/**************************************************************************
- *
+ *
* Copyright 2008 VMware, Inc.
* All Rights Reserved.
*
-#include "main/imports.h"
+
#include "main/image.h"
#include "main/macros.h"
#include "main/teximage.h"
+#include "main/framebuffer.h"
#include "program/program.h"
#include "program/prog_print.h"
#include "st_context.h"
#include "st_atom.h"
+#include "st_cb_bitmap.h"
#include "st_cb_drawtex.h"
+#include "st_nir.h"
+#include "st_util.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
/**
* Simple linear list cache.
* Most of the time there'll only be one cached shader.
+ * XXX This should be per-st_context state.
*/
static struct cached_shader CachedShaders[MAX_SHADERS];
static GLuint NumCachedShaders = 0;
+static gl_vert_attrib
+semantic_to_vert_attrib(unsigned semantic)
+{
+ switch (semantic) {
+ case TGSI_SEMANTIC_POSITION:
+ return VERT_ATTRIB_POS;
+ case TGSI_SEMANTIC_COLOR:
+ return VERT_ATTRIB_COLOR0;
+ case TGSI_SEMANTIC_GENERIC:
+ case TGSI_SEMANTIC_TEXCOORD:
+ return VERT_ATTRIB_GENERIC0;
+ default:
+ unreachable("unhandled semantic");
+ }
+}
+
+static gl_varying_slot
+semantic_to_varying_slot(unsigned semantic)
+{
+ switch (semantic) {
+ case TGSI_SEMANTIC_POSITION:
+ return VARYING_SLOT_POS;
+ case TGSI_SEMANTIC_COLOR:
+ return VARYING_SLOT_COL0;
+ case TGSI_SEMANTIC_GENERIC:
+ case TGSI_SEMANTIC_TEXCOORD:
+ return VARYING_SLOT_TEX0;
+ default:
+ unreachable("unhandled semantic");
+ }
+}
static void *
-lookup_shader(struct pipe_context *pipe,
+lookup_shader(struct st_context *st,
uint num_attribs,
- const uint *semantic_names,
+ const enum tgsi_semantic *semantic_names,
const uint *semantic_indexes)
{
+ struct pipe_context *pipe = st->pipe;
+ struct pipe_screen *screen = pipe->screen;
GLuint i, j;
/* look for existing shader with same attributes */
CachedShaders[i].semantic_indexes[j] = semantic_indexes[j];
}
- CachedShaders[i].handle =
- util_make_vertex_passthrough_shader(pipe,
- num_attribs,
- semantic_names,
- semantic_indexes, FALSE);
+ enum pipe_shader_ir preferred_ir =
+ screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_PREFERRED_IR);
+
+ if (preferred_ir == PIPE_SHADER_IR_NIR) {
+ unsigned inputs[2 + MAX_TEXTURE_UNITS];
+ unsigned outputs[2 + MAX_TEXTURE_UNITS];
+
+ for (int j = 0; j < num_attribs; j++) {
+ inputs[j] = semantic_to_vert_attrib(semantic_names[j]);
+ outputs[j] = semantic_to_varying_slot(semantic_names[j]);
+ }
+
+ CachedShaders[i].handle =
+ st_nir_make_passthrough_shader(st, "st/drawtex VS",
+ MESA_SHADER_VERTEX,
+ num_attribs, inputs,
+ outputs, NULL, 0);
+ } else {
+ CachedShaders[i].handle =
+ util_make_vertex_passthrough_shader(pipe,
+ num_attribs,
+ semantic_names,
+ semantic_indexes, FALSE);
+ }
+
NumCachedShaders++;
return CachedShaders[i].handle;
}
+
static void
st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
GLfloat width, GLfloat height)
{
struct st_context *st = ctx->st;
struct pipe_context *pipe = st->pipe;
- struct cso_context *cso = ctx->st->cso_context;
+ struct cso_context *cso = st->cso_context;
struct pipe_resource *vbuffer = NULL;
GLuint i, numTexCoords, numAttribs;
GLboolean emitColor;
- uint semantic_names[2 + MAX_TEXTURE_UNITS];
+ enum tgsi_semantic semantic_names[2 + MAX_TEXTURE_UNITS];
uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
- struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS];
+ struct cso_velems_state velems;
unsigned offset;
- st_validate_state(st);
+ st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
+
+ st_validate_state(st, ST_PIPELINE_META);
/* determine if we need vertex color */
- if (ctx->FragmentProgram._Current->Base.InputsRead & VARYING_BIT_COL0)
+ if (ctx->FragmentProgram._Current->info.inputs_read & VARYING_BIT_COL0)
emitColor = GL_TRUE;
else
emitColor = GL_FALSE;
const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
GLfloat *vbuf = NULL;
- GLuint attr;
+ GLuint tex_attr;
- if (u_upload_alloc(st->uploader, 0,
- numAttribs * 4 * 4 * sizeof(GLfloat),
- &offset, &vbuffer, (void **) &vbuf) != PIPE_OK) {
+ u_upload_alloc(pipe->stream_uploader, 0,
+ numAttribs * 4 * 4 * sizeof(GLfloat), 4,
+ &offset, &vbuffer, (void **) &vbuf);
+ if (!vbuffer) {
return;
}
-
- z = CLAMP(z, 0.0f, 1.0f);
+
+ z = SATURATE(z);
/* positions (in clip coords) */
{
- const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
- const GLfloat fb_width = (GLfloat)fb->Width;
- const GLfloat fb_height = (GLfloat)fb->Height;
+ const struct gl_framebuffer *fb = ctx->DrawBuffer;
+ const GLfloat fb_width = (GLfloat)_mesa_geometric_width(fb);
+ const GLfloat fb_height = (GLfloat)_mesa_geometric_height(fb);
const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
semantic_names[1] = TGSI_SEMANTIC_COLOR;
semantic_indexes[1] = 0;
- attr = 2;
+ tex_attr = 2;
}
else {
- attr = 1;
+ tex_attr = 1;
}
/* texcoords */
const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;
/*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
- SET_ATTRIB(0, attr, s0, t0, 0.0f, 1.0f); /* lower left */
- SET_ATTRIB(1, attr, s1, t0, 0.0f, 1.0f); /* lower right */
- SET_ATTRIB(2, attr, s1, t1, 0.0f, 1.0f); /* upper right */
- SET_ATTRIB(3, attr, s0, t1, 0.0f, 1.0f); /* upper left */
+ SET_ATTRIB(0, tex_attr, s0, t0, 0.0f, 1.0f); /* lower left */
+ SET_ATTRIB(1, tex_attr, s1, t0, 0.0f, 1.0f); /* lower right */
+ SET_ATTRIB(2, tex_attr, s1, t1, 0.0f, 1.0f); /* upper right */
+ SET_ATTRIB(3, tex_attr, s0, t1, 0.0f, 1.0f); /* upper left */
- semantic_names[attr] = st->needs_texcoord_semantic ?
