From: Brian Date: Tue, 21 Aug 2007 00:24:02 +0000 (-0600) Subject: Update glClear and glDrawPixels code. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=d054331c4788b0a5f13f4d7a9b497d274d267acb;p=mesa.git Update glClear and glDrawPixels code. Since they're implemented by drawing quadrilaterals (and go through vertex transformation and viewport mapping) we don't have to invert Y coords. --- diff --git a/src/mesa/pipe/draw/draw_arrays.c b/src/mesa/pipe/draw/draw_arrays.c index 17ed255f85a..34a031ddf06 100644 --- a/src/mesa/pipe/draw/draw_arrays.c +++ b/src/mesa/pipe/draw/draw_arrays.c @@ -248,10 +248,11 @@ run_vertex_program(struct draw_context *draw, vOut[j]->data[0][2] = z * scale[2] + trans[2]; vOut[j]->data[0][3] = w; #if 0 - printf("wincoord: %f %f %f\n", + printf("wincoord: %f %f %f %f\n", vOut[j]->data[0][0], vOut[j]->data[0][1], - vOut[j]->data[0][2]); + vOut[j]->data[0][2], + vOut[j]->data[0][3]); #endif /* remaining attributes: */ diff --git a/src/mesa/state_tracker/st_cb_clear.c b/src/mesa/state_tracker/st_cb_clear.c index bd050ca2cdc..1ed48facd1f 100644 --- a/src/mesa/state_tracker/st_cb_clear.c +++ b/src/mesa/state_tracker/st_cb_clear.c @@ -212,8 +212,8 @@ make_vertex_shader(struct st_context *st) /** * Draw a screen-aligned quadrilateral. - * Coords are window coords. - * XXX need to emit clip coords when using a vertex program! + * Coords are window coords with y=0=bottom. These coords will be transformed + * by the vertex shader and viewport transform (which will flip Y if needed). */ static void draw_quad(GLcontext *ctx, @@ -266,9 +266,9 @@ clear_with_quad(GLcontext *ctx, { struct st_context *st = ctx->st; const GLfloat x0 = ctx->DrawBuffer->_Xmin; - const GLfloat y0 = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax; + const GLfloat y0 = ctx->DrawBuffer->_Ymin; const GLfloat x1 = ctx->DrawBuffer->_Xmax; - const GLfloat y1 = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin; + const GLfloat y1 = ctx->DrawBuffer->_Ymax; /* alpha state: disabled */ { @@ -312,8 +312,13 @@ clear_with_quad(GLcontext *ctx, { struct pipe_setup_state setup; memset(&setup, 0, sizeof(setup)); +#if 0 + /* don't do per-pixel scissor; we'll just draw a PIPE_PRIM_QUAD + * that matches the scissor bounds. + */ if (ctx->Scissor.Enabled) setup.scissor = 1; +#endif st->pipe->set_setup_state(st->pipe, &setup); } diff --git a/src/mesa/state_tracker/st_cb_drawpixels.c b/src/mesa/state_tracker/st_cb_drawpixels.c index 1aa56fcf8bc..108304f5e27 100644 --- a/src/mesa/state_tracker/st_cb_drawpixels.c +++ b/src/mesa/state_tracker/st_cb_drawpixels.c @@ -49,11 +49,11 @@ /** - * Create a simple fragment shader that passes the texture color through - * to the fragment color. + * Create a simple fragment shader that does a TEX() instruction to get + * the fragment color. */ static struct st_fragment_program * -make_drawpixels_shader(struct st_context *st) +make_fragment_shader(struct st_context *st) { GLcontext *ctx = st->ctx; struct st_fragment_program *stfp; @@ -95,6 +95,59 @@ make_drawpixels_shader(struct st_context *st) } +/** + * Create a simple vertex shader that just passes through the + * vertex position and color. + */ +static struct st_vertex_program * +make_vertex_shader(struct st_context *st) +{ + GLcontext *ctx = st->ctx; + struct st_vertex_program *stvp; + struct gl_program *p; + GLboolean b; + + p = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0); + if (!p) + return NULL; + + p->NumInstructions = 3; + p->Instructions = _mesa_alloc_instructions(3); + if (!p->Instructions) { + ctx->Driver.DeleteProgram(ctx, p); + return NULL; + } + _mesa_init_instructions(p->Instructions, 3); + /* MOV result.pos, vertex.pos; */ + p->Instructions[0].Opcode = OPCODE_MOV; + p->Instructions[0].DstReg.File = PROGRAM_OUTPUT; + p->Instructions[0].DstReg.Index = VERT_RESULT_HPOS; + p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT; + p->Instructions[0].SrcReg[0].Index = VERT_ATTRIB_POS; + /* MOV result.color, vertex.color; */ + p->Instructions[1].Opcode = OPCODE_MOV; + p->Instructions[1].DstReg.File = PROGRAM_OUTPUT; + p->Instructions[1].DstReg.Index = VERT_RESULT_TEX0; + p->Instructions[1].SrcReg[0].File = PROGRAM_INPUT; + p->Instructions[1].SrcReg[0].Index = VERT_ATTRIB_TEX0; + /* END; */ + p->Instructions[2].Opcode = OPCODE_END; + + p->InputsRead = VERT_BIT_POS | VERT_BIT_TEX0; + p->OutputsWritten = ((1 << VERT_RESULT_TEX0) | + (1 << VERT_RESULT_HPOS)); + + stvp = (struct st_vertex_program *) p; + /* compile into tgsi format */ + b = tgsi_mesa_compile_vp_program(&stvp->Base, + stvp->tokens, ST_FP_MAX_TOKENS); + assert(b); + + return stvp; +} + + + static struct pipe_mipmap_tree * make_mipmap_tree(struct st_context *st, GLsizei width, GLsizei height, GLenum format, GLenum type, @@ -156,7 +209,7 @@ make_mipmap_tree(struct st_context *st, assert(success); } - mt->target = GL_TEXTURE_2D; + mt->target = PIPE_TEXTURE_2D; mt->internal_format = GL_RGBA; mt->format = pipeFormat; mt->first_level = 0; @@ -191,7 +244,7 @@ free_mipmap_tree(struct pipe_context *pipe, struct pipe_mipmap_tree *mt) /** * Draw textured quad. - * Y=0=top + * Coords are window coords with y=0=bottom. */ static void draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z, @@ -236,7 +289,7 @@ draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z, verts[i][1][3] = 1.0; /*Q*/ } - st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (GLfloat *) verts, 2, attribs); + st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 2, attribs); } @@ -269,12 +322,12 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z, pipe->set_setup_state(pipe, &setup); } - /* fragment shader state: color pass-through program */ + /* fragment shader state: TEX lookup program */ { static struct st_fragment_program *stfp = NULL; struct pipe_shader_state fs; if (!stfp) { - stfp = make_drawpixels_shader(ctx->st); + stfp = make_fragment_shader(ctx->st); } memset(&fs, 0, sizeof(fs)); fs.inputs_read = stfp->Base.Base.InputsRead; @@ -283,6 +336,21 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z, pipe->set_fs_state(pipe, &fs); } + /* vertex shader state: position + texcoord pass-through */ + { + static struct st_vertex_program *stvp = NULL; + struct pipe_shader_state vs; + if (!stvp) { + stvp = make_vertex_shader(ctx->st); + } + memset(&vs, 0, sizeof(vs)); + vs.inputs_read = stvp->Base.Base.InputsRead; + vs.outputs_written = stvp->Base.Base.OutputsWritten; + vs.tokens = &stvp->tokens[0]; + vs.constants = NULL; + pipe->set_vs_state(pipe, &vs); + } + /* texture sampling state: */ { struct pipe_sampler_state sampler; @@ -303,11 +371,14 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z, pipe->set_texture_state(pipe, unit, mt); } - /* compute window coords (y=0=top) with pixel zoom */ + /* Compute window coords (y=0=bottom) with pixel zoom. + * Recall that these coords are transformed by the current + * vertex shader and viewport transformation. + */ x0 = x; - y0 = ctx->DrawBuffer->Height - 1 - y; x1 = x + width * ctx->Pixel.ZoomX; - y1 = ctx->DrawBuffer->Height - 1 - (y + height * ctx->Pixel.ZoomY); + y0 = y; + y1 = y + height * ctx->Pixel.ZoomY; /* draw textured quad */ draw_quad(ctx, x0, y0, z, x1, y1); @@ -315,6 +386,7 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z, /* restore GL state */ pipe->set_setup_state(pipe, &ctx->st->state.setup); pipe->set_fs_state(pipe, &ctx->st->state.fs); + pipe->set_vs_state(pipe, &ctx->st->state.vs); pipe->set_texture_state(pipe, unit, ctx->st->state.texture[unit]); pipe->set_sampler_state(pipe, unit, &ctx->st->state.sampler[unit]);