RENDERER_STATE_INIT,
RENDERER_STATE_COPY,
RENDERER_STATE_DRAWTEX,
+ RENDERER_STATE_SCISSOR,
NUM_RENDERER_STATES
} RendererState;
typedef enum {
RENDERER_FS_COLOR,
RENDERER_FS_TEXTURE,
+ RENDERER_FS_SCISSOR,
NUM_RENDERER_FS
} RendererFs;
VGint tex_width;
VGint tex_height;
} drawtex;
+
+ struct {
+ VGboolean restore_dsa;
+ } scissor;
} u;
};
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);
+}
+
/**
* Set renderer fragment shader.
*
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;
default:
assert(!"Unknown renderer fs id");
break;
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->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;
+}
+
static void setup_shaders(struct renderer *ctx)
{
struct pipe_context *pipe = ctx->pipe;
#include "util/u_memory.h"
#include "util/u_blit.h"
#include "util/u_sampler.h"
+#include "util/u_math.h"
struct vg_context *_vg_context = 0;
memset(dsa, 0, sizeof(struct pipe_depth_stencil_alpha_state));
if (state->scissoring) {
- struct pipe_blend_state *blend = &ctx->state.g3d.blend;
struct pipe_framebuffer_state *fb = &ctx->state.g3d.fb;
int i;
- dsa->depth.writemask = 1;/*glDepthMask(TRUE);*/
- dsa->depth.func = PIPE_FUNC_ALWAYS;
- dsa->depth.enabled = 1;
-
- cso_save_blend(ctx->cso_context);
- cso_save_fragment_shader(ctx->cso_context);
- /* set a passthrough shader */
- if (!ctx->pass_through_depth_fs)
- ctx->pass_through_depth_fs = shader_create_from_text(ctx->pipe,
- pass_through_depth_asm,
- 40,
- PIPE_SHADER_FRAGMENT);
- cso_set_fragment_shader_handle(ctx->cso_context,
- ctx->pass_through_depth_fs->driver);
- cso_set_depth_stencil_alpha(ctx->cso_context, dsa);
-
- ctx->pipe->clear(ctx->pipe, PIPE_CLEAR_DEPTHSTENCIL, NULL, 1.0, 0);
-
- /* disable color writes */
- blend->rt[0].colormask = 0; /*disable colorwrites*/
- cso_set_blend(ctx->cso_context, blend);
-
- /* enable scissoring */
+ renderer_scissor_begin(ctx->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;
- VGfloat minx, miny, maxx, maxy;
-
- minx = 0;
- miny = 0;
- maxx = fb->width;
- maxy = fb->height;
-
- if (x > minx)
- minx = x;
- if (y > miny)
- miny = y;
-
- if (x + width < maxx)
- maxx = x + width;
- if (y + height < maxy)
- maxy = y + height;
-
- /* check for null space */
- if (minx >= maxx || miny >= maxy)
- minx = miny = maxx = maxy = 0;
-
- /*glClear(GL_DEPTH_BUFFER_BIT);*/
- renderer_draw_quad(ctx->renderer, minx, miny, maxx, maxy, 0.0f);
+ 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(ctx->renderer, x0, y0, iw, ih);
}
- cso_restore_blend(ctx->cso_context);
- cso_restore_fragment_shader(ctx->cso_context);
+ renderer_scissor_end(ctx->renderer);
dsa->depth.enabled = 1; /* glEnable(GL_DEPTH_TEST); */
dsa->depth.writemask = 0;/*glDepthMask(FALSE);*/