1 /**************************************************************************
3 * Copyright 2009 VMware, Inc. All Rights Reserved.
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sub license, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial portions
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
20 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
21 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
22 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
23 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 **************************************************************************/
27 #include "vg_context.h"
31 #include "shaders_cache.h"
34 #include "st_inlines.h"
35 #include "vg_manager.h"
37 #include "pipe/p_context.h"
38 #include "util/u_inlines.h"
39 #include "pipe/p_shader_tokens.h"
41 #include "cso_cache/cso_context.h"
43 #include "util/u_simple_shaders.h"
44 #include "util/u_memory.h"
45 #include "util/u_blit.h"
46 #include "util/u_sampler.h"
48 struct vg_context
*_vg_context
= 0;
50 struct vg_context
* vg_current_context(void)
55 static void init_clear(struct vg_context
*st
)
57 struct pipe_context
*pipe
= st
->pipe
;
59 /* rasterizer state: bypass clipping */
60 memset(&st
->clear
.raster
, 0, sizeof(st
->clear
.raster
));
61 st
->clear
.raster
.gl_rasterization_rules
= 1;
63 /* fragment shader state: color pass-through program */
65 util_make_fragment_passthrough_shader(pipe
);
67 void vg_set_current_context(struct vg_context
*ctx
)
72 struct vg_context
* vg_create_context(struct pipe_context
*pipe
,
74 struct vg_context
*share
)
76 struct vg_context
*ctx
;
79 ctx
= CALLOC_STRUCT(vg_context
);
83 vg_init_state(&ctx
->state
.vg
);
84 ctx
->state
.dirty
= ALL_DIRTY
;
86 ctx
->cso_context
= cso_create_context(pipe
);
90 ctx
->default_paint
= paint_create(ctx
);
91 ctx
->state
.vg
.stroke_paint
= ctx
->default_paint
;
92 ctx
->state
.vg
.fill_paint
= ctx
->default_paint
;
95 ctx
->mask
.sampler
.wrap_s
= PIPE_TEX_WRAP_CLAMP_TO_EDGE
;
96 ctx
->mask
.sampler
.wrap_t
= PIPE_TEX_WRAP_CLAMP_TO_EDGE
;
97 ctx
->mask
.sampler
.min_mip_filter
= PIPE_TEX_MIPFILTER_NONE
;
98 ctx
->mask
.sampler
.min_img_filter
= PIPE_TEX_FILTER_NEAREST
;
99 ctx
->mask
.sampler
.mag_img_filter
= PIPE_TEX_FILTER_NEAREST
;
100 ctx
->mask
.sampler
.normalized_coords
= 0;
102 ctx
->blend_sampler
.wrap_s
= PIPE_TEX_WRAP_CLAMP_TO_EDGE
;
103 ctx
->blend_sampler
.wrap_t
= PIPE_TEX_WRAP_CLAMP_TO_EDGE
;
104 ctx
->blend_sampler
.min_mip_filter
= PIPE_TEX_MIPFILTER_NONE
;
105 ctx
->blend_sampler
.min_img_filter
= PIPE_TEX_FILTER_NEAREST
;
106 ctx
->blend_sampler
.mag_img_filter
= PIPE_TEX_FILTER_NEAREST
;
107 ctx
->blend_sampler
.normalized_coords
= 0;
109 for (i
= 0; i
< 2; i
++) {
110 ctx
->velems
[i
].src_offset
= i
* 4 * sizeof(float);
111 ctx
->velems
[i
].instance_divisor
= 0;
112 ctx
->velems
[i
].vertex_buffer_index
= 0;
113 ctx
->velems
[i
].src_format
= PIPE_FORMAT_R32G32B32A32_FLOAT
;
116 vg_set_error(ctx
, VG_NO_ERROR
);
118 ctx
->owned_objects
[VG_OBJECT_PAINT
] = cso_hash_create();
119 ctx
->owned_objects
[VG_OBJECT_IMAGE
] = cso_hash_create();
120 ctx
