#include "main/context.h"
#include "main/framebuffer.h"
#include "main/renderbuffer.h"
+#include "main/viewport.h"
#include "pipe/p_format.h"
#include "state_tracker/st_cb_fbo.h"
#include "state_tracker/st_cb_flush.h"
#include "state_tracker/st_gl_api.h"
#include "state_tracker/st_manager.h"
#include "state_tracker/sw_winsys.h"
+#include "util/u_memory.h"
#include "hgl_sw_winsys.h"
#include "target-helpers/inline_sw_helper.h"
static void
-hgl_viewport(struct gl_context* glContext, GLint x, GLint y,
- GLsizei width, GLsizei height)
+hgl_viewport(struct gl_context* glContext)
{
+ // TODO: We should try to eliminate this function
+
+ GLint x = glContext->ViewportArray[0].X;
+ GLint y = glContext->ViewportArray[0].Y;
+ GLint width = glContext->ViewportArray[0].Width;
+ GLint height = glContext->ViewportArray[0].Height;
+
TRACE("%s(glContext: %p, x: %d, y: %d, w: %d, h: %d\n", __func__,
glContext, x, y, width, height);
+ _mesa_check_init_viewport(glContext, width, height);
+
struct gl_framebuffer *draw = glContext->WinSysDrawBuffer;
struct gl_framebuffer *read = glContext->WinSysReadBuffer;
- // TODO: SLOW! We need to check for changes in bitmap vs gl_framebuffer
- // size before doing a _mesa_resize_framebuffer.
if (draw)
_mesa_resize_framebuffer(glContext, draw, width, height);
if (read)
}
-static st_visual*
-hgl_fill_st_visual(gl_config* glVisual)
-{
- struct st_visual* stVisual = CALLOC_STRUCT(st_visual);
- if (!stVisual) {
- ERROR("%s: Couldn't allocate st_visual\n", __func__);
- return NULL;
- }
-
- // Determine color format
- if (glVisual->redBits == 8) {
- if (glVisual->alphaBits == 8)
- stVisual->color_format = PIPE_FORMAT_A8R8G8B8_UNORM;
- else
- stVisual->color_format = PIPE_FORMAT_X8R8G8B8_UNORM;
- } else {
- // TODO: I think this should be RGB vs BGR
- stVisual->color_format = PIPE_FORMAT_B5G6R5_UNORM;
- }
-
- // Determine depth stencil format
- switch (glVisual->depthBits) {
- default:
- case 0:
- stVisual->depth_stencil_format = PIPE_FORMAT_NONE;
- break;
- case 16:
- stVisual->depth_stencil_format = PIPE_FORMAT_Z16_UNORM;
- break;
- case 24:
- if (glVisual->stencilBits == 0) {
- stVisual->depth_stencil_format = PIPE_FORMAT_X8Z24_UNORM;
- } else {
- stVisual->depth_stencil_format = PIPE_FORMAT_S8_UINT_Z24_UNORM;
- }
- break;
- case 32:
- stVisual->depth_stencil_format = PIPE_FORMAT_Z32_UNORM;
- break;
- }
-
- stVisual->accum_format = (glVisual->haveAccumBuffer)
- ? PIPE_FORMAT_R16G16B16A16_SNORM : PIPE_FORMAT_NONE;
-
- stVisual->buffer_mask |= ST_ATTACHMENT_FRONT_LEFT_MASK;
- stVisual->render_buffer = ST_ATTACHMENT_FRONT_LEFT;
- if (glVisual->doubleBufferMode) {
- stVisual->buffer_mask |= ST_ATTACHMENT_BACK_LEFT_MASK;
- stVisual->render_buffer = ST_ATTACHMENT_BACK_LEFT;
- }
-
- if (glVisual->stereoMode) {
- stVisual->buffer_mask |= ST_ATTACHMENT_FRONT_RIGHT_MASK;
- if (glVisual->doubleBufferMode)
- stVisual->buffer_mask |= ST_ATTACHMENT_BACK_RIGHT_MASK;
- }
-
