.translate[1] = 0.0;
+   st->clear.viewport.translate[2] = 0.0;
+   st->clear.viewport.translate[3] = 0.0;
 
-static GLboolean
-is_depth_stencil_format(enum pipe_format pipeFormat)
-{
-   switch (pipeFormat) {
-   case PIPE_FORMAT_S8Z24_UNORM:
-   case PIPE_FORMAT_Z24S8_UNORM:
-      return GL_TRUE;
-   default:
-      return GL_FALSE;
+   /* fragment shader state: color pass-through program */
+   st->clear.fs =
+      util_make_fragment_passthrough_shader(pipe, &st->clear.frag_shader);
+
+   /* vertex shader state: color/position pass-through */
+   {
+      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
+                                      TGSI_SEMANTIC_COLOR };
+      const uint semantic_indexes[] = { 0, 0 };
+      st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
+                                                         semantic_names,
+                                                         semantic_indexes,
+                                                         &st->clear.vert_shader);
    }
 }
 
 
-
-/**
- * Create a simple fragment shader that just passes through the fragment color.
- */
-static struct st_fragment_program *
-make_frag_shader(struct st_context *st)
+void
+st_destroy_clear(struct st_context *st)
 {
-   GLcontext *ctx = st->ctx;
-   struct st_fragment_program *stfp;
-   struct gl_program *p;
-   GLuint interpMode[16];
-   GLuint i;
+   struct pipe_context *pipe = st->pipe;
 
-   /* XXX temporary */
-   for (i = 0; i < 16; i++)
-      interpMode[i] = TGSI_INTERPOLATE_LINEAR;
+   if (st->clear.vert_shader.tokens) {
+      FREE((void *) st->clear.vert_shader.tokens);
+      st->clear.vert_shader.tokens = NULL;
+   }
 
-   p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
-   if (!p)
-      return NULL;
+   if (st->clear.frag_shader.tokens) {
+      FREE((void *) st->clear.frag_shader.tokens);
+      st->clear.frag_shader.tokens = NULL;
+   }
 
-   p->NumInstructions = 2;
-   p->Instructions = _mesa_alloc_instructions(2);
-   if (!p->Instructions) {
-      ctx->Driver.DeleteProgram(ctx, p);
-      return NULL;
+   if (st->clear.fs) {
+      cso_delete_fragment_shader(st->cso_context, st->clear.fs);
+      st->clear.fs = NULL;
+   }
+   if (st->clear.vs) {
+      cso_delete_vertex_shader(st->cso_context, st->clear.vs);
+      st->clear.vs = NULL;
+   }
+   if (st->clear.vbuf) {
+      pipe_buffer_destroy(pipe->screen, st->clear.vbuf);
+      st->clear.vbuf = NULL;
    }
-   _mesa_init_instructions(p->Instructions, 2);
-   /* MOV result.color, fragment.color; */
-   p->Instructions[0].Opcode = OPCODE_MOV;
-   p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
-   p->Instructions[0].DstReg.Index = FRAG_RESULT_COLR;
-   p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
-   p->Instructions[0].SrcReg[0].Index = FRAG_ATTRIB_COL0;
-   /* END; */
-   p->Instructions[1].Opcode = OPCODE_END;
-
-   p->InputsRead = FRAG_BIT_COL0;
-   p->OutputsWritten = (1 << FRAG_RESULT_COLR);
-
-   stfp = (struct st_fragment_program *) p;
-   st_translate_fragment_program(st, stfp, NULL);
-
-   return stfp;
 }
 
