void *rasterizer, *rasterizer_saved;
void *fragment_shader, *fragment_shader_saved, *geometry_shader;
void *vertex_shader, *vertex_shader_saved, *geometry_shader_saved;
+ void *velements, *velements_saved;
+ struct pipe_clip_state clip;
+ struct pipe_clip_state clip_saved;
+
struct pipe_framebuffer_state fb, fb_saved;
struct pipe_viewport_state vp, vp_saved;
struct pipe_blend_color blend_color;
ctx->geometry_shader_saved = NULL;
}
-
+/* clip state */
+
+static INLINE void
+clip_state_cpy(struct pipe_clip_state *dst,
+ const struct pipe_clip_state *src)
+{
+ dst->nr = src->nr;
+ if (src->nr) {
+ memcpy(dst->ucp, src->ucp, src->nr * sizeof(src->ucp[0]));
+ }
+}
+
+static INLINE int
+clip_state_cmp(const struct pipe_clip_state *a,
+ const struct pipe_clip_state *b)
+{
+ if (a->nr != b->nr) {
+ return 1;
+ }
+ if (a->nr) {
+ return memcmp(a->ucp, b->ucp, a->nr * sizeof(a->ucp[0]));
+ }
+ return 0;
+}
+
+void
+cso_set_clip(struct cso_context *ctx,
+ const struct pipe_clip_state *clip)
+{
+ if (clip_state_cmp(&ctx->clip, clip)) {
+ clip_state_cpy(&ctx->clip, clip);
+ ctx->pipe->set_clip_state(ctx->pipe, clip);
+ }
+}
+
+void
+cso_save_clip(struct cso_context *ctx)
+{
+ clip_state_cpy(&ctx->clip_saved, &ctx->clip);
+}
+
+void
+cso_restore_clip(struct cso_context *ctx)
+{
+ if (clip_state_cmp(&ctx->clip, &ctx->clip_saved)) {
+ clip_state_cpy(&ctx->clip, &ctx->clip_saved);
+ ctx->pipe->set_clip_state(ctx->pipe, &ctx->clip_saved);
+ }
+}
++
+ enum pipe_error cso_set_vertex_elements(struct cso_context *ctx,
+ unsigned count,
+ const struct pipe_vertex_element *states)
+ {
+ unsigned key_size, hash_key;
+ struct cso_hash_iter iter;
+ void *handle;
+ struct cso_velems_state velems_state;
+
+ /* need to include the count into the stored state data too.
+ Otherwise first few count pipe_vertex_elements could be identical even if count
+ is different, and there's no guarantee the hash would be different in that
+ case neither */
+ key_size = sizeof(struct pipe_vertex_element) * count + sizeof(unsigned);
+ velems_state.count = count;
+ memcpy(velems_state.velems, states, sizeof(struct pipe_vertex_element) * count);
+ hash_key = cso_construct_key((void*)&velems_state, key_size);
+ iter = cso_find_state_template(ctx->cache, hash_key, CSO_VELEMENTS, (void*)&velems_state, key_size);
+
+ if (cso_hash_iter_is_null(iter)) {
+ struct cso_velements *cso = MALLOC(sizeof(struct cso_velements));
+ if (!cso)
+ return PIPE_ERROR_OUT_OF_MEMORY;
+
+ memcpy(&cso->state, &velems_state, key_size);
+ cso->data = ctx->pipe->create_vertex_elements_state(ctx->pipe, count, &cso->state.velems[0]);
+ cso->delete_state = (cso_state_callback)ctx->pipe->delete_vertex_elements_state;
+ cso->context = ctx->pipe;
+
+ iter = cso_insert_state(ctx->cache, hash_key, CSO_VELEMENTS, cso);
+ if (cso_hash_iter_is_null(iter)) {
+ FREE(cso);
+ return PIPE_ERROR_OUT_OF_MEMORY;
+ }
+
+ handle = cso->data;
+ }
+ else {
+ handle = ((struct cso_velements *)cso_hash_iter_data(iter))->data;
+ }
+
+ if (ctx->velements != handle) {
+ ctx->velements = handle;
+ ctx->pipe->bind_vertex_elements_state(ctx->pipe, handle);
+ }
+ return PIPE_OK;
+ }
+
+ void cso_save_vertex_elements(struct cso_context *ctx)
+ {
+ assert(!ctx->velements);
+ ctx->velements_saved = ctx->velements;
+ }
+
+ void cso_restore_vertex_elements(struct cso_context *ctx)
+ {
+ if (ctx->velements != ctx->velements_saved) {
+ ctx->velements = ctx->velements_saved;