->owned_objects
[VG_OBJECT_MASK
] = cso_hash_create();
121 ctx
->owned_objects
[VG_OBJECT_FONT
] = cso_hash_create();
122 ctx
->owned_objects
[VG_OBJECT_PATH
] = cso_hash_create();
124 ctx
->renderer
= renderer_create(ctx
);
125 ctx
->sc
= shaders_cache_create(ctx
);
126 ctx
->shader
= shader_create(ctx
);
128 ctx
->blit
= util_create_blit(ctx
->pipe
, ctx
->cso_context
);
133 void vg_destroy_context(struct vg_context
*ctx
)
135 struct pipe_buffer
**cbuf
= &ctx
->mask
.cbuf
;
136 struct pipe_buffer
**vsbuf
= &ctx
->vs_const_buffer
;
138 util_destroy_blit(ctx
->blit
);
139 renderer_destroy(ctx
->renderer
);
140 shaders_cache_destroy(ctx
->sc
);
141 shader_destroy(ctx
->shader
);
142 paint_destroy(ctx
->default_paint
);
145 pipe_buffer_reference(cbuf
, NULL
);
148 pipe_buffer_reference(vsbuf
, NULL
);
151 cso_delete_fragment_shader(ctx
->cso_context
, ctx
->clear
.fs
);
152 ctx
->clear
.fs
= NULL
;
156 vg_shader_destroy(ctx
, ctx
->plain_vs
);
157 ctx
->plain_vs
= NULL
;
160 vg_shader_destroy(ctx
, ctx
->clear_vs
);
161 ctx
->clear_vs
= NULL
;
163 if (ctx
->texture_vs
) {
164 vg_shader_destroy(ctx
, ctx
->texture_vs
);
165 ctx
->texture_vs
= NULL
;
168 if (ctx
->pass_through_depth_fs
)
169 vg_shader_destroy(ctx
, ctx
->pass_through_depth_fs
);
170 if (ctx
->mask
.union_fs
)
171 vg_shader_destroy(ctx
, ctx
->mask
.union_fs
);
172 if (ctx
->mask
.intersect_fs
)
173 vg_shader_destroy(ctx
, ctx
->mask
.intersect_fs
);
174 if (ctx
->mask
.subtract_fs
)
175 vg_shader_destroy(ctx
, ctx
->mask
.subtract_fs
);
176 if (ctx
->mask
.set_fs
)
177 vg_shader_destroy(ctx
, ctx
->mask
.set_fs
);
179 cso_release_all(ctx
->cso_context
);
180 cso_destroy_context(ctx
->cso_context
);
182 cso_hash_delete(ctx
->owned_objects
[VG_OBJECT_PAINT
]);
183 cso_hash_delete(ctx
->owned_objects
[VG_OBJECT_IMAGE
]);
184 cso_hash_delete(ctx
->owned_objects
[VG_OBJECT_MASK
]);
185 cso_hash_delete(ctx
->owned_objects
[VG_OBJECT_FONT
]);
186 cso_hash_delete(ctx
->owned_objects
[VG_OBJECT_PATH
]);
191 void vg_init_object(struct vg_object
*obj
, struct vg_context
*ctx
, enum vg_object_type type
)
197 VGboolean
vg_context_is_object_valid(struct vg_context
*ctx
,
198 enum vg_object_type type
,
202 struct cso_hash
*hash
= ctx
->owned_objects
[type
];
205 return cso_hash_contains(hash
, (unsigned)(long)ptr
);
210 void vg_context_add_object(struct vg_context
*ctx
,
211 enum vg_object_type type
,
215 struct cso_hash
*hash
= ctx
->owned_objects
[type
];
218 cso_hash_insert(hash
, (unsigned)(long)ptr
, ptr
);
222 void vg_context_remove_object(struct vg_context
*ctx
,
223 enum vg_object_type type
,
227 struct cso_hash
*hash
= ctx
->owned_objects
[type
];
230 cso_hash_take(hash
, (unsigned)(long)ptr
);
234 static void update_clip_state(struct vg_context
*ctx
)
236 struct pipe_depth_stencil_alpha_state
*dsa
= &ctx
->state
.g3d
.dsa
;
237 struct vg_state
*state
= &ctx
->state
.vg
;
239 memset(dsa
, 0, sizeof(struct pipe_depth_stencil_alpha_state
));
241 if (state
->scissoring
) {
242 struct pipe_blend_state
*blend
= &ctx
->state
.g3d
.blend
;
243 struct pipe_framebuffer_state
*fb
= &ctx
->state
.g3d
.fb
;