 
-/**
- * Create a simple vertex shader that just passes through the
- * vertex position and color.
- */
-static struct st_vertex_program *
-make_vertex_shader(struct st_context *st)
+static GLboolean
+is_depth_stencil_format(enum pipe_format pipeFormat)
 {
-   GLcontext *ctx = st->ctx;
-   struct st_vertex_program *stvp;
-   struct gl_program *p;
-
-   p = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
-   if (!p)
-      return NULL;
-
-   p->NumInstructions = 3;
-   p->Instructions = _mesa_alloc_instructions(3);
-   if (!p->Instructions) {
-      ctx->Driver.DeleteProgram(ctx, p);
-      return NULL;
+   switch (pipeFormat) {
+   case PIPE_FORMAT_S8Z24_UNORM:
+   case PIPE_FORMAT_Z24S8_UNORM:
+      return GL_TRUE;
+   default:
+      return GL_FALSE;
    }
-   _mesa_init_instructions(p->Instructions, 3);
-   /* MOV result.pos, vertex.pos; */
-   p->Instructions[0].Opcode = OPCODE_MOV;
-   p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
-   p->Instructions[0].DstReg.Index = VERT_RESULT_HPOS;
-   p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
-   p->Instructions[0].SrcReg[0].Index = VERT_ATTRIB_POS;
-   /* MOV result.color, vertex.color; */
-   p->Instructions[1].Opcode = OPCODE_MOV;
-   p->Instructions[1].DstReg.File = PROGRAM_OUTPUT;
-   p->Instructions[1].DstReg.Index = VERT_RESULT_COL0;
-   p->Instructions[1].SrcReg[0].File = PROGRAM_INPUT;
-   p->Instructions[1].SrcReg[0].Index = VERT_ATTRIB_COLOR0;
-   /* END; */
-   p->Instructions[2].Opcode = OPCODE_END;
-
-   p->InputsRead = VERT_BIT_POS | VERT_BIT_COLOR0;
-   p->OutputsWritten = ((1 << VERT_RESULT_COL0) |
-                        (1 << VERT_RESULT_HPOS));
-
-   stvp = (struct st_vertex_program *) p;
-   st_translate_vertex_program(st, stvp, NULL);
-#if 0
-   assert(stvp->cso);
-#endif
-
-   return stvp;
 }
 
 
@@ -179,45 +146,49 @@ draw_quad(GLcontext *ctx,
           float x0, float y0, float x1, float y1, GLfloat z,
           const GLfloat color[4])
 {
-   GLfloat verts[4][2][4]; /* four verts, two attribs, XYZW */
+   struct st_context *st = ctx->st;
+   struct pipe_context *pipe = st->pipe;
    GLuint i;
+   void *buf;
 
-#if TEST_DRAW_PASSTHROUGH
-   /* invert Y coords (may be off by one pixel) */
-   y0 = ctx->DrawBuffer->Height - y0;
-   y1 = ctx->DrawBuffer->Height - y1;
-#endif
+   if (!st->clear.vbuf) {
+      st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
+                                          sizeof(st->clear.vertices));
+   }
 
    /* positions */
-   verts[0][0][0] = x0;
-   verts[0][0][1] = y0;
+   st->clear.vertices[0][0][0] = x0;
+   st->clear.vertices[0][0][1] = y0;
 
-   verts[1][0][0] = x1;
-   verts[1][0][1] = y0;
+   st->clear.vertices[1][0][0] = x1;
+   st->clear.vertices[1][0][1] = y0;
 
-   verts[2][0][0] = x1;
-   verts[2][0][1] = y1;
+   st->clear.vertices[2][0][0] = x1;
+   st->clear.vertices[2][0][1] = y1;
 
-   verts[3][0][0] = x0;
-   verts[3][0][1] = y1;
+   st->clear.vertices[3][0][0] = x0;
+   st->clear.vertices[3][0][1] = y1;
 
    /* same for all verts: */
    for (i = 0; i < 4; i++) {
-      verts[i][0][2] = z;
-      verts[i][0][3] = 1.0;
-      verts[i][1][0] = color[0];
-      verts[i][1][1] = color[1];
-      verts[i][1][2] = color[2];
-      verts[i][1][3] = color[3];
+      st->clear.vertices[i][0][2] = z;
+      st->clear.vertices[i][0][3] = 1.0;
+      st->clear.vertices[i][1][0] = color[0];
+      st->clear.vertices[i][1][1] = color[1];
+      st->clear.vertices[i][1][2] = color[2];
+      st->clear.vertices[i][1][3] = color[3];
    }
 
-   st_draw_vertices(ctx, PIPE_PRIM_POLYGON, 4, (float *) verts, 2,
-#if TEST_DRAW_PASSTHROUGH
-                    GL_TRUE
-#else
-                    GL_FALSE
-#endif
-                    );
+   /* put vertex data into vbuf */
+   buf = pipe_buffer_map(pipe->screen, st->clear.vbuf, PIPE_BUFFER_USAGE_CPU_WRITE);
+   memcpy(buf, st->clear.vertices, sizeof(st->clear.vertices));
+   pipe_buffer_unmap(pipe->screen, st->clear.vbuf);
+
+   /* draw */
+   util_draw_vertex_buffer(pipe, st->clear.vbuf,
+                           PIPE_PRIM_TRIANGLE_FAN,
+                           4,  /* verts */
+                           2); /* attribs/vert */
 }
 
