1 /**************************************************************************
3 * Copyright 2009 VMware, Inc. All Rights Reserved.
4 * Copyright 2010 LunarG, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
30 #include "vg_context.h"
31 #include "paint.h" /* for paint_is_opaque */
33 #include "pipe/p_context.h"
34 #include "pipe/p_state.h"
35 #include "util/u_inlines.h"
36 #include "pipe/p_screen.h"
37 #include "pipe/p_shader_tokens.h"
39 #include "util/u_draw_quad.h"
40 #include "util/u_simple_shaders.h"
41 #include "util/u_memory.h"
42 #include "util/u_sampler.h"
43 #include "util/u_surface.h"
44 #include "util/u_math.h"
45 #include "util/u_format.h"
47 #include "cso_cache/cso_context.h"
48 #include "tgsi/tgsi_ureg.h"
53 RENDERER_STATE_DRAWTEX
,
54 RENDERER_STATE_SCISSOR
,
56 RENDERER_STATE_FILTER
,
57 RENDERER_STATE_POLYGON_STENCIL
,
58 RENDERER_STATE_POLYGON_FILL
,
78 struct pipe_context
*pipe
;
79 struct cso_context
*cso
;
83 struct pipe_rasterizer_state rasterizer
;
84 struct pipe_depth_stencil_alpha_state dsa
;
85 struct pipe_framebuffer_state fb
;
87 struct matrix projection
;
90 struct pipe_resource
*vs_cbuf
;
92 struct pipe_resource
*fs_cbuf
;
93 VGfloat fs_cbuf_data
[32];
96 struct pipe_vertex_element velems
[2];
97 VGfloat vertices
[4][2][4];
99 void *cached_vs
[NUM_RENDERER_VS
];
100 void *cached_fs
[NUM_RENDERER_FS
];
117 VGboolean restore_dsa
;
121 VGboolean use_sampler
;
122 VGint tex_width
, tex_height
;
126 struct pipe_depth_stencil_alpha_state dsa
;
127 VGboolean manual_two_sides
;
128 VGboolean restore_dsa
;
134 * Return VG_TRUE if the renderer can use the resource as the asked bindings.
136 static VGboolean
renderer_can_support(struct renderer
*renderer
,
137 struct pipe_resource
*res
,
140 struct pipe_screen
*screen
= renderer
->pipe
->screen
;
142 return screen
->is_format_supported(screen
,
143 res
->format
, res
->target
, 0, bindings
);
147 * Set the model-view-projection matrix used by vertex shaders.
149 static void renderer_set_mvp(struct renderer
*renderer
,
150 const struct matrix
*mvp
)
152 struct matrix
*cur
= &renderer
->mvp
;
153 struct pipe_resource
*cbuf
;
154 VGfloat consts
[3][4];
157 /* projection only */
159 mvp
= &renderer
->projection
;
161 /* re-upload only if necessary */
162 if (memcmp(cur
, mvp
, sizeof(*mvp
)) == 0)
165 /* 3x3 matrix to 3 constant vectors (no Z) */
166 for (i
= 0; i
< 3; i
++) {
167 consts
[i
][0] = mvp
->m
[i
+ 0];
168 consts
[i
][1] = mvp
->m
[i
+ 3];
170 consts
[i
][3] = mvp
->m
[i
+ 6];
173 cbuf
= renderer
->vs_cbuf
;
174 pipe_resource_reference(&cbuf
, NULL
);
175 cbuf
= pipe_buffer_create(renderer
->pipe
->screen
,
176 PIPE_BIND_CONSTANT_BUFFER
,
180 pipe_buffer_write(renderer
->pipe
, cbuf
,
181 0, sizeof(consts
), consts
);
183 renderer
->pipe
->set_constant_buffer(renderer
->pipe
,
184 PIPE_SHADER_VERTEX
, 0, cbuf
);
186 memcpy(cur
, mvp
, sizeof(*mvp
));
187 renderer
->vs_cbuf
= cbuf
;
191 * Create a simple vertex shader that passes through position and the given
194 static void *create_passthrough_vs(struct pipe_context
*pipe
, int semantic_name
)
196 struct ureg_program
*ureg
;
197 struct ureg_src src
[2], constants
[3];
198 struct ureg_dst dst
[2], tmp
;
201 ureg
= ureg_create(TGSI_PROCESSOR_VERTEX
);
205 /* position is in user coordinates */
206 src
[0] = ureg_DECL_vs_input(ureg
, 0);
207 dst
[0] = ureg_DECL_output(ureg
, TGSI_SEMANTIC_POSITION
, 0);
208 tmp
= ureg_DECL_temporary(ureg
);
209 for (i
= 0; i
< Elements(constants
); i
++)
210 constants
[i
] = ureg_DECL_constant(ureg
, i
);
212 /* transform to clipped coordinates */
213 ureg_DP4(ureg
, ureg_writemask(tmp
, TGSI_WRITEMASK_X
), src
[0], constants
[0]);
214 ureg_DP4(ureg
, ureg_writemask(tmp
, TGSI_WRITEMASK_Y
), src
[0], constants
[1]);
215 ureg_MOV(ureg
, ureg_writemask(tmp
, TGSI_WRITEMASK_Z
), src
[0]);
216 ureg_DP4(ureg
, ureg_writemask(tmp
, TGSI_WRITEMASK_W
), src
[0], constants
[2]);
217 ureg_MOV(ureg
, dst
[0], ureg_src(tmp
));
219 if (semantic_name
>= 0) {
220 src
[1] = ureg_DECL_vs_input(ureg
, 1);
221 dst
[1] = ureg_DECL_output(ureg
, semantic_name
, 0);
222 ureg_MOV(ureg
, dst
[1], src
[1]);
227 return ureg_create_shader_and_destroy(ureg
, pipe
);
231 * Set renderer vertex shader.
233 * This function modifies vertex_shader state.
235 static void renderer_set_vs(struct renderer
*r
, RendererVs id
)
237 /* create as needed */
238 if (!r
->cached_vs
[id
]) {
239 int semantic_name
= -1;
242 case RENDERER_VS_PLAIN
:
244 case RENDERER_VS_COLOR
:
245 semantic_name
= TGSI_SEMANTIC_COLOR
;
247 case RENDERER_VS_TEXTURE
:
248 semantic_name
= TGSI_SEMANTIC_GENERIC
;
251 assert(!"Unknown renderer vs id");
255 r
->cached_vs
[id
] = create_passthrough_vs(r
->pipe
, semantic_name
);
258 cso_set_vertex_shader_handle(r
->cso
, r
->cached_vs
[id
]);
262 * Create a simple fragment shader that sets the depth to 0.0f.
264 static void *create_scissor_fs(struct pipe_context
*pipe
)
266 struct ureg_program
*ureg
;
270 ureg
= ureg_create(TGSI_PROCESSOR_FRAGMENT
);
271 out
= ureg_DECL_output(ureg
, TGSI_SEMANTIC_POSITION
, 0);
272 imm
= ureg_imm4f(ureg
, 0.0f
, 0.0f
, 0.0f
, 0.0f
);
274 ureg_MOV(ureg
, ureg_writemask(out
, TGSI_WRITEMASK_Z
), imm
);
277 return ureg_create_shader_and_destroy(ureg
, pipe
);
281 * Create a simple fragment shader that sets the color to white.
283 static void *create_white_fs(struct pipe_context
*pipe
)
285 struct ureg_program
*ureg
;
289 ureg
= ureg_create(TGSI_PROCESSOR_FRAGMENT
);
290 out
= ureg_DECL_output(ureg
, TGSI_SEMANTIC_COLOR
, 0);
291 imm
= ureg_imm4f(ureg
, 1.0f
, 1.0f
, 1.0f
, 1.0f
);
293 ureg_MOV(ureg
, out
, imm
);
296 return ureg_create_shader_and_destroy(ureg
, pipe
);
300 * Set renderer fragment shader.
302 * This function modifies fragment_shader state.
