* Brian Paul
*/
-#include "glheader.h"
-#include "macros.h"
+#include "main/glheader.h"
+#include "main/macros.h"
+#include "shader/prog_instruction.h"
#include "st_atom.h"
#include "st_context.h"
#include "st_cb_clear.h"
+#include "st_program.h"
#include "st_public.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
+#include "pipe/tgsi/mesa/mesa_to_tgsi.h"
#include "vf/vf.h"
+
static GLuint
color_value(GLuint pipeFormat, const GLfloat color[4])
{
}
+
+/**
+ * Create a simple fragment shader that just passes through the fragment color.
+ */
+static struct st_fragment_program *
+make_color_shader(struct st_context *st)
+{
+ GLcontext *ctx = st->ctx;
+ struct st_fragment_program *stfp;
+ struct gl_program *p;
+ GLboolean b;
+
+ p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
+ if (!p)
+ return NULL;
+
+ p->NumInstructions = 2;
+ p->Instructions = _mesa_alloc_instructions(2);
+ if (!p->Instructions) {
+ ctx->Driver.DeleteProgram(ctx, p);
+ return NULL;
+ }
+ _mesa_init_instructions(p->Instructions, 2);
+ p->Instructions[0].Opcode = OPCODE_MOV;
+ p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
+ p->Instructions[0].DstReg.Index = 0;
+ p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
+ p->Instructions[0].SrcReg[0].Index = FRAG_ATTRIB_COL0;
+ p->Instructions[1].Opcode = OPCODE_END;
+
+ p->InputsRead = FRAG_BIT_COL0;
+ p->OutputsWritten = (1 << FRAG_RESULT_COLR);
+
+ stfp = (struct st_fragment_program *) p;
+ /* compile into tgsi format */
+ b = tgsi_mesa_compile_fp_program(&stfp->Base,
+ stfp->tokens, ST_FP_MAX_TOKENS);
+ assert(b);
+
+ return stfp;
+}
+
+
/**
* Draw a screen-aligned quadrilateral.
* Coords are window coords.
GLuint x1, GLuint y1,
GLboolean color, GLboolean depth, GLboolean stencil)
{
+ static struct st_fragment_program *stfp = NULL;
struct st_context *st = ctx->st;
struct pipe_alpha_test_state alpha_test;
struct pipe_blend_state blend;
struct pipe_depth_state depth_test;
struct pipe_stencil_state stencil_test;
struct pipe_setup_state setup;
+ struct pipe_fs_state fs;
/* alpha state: disabled */
memset(&alpha_test, 0, sizeof(alpha_test));
}
st->pipe->set_stencil_state(st->pipe, &stencil_test);
+ /* fragment shader state: color pass-through program */
+ if (!stfp) {
+ stfp = make_color_shader(st);
+ }
+ memset(&fs, 0, sizeof(fs));
+ fs.inputs_read = stfp->Base.Base.InputsRead;
+ fs.tokens = &stfp->tokens[0];
+ fs.constants = NULL;
+ st->pipe->set_fs_state(st->pipe, &fs);
+
/* draw quad matching scissor rect (XXX verify coord round-off) */
draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);
st->pipe->set_alpha_test_state(st->pipe, &st->state.alpha_test);
st->pipe->set_blend_state(st->pipe, &st->state.blend);
st->pipe->set_depth_state(st->pipe, &st->state.depth);
+ st->pipe->set_fs_state(st->pipe, &st->state.fs);
st->pipe->set_setup_state(st->pipe, &st->state.setup);
st->pipe->set_stencil_state(st->pipe, &st->state.stencil);
/* OR: