X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fgallium%2Fstate_trackers%2Fvega%2Frenderer.c;h=b8232787eba7064a729eeb3234b044a484049f12;hb=2737abb44efebfa10ac84b183c20fc5818d1514e;hp=2bb4c8bc756651149cc4d7fa06a4227370f90c6d;hpb=182c42c8da6edfa66819eef02f4dea310c1f68d7;p=mesa.git diff --git a/src/gallium/state_trackers/vega/renderer.c b/src/gallium/state_trackers/vega/renderer.c index 2bb4c8bc756..b8232787eba 100644 --- a/src/gallium/state_trackers/vega/renderer.c +++ b/src/gallium/state_trackers/vega/renderer.c @@ -1,6 +1,7 @@ /************************************************************************** * * Copyright 2009 VMware, Inc. All Rights Reserved. + * Copyright 2010 LunarG, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the @@ -35,365 +36,1379 @@ #include "pipe/p_shader_tokens.h" #include "util/u_draw_quad.h" -#include "util/u_format.h" #include "util/u_simple_shaders.h" #include "util/u_memory.h" -#include "util/u_rect.h" #include "util/u_sampler.h" +#include "util/u_surface.h" +#include "util/u_math.h" +#include "util/u_format.h" #include "cso_cache/cso_context.h" +#include "tgsi/tgsi_ureg.h" + +typedef enum { + RENDERER_STATE_INIT, + RENDERER_STATE_COPY, + RENDERER_STATE_DRAWTEX, + RENDERER_STATE_SCISSOR, + RENDERER_STATE_CLEAR, + RENDERER_STATE_FILTER, + RENDERER_STATE_POLYGON_STENCIL, + RENDERER_STATE_POLYGON_FILL, + NUM_RENDERER_STATES +} RendererState; + +typedef enum { + RENDERER_VS_PLAIN, + RENDERER_VS_COLOR, + RENDERER_VS_TEXTURE, + NUM_RENDERER_VS +} RendererVs; + +typedef enum { + RENDERER_FS_COLOR, + RENDERER_FS_TEXTURE, + RENDERER_FS_SCISSOR, + RENDERER_FS_WHITE, + NUM_RENDERER_FS +} RendererFs; struct renderer { struct pipe_context *pipe; - struct vg_context *owner; - struct cso_context *cso; - void *fs; + VGbitfield dirty; + struct { + struct pipe_rasterizer_state rasterizer; + struct pipe_depth_stencil_alpha_state dsa; + struct pipe_framebuffer_state fb; + } g3d; + struct matrix projection; + struct matrix mvp; + struct pipe_resource *vs_cbuf; + + struct pipe_resource *fs_cbuf; + VGfloat fs_cbuf_data[32]; + VGint fs_cbuf_len; + + struct pipe_vertex_element velems[2]; VGfloat vertices[4][2][4]; + + void *cached_vs[NUM_RENDERER_VS]; + void *cached_fs[NUM_RENDERER_FS]; + + RendererState state; + + /* state data */ + union { + struct { + VGint tex_width; + VGint tex_height; + } copy; + + struct { + VGint tex_width; + VGint tex_height; + } drawtex; + + struct { + VGboolean restore_dsa; + } scissor; + + struct { + VGboolean use_sampler; + VGint tex_width, tex_height; + } filter; + + struct { + struct pipe_depth_stencil_alpha_state dsa; + VGboolean manual_two_sides; + VGboolean restore_dsa; + } polygon_stencil; + } u; }; -static void setup_shaders(struct renderer *ctx) +/** + * Return VG_TRUE if the renderer can use the resource as the asked bindings. + */ +static VGboolean renderer_can_support(struct renderer *renderer, + struct pipe_resource *res, + unsigned bindings) { - struct pipe_context *pipe = ctx->pipe; - /* fragment shader */ - ctx->fs = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D); -} - -static struct pipe_buffer * -setup_vertex_data(struct renderer *ctx, - float x0, float y0, float x1, float y1, float z) -{ - ctx->vertices[0][0][0] = x0; - ctx->vertices[0][0][1] = y0; - ctx->vertices[0][0][2] = z; - ctx->vertices[0][1][0] = 0.0f; /*s*/ - ctx->vertices[0][1][1] = 0.0f; /*t*/ - - ctx->vertices[1][0][0] = x1; - ctx->vertices[1][0][1] = y0; - ctx->vertices[1][0][2] = z; - ctx->vertices[1][1][0] = 1.0f; /*s*/ - ctx->vertices[1][1][1] = 0.0f; /*t*/ - - ctx->vertices[2][0][0] = x1; - ctx->vertices[2][0][1] = y1; - ctx->vertices[2][0][2] = z; - ctx->vertices[2][1][0] = 1.0f; - ctx->vertices[2][1][1] = 1.0f; - - ctx->vertices[3][0][0] = x0; - ctx->vertices[3][0][1] = y1; - ctx->vertices[3][0][2] = z; - ctx->vertices[3][1][0] = 0.0f; - ctx->vertices[3][1][1] = 1.0f; - - return pipe_user_buffer_create( ctx->pipe->screen, - ctx->vertices, - sizeof(ctx->vertices) ); -} - -static struct pipe_buffer * -setup_vertex_data_tex(struct renderer *ctx, - float x0, float y0, float x1, float y1, - float s0, float t0, float s1, float t1, - float z) -{ - ctx->vertices[0][0][0] = x0; - ctx->vertices[0][0][1] = y0; - ctx->vertices[0][0][2] = z; - ctx->vertices[0][1][0] = s0; /*s*/ - ctx->vertices[0][1][1] = t0; /*t*/ - - ctx->vertices[1][0][0] = x1; - ctx->vertices[1][0][1] = y0; - ctx->vertices[1][0][2] = z; - ctx->vertices[1][1][0] = s1; /*s*/ - ctx->vertices[1][1][1] = t0; /*t*/ - - ctx->vertices[2][0][0] = x1; - ctx->vertices[2][0][1] = y1; - ctx->vertices[2][0][2] = z; - ctx->vertices[2][1][0] = s1; - ctx->vertices[2][1][1] = t1; - - ctx->vertices[3][0][0] = x0; - ctx->vertices[3][0][1] = y1; - ctx->vertices[3][0][2] = z; - ctx->vertices[3][1][0] = s0; - ctx->vertices[3][1][1] = t1; - - return pipe_user_buffer_create( ctx->pipe->screen, - ctx->vertices, - sizeof(ctx->vertices) ); -} - - -static struct pipe_buffer * -setup_vertex_data_qtex(struct renderer *ctx, - float x0, float y0, float x1, float y1, - float x2, float y2, float x3, float y3, - float s0, float t0, float s1, float t1, - float z) -{ - ctx->vertices[0][0][0] = x0; - ctx->vertices[0][0][1] = y0; - ctx->vertices[0][0][2] = z; - ctx->vertices[0][1][0] = s0; /*s*/ - ctx->vertices[0][1][1] = t0; /*t*/ - - ctx->vertices[1][0][0] = x1; - ctx->vertices[1][0][1] = y1; - ctx->vertices[1][0][2] = z; - ctx->vertices[1][1][0] = s1; /*s*/ - ctx->vertices[1][1][1] = t0; /*t*/ - - ctx->vertices[2][0][0] = x2; - ctx->vertices[2][0][1] = y2; - ctx->vertices[2][0][2] = z; - ctx->vertices[2][1][0] = s1; - ctx->vertices[2][1][1] = t1; - - ctx->vertices[3][0][0] = x3; - ctx->vertices[3][0][1] = y3; - ctx->vertices[3][0][2] = z; - ctx->vertices[3][1][0] = s0; - ctx->vertices[3][1][1] = t1; - - return pipe_user_buffer_create( ctx->pipe->screen, - ctx->vertices, - sizeof(ctx->vertices) ); + struct pipe_screen *screen = renderer->pipe->screen; + + return screen->is_format_supported(screen, + res->format, res->target, 0, bindings); } -struct renderer * renderer_create(struct vg_context *owner) +/** + * Set the model-view-projection matrix used by vertex shaders. + */ +static void renderer_set_mvp(struct renderer *renderer, + const struct matrix *mvp) { + struct matrix *cur = &renderer->mvp; + struct pipe_resource *cbuf; + VGfloat consts[3][4]; VGint i; - struct renderer *renderer = CALLOC_STRUCT(renderer); - if (!renderer) + /* projection only */ + if (!mvp) + mvp = &renderer->projection; + + /* re-upload only if necessary */ + if (memcmp(cur, mvp, sizeof(*mvp)) == 0) + return; + + /* 3x3 matrix to 3 constant vectors (no Z) */ + for (i = 0; i < 3; i++) { + consts[i][0] = mvp->m[i + 