 
@@ -232,11 +203,18 @@ clear_with_quad(GLcontext *ctx,
                 GLboolean color, GLboolean depth, GLboolean stencil)
 {
    struct st_context *st = ctx->st;
-   struct pipe_context *pipe = st->pipe;
-   const GLfloat x0 = ctx->DrawBuffer->_Xmin;
-   const GLfloat y0 = ctx->DrawBuffer->_Ymin;
-   const GLfloat x1 = ctx->DrawBuffer->_Xmax;
-   const GLfloat y1 = ctx->DrawBuffer->_Ymax;
+   const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
+   const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
+   GLfloat y0, y1;
+
+   if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
+      y0 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax);
+      y1 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin);
+   }
+   else {
+      y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
+      y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
+   }
 
    /*
    printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__, 
@@ -251,6 +229,8 @@ clear_with_quad(GLcontext *ctx,
    cso_save_depth_stencil_alpha(st->cso_context);
    cso_save_rasterizer(st->cso_context);
    cso_save_viewport(st->cso_context);
+   cso_save_fragment_shader(st->cso_context);
+   cso_save_vertex_shader(st->cso_context);
 
    /* blend state: RGBA masking */
    {
@@ -299,66 +279,22 @@ clear_with_quad(GLcontext *ctx,
       cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
    }
 
-   /* rasterizer state: nothing */
-   {
-      struct pipe_rasterizer_state raster;
-      memset(&raster, 0, sizeof(raster));
-#if TEST_DRAW_PASSTHROUGH
-      raster.bypass_clipping = 1;
-      raster.bypass_vs = 1;
-#endif
-      cso_set_rasterizer(st->cso_context, &raster);
-   }
-
-   /* fragment shader state: color pass-through program */
-   {
-      static struct st_fragment_program *stfp = NULL;
-      if (!stfp) {
-         stfp = make_frag_shader(st);
-      }
-      pipe->bind_fs_state(pipe, stfp->driver_shader);
-   }
+   cso_set_rasterizer(st->cso_context, &st->clear.raster);
+   cso_set_viewport(st->cso_context, &st->clear.viewport);
 
-#if !TEST_DRAW_PASSTHROUGH
-   /* vertex shader state: color/position pass-through */
-   {
-      static struct st_vertex_program *stvp = NULL;
-      if (!stvp) {
-         stvp = make_vertex_shader(st);
-      }
-      pipe->bind_vs_state(pipe, stvp->driver_shader);
-   }
-#endif
-
-#if !TEST_DRAW_PASSTHROUGH
-   /* viewport state: viewport matching window dims */
-   {
-      const float width = ctx->DrawBuffer->Width;
-      const float height = ctx->DrawBuffer->Height;
-      struct pipe_viewport_state vp;
-      vp.scale[0] =  0.5 * width;
-      vp.scale[1] = -0.5 * height;
-      vp.scale[2] = 1.0;
-      vp.scale[3] = 1.0;
-      vp.translate[0] = 0.5 * width;
-      vp.translate[1] = 0.5 * height;
-      vp.translate[2] = 0.0;
-      vp.translate[3] = 0.0;
-      cso_set_viewport(st->cso_context, &vp);
-   }
-#endif
+   cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
+   cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
 
    /* draw quad matching scissor rect (XXX verify coord round-off) */
-   draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);
+   draw_quad(ctx, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
 
    /* Restore pipe state */
    cso_restore_blend(st->cso_context);
    cso_restore_depth_stencil_alpha(st->cso_context);
    cso_restore_rasterizer(st->cso_context);
    cso_restore_viewport(st->cso_context);
-   /* these don't go through cso yet */
-   pipe->bind_fs_state(pipe, st->fp->driver_shader);
-   pipe->bind_vs_state(pipe, st->vp->driver_shader);
+   cso_restore_fragment_shader(st->cso_context);
+   cso_restore_vertex_shader(st->cso_context);
 }
 
 
@@ -478,7 +414,10 @@ clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
       /* clear whole buffer w/out masking */
       struct st_renderbuffer *strb = st_renderbuffer(rb);
       uint clearValue;
-      util_pack_color(ctx->Color.ClearColor, strb->surface->format, &clearValue);
+      /* NOTE: we always pass the clear color as PIPE_FORMAT_A8R8G8B8_UNORM
+       * at this time!
+       */
+      util_pack_color(ctx->Color.ClearColor, PIPE_FORMAT_A8R8G8B8_UNORM, &clearValue);
       ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
    }
 }