+ semantic_names[tex_attr] = st->needs_texcoord_semantic ?
TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC;
/* XXX: should this use semantic index i instead of 0 ? */
- semantic_indexes[attr] = 0;
+ semantic_indexes[tex_attr] = 0;
- attr++;
+ tex_attr++;
}
}
- u_upload_unmap(st->uploader);
+ u_upload_unmap(pipe->stream_uploader);
#undef SET_ATTRIB
}
-
- cso_save_viewport(cso);
- cso_save_stream_outputs(cso);
- cso_save_vertex_shader(cso);
- cso_save_tessctrl_shader(cso);
- cso_save_tesseval_shader(cso);
- cso_save_geometry_shader(cso);
- cso_save_vertex_elements(cso);
- cso_save_aux_vertex_buffer_slot(cso);
+ cso_save_state(cso, (CSO_BIT_VIEWPORT |
+ CSO_BIT_STREAM_OUTPUTS |
+ CSO_BIT_VERTEX_SHADER |
+ CSO_BIT_TESSCTRL_SHADER |
+ CSO_BIT_TESSEVAL_SHADER |
+ CSO_BIT_GEOMETRY_SHADER |
+ CSO_BIT_VERTEX_ELEMENTS |
+ CSO_BIT_AUX_VERTEX_BUFFER_SLOT));
{
- void *vs = lookup_shader(pipe, numAttribs,
+ void *vs = lookup_shader(st, numAttribs,
semantic_names, semantic_indexes);
cso_set_vertex_shader_handle(cso, vs);
}
cso_set_geometry_shader_handle(cso, NULL);
for (i = 0; i < numAttribs; i++) {
- velements[i].src_offset = i * 4 * sizeof(float);
- velements[i].instance_divisor = 0;
- velements[i].vertex_buffer_index = 0;
- velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
+ velems.velems[i].src_offset = i * 4 * sizeof(float);
+ velems.velems[i].instance_divisor = 0;
+ velems.velems[i].vertex_buffer_index = 0;
+ velems.velems[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
}
- cso_set_vertex_elements(cso, numAttribs, velements);
- cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
+ velems.count = numAttribs;
+
+ cso_set_vertex_elements(cso, &velems);
+ cso_set_stream_outputs(cso, 0, NULL, NULL);
/* viewport state: viewport matching window dims */
{
- const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
+ const struct gl_framebuffer *fb = ctx->DrawBuffer;
const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
- const GLfloat width = (GLfloat)fb->Width;
- const GLfloat height = (GLfloat)fb->Height;
+ const GLfloat width = (GLfloat)_mesa_geometric_width(fb);
+ const GLfloat height = (GLfloat)_mesa_geometric_height(fb);
struct pipe_viewport_state vp;
vp.scale[0] = 0.5f * width;
vp.scale[1] = height * (invert ? -0.5f : 0.5f);
cso_set_viewport(cso, &vp);
}
-
- util_draw_vertex_buffer(pipe, cso, vbuffer,
- cso_get_aux_vertex_buffer_slot(cso),
+ util_draw_vertex_buffer(pipe, cso, vbuffer, 0,
offset, /* offset */
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
numAttribs); /* attribs/vert */
-
pipe_resource_reference(&vbuffer, NULL);
/* restore state */
- cso_restore_viewport(cso);
- cso_restore_vertex_shader(cso);
- cso_restore_tessctrl_shader(cso);
- cso_restore_tesseval_shader(cso);
- cso_restore_geometry_shader(cso);
- cso_restore_vertex_elements(cso);
- cso_restore_aux_vertex_buffer_slot(cso);
- cso_restore_stream_outputs(cso);
+ cso_restore_state(cso);
}
{
GLuint i;
for (i = 0; i < NumCachedShaders; i++) {
- cso_delete_vertex_shader(st->cso_context, CachedShaders[i].handle);
+ st->pipe->delete_vs_state(st->pipe, CachedShaders[i].handle);
}
NumCachedShaders = 0;
}