- if (glVisual->haveDepthBuffer || glVisual->haveStencilBuffer)
- stVisual->buffer_mask |= ST_ATTACHMENT_DEPTH_STENCIL_MASK;
-
- return stVisual;
-}
-
-
static int
hook_stm_get_param(struct st_manager *smapi, enum st_manager_param param)
{
GalliumContext::GalliumContext(ulong options)
:
fOptions(options),
- fCurrentContext(0),
- fScreen(NULL)
+ fScreen(NULL),
+ fCurrentContext(0)
{
CALLED();
CALLED();
// Destroy our contexts
- pipe_mutex_lock(fMutex);
+ Lock();
for (context_id i = 0; i < CONTEXT_MAX; i++)
DestroyContext(i);
- pipe_mutex_unlock(fMutex);
+ Unlock();
pipe_mutex_destroy(fMutex);
}
+struct st_visual*
+GalliumContext::CreateVisual()
+{
+ struct st_visual* visual = CALLOC_STRUCT(st_visual);
+ if (!visual) {
+ ERROR("%s: Couldn't allocate st_visual\n", __func__);
+ return NULL;
+ }
+
+ // Calculate visual configuration
+ const GLboolean rgbFlag = ((fOptions & BGL_INDEX) == 0);
+ const GLboolean alphaFlag = ((fOptions & BGL_ALPHA) == BGL_ALPHA);
+ const GLboolean dblFlag = ((fOptions & BGL_DOUBLE) == BGL_DOUBLE);
+ const GLboolean stereoFlag = false;
+ const GLint depth = (fOptions & BGL_DEPTH) ? 24 : 0;
+ const GLint stencil = (fOptions & BGL_STENCIL) ? 8 : 0;
+ const GLint accum = (fOptions & BGL_ACCUM) ? 16 : 0;
+ const GLint red = rgbFlag ? 8 : 5;
+ const GLint green = rgbFlag ? 8 : 5;
+ const GLint blue = rgbFlag ? 8 : 5;
+ const GLint alpha = alphaFlag ? 8 : 0;
+
+ TRACE("rgb :\t%d\n", (bool)rgbFlag);
+ TRACE("alpha :\t%d\n", (bool)alphaFlag);
+ TRACE("dbl :\t%d\n", (bool)dblFlag);
+ TRACE("stereo :\t%d\n", (bool)stereoFlag);
+ TRACE("depth :\t%d\n", depth);
+ TRACE("stencil :\t%d\n", stencil);
+ TRACE("accum :\t%d\n", accum);
+ TRACE("red :\t%d\n", red);
+ TRACE("green :\t%d\n", green);
+ TRACE("blue :\t%d\n", blue);
+ TRACE("alpha :\t%d\n", alpha);
+
+ // Determine color format
+ if (red == 8) {
+ if (alpha == 8)
+ visual->color_format = PIPE_FORMAT_A8R8G8B8_UNORM;
+ else
+ visual->color_format = PIPE_FORMAT_X8R8G8B8_UNORM;
+ } else {
+ // TODO: I think this should be RGB vs BGR
+ visual->color_format = PIPE_FORMAT_B5G6R5_UNORM;
+ }
+
+ // Determine depth stencil format
+ switch (depth) {
+ default:
+ case 0:
+ visual->depth_stencil_format = PIPE_FORMAT_NONE;
+ break;
+ case 16:
+ visual->depth_stencil_format = PIPE_FORMAT_Z16_UNORM;
+ break;
+ case 24:
+ if ((fOptions & BGL_STENCIL) != 0)
+ visual->depth_stencil_format = PIPE_FORMAT_S8_UINT_Z24_UNORM;
+ else
+ visual->depth_stencil_format = PIPE_FORMAT_X8Z24_UNORM;
+ break;
+ case 32:
+ visual->depth_stencil_format = PIPE_FORMAT_Z32_UNORM;
+ break;
+ }
+
+ visual->accum_format = (fOptions & BGL_ACCUM)
+ ? PIPE_FORMAT_R16G16B16A16_SNORM : PIPE_FORMAT_NONE;
+
+ visual->buffer_mask |= ST_ATTACHMENT_FRONT_LEFT_MASK;
+ visual->render_buffer = ST_ATTACHMENT_FRONT_LEFT;
+
+ if (dblFlag) {
+ visual->buffer_mask |= ST_ATTACHMENT_BACK_LEFT_MASK;
+ visual->render_buffer = ST_ATTACHMENT_BACK_LEFT;
+ }
+
+ if (stereoFlag) {