246 dsa
->depth
.writemask
= 1;/*glDepthMask(TRUE);*/
247 dsa
->depth
.func
= PIPE_FUNC_ALWAYS
;
248 dsa
->depth
.enabled
= 1;
250 cso_save_blend(ctx
->cso_context
);
251 cso_save_fragment_shader(ctx
->cso_context
);
252 /* set a passthrough shader */
253 if (!ctx
->pass_through_depth_fs
)
254 ctx
->pass_through_depth_fs
= shader_create_from_text(ctx
->pipe
,
255 pass_through_depth_asm
,
257 PIPE_SHADER_FRAGMENT
);
258 cso_set_fragment_shader_handle(ctx
->cso_context
,
259 ctx
->pass_through_depth_fs
->driver
);
260 cso_set_depth_stencil_alpha(ctx
->cso_context
, dsa
);
262 ctx
->pipe
->clear(ctx
->pipe
, PIPE_CLEAR_DEPTHSTENCIL
, NULL
, 1.0, 0);
264 /* disable color writes */
265 blend
->rt
[0].colormask
= 0; /*disable colorwrites*/
266 cso_set_blend(ctx
->cso_context
, blend
);
268 /* enable scissoring */
269 for (i
= 0; i
< state
->scissor_rects_num
; ++i
) {
270 const float x
= state
->scissor_rects
[i
* 4 + 0].f
;
271 const float y
= state
->scissor_rects
[i
* 4 + 1].f
;
272 const float width
= state
->scissor_rects
[i
* 4 + 2].f
;
273 const float height
= state
->scissor_rects
[i
* 4 + 3].f
;
274 VGfloat minx
, miny
, maxx
, maxy
;
286 if (x
+ width
< maxx
)
288 if (y
+ height
< maxy
)
291 /* check for null space */
292 if (minx
>= maxx
|| miny
>= maxy
)
293 minx
= miny
= maxx
= maxy
= 0;
295 /*glClear(GL_DEPTH_BUFFER_BIT);*/
296 renderer_draw_quad(ctx
->renderer
, minx
, miny
, maxx
, maxy
, 0.0f
);
299 cso_restore_blend(ctx
->cso_context
);
300 cso_restore_fragment_shader(ctx
->cso_context
);
302 dsa
->depth
.enabled
= 1; /* glEnable(GL_DEPTH_TEST); */
303 dsa
->depth
.writemask
= 0;/*glDepthMask(FALSE);*/
304 dsa
->depth
.func
= PIPE_FUNC_GEQUAL
;
308 void vg_validate_state(struct vg_context
*ctx
)
310 vg_manager_validate_framebuffer(ctx
);
312 if ((ctx
->state
.dirty
& BLEND_DIRTY
)) {
313 struct pipe_blend_state
*blend
= &ctx
->state
.g3d
.blend
;
314 memset(blend
, 0, sizeof(struct pipe_blend_state
));
315 blend
->rt
[0].blend_enable
= 1;
316 blend
->rt
[0].colormask
= PIPE_MASK_RGBA
;
318 switch (ctx
->state
.vg
.blend_mode
) {
320 blend
->rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
321 blend
->rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
322 blend
->rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
323 blend
->rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
324 blend
->rt
[0].blend_enable
= 0;
326 case VG_BLEND_SRC_OVER
:
327 blend
->rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_SRC_ALPHA
;
328 blend
->rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
329 blend
->rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_INV_SRC_ALPHA
;
330 blend
->rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_INV_SRC_ALPHA
;
332 case VG_BLEND_DST_OVER
:
333 blend
->rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_INV_DST_ALPHA
;
334 blend
->rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_INV_DST_ALPHA
;
335 blend
->rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_DST_ALPHA
;
336 blend
->rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_DST_ALPHA
;
338 case VG_BLEND_SRC_IN
:
339 blend
->rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_DST_ALPHA
;
340 blend
->rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_DST_ALPHA
;
341 blend
->rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
342 blend
->rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
344 case VG_BLEND_DST_IN
:
345 blend
->rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ZERO
;
346 blend
->rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ZERO
;
347 blend
->rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_SRC_ALPHA
;
348 blend
->rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_SRC_ALPHA
;
350 case VG_BLEND_MULTIPLY
:
351 case VG_BLEND_SCREEN
:
352 case VG_BLEND_DARKEN
:
353 case VG_BLEND_LIGHTEN
:
354 blend
->rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
355 blend
->rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
356 blend
->rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
357 blend
->rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
358 blend
->rt
[0].blend_enable
= 0;
360 case VG_BLEND_ADDITIVE
:
361 blend
->rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
362 blend
->rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
363 blend
->rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ONE
;
364 blend
->rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ONE
;
367 assert(!"not implemented blend mode");
369 cso_set_blend(ctx
->cso_context
, &ctx
->state
.g3d
.blend
);
371 if ((ctx
->state
.dirty
& RASTERIZER_DIRTY
)) {
372 struct pipe_rasterizer_state
*raster
= &ctx
->state
.g3d
.rasterizer
;
373 memset(raster
, 0, sizeof(struct pipe_rasterizer_state
));
374 raster
->gl_rasterization_rules
= 1;
375 cso_set_rasterizer(ctx
->cso_context
, &ctx
->state
.g3d
.rasterizer
);
377 if ((ctx
->state
.dirty
& VIEWPORT_DIRTY
)) {
378 struct pipe_framebuffer_state
*fb
= &ctx
->state
.g3d
.fb
;
379 const VGint param_bytes
= 8 * sizeof(VGfloat
);
380 VGfloat vs_consts
[8] = {
381 2.f
/fb
->width
, 2.f
/fb
->height
, 1, 1,
384 struct pipe_buffer
**cbuf
= &ctx
->vs_const_buffer
;
386 vg_set_viewport(ctx
, VEGA_Y0_BOTTOM
);
388 pipe_buffer_reference(cbuf
, NULL
);
389 *cbuf
= pipe_buffer_create(ctx
->pipe
->screen
, 16,
390 PIPE_BUFFER_USAGE_CONSTANT
,
394 st_no_flush_pipe_buffer_write(ctx
, *cbuf
,
395 0, param_bytes
, vs_consts
);
397 ctx
->pipe
->set_constant_buffer(ctx
->pipe
, PIPE_SHADER_VERTEX
, 0, *cbuf
);
399 if ((ctx
->state
.dirty
& VS_DIRTY
)) {
400 cso_set_vertex_shader_handle(ctx
->cso_context
,
404 /* must be last because it renders to the depth buffer*/
405 if ((ctx
->state
.dirty
& DEPTH_STENCIL_DIRTY
)) {
406 update_clip_state(ctx
);
407 cso_set_depth_stencil_alpha(ctx
->cso_context
, &ctx
->state
.g3d
.dsa
);
410 shader_set_masking(ctx
->shader
, ctx
->state
.vg
.masking
);
411 shader_set_image_mode(ctx
->shader
, ctx
->state
.vg
.image_mode
);
413 ctx
->state
.dirty
= NONE_DIRTY
;
416 VGboolean
vg_object_is_valid(void *ptr
, enum vg_object_type type
)
418 struct vg_object
*obj
= ptr
;
419 if (ptr
&& is_aligned(obj
) && obj
->type
== type
)
425 void vg_set_error(struct vg_context
*ctx
,
