#include "main/macros.h"
#include "shader/prog_instruction.h"
#include "st_atom.h"
-#include "st_cache.h"
#include "st_context.h"
#include "st_cb_accum.h"
#include "st_cb_clear.h"
#include "pipe/p_defines.h"
#include "pipe/p_winsys.h"
+#include "cso_cache/cso_context.h"
+/* XXX for testing draw module vertex passthrough: */
+#define TEST_DRAW_PASSTHROUGH 0
static GLuint
-color_value(GLuint pipeFormat, const GLfloat color[4])
+color_value(enum pipe_format pipeFormat, const GLfloat color[4])
{
GLubyte r, g, b, a;
UNCLAMPED_FLOAT_TO_UBYTE(a, color[3]);
switch (pipeFormat) {
- case PIPE_FORMAT_U_R8_G8_B8_A8:
+ case PIPE_FORMAT_R8G8B8A8_UNORM:
return (r << 24) | (g << 16) | (b << 8) | a;
- case PIPE_FORMAT_U_A8_R8_G8_B8:
+ case PIPE_FORMAT_A8R8G8B8_UNORM:
return (a << 24) | (r << 16) | (g << 8) | b;
- case PIPE_FORMAT_U_B8_G8_R8_A8:
+ case PIPE_FORMAT_B8G8R8A8_UNORM:
return (b << 24) | (g << 16) | (r << 8) | a;
- case PIPE_FORMAT_U_R5_G6_B5:
+ case PIPE_FORMAT_R5G6B5_UNORM:
return ((r & 0xf8) << 8) | ((g & 0xfc) << 3) | (b >> 3);
default:
assert(0);
static uint
-depth_value(GLuint pipeFormat, GLfloat value)
+depth_value(enum pipe_format pipeFormat, GLfloat value)
{
switch (pipeFormat) {
- case PIPE_FORMAT_U_Z16:
+ case PIPE_FORMAT_Z16_UNORM:
return (uint) (value * 0xffff);
- case PIPE_FORMAT_U_Z32:
+ case PIPE_FORMAT_Z32_UNORM:
/* special-case to avoid overflow */
if (value == 1.0)
return 0xffffffff;
else
return (uint) (value * 0xffffffff);
- case PIPE_FORMAT_S8_Z24:
+ case PIPE_FORMAT_S8Z24_UNORM:
return (uint) (value * 0xffffff);
- case PIPE_FORMAT_Z24_S8:
+ case PIPE_FORMAT_Z24S8_UNORM:
return ((uint) (value * 0xffffff)) << 8;
default:
assert(0);
static GLboolean
-is_depth_stencil_format(GLuint pipeFormat)
+is_depth_stencil_format(enum pipe_format pipeFormat)
{
switch (pipeFormat) {
- case PIPE_FORMAT_S8_Z24:
- case PIPE_FORMAT_Z24_S8:
+ case PIPE_FORMAT_S8Z24_UNORM:
+ case PIPE_FORMAT_Z24S8_UNORM:
return GL_TRUE;
default:
return GL_FALSE;
p->OutputsWritten = (1 << FRAG_RESULT_COLR);
stfp = (struct st_fragment_program *) p;
- st_translate_fragment_program(st, stfp, NULL,
- stfp->tokens, ST_MAX_SHADER_TOKENS);
+ st_translate_fragment_program(st, stfp, NULL);
return stfp;
}
(1 << VERT_RESULT_HPOS));
stvp = (struct st_vertex_program *) p;
- st_translate_vertex_program(st, stvp, NULL,
- stvp->tokens, ST_MAX_SHADER_TOKENS);
- assert(stvp->vs);
+ st_translate_vertex_program(st, stvp, NULL);
+#if 0
+ assert(stvp->cso);
+#endif
return stvp;
}
GLfloat verts[4][2][4]; /* four verts, two attribs, XYZW */
GLuint i;
+#if TEST_DRAW_PASSTHROUGH
+ /* invert Y coords (may be off by one pixel) */
+ y0 = ctx->DrawBuffer->Height - y0;
+ y1 = ctx->DrawBuffer->Height - y1;
+#endif
+
/* positions */
verts[0][0][0] = x0;
verts[0][0][1] = y0;
verts[i][1][3] = color[3];
}
- st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 2);
+ st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 2, GL_FALSE);
}
const GLfloat x1 = ctx->DrawBuffer->_Xmax;
const GLfloat y1 = ctx->DrawBuffer->_Ymax;
- /* alpha state: disabled */
- {
- struct pipe_alpha_test_state alpha_test;
- const struct cso_alpha_test *cso;
- memset(&alpha_test, 0, sizeof(alpha_test));
- cso = st_cached_alpha_test_state(st, &alpha_test);
- pipe->bind_alpha_test_state(pipe, cso->data);
- }
+ /*
+ printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
+ color ? "color, " : "",
+ depth ? "depth, " : "",
+ stencil ? "stencil" : "",
+ x0, y0,
+ x1, y1);
+ */
/* blend state: RGBA masking */
{
struct pipe_blend_state blend;
- const struct cso_blend *cso;