+ visual->buffer_mask |= ST_ATTACHMENT_FRONT_RIGHT_MASK;
+ if (dblFlag)
+ visual->buffer_mask |= ST_ATTACHMENT_BACK_RIGHT_MASK;
+ }
+
+ if ((fOptions & BGL_DEPTH) || (fOptions & BGL_STENCIL))
+ visual->buffer_mask |= ST_ATTACHMENT_DEPTH_STENCIL_MASK;
+
+ return visual;
+}
+
+
status_t
GalliumContext::CreateScreen()
{
}
context->manager->get_param = hook_stm_get_param;
- // Calculate visual configuration
- const GLboolean rgbFlag = ((fOptions & BGL_INDEX) == 0);
- const GLboolean alphaFlag = ((fOptions & BGL_ALPHA) == BGL_ALPHA);
- const GLboolean dblFlag = ((fOptions & BGL_DOUBLE) == BGL_DOUBLE);
- const GLboolean stereoFlag = false;
- const GLint depth = (fOptions & BGL_DEPTH) ? 24 : 0;
- const GLint stencil = (fOptions & BGL_STENCIL) ? 8 : 0;
- const GLint accum = (fOptions & BGL_ACCUM) ? 16 : 0;
- const GLint red = rgbFlag ? 8 : 5;
- const GLint green = rgbFlag ? 8 : 5;
- const GLint blue = rgbFlag ? 8 : 5;
- const GLint alpha = alphaFlag ? 8 : 0;
-
- TRACE("rgb :\t%d\n", (bool)rgbFlag);
- TRACE("alpha :\t%d\n", (bool)alphaFlag);
- TRACE("dbl :\t%d\n", (bool)dblFlag);
- TRACE("stereo :\t%d\n", (bool)stereoFlag);
- TRACE("depth :\t%d\n", depth);
- TRACE("stencil :\t%d\n", stencil);
- TRACE("accum :\t%d\n", accum);
- TRACE("red :\t%d\n", red);
- TRACE("green :\t%d\n", green);
- TRACE("blue :\t%d\n", blue);
- TRACE("alpha :\t%d\n", alpha);
-
- gl_config* glVisual = _mesa_create_visual(dblFlag, stereoFlag, red, green,
- blue, alpha, depth, stencil, accum, accum, accum, alpha ? accum : 0, 1);
-
- if (!glVisual) {
- ERROR("%s: Couldn't create Mesa visual!\n", __func__);
+ // Create state tracker visual
+ context->stVisual = CreateVisual();
+ if (context->stVisual == NULL) {
+ ERROR("%s: Couldn't create state_tracker visual!\n", __func__);
return -1;
}
- TRACE("depthBits :\t%d\n", glVisual->depthBits);
- TRACE("stencilBits :\t%d\n", glVisual->stencilBits);
-
- // Convert Mesa calculated visual into state tracker visual
- context->stVisual = hgl_fill_st_visual(glVisual);
-
- context->draw = new GalliumFramebuffer(context->stVisual, (void*)this);
- context->read = new GalliumFramebuffer(context->stVisual, (void*)this);
+ context->draw = hgl_create_st_framebuffer(context);
+ context->read = hgl_create_st_framebuffer(context);
if (!context->draw || !context->read) {
ERROR("%s: Problem allocating framebuffer!\n", __func__);
- _mesa_destroy_visual(glVisual);
+ FREE(context->stVisual);
return -1;
}
break;
}
+ FREE(context->stVisual);
FREE(context);
return -1;
}
- // Init Gallium3D Post Processing
- //context->postProcess = pp_init(fScreen, context->postProcessEnable);
-
assert(!context->st->st_manager_private);
- context->st->st_manager_private = (void*)this;
+ context->st->st_manager_private = (void*)context;
struct st_context *stContext = (struct st_context*)context->st;
stContext->ctx->Driver.Viewport = hgl_viewport;
- // TODO: Closely review this next context logic...