0]; + consts[i][1] = mvp->m[i + 3]; + consts[i][2] = 0.0f; + consts[i][3] = mvp->m[i + 6]; + } + + cbuf = renderer->vs_cbuf; + pipe_resource_reference(&cbuf, NULL); + cbuf = pipe_buffer_create(renderer->pipe->screen, + PIPE_BIND_CONSTANT_BUFFER, + PIPE_USAGE_STATIC, + sizeof(consts)); + if (cbuf) { + pipe_buffer_write(renderer->pipe, cbuf, + 0, sizeof(consts), consts); + } + pipe_set_constant_buffer(renderer->pipe, + PIPE_SHADER_VERTEX, 0, cbuf); + + memcpy(cur, mvp, sizeof(*mvp)); + renderer->vs_cbuf = cbuf; +} + +/** + * Create a simple vertex shader that passes through position and the given + * attribute. + */ +static void *create_passthrough_vs(struct pipe_context *pipe, int semantic_name) +{ + struct ureg_program *ureg; + struct ureg_src src[2], constants[3]; + struct ureg_dst dst[2], tmp; + int i; + + ureg = ureg_create(TGSI_PROCESSOR_VERTEX); + if (!ureg) return NULL; - renderer->owner = owner; - renderer->pipe = owner->pipe; - renderer->cso = owner->cso_context; + /* position is in user coordinates */ + src[0] = ureg_DECL_vs_input(ureg, 0); + dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0); + tmp = ureg_DECL_temporary(ureg); + for (i = 0; i < Elements(constants); i++) + constants[i] = ureg_DECL_constant(ureg, i); + + /* transform to clipped coordinates */ + ureg_DP4(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_X), src[0], constants[0]); + ureg_DP4(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_Y), src[0], constants[1]); + ureg_MOV(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_Z), src[0]); + ureg_DP4(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_W), src[0], constants[2]); + ureg_MOV(ureg, dst[0], ureg_src(tmp)); + + if (semantic_name >= 0) { + src[1] = ureg_DECL_vs_input(ureg, 1); + dst[1] = ureg_DECL_output(ureg, semantic_name, 0); + ureg_MOV(ureg, dst[1], src[1]); + } - setup_shaders(renderer); + ureg_END(ureg); + + return ureg_create_shader_and_destroy(ureg, pipe); +} + +/** + * Set renderer vertex shader. + * + * This function modifies vertex_shader state. + */ +static void renderer_set_vs(struct renderer *r, RendererVs id) +{ + /* create as needed */ + if (!r->cached_vs[id]) { + int semantic_name = -1; + + switch (id) { + case RENDERER_VS_PLAIN: + break; + case RENDERER_VS_COLOR: + semantic_name = TGSI_SEMANTIC_COLOR; + break; + case RENDERER_VS_TEXTURE: + semantic_name = TGSI_SEMANTIC_GENERIC; + break; + default: + assert(!"Unknown renderer vs id"); + break; + } + + r->cached_vs[id] = create_passthrough_vs(r->pipe, semantic_name); + } + + cso_set_vertex_shader_handle(r->cso, r->cached_vs[id]); +} + +/** + * Create a simple fragment shader that sets the depth to 0.0f. + */ +static void *create_scissor_fs(struct pipe_context *pipe) +{ + struct ureg_program *ureg; + struct ureg_dst out; + struct ureg_src imm; + + ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT); + out = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0); + imm = ureg_imm4f(ureg, 0.0f, 0.0f, 0.0f, 0.0f); + + ureg_MOV(ureg, ureg_writemask(out, TGSI_WRITEMASK_Z), imm); + ureg_END(ureg); + + return ureg_create_shader_and_destroy(ureg, pipe); +} + +/** + * Create a simple fragment shader that sets the color to white. + */ +static void *create_white_fs(struct pipe_context *pipe) +{ + struct ureg_program *ureg; + struct ureg_dst out; + struct ureg_src imm; + + ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT); + out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0); + imm = ureg_imm4f(ureg, 1.0f, 1.0f, 1.0f, 1.0f); + + ureg_MOV(ureg, out, imm); + ureg_END(ureg); + + return ureg_create_shader_and_destroy(ureg, pipe); +} + +/** + * Set renderer fragment shader. + * + * This function modifies fragment_shader state. + */ +static void renderer_set_fs(struct renderer *r, RendererFs id) +{ + /* create as needed */ + if (!r->cached_fs[id]) { + void *fs = NULL; + + switch (id) { + case RENDERER_FS_COLOR: + fs = util_make_fragment_passthrough_shader(r->pipe, + TGSI_SEMANTIC_COLOR, TGSI_INTERPOLATE_PERSPECTIVE); + break; + case RENDERER_FS_TEXTURE: + fs = util_make_fragment_tex_shader(r->pipe, + TGSI_TEXTURE_2D, TGSI_INTERPOLATE_LINEAR); + break; + case RENDERER_FS_SCISSOR: + fs = create_scissor_fs(r->pipe); + break; + case RENDERER_FS_WHITE: + fs = create_white_fs(r->pipe); + break; + default: + assert(!"Unknown renderer fs id"); + break; + } + + r->cached_fs[id] = fs; + } + + cso_set_fragment_shader_handle(r->cso, r->cached_fs[id]); +} + +typedef enum { + VEGA_Y0_TOP, + VEGA_Y0_BOTTOM +} VegaOrientation; + +static void vg_set_viewport(struct renderer *r, + VegaOrientation orientation) +{ + const struct pipe_framebuffer_state *fb = &r->g3d.fb; + struct pipe_viewport_state viewport; + VGfloat y_scale = (orientation == VEGA_Y0_BOTTOM) ? -2.f : 2.f; + + viewport.scale[0] = fb->width / 2.f; + viewport.scale[1] = fb->height / y_scale; + viewport.scale[2] = 1.0; + viewport.scale[3] = 1.0; + viewport.translate[0] = fb->width / 2.f; + viewport.translate[1] = fb->height / 2.f; + viewport.translate[2] = 0.0; + viewport.translate[3] = 0.0; + + cso_set_viewport(r->cso, &viewport); +} + +/** + * Set renderer target. + * + * This function modifies framebuffer and viewport states. + */ +static void renderer_set_target(struct renderer *r, + struct pipe_surface *cbuf, + struct pipe_surface *zsbuf, + VGboolean y0_top) +{ + struct pipe_framebuffer_state fb; + + memset(&fb, 0, sizeof(fb)); + fb.width = cbuf->width; + fb.height = cbuf->height; + fb.cbufs[0] = cbuf; + fb.nr_cbufs = 1; + fb.zsbuf = zsbuf; + cso_set_framebuffer(r->cso, &fb); + + vg_set_viewport(r, (y0_top) ? VEGA_Y0_TOP : VEGA_Y0_BOTTOM); +} + +/** + * Set renderer blend state. Blending is disabled. + * + * This function modifies blend state. + */ +static void renderer_set_blend(struct renderer *r, + VGbitfield channel_mask) +{ + struct pipe_blend_state blend; + + memset(&blend, 0, sizeof(blend)); + + blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE; + blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE; + blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO; + blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO; + + if (channel_mask & VG_RED) + blend.rt[0].colormask |= PIPE_MASK_R; + if (channel_mask & VG_GREEN) + blend.rt[0].colormask |= PIPE_MASK_G; + if (channel_mask & VG_BLUE) + blend.rt[0].colormask |= PIPE_MASK_B; + if (channel_mask & VG_ALPHA) + blend.rt[0].colormask |= PIPE_MASK_A; + + cso_set_blend(r->cso, &blend); +} + +/** + * Set renderer sampler and view states. + * + * This function modifies samplers and fragment_sampler_views states. + */ +static void renderer_set_samplers(struct renderer *r, + uint num_views, + struct pipe_sampler_view **views) +{ + struct pipe_sampler_state sampler; + unsigned tex_filter = PIPE_TEX_FILTER_NEAREST; + unsigned tex_wrap = PIPE_TEX_WRAP_CLAMP_TO_EDGE; + uint i; + + memset(&sampler, 0, sizeof(sampler)); + + sampler.min_img_filter = tex_filter; + sampler.mag_img_filter = tex_filter; + sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; + + sampler.wrap_s = tex_wrap; + sampler.wrap_t = tex_wrap; + sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE; + + sampler.normalized_coords = 1; + + /* set samplers */ + for (i = 0; i < num_views; i++) + cso_single_sampler(r->cso, PIPE_SHADER_FRAGMENT, i, &sampler); + cso_single_sampler_done(r->cso, PIPE_SHADER_FRAGMENT); + + /* set views */ + cso_set_sampler_views(r->cso, PIPE_SHADER_FRAGMENT, num_views, views); +} + +/** + * Set custom renderer fragment shader, and optionally set samplers and views + * and upload the fragment constant buffer. + * + * This function modifies fragment_shader, samplers and fragment_sampler_views + * states. + */ +static void renderer_set_custom_fs(struct renderer *renderer, + void *fs, + const struct pipe_sampler_state **samplers, + struct pipe_sampler_view **views, + VGint num_samplers, + const void *const_buffer, + VGint const_buffer_len) +{ + cso_set_fragment_shader_handle(renderer->cso, fs); + + /* set samplers and views */ + if (num_samplers) { + cso_set_samplers(renderer->cso, PIPE_SHADER_FRAGMENT, num_samplers, samplers); + cso_set_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT, num_samplers, views); + } + + /* upload fs constant buffer */ + if (const_buffer_len) { + struct pipe_resource *cbuf = renderer->fs_cbuf; + + if (!cbuf || renderer->fs_cbuf_len != const_buffer_len || + memcmp(renderer->fs_cbuf_data, const_buffer, const_buffer_len)) { + pipe_resource_reference(&cbuf, NULL); + + cbuf = pipe_buffer_create(renderer->pipe->screen, + PIPE_BIND_CONSTANT_BUFFER, PIPE_USAGE_STATIC, + const_buffer_len); + pipe_buffer_write(renderer->pipe, cbuf, 0, + const_buffer_len, const_buffer); + pipe_set_constant_buffer(renderer->pipe, + PIPE_SHADER_FRAGMENT, 0, cbuf); + + renderer->fs_cbuf = cbuf; + if (const_buffer_len <= sizeof(renderer->fs_cbuf_data)) { + memcpy(renderer->fs_cbuf_data, const_buffer, const_buffer_len); + renderer->fs_cbuf_len = const_buffer_len; + } + else { + renderer->fs_cbuf_len = 0; + } + } + } +} + +/** + * Setup renderer quad position. + */ +static void renderer_quad_pos(struct renderer *r, + VGfloat x0, VGfloat y0, + VGfloat x1, VGfloat y1, + VGboolean scissor) +{ + VGfloat z; + + /* the depth test is used for scissoring */ + z = (scissor) ? 0.0f : 1.0f; + + /* positions */ + r->vertices[0][0][0] = x0; + r->vertices[0][0][1] = y0; + r->vertices[0][0][2] = z; + + r->vertices[1][0][0] = x1; + r->vertices[1][0][1] = y0; + r->vertices[1][0][2] = z; + + r->vertices[2][0][0] = x1; + r->vertices[2][0][1] = y1; + r->vertices[2][0][2] = z; + + r->vertices[3][0][0] = x0; + r->vertices[3][0][1] = y1; + r->vertices[3][0][2] = z; +} + +/** + * Setup renderer quad texture coordinates. + */ +static void renderer_quad_texcoord(struct renderer *r, + VGfloat x0, VGfloat y0, + VGfloat x1, VGfloat y1, + VGint tex_width, VGint tex_height) +{ + VGfloat s0, t0, s1, t1, r0, q0; + VGint i; + + s0 = x0 / tex_width; + s1 = x1 / tex_width; + t0 = y0 / tex_height; + t1 = y1 / tex_height; + r0 = 0.0f; + q0 = 1.0f; + + /* texcoords */ + r->vertices[0][1][0] = s0; + r->vertices[0][1][1] = t0; + + r->vertices[1][1][0] = s1; + r->vertices[1][1][1] = t0; + + r->vertices[2][1][0] = s1; + r->vertices[2][1][1] = t1; + + r->vertices[3][1][0] = s0; + r->vertices[3][1][1] = t1; - /* init vertex data that doesn't change */ for (i = 0; i < 4; i++) { - renderer->vertices[i][0][3] = 1.0f; /* w */ - renderer->vertices[i][1][2] = 0.0f; /* r */ - renderer->vertices[i][1][3] = 1.0f; /* q */ + r->vertices[i][1][2] = r0; + r->vertices[i][1][3] = q0; } +} - return renderer; +/** + * Draw renderer quad. + */ +static void renderer_quad_draw(struct renderer *r) +{ + util_draw_user_vertex_buffer(r->cso, r->vertices, PIPE_PRIM_TRIANGLE_FAN, + Elements(r->vertices), /* verts */ + Elements(r->vertices[0])); /* attribs/vert */ } -void renderer_destroy(struct renderer *ctx) +/** + * Prepare the renderer for copying. + */ +VGboolean renderer_copy_begin(struct renderer *renderer, + struct pipe_surface *dst, + VGboolean y0_top, + struct pipe_sampler_view *src) +{ + assert(renderer->state == RENDERER_STATE_INIT); + + /* sanity check */ + if (!renderer_can_support(renderer, + dst->texture, PIPE_BIND_RENDER_TARGET) || + !renderer_can_support(renderer, + src->texture, PIPE_BIND_SAMPLER_VIEW)) + return VG_FALSE; + + cso_save_framebuffer(renderer->cso); + cso_save_viewport(renderer->cso); + cso_save_blend(renderer->cso); + cso_save_samplers(renderer->cso, PIPE_SHADER_FRAGMENT); + cso_save_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT); + cso_save_fragment_shader(renderer->cso); + cso_save_vertex_shader(renderer->cso); + + renderer_set_target(renderer, dst, NULL, y0_top); + + renderer_set_blend(renderer, ~0); + renderer_set_samplers(renderer, 1, &src); + + renderer_set_fs(renderer, RENDERER_FS_TEXTURE); + renderer_set_vs(renderer, RENDERER_VS_TEXTURE); + + renderer_set_mvp(renderer, NULL); + + /* remember the texture size */ + renderer->u.copy.tex_width = src->texture->width0; + renderer->u.copy.tex_height = src->texture->height0; + renderer->state = RENDERER_STATE_COPY; + + return VG_TRUE; +} + +/** + * Draw into the destination rectangle given by (x, y, w, h). The texture is + * sampled from within the rectangle given by (sx, sy, sw, sh). + * + * The coordinates are in surface coordinates. + */ +void renderer_copy(struct renderer *renderer, + VGint x, VGint y, VGint w, VGint h, + VGint sx, VGint sy, VGint sw, VGint sh) +{ + assert(renderer->state == RENDERER_STATE_COPY); + + /* there is no depth buffer for scissoring anyway */ + renderer_quad_pos(renderer, x, y, x + w, y + h, VG_FALSE); + renderer_quad_texcoord(renderer, sx, sy, sx + sw, sy + sh, + renderer->u.copy.tex_width, + renderer->u.copy.tex_height); + + renderer_quad_draw(renderer); +} + +/** + * End copying and restore the states. + */ +void renderer_copy_end(struct renderer *renderer) +{ + assert(renderer->state == RENDERER_STATE_COPY); + + cso_restore_framebuffer(renderer->cso); + cso_restore_viewport(renderer->cso); + cso_restore_blend(renderer->cso); + cso_restore_samplers(renderer->cso, PIPE_SHADER_FRAGMENT); + cso_restore_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT); + cso_restore_fragment_shader(renderer->cso); + cso_restore_vertex_shader(renderer->cso); + + renderer->state = RENDERER_STATE_INIT; +} + +/** + * Prepare the renderer for textured