memset(&blend, 0, sizeof(blend));
if (color) {
if (ctx->Color.ColorMask[0])
if (st->ctx->Color.DitherFlag)
blend.dither = 1;
}
- cso = st_cached_blend_state(st, &blend);
- pipe->bind_blend_state(pipe, cso->data);
+ cso_set_blend(st->cso_context, &blend);
}
/* depth_stencil state: always pass/set to ref value */
{
- struct pipe_depth_stencil_state depth_stencil;
- const struct cso_depth_stencil *cso;
+ struct pipe_depth_stencil_alpha_state depth_stencil;
memset(&depth_stencil, 0, sizeof(depth_stencil));
if (depth) {
depth_stencil.depth.enabled = 1;
}
if (stencil) {
- depth_stencil.stencil.front_enabled = 1;
- depth_stencil.stencil.front_func = PIPE_FUNC_ALWAYS;
- depth_stencil.stencil.front_fail_op = PIPE_STENCIL_OP_REPLACE;
- depth_stencil.stencil.front_zpass_op = PIPE_STENCIL_OP_REPLACE;
- depth_stencil.stencil.front_zfail_op = PIPE_STENCIL_OP_REPLACE;
- depth_stencil.stencil.ref_value[0] = ctx->Stencil.Clear;
- depth_stencil.stencil.value_mask[0] = 0xff;
- depth_stencil.stencil.write_mask[0] = ctx->Stencil.WriteMask[0] & 0xff;
+ depth_stencil.stencil[0].enabled = 1;
+ depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
+ depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
+ depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
+ depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
+ depth_stencil.stencil[0].ref_value = ctx->Stencil.Clear;
+ depth_stencil.stencil[0].value_mask = 0xff;
+ depth_stencil.stencil[0].write_mask = ctx->Stencil.WriteMask[0] & 0xff;
}
- cso = st_cached_depth_stencil_state(st, &depth_stencil);
- pipe->bind_depth_stencil_state(pipe, cso->data);
+
+ cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
}
/* rasterizer state: nothing */
{
struct pipe_rasterizer_state raster;
- const struct cso_rasterizer *cso;
memset(&raster, 0, sizeof(raster));
#if 0
/* don't do per-pixel scissor; we'll just draw a PIPE_PRIM_QUAD
if (ctx->Scissor.Enabled)
raster.scissor = 1;
#endif
- cso = st_cached_rasterizer_state(st, &raster);
- pipe->bind_rasterizer_state(pipe, cso->data);
+#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 */
if (!stfp) {
stfp = make_frag_shader(st);
}
- pipe->bind_fs_state(pipe, stfp->fs->data);
+ pipe->bind_fs_state(pipe, stfp->driver_shader);
}
+#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->vs->data);
+ 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;
vp.translate[3] = 0.0;
pipe->set_viewport_state(pipe, &vp);
}
+#endif
/* draw quad matching scissor rect (XXX verify coord round-off) */
draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);
+#if 0
+ /* Can't depend on old state objects still existing -- may have
+ * been deleted to make room in the hash, etc. (Should get
+ * fixed...)
+ */
+ st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL);
+#else
/* Restore pipe state */
- pipe->bind_alpha_test_state(pipe, st->state.alpha_test->data);
- pipe->bind_blend_state(pipe, st->state.blend->data);
- pipe->bind_depth_stencil_state(pipe, st->state.depth_stencil->data);
- pipe->bind_fs_state(pipe, st->state.fs->data);
- pipe->bind_vs_state(pipe, st->state.vs->data);
- pipe->bind_rasterizer_state(pipe, st->state.rasterizer->data);
+ cso_set_rasterizer(st->cso_context, &st->state.rasterizer);
+ pipe->bind_fs_state(pipe, st->fp->driver_shader);
+ pipe->bind_vs_state(pipe, st->vp->driver_shader);
+#endif
pipe->set_viewport_state(pipe, &st->state.viewport);
- /* OR:
- st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL);
- */
}
* Determine if we need to clear the depth buffer by drawing a quad.
