struct pipe_depth_stencil_alpha_state dsa;
struct pipe_framebuffer_state fb;
} g3d;
+ struct matrix projection;
+ struct matrix mvp;
struct pipe_resource *vs_cbuf;
- VGfloat vs_cbuf_data[8];
struct pipe_resource *fs_cbuf;
VGfloat fs_cbuf_data[32];
res->format, res->target, 0, bindings, 0);
}
+/**
+ * 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;
+
+ /* 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,
+ sizeof(consts));
+ if (cbuf) {
+ pipe_buffer_write(renderer->pipe, cbuf,
+ 0, sizeof(consts), consts);
+ }
+ renderer->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[2];
+ struct ureg_src src[2], constants[3];
struct ureg_dst dst[2], tmp;
int i;
if (!ureg)
return NULL;
- /* position in surface coordinates */
+ /* 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 < 2; i++)
+ for (i = 0; i < Elements(constants); i++)
constants[i] = ureg_DECL_constant(ureg, i);
/* transform to clipped coordinates */
- ureg_MUL(ureg, tmp, src[0], constants[0]);
- ureg_ADD(ureg, tmp, ureg_src(tmp), constants[1]);
+ 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) {
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_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_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;
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;
renderer->u.filter.use_sampler = VG_FALSE;
}
+ renderer_set_mvp(renderer, NULL);
+
renderer->state = RENDERER_STATE_FILTER;
return VG_TRUE;
if (dirty & FRAMEBUFFER_DIRTY) {
struct pipe_framebuffer_state *fb = &renderer->g3d.fb;
- struct pipe_resource *cbuf;
- VGfloat vs_consts[8];
+ struct matrix *proj = &renderer->projection;
memset(fb, 0, sizeof(struct pipe_framebuffer_state));
fb->width = stfb->width;
cso_set_framebuffer(renderer->cso, fb);
vg_set_viewport(renderer, VEGA_Y0_BOTTOM);
- /* surface coordinates to clipped coordinates */
- vs_consts[0] = 2.0f / fb->width;
- vs_consts[1] = 2.0f / fb->height;
- vs_consts[2] = 1.0f;
- vs_consts[3] = 1.0f;
- vs_consts[4] = -1.0f;
- vs_consts[5] = -1.0f;
- vs_consts[6] = 0.0f;
- vs_consts[7] = 0.0f;
-
- /* upload if needed */
- cbuf = renderer->vs_cbuf;
- if (!cbuf ||
- memcmp(renderer->vs_cbuf_data, vs_consts, sizeof(vs_consts)) != 0) {
- pipe_resource_reference(&cbuf, NULL);
- cbuf = pipe_buffer_create(renderer->pipe->screen,
- PIPE_BIND_CONSTANT_BUFFER,
- sizeof(vs_consts));
- if (cbuf) {
- pipe_buffer_write(renderer->pipe, cbuf, 0,
- sizeof(vs_consts), vs_consts);
- }
- renderer->pipe->set_constant_buffer(renderer->pipe,
- PIPE_SHADER_VERTEX, 0, cbuf);
-
- renderer->vs_cbuf = cbuf;
- memcpy(renderer->vs_cbuf_data, vs_consts, sizeof(vs_consts));
- }
+ 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) {
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)
+ 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);