#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;
}
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 */
}
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__,
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 */
{
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);
}
/* 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);
}
}