*/
static INLINE GLboolean
-check_clear_color_with_quad(GLcontext *ctx)
+check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
+{
+ const struct st_renderbuffer *strb = st_renderbuffer(rb);
+
+ if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
+ return FALSE;
+
+ if (ctx->Scissor.Enabled)
+ return TRUE;
+
+ if (!ctx->Color.ColorMask[0] ||
+ !ctx->Color.ColorMask[1] ||
+ !ctx->Color.ColorMask[2] ||
+ !ctx->Color.ColorMask[3])
+ return TRUE;
+
+ return FALSE;
+}
+
+
+static INLINE GLboolean
+check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
{
- return !(ctx->Color.ColorMask[0] &&
- ctx->Color.ColorMask[1] &&
- ctx->Color.ColorMask[2] &&
- ctx->Color.ColorMask[3] &&
- !ctx->Scissor.Enabled);
+ const struct st_renderbuffer *strb = st_renderbuffer(rb);
+ const GLuint stencilMax = (1 << rb->StencilBits) - 1;
+ GLboolean maskStencil
+ = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
+
+ if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
+ return FALSE;
+
+ if (ctx->Scissor.Enabled)
+ return TRUE;
+
+ if (maskStencil)
+ return TRUE;
+
+ return FALSE;
}
{
const struct st_renderbuffer *strb = st_renderbuffer(rb);
const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
- return ctx->Scissor.Enabled
- || (isDS && ctx->DrawBuffer->Visual.stencilBits > 0);
+
+ if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
+ return FALSE;
+
+ if (ctx->Scissor.Enabled)
+ return TRUE;
+
+ if (isDS &&
+ strb->surface->status == PIPE_SURFACE_STATUS_DEFINED &&
+ ctx->DrawBuffer->Visual.stencilBits > 0)
+ return TRUE;
+
+ return FALSE;
}
const GLuint stencilMax = (1 << rb->StencilBits) - 1;
const GLboolean maskStencil
= (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
- return maskStencil
- || ctx->Scissor.Enabled
- || (isDS && ctx->DrawBuffer->Visual.depthBits > 0);
+
+ if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
+ return FALSE;
+
+ if (maskStencil)
+ return TRUE;
+
+ if (ctx->Scissor.Enabled)
+ return TRUE;
+
+ /* This is correct, but it is necessary to look at the depth clear
+ * value held in the surface when it comes time to issue the clear,
+ * rather than taking depth and stencil clear values from the
+ * current state.
+ */
+ if (isDS &&
+ strb->surface->status == PIPE_SURFACE_STATUS_DEFINED &&
+ ctx->DrawBuffer->Visual.depthBits > 0)
+ return TRUE;
+
+ return FALSE;
}
static void
clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
- struct st_renderbuffer *strb = st_renderbuffer(rb);
+ if (check_clear_color_with_quad( ctx, rb )) {
+ /* masking or scissoring */
+ clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
+ }
+ else {
+ struct st_renderbuffer *strb = st_renderbuffer(rb);
- if (ctx->Color.ColorMask[0] &&
- ctx->Color.ColorMask[1] &&
- ctx->Color.ColorMask[2] &&
- ctx->Color.ColorMask[3] &&
- !ctx->Scissor.Enabled)
- {
/* clear whole buffer w/out masking */
- GLuint clearValue
- = color_value(strb->surface->format, ctx->Color.ClearColor);
+ uint clearValue = color_value(strb->surface->format, ctx->Color.ClearColor);
ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
}
- else {
- /* masking or scissoring */
- clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
- }
}
static void
clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
- struct st_renderbuffer *strb = st_renderbuffer(rb);
- /*
- const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
- */
-
- assert(strb->surface->format);
-
if (check_clear_depth_with_quad(ctx, rb)) {
/* scissoring or we have a combined depth/stencil buffer */
clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_FALSE);
}
else {
+ struct st_renderbuffer *strb = st_renderbuffer(rb);
+
/* simple clear of whole buffer */
uint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear);
ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
static void
clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
- struct st_renderbuffer *strb = st_renderbuffer(rb);
- const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
- const GLuint stencilMax = (1 << rb->StencilBits) - 1;
- GLboolean maskStencil
- = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
-
- if (maskStencil ||
- ctx->Scissor.Enabled ||
- (isDS && ctx->DrawBuffer->Visual.depthBits > 0)) {
+ if (check_clear_stencil_with_quad(ctx, rb)) {
/* masking or scissoring or combined depth/stencil buffer */
clear_with_quad(ctx, GL_FALSE, GL_FALSE, GL_TRUE);
}
else {
+ struct st_renderbuffer *strb = st_renderbuffer(rb);
+
/* simple clear of whole buffer */
GLuint clearValue = ctx->Stencil.Clear;
+
+ switch (strb->surface->format) {
+ case PIPE_FORMAT_S8Z24_UNORM:
+ clearValue <<= 24;
+ break;
+ default:
+ ; /* no-op, stencil value is in least significant bits */
+ }
+
ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
}
}
static void
clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
- struct st_renderbuffer *strb = st_renderbuffer(rb);
- const GLuint stencilMax = (1 << rb->StencilBits) - 1;
- GLboolean maskStencil
- = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
- assert(is_depth_stencil_format(strb->surface->format));
+ if (check_clear_depth_stencil_with_quad(ctx, rb)) {
+ /* masking or scissoring */
+ clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_TRUE);
+ }
+ else {
+ struct st_renderbuffer *strb = st_renderbuffer(rb);
- if (!maskStencil && !ctx->Scissor.Enabled) {
/* clear whole buffer w/out masking */
GLuint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear);
switch (strb->surface->format) {
- case PIPE_FORMAT_S8_Z24:
+ case PIPE_FORMAT_S8Z24_UNORM:
clearValue |= ctx->Stencil.Clear << 24;
break;
- case PIPE_FORMAT_Z24_S8:
- clearValue |= clearValue | ctx->Stencil.Clear;
+ case PIPE_FORMAT_Z24S8_UNORM:
+ clearValue |= ctx->Stencil.Clear;
break;
default:
assert(0);
ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
}
- else {
- /* masking or scissoring */
- clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_TRUE);
- }
}