ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
}
- /* vertex shader - still required to provide the linkage between
- * fragment shader input semantics and vertex_element/buffers.
- */
- {
- const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
- TGSI_SEMANTIC_GENERIC };
- const uint semantic_indexes[] = { 0, 0 };
- ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
- semantic_indexes);
- }
-
- /* fragment shader */
- ctx->fs[TGSI_WRITEMASK_XYZW] =
- util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D,
- TGSI_INTERPOLATE_LINEAR);
ctx->vbuf = NULL;
/* init vertex data that doesn't change */
struct pipe_context *pipe = ctx->pipe;
unsigned i;
- pipe->delete_vs_state(pipe, ctx->vs);
+ if (ctx->vs)
+ pipe->delete_vs_state(pipe, ctx->vs);
for (i = 0; i < Elements(ctx->fs); i++)
if (ctx->fs[i])
}
+/**
+ * Helper function to set the fragment shaders.
+ */
+static INLINE void
+set_fragment_shader(struct blit_state *ctx, uint writemask)
+{
+ if (!ctx->fs[writemask])
+ ctx->fs[writemask] =
+ util_make_fragment_tex_shader_writemask(ctx->pipe, TGSI_TEXTURE_2D,
+ TGSI_INTERPOLATE_LINEAR,
+ writemask);
+
+ cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
+}
+
+
+/**
+ * Helper function to set the depthwrite shader.
+ */
+static INLINE void
+set_depth_fragment_shader(struct blit_state *ctx)
+{
+ if (!ctx->fs_depth)
+ ctx->fs_depth =
+ util_make_fragment_tex_shader_writedepth(ctx->pipe, TGSI_TEXTURE_2D,
+ TGSI_INTERPOLATE_LINEAR);
+
+ cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth);
+}
+
+
+/**
+ * Helper function to set the vertex shader.
+ */
+static INLINE void
+set_vertex_shader(struct blit_state *ctx)
+{
+ /* vertex shader - still required to provide the linkage between
+ * fragment shader input semantics and vertex_element/buffers.
+ */
+ if (!ctx->vs) {
+ const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_GENERIC };
+ const uint semantic_indexes[] = { 0, 0 };
+ ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2,
+ semantic_names,
+ semantic_indexes);
+ }
+
+ cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
+}
+
+
/**
* Get offset of next free slot in vertex buffer for quad vertices.
*/
/* shaders */
if (dst_is_depth) {
- if (ctx->fs_depth == NULL)
- ctx->fs_depth =
- util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_2D,
- TGSI_INTERPOLATE_LINEAR);
-
- cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth);
+ set_depth_fragment_shader(ctx);
} else {
- if (ctx->fs[writemask] == NULL)
- ctx->fs[writemask] =
- util_make_fragment_tex_shader_writemask(pipe, TGSI_TEXTURE_2D,
- TGSI_INTERPOLATE_LINEAR,
- writemask);
-
- cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
+ set_fragment_shader(ctx, writemask);
}
- cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
+ set_vertex_shader(ctx);
/* drawing dest */
memset(&fb, 0, sizeof(fb));
cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view);
/* shaders */
- cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]);
- cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
+ set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW);
+ set_vertex_shader(ctx);
/* drawing dest */
memset(&fb, 0, sizeof(fb));
struct pipe_vertex_element velem[2];
void *vs;
- void *fs1d, *fs2d, *fs3d, *fsCube, *fs1da, *fs2da;
+ void *fs[TGSI_TEXTURE_COUNT]; /**< Not all are used, but simplifies code */
struct pipe_resource *vbuf; /**< quad vertices */
unsigned vbuf_slot;
ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
}
- /* vertex shader - still needed to specify mapping from fragment
- * shader input semantics to vertex elements
- */
- {
- const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
- TGSI_SEMANTIC_GENERIC };
- const uint semantic_indexes[] = { 0, 0 };
- ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
- semantic_indexes);
- }
-
- /* fragment shader */
- ctx->fs1d = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_1D,
- TGSI_INTERPOLATE_LINEAR);
- ctx->fs2d = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D,
- TGSI_INTERPOLATE_LINEAR);
- ctx->fs3d = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_3D,
- TGSI_INTERPOLATE_LINEAR);
- ctx->fsCube = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_CUBE,
- TGSI_INTERPOLATE_LINEAR);
- if (pipe->screen->get_param(pipe->screen, PIPE_CAP_ARRAY_TEXTURES)) {
- ctx->fs1da = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_1D_ARRAY,
- TGSI_INTERPOLATE_LINEAR);
- ctx->fs2da = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D_ARRAY,
- TGSI_INTERPOLATE_LINEAR);
- }
-
-
/* vertex data that doesn't change */
for (i = 0; i < 4; i++) {
ctx->vertices[i][0][2] = 0.0f; /* z */
}
+/**
+ * Helper function to set the fragment shaders.