drawing. + */ +VGboolean renderer_drawtex_begin(struct renderer *renderer, + struct pipe_sampler_view *src) +{ + assert(renderer->state == RENDERER_STATE_INIT); + + if (!renderer_can_support(renderer, src->texture, PIPE_BIND_SAMPLER_VIEW)) + return VG_FALSE; + + cso_save_blend(renderer->cso); + cso_save_samplers(renderer->cso, PIPE_SHADER_FRAGMENT); + cso_save_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT); + cso_save_fragment_shader(renderer->cso); + cso_save_vertex_shader(renderer->cso); + + renderer_set_blend(renderer, ~0); + + renderer_set_samplers(renderer, 1, &src); + + renderer_set_fs(renderer, RENDERER_FS_TEXTURE); + renderer_set_vs(renderer, RENDERER_VS_TEXTURE); + + renderer_set_mvp(renderer, NULL); + + /* remember the texture size */ + renderer->u.drawtex.tex_width = src->texture->width0; + renderer->u.drawtex.tex_height = src->texture->height0; + renderer->state = RENDERER_STATE_DRAWTEX; + + return VG_TRUE; +} + +/** + * Draw into the destination rectangle given by (x, y, w, h). The texture is + * sampled from within the rectangle given by (sx, sy, sw, sh). + * + * The coordinates are in surface coordinates. + */ +void renderer_drawtex(struct renderer *renderer, + VGint x, VGint y, VGint w, VGint h, + VGint sx, VGint sy, VGint sw, VGint sh) +{ + assert(renderer->state == RENDERER_STATE_DRAWTEX); + + /* with scissoring */ + renderer_quad_pos(renderer, x, y, x + w, y + h, VG_TRUE); + renderer_quad_texcoord(renderer, sx, sy, sx + sw, sy + sh, + renderer->u.drawtex.tex_width, + renderer->u.drawtex.tex_height); + + renderer_quad_draw(renderer); +} + +/** + * End textured drawing and restore the states. + */ +void renderer_drawtex_end(struct renderer *renderer) +{ + assert(renderer->state == RENDERER_STATE_DRAWTEX); + + cso_restore_blend(renderer->cso); + cso_restore_samplers(renderer->cso, PIPE_SHADER_FRAGMENT); + cso_restore_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT); + cso_restore_fragment_shader(renderer->cso); + cso_restore_vertex_shader(renderer->cso); + + renderer->state = RENDERER_STATE_INIT; +} + +/** + * Prepare the renderer for scissor update. This will reset the depth buffer + * to 1.0f. + */ +VGboolean renderer_scissor_begin(struct renderer *renderer, + VGboolean restore_dsa) +{ + struct pipe_depth_stencil_alpha_state dsa; + + assert(renderer->state == RENDERER_STATE_INIT); + + if (restore_dsa) + cso_save_depth_stencil_alpha(renderer->cso); + cso_save_blend(renderer->cso); + cso_save_fragment_shader(renderer->cso); + + /* enable depth writes */ + memset(&dsa, 0, sizeof(dsa)); + dsa.depth.enabled = 1; + dsa.depth.writemask = 1; + dsa.depth.func = PIPE_FUNC_ALWAYS; + cso_set_depth_stencil_alpha(renderer->cso, &dsa); + + /* disable color writes */ + renderer_set_blend(renderer, 0); + renderer_set_fs(renderer, RENDERER_FS_SCISSOR); + + renderer_set_mvp(renderer, NULL); + + renderer->u.scissor.restore_dsa = restore_dsa; + renderer->state = RENDERER_STATE_SCISSOR; + + /* clear the depth buffer to 1.0f */ + renderer->pipe->clear(renderer->pipe, + PIPE_CLEAR_DEPTHSTENCIL, NULL, 1.0f, 0); + + return VG_TRUE; +} + +/** + * Add a scissor rectangle. Depth values inside the rectangle will be set to + * 0.0f. + */ +void renderer_scissor(struct renderer *renderer, + VGint x, VGint y, VGint width, VGint height) +{ + assert(renderer->state == RENDERER_STATE_SCISSOR); + + renderer_quad_pos(renderer, x, y, x + width, y + height, VG_FALSE); + renderer_quad_draw(renderer); +} + +/** + * End scissor update and restore the states. + */ +void renderer_scissor_end(struct renderer *renderer) +{ + assert(renderer->state == RENDERER_STATE_SCISSOR); + + if (renderer->u.scissor.restore_dsa) + cso_restore_depth_stencil_alpha(renderer->cso); + cso_restore_blend(renderer->cso); + cso_restore_fragment_shader(renderer->cso); + + renderer->state = RENDERER_STATE_INIT; +} + +/** + * Prepare the renderer for clearing. + */ +VGboolean renderer_clear_begin(struct renderer *renderer) +{ + assert(renderer->state == RENDERER_STATE_INIT); + + cso_save_blend(renderer->cso); + cso_save_fragment_shader(renderer->cso); + cso_save_vertex_shader(renderer->cso); + + renderer_set_blend(renderer, ~0); + renderer_set_fs(renderer, RENDERER_FS_COLOR); + renderer_set_vs(renderer, RENDERER_VS_COLOR); + + renderer_set_mvp(renderer, NULL); + + renderer->state = RENDERER_STATE_CLEAR; + + return VG_TRUE; +} + +/** + * Clear the framebuffer with the specified region and color. + * + * The coordinates are in surface coordinates. + */ +void renderer_clear(struct renderer *renderer, + VGint x, VGint y, VGint width, VGint height, + const VGfloat color[4]) +{ + VGuint i; + + assert(renderer->state == RENDERER_STATE_CLEAR); + + renderer_quad_pos(renderer, x, y, x + width, y + height, VG_TRUE); + for (i = 0; i < 4; i++) + memcpy(renderer->vertices[i][1], color, sizeof(VGfloat) * 4); + + renderer_quad_draw(renderer); +} + +/** + * End clearing and retore the states. + */ +void renderer_clear_end(struct renderer *renderer) +{ + assert(renderer->state == RENDERER_STATE_CLEAR); + + cso_restore_blend(renderer->cso); + cso_restore_fragment_shader(renderer->cso); + cso_restore_vertex_shader(renderer->cso); + + renderer->state = RENDERER_STATE_INIT; +} + +/** + * Prepare the renderer for image filtering. + */ +VGboolean renderer_filter_begin(struct renderer *renderer, + struct pipe_resource *dst, + VGboolean y0_top, + VGbitfield channel_mask, + const struct pipe_sampler_state **samplers, + struct pipe_sampler_view **views, + VGint num_samplers, + void *fs, + const void *const_buffer, + VGint const_buffer_len) +{ + struct pipe_surface *surf, surf_tmpl; + + assert(renderer->state == RENDERER_STATE_INIT); + + if (!fs) + return VG_FALSE; + if (!renderer_can_support(renderer, dst, PIPE_BIND_RENDER_TARGET)) + return VG_FALSE; + + u_surface_default_template(&surf_tmpl, dst); + surf = renderer->pipe->create_surface(renderer->pipe, dst, &surf_tmpl); + if (!surf) + return VG_FALSE; + + cso_save_framebuffer(renderer->cso); + cso_save_viewport(renderer->cso); + cso_save_blend(renderer->cso); + + /* set the image as the target */ + renderer_set_target(renderer, surf, NULL, y0_top); + pipe_surface_reference(&surf, NULL); + + renderer_set_blend(renderer, channel_mask); + + if (num_samplers) { + struct pipe_resource *tex; + + cso_save_samplers(renderer->cso, PIPE_SHADER_FRAGMENT); + cso_save_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT); + cso_save_fragment_shader(renderer->cso); + cso_save_vertex_shader(renderer->cso); + + renderer_set_custom_fs(renderer, fs, + samplers, views, num_samplers, + const_buffer, const_buffer_len); + renderer_set_vs(renderer, RENDERER_VS_TEXTURE); + + tex = views[0]->texture; + renderer->u.filter.tex_width = tex->width0; + renderer->u.filter.tex_height = tex->height0; + renderer->u.filter.use_sampler = VG_TRUE; + } + else { + cso_save_fragment_shader(renderer->cso); + + renderer_set_custom_fs(renderer, fs, NULL, NULL, 0, + const_buffer, const_buffer_len); + + renderer->u.filter.use_sampler = VG_FALSE; + } + + renderer_set_mvp(renderer, NULL); + + renderer->state = RENDERER_STATE_FILTER; + + return VG_TRUE; +} + +/** + * Draw into a rectangle of the destination with the specified region of the + * texture(s). + * + * The coordinates are in surface coordinates. + */ +void renderer_filter(struct renderer *renderer, + VGint x, VGint y, VGint w, VGint h, + VGint sx, VGint sy, VGint sw, VGint sh) { -#if 0 - if (ctx->fs) { - cso_delete_fragment_shader(ctx->cso, ctx->fs); - ctx->fs = NULL; + assert(renderer->state == RENDERER_STATE_FILTER); + + renderer_quad_pos(renderer, x, y, x + w, y + h, VG_FALSE); + if (renderer->u.filter.use_sampler) { + renderer_quad_texcoord(renderer, sx, sy, sx + sw, sy + sh, + renderer->u.filter.tex_width, + renderer->u.filter.tex_height); } -#endif - free(ctx); + + renderer_quad_draw(renderer); } -void renderer_draw_quad(struct renderer *r, - VGfloat x1, VGfloat y1, - VGfloat x2, VGfloat y2, - VGfloat depth) +/** + * End image filtering and restore the states. + */ +void renderer_filter_end(struct renderer *renderer) { - struct pipe_buffer *buf; + assert(renderer->state == RENDERER_STATE_FILTER); - buf = setup_vertex_data(r, x1, y1, x2, y2, depth); + if (renderer->u.filter.use_sampler) { + cso_restore_samplers(renderer->cso, PIPE_SHADER_FRAGMENT); + cso_restore_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT); + cso_restore_vertex_shader(renderer->cso); + } - if (buf) { - cso_set_vertex_elements(r->cso, 2, r->owner->velems); - util_draw_vertex_buffer(r->pipe, buf, 0, - PIPE_PRIM_TRIANGLE_FAN, - 4, /* verts */ - 2); /* attribs/vert */ + cso_restore_framebuffer(renderer->cso); + cso_restore_viewport(renderer->cso); + cso_restore_blend(renderer->cso); + cso_restore_fragment_shader(renderer->cso); - pipe_buffer_reference( &buf, - NULL ); + renderer->state = RENDERER_STATE_INIT; +} + +/** + * Prepare the renderer for polygon silhouette rendering. + */ +VGboolean renderer_polygon_stencil_begin(struct renderer *renderer, + struct pipe_vertex_element *velem, + VGFillRule rule, + VGboolean restore_dsa) +{ + struct pipe_depth_stencil_alpha_state *dsa; + VGboolean manual_two_sides; + + assert(renderer->state == RENDERER_STATE_INIT); + + cso_save_vertex_elements(renderer->cso); + cso_save_blend(renderer->cso); + cso_save_depth_stencil_alpha(renderer->cso); + + cso_set_vertex_elements(renderer->cso, 1, velem); + + /* disable color writes */ + renderer_set_blend(renderer, 0); + + manual_two_sides = VG_FALSE; + dsa = &renderer->u.polygon_stencil.dsa; + memset(dsa, 0, sizeof(*dsa)); + if (rule == VG_EVEN_ODD) { + dsa->stencil[0].enabled = 1; + dsa->stencil[0].writemask = 1; + dsa->stencil[0].fail_op = PIPE_STENCIL_OP_KEEP; + dsa->stencil[0].zfail_op = PIPE_STENCIL_OP_KEEP; + dsa->stencil[0].zpass_op = PIPE_STENCIL_OP_INVERT; + dsa->stencil[0].func = PIPE_FUNC_ALWAYS; + dsa->stencil[0].valuemask = ~0; + } + else { + assert(rule == VG_NON_ZERO); + + /* front face */ + dsa->stencil[0].enabled = 1; + dsa->stencil[0].writemask = ~0; + dsa->stencil[0].fail_op = PIPE_STENCIL_OP_KEEP; + dsa->stencil[0].zfail_op = PIPE_STENCIL_OP_KEEP; + dsa->stencil[0].zpass_op = PIPE_STENCIL_OP_INCR_WRAP; + dsa->stencil[0].func = PIPE_FUNC_ALWAYS; + dsa->stencil[0].valuemask = ~0; + + if (renderer->pipe->screen->get_param(renderer->pipe->screen, + PIPE_CAP_TWO_SIDED_STENCIL)) { + /* back face */ + dsa->stencil[1] = dsa->stencil[0]; + dsa->stencil[1].zpass_op = PIPE_STENCIL_OP_DECR_WRAP; + } + else { + manual_two_sides = VG_TRUE; + } } + cso_set_depth_stencil_alpha(renderer->cso, dsa); + + if (manual_two_sides) + cso_save_rasterizer(renderer->cso); + + renderer->u.polygon_stencil.manual_two_sides = manual_two_sides; + renderer->u.polygon_stencil.restore_dsa = restore_dsa; + renderer->state = RENDERER_STATE_POLYGON_STENCIL; + + return VG_TRUE; } -void renderer_draw_texture(struct renderer *r, - struct pipe_texture *tex, - VGfloat x1offset, VGfloat y1offset, - VGfloat x2offset, VGfloat y2offset, - VGfloat x1, VGfloat y1, - VGfloat x2, VGfloat y2) +/** + * Render a polygon silhouette to stencil buffer. + */ +void renderer_polygon_stencil(struct renderer *renderer, + struct pipe_vertex_buffer *vbuf, + VGuint mode, VGuint start, VGuint count) { - struct pipe_context *pipe = r->pipe; - struct pipe_buffer *buf; - VGfloat s0, t0, s1, t1; + assert(renderer->state == RENDERER_STATE_POLYGON_STENCIL); - assert(tex->width0 != 0); - assert(tex->height0 != 0); + cso_set_vertex_buffers(renderer->cso, 0, 1, vbuf); - s0 = x1offset / tex->width0; - s1 = x2offset / tex->width0; - t0 = y1offset / tex->height0; - t1 = y2offset / tex->height0; + if (!renderer->u.polygon_stencil.manual_two_sides) { + cso_draw_arrays(renderer->cso, mode, start, count); + } + else { + struct pipe_rasterizer_state raster; + struct pipe_depth_stencil_alpha_state dsa; - cso_save_vertex_shader(r->cso); - /* shaders */ - cso_set_vertex_shader_handle(r->cso, vg_texture_vs(r->owner)); - - /* draw quad */ - buf = setup_vertex_data_tex(r, x1, y1, x2, y2, - s0, t0, s1, t1, 0.0f); - - if (buf) { - cso_set_vertex_elements(r->cso, 2, r->owner->velems); - util_draw_vertex_buffer(pipe, buf, 0, - PIPE_PRIM_TRIANGLE_FAN, - 4, /* verts */ - 2); /* attribs/vert */ - - pipe_buffer_reference( &buf, - NULL ); + raster = renderer->g3d.rasterizer; + dsa = renderer->u.polygon_stencil.dsa; + + /* front */ + raster.cull_face = PIPE_FACE_BACK; + dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_INCR_WRAP; + + cso_set_rasterizer(renderer->cso, &raster); + cso_set_depth_stencil_alpha(renderer->cso, &dsa); + cso_draw_arrays(renderer->cso, mode, start, count); + + /* back */ + raster.cull_face = PIPE_FACE_FRONT; + dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_DECR_WRAP; + + cso_set_rasterizer(renderer->cso, &raster); + cso_set_depth_stencil_alpha(renderer->cso, &dsa); + cso_draw_arrays(renderer->cso, mode, start, count); } +} - cso_restore_vertex_shader(r->cso); +/** + * End polygon silhouette rendering. + */ +void renderer_polygon_stencil_end(struct renderer *renderer) +{ + assert(renderer->state == RENDERER_STATE_POLYGON_STENCIL); + + if (renderer->u.polygon_stencil.manual_two_sides) + cso_restore_rasterizer(renderer->cso); + + cso_restore_vertex_elements(renderer->cso); + + /* restore color writes */ + cso_restore_blend(renderer->cso); + + if (renderer->u.polygon_stencil.restore_dsa) + cso_restore_depth_stencil_alpha(renderer->cso); + + renderer->state = RENDERER_STATE_INIT; } -void renderer_copy_texture(struct renderer *ctx, - struct pipe_sampler_view *src, - VGfloat sx1, VGfloat sy1, - VGfloat sx2, VGfloat sy2, - struct pipe_texture *dst, - VGfloat dx1, VGfloat dy1, - VGfloat dx2, VGfloat dy2) +/** + * Prepare the renderer for polygon filling. + */ +VGboolean renderer_polygon_fill_begin(struct renderer *renderer, + VGboolean save_dsa) { - struct pipe_context *pipe = ctx->pipe; - struct pipe_screen *screen = pipe->screen; - struct pipe_texture *tex = src->texture; - struct pipe_buffer *buf; - struct pipe_surface *dst_surf = screen->get_tex_surface( - screen, dst, 0, 0, 0, - PIPE_BUFFER_USAGE_GPU_WRITE); - struct pipe_framebuffer_state fb; - float s0, t0, s1, t1; + struct pipe_depth_stencil_alpha_state dsa; - assert(tex->width0 != 0); - assert(tex->height0 != 0); - assert(dst->width0 != 0); - assert(dst->height0 != 0); - -#if 0 - debug_printf("copy texture [%f, %f, %f, %f], [%f, %f, %f, %f]\n", - sx1, sy1, sx2, sy2, dx1, dy1, dx2, dy2); -#endif - -#if 1 - s0 = sx1 / tex->width0; - s1 = sx2 / tex->width0; - t0 = sy1 / tex->height0; - t1 = sy2 / tex->height0; -#else - s0 = 0; - s1 = 1; - t0 = 0; - t1 = 1; -#endif - - assert(screen->is_format_supported(screen, dst_surf->format, PIPE_TEXTURE_2D, - PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)); - - /* save state (restored below) */ - cso_save_blend(ctx->cso); - cso_save_samplers(ctx->cso); - cso_save_fragment_sampler_views(ctx->cso); - cso_save_framebuffer(ctx->cso); - cso_save_fragment_shader(ctx->cso); - cso_save_vertex_shader(ctx->cso); - - cso_save_viewport(ctx->cso); - - - /* set misc state we care about */ - { - struct pipe_blend_state blend; - memset(&blend, 0, sizeof(blend)); - blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE; - blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE; - blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO; - blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO; - blend.rt[0].colormask = PIPE_MASK_RGBA; - cso_set_blend(ctx->cso, &blend); + assert(renderer->state == RENDERER_STATE_INIT); + + if (save_dsa) + cso_save_depth_stencil_alpha(renderer->cso); + + /* setup stencil ops */ + memset(&dsa, 0, sizeof(dsa)); + dsa.stencil[0].enabled = 1; + dsa.stencil[0].func = PIPE_FUNC_NOTEQUAL; + dsa.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE; + dsa.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE; + dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE; + dsa.stencil[0].valuemask = ~0; + dsa.stencil[0].writemask = ~0; + dsa.depth = renderer->g3d.dsa.depth; + cso_set_depth_stencil_alpha(renderer->cso, &dsa); + + renderer->state = RENDERER_STATE_POLYGON_FILL; + + return VG_TRUE; +} + +/** + * Fill a polygon. + */ +void renderer_polygon_fill(struct renderer *renderer, + VGfloat min_x, VGfloat min_y, + VGfloat max_x, VGfloat max_y) +{ + assert(renderer->state == RENDERER_STATE_POLYGON_FILL); + + renderer_quad_pos(renderer, min_x, min_y, max_x, max_y, VG_TRUE); + renderer_quad_draw(renderer); +} + +/** + * End polygon filling. + */ +void renderer_polygon_fill_end(struct renderer *renderer) +{ + assert(renderer->state == RENDERER_STATE_POLYGON_FILL); + + cso_restore_depth_stencil_alpha(renderer->cso); + + renderer->state = RENDERER_STATE_INIT; +} + +struct renderer * renderer_create(struct vg_context *owner) +{ + struct renderer *renderer; + struct pipe_rasterizer_state *raster; + struct pipe_stencil_ref sr; + VGint i; + + renderer = CALLOC_STRUCT(renderer); + if (!renderer) + return NULL; + + renderer->pipe = owner->pipe; + renderer->cso = owner->cso_context; + + /* init vertex data that doesn't change */ + for (i = 0; i < 4; i++) + renderer->vertices[i][0][3] = 1.0f; /* w */ + + for (i = 0; i < 2; i++) { + renderer->velems[i].src_offset = i * 4 * sizeof(float); + renderer->velems[i].instance_divisor = 0; + renderer->velems[i].vertex_buffer_index = 0; + renderer->velems[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; } + cso_set_vertex_elements(renderer->cso, 2, renderer->velems); + + /* GL rasterization rules */ + raster = &renderer->g3d.rasterizer; + memset(raster, 0, sizeof(*raster)); + raster->half_pixel_center = 1; + raster->bottom_edge_rule = 1; + raster->depth_clip = 1; + cso_set_rasterizer(renderer->cso, raster); + + /* fixed at 0 */ + memset(&sr, 0, sizeof(sr)); + cso_set_stencil_ref(renderer->cso, &sr); + + renderer_set_vs(renderer, RENDERER_VS_PLAIN); + + renderer->state = RENDERER_STATE_INIT; + + return renderer; +} + +void renderer_destroy(struct renderer *ctx) +{ + int i; - /* sampler */ - { - struct pipe_sampler_state sampler; - memset(&sampler, 0, sizeof(sampler)); - sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE; - sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE; - sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE; - sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; - sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; - sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; - sampler.normalized_coords = 1; - cso_single_sampler(ctx->cso, 0, &sampler); - cso_single_sampler_done(ctx->cso); + for (i = 0; i < NUM_RENDERER_VS; i++) { + if (ctx->cached_vs[i]) + cso_delete_vertex_shader(ctx->cso, ctx->cached_vs[i]); } + for (i = 0; i < NUM_RENDERER_FS; i++) { + if (ctx->cached_fs[i]) + cso_delete_fragment_shader(ctx->cso, ctx->cached_fs[i]); + } + + pipe_resource_reference(&ctx->vs_cbuf, NULL); + pipe_resource_reference(&ctx->fs_cbuf, NULL); - vg_set_viewport(ctx->owner, VEGA_Y0_TOP); + FREE(ctx); +} + +static void update_clip_state(struct renderer *renderer, + const struct vg_state *state) +{ + struct pipe_depth_stencil_alpha_state *dsa = &renderer->g3d.dsa; + + memset(dsa, 0, sizeof(struct pipe_depth_stencil_alpha_state)); + + if (state->scissoring) { + struct pipe_framebuffer_state *fb = &renderer->g3d.fb; + int i; + + renderer_scissor_begin(renderer, VG_FALSE); + + for (i = 0; i < state->scissor_rects_num; ++i) { + const float x = state->scissor_rects[i * 4 + 0].f; + const float y = state->scissor_rects[i * 4 + 1].f; + const float width = state->scissor_rects[i * 4 + 2].f; + const float height = state->scissor_rects[i * 4 + 3].f; + VGint x0, y0, x1, y1, iw, ih; + + x0 = (VGint) x; + y0 = (VGint) y; + if (x0 < 0) + x0 = 0; + if (y0 < 0) + y0 = 0; + + /* note that x1 and y1 are exclusive */ + x1 = (VGint) ceilf(x + width); + y1 = (VGint) ceilf(y + height); + if (x1 > fb->width) + x1 = fb->width; + if (y1 > fb->height) + y1 = fb->height; + + iw = x1 - x0; + ih = y1 - y0; + if (iw > 0 && ih> 0 ) + renderer_scissor(renderer, x0, y0, iw, ih); + } + + renderer_scissor_end(renderer); + + dsa->depth.enabled = 1; /* glEnable(GL_DEPTH_TEST); */ + dsa->depth.writemask = 0;/*glDepthMask(FALSE);*/ + dsa->depth.func = PIPE_FUNC_GEQUAL; + } +} - /* texture */ - cso_set_fragment_sampler_views(ctx->cso, 1, &src); +static void renderer_validate_blend(struct renderer *renderer, + const struct vg_state *state, + enum pipe_format fb_format) +{ + struct pipe_blend_state blend; - /* shaders */ - cso_set_vertex_shader_handle(ctx->cso, vg_texture_vs(ctx->owner)); - cso_set_fragment_shader_handle(ctx->cso, ctx->fs); + memset(&blend, 0, sizeof(blend)); + blend.rt[0].colormask = PIPE_MASK_RGBA; + blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE; + blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE; + blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO; + blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO; - /* drawing dest */ - memset(&fb, 0, sizeof(fb)); - fb.width = dst_surf->width; - fb.height = dst_surf->height; - fb.nr_cbufs = 1; - fb.cbufs[0] = dst_surf; - { - VGint i; - for (i = 1; i < PIPE_MAX_COLOR_BUFS; ++i) - fb.cbufs[i] = 0; + /* TODO alpha masking happens after blending? */ + + switch (state->blend_mode) { + case VG_BLEND_SRC: + blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE; + blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE; + blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO; + blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO; + break; + case VG_BLEND_SRC_OVER: + /* use the blend state only when there is no alpha channel */ + if (!util_format_has_alpha(fb_format)) { + blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_SRC_ALPHA; + blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE; + blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_INV_SRC_ALPHA; + blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_INV_SRC_ALPHA; + blend.rt[0].blend_enable = 1; + } + break; + case VG_BLEND_SRC_IN: + blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE; + blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_DST_ALPHA; + blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO; + blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO; + blend.rt[0].blend_enable = 1; + break; + case VG_BLEND_DST_IN: + blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ZERO; + blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ZERO; + blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ONE; + blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_SRC_ALPHA; + blend.rt[0].blend_enable = 1; + break; + case VG_BLEND_DST_OVER: + case VG_BLEND_MULTIPLY: + case VG_BLEND_SCREEN: + case VG_BLEND_DARKEN: + case VG_BLEND_LIGHTEN: + case VG_BLEND_ADDITIVE: + /* need a shader */ + break; + default: + assert(!"not implemented blend mode"); + break; } - cso_set_framebuffer(ctx->cso, &fb); - - /* draw quad */ - buf = setup_vertex_data_tex(ctx, - dx1, dy1, - dx2, dy2, - s0, t0, s1, t1, - 0.0f); - - if (buf) { - cso_set_vertex_elements(ctx->cso, 2, ctx->owner->velems); - util_draw_vertex_buffer(ctx->pipe, buf, 0, - PIPE_PRIM_TRIANGLE_FAN, - 4, /* verts */ - 2); /* attribs/vert */ - - pipe_buffer_reference( &buf, - NULL ); + + cso_set_blend(renderer->cso, &blend); +} + +/** + * Propogate OpenVG state changes to the renderer. Only framebuffer, blending + * and scissoring states are relevant here. + */ +void renderer_validate(struct renderer *renderer, + VGbitfield dirty, + const struct st_framebuffer *stfb, + const struct vg_state *state) +{ + assert(renderer->state == RENDERER_STATE_INIT); + + dirty |= renderer->dirty; + renderer->dirty = 0; + + if (dirty & FRAMEBUFFER_DIRTY) { + struct pipe_framebuffer_state *fb = &renderer->g3d.fb; + struct matrix *proj = &renderer->projection; + + memset(fb, 0, sizeof(struct pipe_framebuffer_state)); + fb->width = stfb->width; + fb->height = stfb->height; + fb->nr_cbufs = 1; + fb->cbufs[0] = stfb->strb->surface; + fb->zsbuf = stfb->dsrb->surface; + + cso_set_framebuffer(renderer->cso, fb); + vg_set_viewport(renderer, VEGA_Y0_BOTTOM); + + matrix_load_identity(proj); + matrix_translate(proj, -1.0f, -1.0f); + matrix_scale(proj, 2.0f / fb->width, 2.0f / fb->height); + + /* we also got a new depth buffer */ + if (dirty & DEPTH_STENCIL_DIRTY) { + renderer->pipe->clear(renderer->pipe, + PIPE_CLEAR_DEPTHSTENCIL, NULL, 0.0, 0); + } } - /* restore state we changed */ - cso_restore_blend(ctx->cso); - cso_restore_samplers(ctx->cso); - cso_restore_fragment_sampler_views(ctx->cso); - cso_restore_framebuffer(ctx->cso); - cso_restore_vertex_shader(ctx->cso); - cso_restore_fragment_shader(ctx->cso); - cso_restore_viewport(ctx->cso); + /* must be last because it renders to the depth buffer*/ + if (dirty & DEPTH_STENCIL_DIRTY) { + update_clip_state(renderer, state); + cso_set_depth_stencil_alpha(renderer->cso, &renderer->g3d.dsa); + } - pipe_surface_reference(&dst_surf, NULL); + if (dirty & BLEND_DIRTY) + renderer_validate_blend(renderer, state, stfb->strb->format); +} + +/** + * Prepare the renderer for OpenVG pipeline. + */ +void renderer_validate_for_shader(struct renderer *renderer, + const struct pipe_sampler_state **samplers, + struct pipe_sampler_view **views, + VGint num_samplers, + const struct matrix *modelview, + void *fs, + const void *const_buffer, + VGint const_buffer_len) +{ + struct matrix mvp = renderer->projection; + + /* will be used in POLYGON_STENCIL and POLYGON_FILL */ + matrix_mult(&mvp, modelview); + renderer_set_mvp(renderer, &mvp); + + renderer_set_custom_fs(renderer, fs, + samplers, views, num_samplers, + const_buffer, const_buffer_len); +} + +void renderer_validate_for_mask_rendering(struct renderer *renderer, + struct pipe_surface *dst, + const struct matrix *modelview) +{ + struct matrix mvp = renderer->projection; + + /* will be used in POLYGON_STENCIL and POLYGON_FILL */ + matrix_mult(&mvp, modelview); + renderer_set_mvp(renderer, &mvp); + + renderer_set_target(renderer, dst, renderer->g3d.fb.zsbuf, VG_FALSE); + renderer_set_blend(renderer, ~0); + renderer_set_fs(renderer, RENDERER_FS_WHITE); + + /* set internal dirty flags (hacky!) */ + renderer->dirty = FRAMEBUFFER_DIRTY | BLEND_DIRTY; } void renderer_copy_surface(struct renderer *ctx, @@ -407,13 +1422,11 @@ void renderer_copy_surface(struct renderer *ctx, { struct pipe_context *pipe = ctx->pipe; struct pipe_screen *screen = pipe->screen; - struct pipe_buffer *buf; struct pipe_sampler_view view_templ; struct pipe_sampler_view *view; - struct pipe_texture texTemp, *tex; - struct pipe_surface *texSurf; - struct pipe_framebuffer_state fb; - struct st_framebuffer *stfb = ctx->owner->draw_buffer; + struct pipe_box src_box; + struct pipe_resource texTemp, *tex; + const