+ ctx->pipe->bind_vertex_elements_state(ctx->pipe, ctx->velements_saved);
+ }
+ ctx->velements_saved = NULL;
-}
++}
struct pipe_rasterizer_state rasterizer;
struct pipe_sampler_state sampler;
struct pipe_viewport_state viewport;
+ struct pipe_clip_state clip;
+ struct pipe_vertex_element velem[2];
void *vs;
void *fs[TGSI_WRITEMASK_XYZW + 1];
ctx->sampler.mag_img_filter = 0; /* set later */
ctx->sampler.normalized_coords = 1;
-
+ /* vertex elements state */
+ memset(&ctx->velem[0], 0, sizeof(ctx->velem[0]) * 2);
+ for (i = 0; i < 2; i++) {
+ ctx->velem[i].src_offset = i * 4 * sizeof(float);
+ ctx->velem[i].instance_divisor = 0;
+ ctx->velem[i].vertex_buffer_index = 0;
+ 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.
*/
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
cso_save_vertex_shader(ctx->cso);
+ cso_save_clip(ctx->cso);
+ cso_save_vertex_elements(ctx->cso);
/* set misc state we care about */
cso_set_blend(ctx->cso, &ctx->blend);
cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
+ cso_set_clip(ctx->cso, &ctx->clip);
+ cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
/* sampler */
ctx->sampler.min_img_filter = filter;
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_vertex_shader(ctx->cso);
+ cso_restore_clip(ctx->cso);
+ cso_restore_vertex_elements(ctx->cso);
pipe_texture_reference(&tex, NULL);
}
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
cso_save_vertex_shader(ctx->cso);
+ cso_save_clip(ctx->cso);
+ cso_save_vertex_elements(ctx->cso);
/* set misc state we care about */
cso_set_blend(ctx->cso, &ctx->blend);
cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
+ cso_set_clip(ctx->cso, &ctx->clip);
+ cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
/* sampler */
ctx->sampler.min_img_filter = filter;
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_vertex_shader(ctx->cso);
+ cso_restore_clip(ctx->cso);
+ cso_restore_vertex_elements(ctx->cso);
}
struct pipe_depth_stencil_alpha_state depthstencil;
struct pipe_rasterizer_state rasterizer;
struct pipe_sampler_state sampler;
+ struct pipe_clip_state clip;
+ struct pipe_vertex_element velem[2];
void *vs;
void *fs2d, *fsCube;
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
cso_save_vertex_shader(ctx->cso);
+ cso_save_viewport(ctx->cso);
+ cso_save_clip(ctx->cso);
+ cso_save_vertex_elements(ctx->cso);
/* bind our state */
cso_set_blend(ctx->cso, &ctx->blend);
cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
+ 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);
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_vertex_shader(ctx->cso);
+ cso_restore_viewport(ctx->cso);
+ cso_restore_clip(ctx->cso);
+ cso_restore_vertex_elements(ctx->cso);
}
unsigned maxlod;
};
+ struct i915_velems_state {
+ unsigned count;
+ struct pipe_vertex_element velem[PIPE_MAX_ATTRIBS];
+ };
+
+#define I915_MAX_TEXTURE_2D_LEVELS 11 /* max 1024x1024 */
+#define I915_MAX_TEXTURE_3D_LEVELS 8 /* max 128x128x128 */
+
struct i915_texture {
struct pipe_texture base;
util_blitter_save_stencil_ref(r300->blitter, &(r300->stencil_ref));
util_blitter_save_rasterizer(r300->blitter, r300->rs_state.state);
util_blitter_save_fragment_shader(r300->blitter, r300->fs);
- util_blitter_save_vertex_shader(r300->blitter, r300->vs);
+ util_blitter_save_vertex_shader(r300->blitter, r300->vs_state.state);
+ util_blitter_save_viewport(r300->blitter, &r300->viewport);
+ util_blitter_save_clip(r300->blitter, &r300->clip);