428 /*vgGetError returns the oldest error code provided by
429 * an API call on the current context since the previous
430 * call to vgGetError on that context (or since the creation
432 if (ctx
->_error
== VG_NO_ERROR
)
436 void vg_prepare_blend_surface(struct vg_context
*ctx
)
438 struct pipe_surface
*dest_surface
= NULL
;
439 struct pipe_context
*pipe
= ctx
->pipe
;
440 struct pipe_sampler_view
*view
;
441 struct pipe_sampler_view view_templ
;
442 struct st_framebuffer
*stfb
= ctx
->draw_buffer
;
443 struct st_renderbuffer
*strb
= stfb
->strb
;
445 /* first finish all pending rendering */
448 u_sampler_view_default_template(&view_templ
, strb
->texture
, strb
->texture
->format
);
449 view
= pipe
->create_sampler_view(pipe
, strb
->texture
, &view_templ
);
451 dest_surface
= pipe
->screen
->get_tex_surface(pipe
->screen
,
452 stfb
->blend_texture_view
->texture
,
454 PIPE_BUFFER_USAGE_GPU_WRITE
);
455 /* flip it, because we want to use it as a sampler */
456 util_blit_pixels_tex(ctx
->blit
,
462 strb
->width
, strb
->height
,
463 0.0, PIPE_TEX_MIPFILTER_NEAREST
);
466 pipe_surface_reference(&dest_surface
, NULL
);
468 /* make sure it's complete */
471 pipe_sampler_view_reference(&view
, NULL
);
475 void vg_prepare_blend_surface_from_mask(struct vg_context
*ctx
)
477 struct pipe_surface
*dest_surface
= NULL
;
478 struct pipe_context
*pipe
= ctx
->pipe
;
479 struct st_framebuffer
*stfb
= ctx
->draw_buffer
;
480 struct st_renderbuffer
*strb
= stfb
->strb
;
482 vg_validate_state(ctx
);
484 /* first finish all pending rendering */
487 dest_surface
= pipe
->screen
->get_tex_surface(pipe
->screen
,
488 stfb
->blend_texture_view
->texture
,
490 PIPE_BUFFER_USAGE_GPU_WRITE
);
492 /* flip it, because we want to use it as a sampler */
493 util_blit_pixels_tex(ctx
->blit
,
494 stfb
->alpha_mask_view
,
499 strb
->width
, strb
->height
,
500 0.0, PIPE_TEX_MIPFILTER_NEAREST
);
502 /* make sure it's complete */
506 pipe_surface_reference(&dest_surface
, NULL
);
509 void * vg_plain_vs(struct vg_context
*ctx
)
511 if (!ctx
->plain_vs
) {
512 ctx
->plain_vs
= shader_create_from_text(ctx
->pipe
,
518 return ctx
->plain_vs
->driver
;
522 void * vg_clear_vs(struct vg_context
*ctx
)
524 if (!ctx
->clear_vs
) {
525 ctx
->clear_vs
= shader_create_from_text(ctx
->pipe
,
531 return ctx
->clear_vs
->driver
;
534 void * vg_texture_vs(struct vg_context
*ctx
)
536 if (!ctx
->texture_vs
) {
537 ctx
->texture_vs
= shader_create_from_text(ctx
->pipe
,
543 return ctx
->texture_vs
->driver
;
546 void vg_set_viewport(struct vg_context
*ctx
, VegaOrientation orientation
)
548 struct pipe_viewport_state viewport
;
549 struct pipe_framebuffer_state
*fb
= &ctx
->state
.g3d
.fb
;
550 VGfloat y_scale
= (orientation
== VEGA_Y0_BOTTOM
) ? -2.f
: 2.f
;
552 viewport
.scale
[0] = fb
->width
/ 2.f
;
553 viewport
.scale
[1] = fb
->height
/ y_scale
;
554 viewport
.scale
[2] = 1.0;
555 viewport
.scale
[3] = 1.0;
556 viewport
.translate
[0] = fb
->width
/ 2.f
;
557 viewport
.translate
[1] = fb
->height
/ 2.f
;
558 viewport
.translate
[2] = 0.0;
559 viewport
.translate
[3] = 0.0;
561 cso_set_viewport(ctx
->cso_context
, &viewport
);