- context_id contextNext = -1;
+ // Init Gallium3D Post Processing
+ // TODO: no pp filters are enabled yet through postProcessEnable
+ context->postProcess = pp_init(stContext->pipe, context->postProcessEnable,
+ stContext->cso_context);
- pipe_mutex_lock(fMutex);
+ context_id contextNext = -1;
+ Lock();
for (context_id i = 0; i < CONTEXT_MAX; i++) {
if (fContext[i] == NULL) {
fContext[i] = context;
break;
}
}
- pipe_mutex_unlock(fMutex);
+ Unlock();
if (contextNext < 0) {
ERROR("%s: The next context is invalid... something went wrong!\n",
__func__);
//st_destroy_context(context->st);
+ FREE(context->stVisual);
FREE(context);
- _mesa_destroy_visual(glVisual);
return -1;
}
return B_ERROR;
}
- pipe_mutex_lock(fMutex);
+ Lock();
context_id oldContextID = fCurrentContext;
struct hgl_context* context = fContext[contextID];
- pipe_mutex_unlock(fMutex);
+ Unlock();
if (!context) {
ERROR("%s: Invalid context provided (#%" B_PRIu64 ")!\n",
}
// We need to lock and unlock framebuffers before accessing them
- context->draw->Lock();
- context->read->Lock();
- api->make_current(context->api, context->st, context->draw->fBuffer,
- context->read->fBuffer);
- context->draw->Unlock();
- context->read->Unlock();
-
- // TODO: Init textures before post-processing them
- #if 0
- pp_init_fbos(context->postProcess,
- context->textures[ST_ATTACHMENT_BACK_LEFT]->width0,
- context->textures[ST_ATTACHMENT_BACK_LEFT]->height0);
- #endif
+ api->make_current(context->api, context->st, context->draw->stfbi,
+ context->read->stfbi);
+
+ if (context->textures[ST_ATTACHMENT_BACK_LEFT]
+ && context->textures[ST_ATTACHMENT_DEPTH_STENCIL]
+ && context->postProcess) {
+ TRACE("Postprocessing textures...\n");
+ pp_init_fbos(context->postProcess,
+ context->textures[ST_ATTACHMENT_BACK_LEFT]->width0,
+ context->textures[ST_ATTACHMENT_BACK_LEFT]->height0);
+ }
context->bitmap = bitmap;
//context->st->pipe->priv = context;
{
CALLED();
- pipe_mutex_lock(fMutex);
+ Lock();
struct hgl_context *context = fContext[contextID];
- pipe_mutex_unlock(fMutex);
+ Unlock();
if (!context) {
ERROR("%s: context not found\n", __func__);
}
// TODO: Where did st_notify_swapbuffers go?
- //st_notify_swapbuffers(context->draw->stfb);
+ //st_notify_swapbuffers(context->draw->stfbi);
context->st->flush(context->st, ST_FLUSH_FRONT, NULL);
// We pass our destination bitmap to flush_fronbuffer which passes it
// to the private winsys display call.
fScreen->flush_frontbuffer(fScreen, surface->texture, 0, 0,
- context->bitmap);
+ context->bitmap, NULL);
}
#if 0
// TODO... should we flush the z stencil buffer?
pipe_surface* zSurface = stContext->state.framebuffer.zsbuf;
- fScreen->flush_frontbuffer(fScreen, surface->texture, 0, 0,
- context->bitmap);
+ fScreen->flush_frontbuffer(fScreen, zSurface->texture, 0, 0,
+ context->bitmap, NULL);
#endif
return B_OK;
}
+
+
+void
+GalliumContext::ResizeViewport(int32 width, int32 height)
+{
+ CALLED();
+ for (context_id i = 0; i < CONTEXT_MAX; i++) {
+ if (fContext[i] && fContext[i]->st) {
+ struct st_context *stContext = (struct st_context*)fContext[i]->st;
+ _mesa_set_viewport(stContext->ctx, 0, 0, 0, width, height);
+ st_manager_validate_framebuffers(stContext);
+ }
+ }
+}
+
+
+void
+GalliumContext::Lock()
+{
+ CALLED();
+ pipe_mutex_lock(fMutex);
+}
+
+
+void
+GalliumContext::Unlock()
+{
+ CALLED();
+ pipe_mutex_unlock(fMutex);
+}
/* vim: set tabstop=4: */