struct pipe_framebuffer_state *fb = &ctx->g3d.fb; const int srcW = abs(srcX1 - srcX0); const int srcH = abs(srcY1 - srcY0); const int srcLeft = MIN2(srcX0, srcX1); @@ -437,11 +1450,11 @@ void renderer_copy_surface(struct renderer *ctx, } assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D, - PIPE_TEXTURE_USAGE_SAMPLER, 0)); + 0, PIPE_BIND_SAMPLER_VIEW)); assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D, - PIPE_TEXTURE_USAGE_SAMPLER, 0)); + 0, PIPE_BIND_SAMPLER_VIEW)); assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D, - PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)); + 0, PIPE_BIND_RENDER_TARGET)); /* * XXX for now we're always creating a temporary texture. @@ -456,8 +1469,10 @@ void renderer_copy_surface(struct renderer *ctx, texTemp.width0 = srcW; texTemp.height0 = srcH; texTemp.depth0 = 1; + texTemp.array_size = 1; + texTemp.bind = PIPE_BIND_SAMPLER_VIEW; - tex = screen->texture_create(screen, &texTemp); + tex = screen->resource_create(screen, &texTemp); if (!tex) return; @@ -467,113 +1482,39 @@ void renderer_copy_surface(struct renderer *ctx, if (!view) return; - texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0, - PIPE_BUFFER_USAGE_GPU_WRITE); - - /* load temp texture */ - if (pipe->surface_copy) { - pipe->surface_copy(pipe, - texSurf, 0, 0, /* dest */ - src, srcLeft, srcTop, /* src */ - srcW, srcH); /* size */ - } else { - util_surface_copy(pipe, FALSE, - texSurf, 0, 0, /* dest */ - src, srcLeft, srcTop, /* src */ - srcW, srcH); /* size */ - } + u_box_2d_zslice(srcLeft, srcTop, src->u.tex.first_layer, srcW, srcH, &src_box); - /* free the surface, update the texture if necessary.*/ - screen->tex_surface_destroy(texSurf); - - /* save state (restored below) */ - cso_save_blend(ctx->cso); - cso_save_samplers(ctx->cso); - cso_save_fragment_sampler_views(ctx->cso); - cso_save_framebuffer(ctx->cso); - cso_save_fragment_shader(ctx->cso); - cso_save_vertex_shader(ctx->cso); - cso_save_viewport(ctx->cso); - - /* set misc state we care about */ - { - struct pipe_blend_state blend; - memset(&blend, 0, sizeof(blend)); - blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE; - blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE; - blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO; - blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO; - blend.rt[0].colormask = PIPE_MASK_RGBA; - cso_set_blend(ctx->cso, &blend); - } + pipe->resource_copy_region(pipe, + tex, 0, 0, 0, 0, /* dest */ + src->texture, 0, &src_box); - vg_set_viewport(ctx->owner, VEGA_Y0_TOP); - - /* sampler */ - { - struct pipe_sampler_state sampler; - memset(&sampler, 0, sizeof(sampler)); - sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE; - sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE; - sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE; - sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; - sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; - sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; - sampler.normalized_coords = 1; - cso_single_sampler(ctx->cso, 0, &sampler); - cso_single_sampler_done(ctx->cso); - } + assert(floatsEqual(z, 0.0f)); - /* texture */ - cso_set_fragment_sampler_views(ctx->cso, 1, &view); - - /* shaders */ - cso_set_fragment_shader_handle(ctx->cso, ctx->fs); - cso_set_vertex_shader_handle(ctx->cso, vg_texture_vs(ctx->owner)); - - /* drawing dest */ - if (stfb->strb->surface != dst) { - memset(&fb, 0, sizeof(fb)); - fb.width = dst->width; - fb.height = dst->height; - fb.nr_cbufs = 1; - fb.cbufs[0] = dst; - fb.zsbuf = stfb->dsrb->surface; - cso_set_framebuffer(ctx->cso, &fb); - } + /* draw */ + if (fb->cbufs[0] == dst) { + /* transform back to surface coordinates */ + dstY0 = dst->height - dstY0; + dstY1 = dst->height - dstY1; - /* draw quad */ - buf = setup_vertex_data(ctx, - (float) dstX0, (float) dstY0, - (float) dstX1, (float) dstY1, z); - - if (buf) { - cso_set_vertex_elements(ctx->cso, 2, ctx->owner->velems); - util_draw_vertex_buffer(ctx->pipe, buf, 0, - PIPE_PRIM_TRIANGLE_FAN, - 4, /* verts */ - 2); /* attribs/vert */ - - pipe_buffer_reference( &buf, - NULL ); + if (renderer_drawtex_begin(ctx, view)) { + renderer_drawtex(ctx, + dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0, + 0, 0, view->texture->width0, view->texture->height0); + renderer_drawtex_end(ctx); + } + } + else { + if (renderer_copy_begin(ctx, dst, VG_TRUE, view)) { + renderer_copy(ctx, + dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0, + 0, 0, view->texture->width0, view->texture->height0); + renderer_copy_end(ctx); + } } - - - /* restore state we changed */ - cso_restore_blend(ctx->cso); - cso_restore_samplers(ctx->cso); - cso_restore_fragment_sampler_views(ctx->cso); - cso_restore_framebuffer(ctx->cso); - cso_restore_fragment_shader(ctx->cso); - cso_restore_vertex_shader(ctx->cso); - cso_restore_viewport(ctx->cso); - - pipe_texture_reference(&tex, NULL); - pipe_sampler_view_reference(&view, NULL); } void renderer_texture_quad(struct renderer *r, - struct pipe_texture *tex, + struct pipe_resource *tex, VGfloat x1offset, VGfloat y1offset, VGfloat x2offset, VGfloat y2offset, VGfloat x1, VGfloat y1, @@ -581,36 +1522,38 @@ void renderer_texture_quad(struct renderer *r, VGfloat x3, VGfloat y3, VGfloat x4, VGfloat y4) { - struct pipe_context *pipe = r->pipe; - struct pipe_buffer *buf; - VGfloat s0, t0, s1, t1; + const VGfloat z = 0.0f; + assert(r->state == RENDERER_STATE_INIT); assert(tex->width0 != 0); assert(tex->height0 != 0); - s0 = x1offset / tex->width0; - s1 = x2offset / tex->width0; - t0 = y1offset / tex->height0; - t1 = y2offset / tex->height0; - cso_save_vertex_shader(r->cso); - /* shaders */ - cso_set_vertex_shader_handle(r->cso, vg_texture_vs(r->owner)); - - /* draw quad */ - buf = setup_vertex_data_qtex(r, x1, y1, x2, y2, x3, y3, x4, y4, - s0, t0, s1, t1, 0.0f); - - if (buf) { - cso_set_vertex_elements(r->cso, 2, r->owner->velems); - util_draw_vertex_buffer(pipe, buf, 0, - PIPE_PRIM_TRIANGLE_FAN, - 4, /* verts */ - 2); /* attribs/vert */ - - pipe_buffer_reference(&buf, - NULL); - } + + renderer_set_vs(r, RENDERER_VS_TEXTURE); + + /* manually set up positions */ + r->vertices[0][0][0] = x1; + r->vertices[0][0][1] = y1; + r->vertices[0][0][2] = z; + + r->vertices[1][0][0] = x2; + r->vertices[1][0][1] = y2; + r->vertices[1][0][2] = z; + + r->vertices[2][0][0] = x3; + r->vertices[2][0][1] = y3; + r->vertices[2][0][2] = z; + + r->vertices[3][0][0] = x4; + r->vertices[3][0][1] = y4; + r->vertices[3][0][2] = z; + + /* texcoords */ + renderer_quad_texcoord(r, x1offset, y1offset, + x2offset, y2offset, tex->width0, tex->height0); + + renderer_quad_draw(r); cso_restore_vertex_shader(r->cso); }