+ */
+static INLINE void
+set_fragment_shader(struct gen_mipmap_state *ctx, uint type)
+{
+ if (!ctx->fs[type])
+ ctx->fs[type] =
+ util_make_fragment_tex_shader(ctx->pipe, type,
+ TGSI_INTERPOLATE_LINEAR);
+
+ cso_set_fragment_shader_handle(ctx->cso, ctx->fs[type]);
+}
+
+
+/**
+ * Helper function to set the vertex shader.
+ */
+static INLINE void
+set_vertex_shader(struct gen_mipmap_state *ctx)
+{
+ /* vertex shader - still required to provide the linkage between
+ * fragment shader input semantics and vertex_element/buffers.
+ */
+ if (!ctx->vs)
+ {
+ const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_GENERIC };
+ const uint semantic_indexes[] = { 0, 0 };
+ ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2,
+ semantic_names,
+ semantic_indexes);
+ }
+
+ cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
+}
+
+
/**
* Get next "slot" of vertex space in the vertex buffer.
* We're allocating one large vertex buffer and using it piece by piece.
util_destroy_gen_mipmap(struct gen_mipmap_state *ctx)
{
struct pipe_context *pipe = ctx->pipe;
+ unsigned i;
- if (ctx->fs2da)
- pipe->delete_fs_state(pipe, ctx->fs2da);
- if (ctx->fs1da)
- pipe->delete_fs_state(pipe, ctx->fs1da);
- pipe->delete_fs_state(pipe, ctx->fsCube);
- pipe->delete_fs_state(pipe, ctx->fs3d);
- pipe->delete_fs_state(pipe, ctx->fs2d);
- pipe->delete_fs_state(pipe, ctx->fs1d);
- pipe->delete_vs_state(pipe, ctx->vs);
+ for (i = 0; i < Elements(ctx->fs); i++)
+ if (ctx->fs[i])
+ pipe->delete_fs_state(pipe, ctx->fs[i]);
+
+ if (ctx->vs)
+ pipe->delete_vs_state(pipe, ctx->vs);
pipe_resource_reference(&ctx->vbuf, NULL);
struct pipe_screen *screen = pipe->screen;
struct pipe_framebuffer_state fb;
struct pipe_resource *pt = psv->texture;
- void *fs;
uint dstLevel;
uint offset;
+ uint type;
/* The texture object should have room for the levels which we're
* about to generate.
switch (pt->target) {
case PIPE_TEXTURE_1D:
- fs = ctx->fs1d;
+ type = TGSI_TEXTURE_1D;
break;
case PIPE_TEXTURE_2D:
- fs = ctx->fs2d;
+ type = TGSI_TEXTURE_2D;
break;
case PIPE_TEXTURE_3D:
- fs = ctx->fs3d;
+ type = TGSI_TEXTURE_3D;
break;
case PIPE_TEXTURE_CUBE:
- fs = ctx->fsCube;
+ type = TGSI_TEXTURE_CUBE;
break;
case PIPE_TEXTURE_1D_ARRAY:
- fs = ctx->fs1da;
+ type = TGSI_TEXTURE_1D_ARRAY;
break;
case PIPE_TEXTURE_2D_ARRAY:
- fs = ctx->fs2da;
+ type = TGSI_TEXTURE_2D_ARRAY;
break;
default:
assert(0);
- fs = ctx->fs2d;
+ type = TGSI_TEXTURE_2D;
}
/* check if we can render in the texture's format */
cso_set_clip(ctx->cso, &ctx->clip);
cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
- cso_set_fragment_shader_handle(ctx->cso, fs);
- cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
+ set_fragment_shader(ctx, type);
+ set_vertex_shader(ctx);
/* init framebuffer state */
memset(&fb, 0, sizeof(fb));
void
st_init_clear(struct st_context *st)
{
- struct pipe_context *pipe = st->pipe;
struct pipe_screen *pscreen = st->pipe->screen;
memset(&st->clear, 0, sizeof(st->clear));
st->clear.raster.gl_rasterization_rules = 1;
st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE);
-
- /* fragment shader state: color pass-through program */
- st->clear.fs = util_make_fragment_passthrough_shader(pipe);
-
- /* 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);
- }
}
}
+/**
+ * Helper function to set the fragment shaders.
+ */
+static INLINE void
+set_fragment_shader(struct st_context *st)
+{
+ if (!st->clear.fs)
+ st->clear.fs = util_make_fragment_passthrough_shader(st->pipe);
+
+ cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
+}
+
+
+/**
+ * Helper function to set the vertex shader.
+ */
+static INLINE void
+set_vertex_shader(struct st_context *st)
+{
+ /* vertex shader - still required to provide the linkage between
+ * fragment shader input semantics and vertex_element/buffers.
+ */
+ if (!st->clear.vs)
+ {
+ const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_COLOR };
+ const uint semantic_indexes[] = { 0, 0 };
+ st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
+ semantic_names,
+ semantic_indexes);
+ }
+
+ cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
+}
+
+
/**
* Draw a screen-aligned quadrilateral.
* Coords are clip coords with y=0=bottom.
}
cso_set_clip(st->cso_context, &st->clear.clip);
- cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
- cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
+ set_fragment_shader(st);
+ set_vertex_shader(st);
if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
st_translate_color(ctx->Color.ClearColor,