+ util_blitter_save_vertex_elements(r300->blitter, r300->velems);
}
/* Clear currently bound buffers. */
/* Vertex buffers for Gallium. */
struct pipe_vertex_buffer vertex_buffer[PIPE_MAX_ATTRIBS];
int vertex_buffer_count;
+ int vertex_buffer_max_index;
/* Vertex elements for Gallium. */
- struct pipe_vertex_element vertex_element[PIPE_MAX_ATTRIBS];
- int vertex_element_count;
+ struct r300_velems_state *velems;
+ /* Vertex info for Draw. */
+ struct vertex_info vertex_info;
+
struct pipe_stencil_ref stencil_ref;
+ struct pipe_clip_state clip;
+
+ struct pipe_viewport_state viewport;
+
/* Bitmask of dirty state objects. */
uint32_t dirty_state;
/* Flag indicating whether or not the HW is dirty. */
{
struct pipe_vertex_element* velem;
struct pipe_vertex_buffer* vbuf;
- unsigned vertex_element_count = r300->vertex_element_count;
+ unsigned vertex_element_count = r300->velems->count;
- unsigned i, v, vbi, dw, elem_offset;
+ unsigned i, v, vbi, dw, elem_offset, dwords;
/* Size of the vertex, in dwords. */
unsigned vertex_size = 0;
* and not on attrib information. */
DBG(r300, DBG_DRAW, "r300: vs expects %d attribs, routing %d elements"
" in psc\n",
- r300->vs->info.num_inputs,
+ vs->info.num_inputs,
+ r300->velems->count);
+ r300->vertex_element_count);
- for (i = 0; i < r300->vertex_element_count; i++) {
- format = r300->vertex_element[i].src_format;
+ for (i = 0; i < r300->velems->count; i++) {
+ format = r300->velems->velem[i].src_format;
type = r300_translate_vertex_data_type(format) |
(stream_tab[i] << R300_DST_VEC_LOC_SHIFT);
* this attribute live in?
*/
unsigned vertex_buffer_index:8;
- unsigned nr_components:8;
- enum pipe_format src_format; /**< PIPE_FORMAT_* */
+ enum pipe_format src_format;
};
cso_set_viewport(cso, &vp);
}
+ cso_set_vertex_elements(cso, 3, st->velems_util_draw);
+
+ /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
+ z = z * 2.0 - 1.0;
+
/* draw textured quad */
offset = setup_bitmap_vertex_data(st, x, y, width, height, z, color);
cso_save_stencil_ref(st->cso_context);
cso_save_depth_stencil_alpha(st->cso_context);
cso_save_rasterizer(st->cso_context);
+ cso_save_viewport(st->cso_context);
+ cso_save_clip(st->cso_context);
cso_save_fragment_shader(st->cso_context);
cso_save_vertex_shader(st->cso_context);
+ cso_save_vertex_elements(st->cso_context);
/* blend state: RGBA masking */
{
cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
}
+ cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
+
cso_set_rasterizer(st->cso_context, &st->clear.raster);
+ /* viewport state: viewport matching window dims */
+ {
+ const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
+ struct pipe_viewport_state vp;
+ vp.scale[0] = 0.5f * fb_width;
+ vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
+ vp.scale[2] = 1.0f;
+ vp.scale[3] = 1.0f;
+ vp.translate[0] = 0.5f * fb_width;
+ vp.translate[1] = 0.5f * fb_height;
+ vp.translate[2] = 0.0f;
+ vp.translate[3] = 0.0f;
+ cso_set_viewport(st->cso_context, &vp);
+ }
+
+ 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);
cso_restore_stencil_ref(st->cso_context);
cso_restore_depth_stencil_alpha(st->cso_context);
cso_restore_rasterizer(st->cso_context);
+ cso_restore_viewport(st->cso_context);
+ cso_restore_clip(st->cso_context);
cso_restore_fragment_shader(st->cso_context);
cso_restore_vertex_shader(st->cso_context);
+ cso_restore_vertex_elements(st->cso_context);
+
}