304 static void renderer_set_fs(struct renderer
*r
, RendererFs id
)
306 /* create as needed */
307 if (!r
->cached_fs
[id
]) {
311 case RENDERER_FS_COLOR
:
312 fs
= util_make_fragment_passthrough_shader(r
->pipe
);
314 case RENDERER_FS_TEXTURE
:
315 fs
= util_make_fragment_tex_shader(r
->pipe
,
316 TGSI_TEXTURE_2D
, TGSI_INTERPOLATE_LINEAR
);
318 case RENDERER_FS_SCISSOR
:
319 fs
= create_scissor_fs(r
->pipe
);
321 case RENDERER_FS_WHITE
:
322 fs
= create_white_fs(r
->pipe
);
325 assert(!"Unknown renderer fs id");
329 r
->cached_fs
[id
] = fs
;
332 cso_set_fragment_shader_handle(r
->cso
, r
->cached_fs
[id
]);
340 static void vg_set_viewport(struct renderer
*r
,
341 VegaOrientation orientation
)
343 const struct pipe_framebuffer_state
*fb
= &r
->g3d
.fb
;
344 struct pipe_viewport_state viewport
;
345 VGfloat y_scale
= (orientation
== VEGA_Y0_BOTTOM
) ? -2.f
: 2.f
;
347 viewport
.scale
[0] = fb
->width
/ 2.f
;
348 viewport
.scale
[1] = fb
->height
/ y_scale
;
349 viewport
.scale
[2] = 1.0;
350 viewport
.scale
[3] = 1.0;
351 viewport
.translate
[0] = fb
->width
/ 2.f
;
352 viewport
.translate
[1] = fb
->height
/ 2.f
;
353 viewport
.translate
[2] = 0.0;
354 viewport
.translate
[3] = 0.0;
356 cso_set_viewport(r
->cso
, &viewport
);
360 * Set renderer target.
362 * This function modifies framebuffer and viewport states.
364 static void renderer_set_target(struct renderer
*r
,
365 struct pipe_surface
*cbuf
,
366 struct pipe_surface
*zsbuf
,
369 struct pipe_framebuffer_state fb
;
371 memset(&fb
, 0, sizeof(fb
));
372 fb
.width
= cbuf
->width
;
373 fb
.height
= cbuf
->height
;
377 cso_set_framebuffer(r
->cso
, &fb
);
379 vg_set_viewport(r
, (y0_top
) ? VEGA_Y0_TOP
: VEGA_Y0_BOTTOM
);
383 * Set renderer blend state. Blending is disabled.
385 * This function modifies blend state.
387 static void renderer_set_blend(struct renderer
*r
,
388 VGbitfield channel_mask
)
390 struct pipe_blend_state blend
;
392 memset(&blend
, 0, sizeof(blend
));
394 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
395 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
396 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
397 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
399 if (channel_mask
& VG_RED
)
400 blend
.rt
[0].colormask
|= PIPE_MASK_R
;
401 if (channel_mask
& VG_GREEN
)
402 blend
.rt
[0].colormask
|= PIPE_MASK_G
;
403 if (channel_mask
& VG_BLUE
)
404 blend
.rt
[0].colormask
|= PIPE_MASK_B
;
405 if (channel_mask
& VG_ALPHA
)
406 blend
.rt
[0].colormask
|= PIPE_MASK_A
;
408 cso_set_blend(r
->cso
, &blend
);
412 * Set renderer sampler and view states.
414 * This function modifies samplers and fragment_sampler_views states.
416 static void renderer_set_samplers(struct renderer
*r
,
418 struct pipe_sampler_view
**views
)
420 struct pipe_sampler_state sampler
;
421 unsigned tex_filter
= PIPE_TEX_FILTER_NEAREST
;
422 unsigned tex_wrap
= PIPE_TEX_WRAP_CLAMP_TO_EDGE
;
425 memset(&sampler
, 0, sizeof(sampler
));
427 sampler
.min_img_filter
= tex_filter
;
428 sampler
.mag_img_filter
= tex_filter
;
429 sampler
.min_mip_filter
= PIPE_TEX_MIPFILTER_NONE
;
431 sampler
.wrap_s
= tex_wrap
;
432 sampler
.wrap_t
= tex_wrap
;
433 sampler
.wrap_r
= PIPE_TEX_WRAP_CLAMP_TO_EDGE
;
435 sampler
.normalized_coords
= 1;
438 for (i
= 0; i
< num_views
; i
++)
439 cso_single_sampler(r
->cso
, i
, &sampler
);
440 cso_single_sampler_done(r
->cso
);
443 cso_set_fragment_sampler_views(r
->cso
, num_views
, views
);
447 * Set custom renderer fragment shader, and optionally set samplers and views
448 * and upload the fragment constant buffer.
450 * This function modifies fragment_shader, samplers and fragment_sampler_views
453 static void renderer_set_custom_fs(struct renderer
*renderer
,
455 const struct pipe_sampler_state
**samplers
,
456 struct pipe_sampler_view
**views
,
458 const void *const_buffer
,
459 VGint const_buffer_len
)
461 cso_set_fragment_shader_handle(renderer
->cso
, fs
);
463 /* set samplers and views */
465 cso_set_samplers(renderer
->cso
, num_samplers
, samplers
);
466 cso_set_fragment_sampler_views(renderer
->cso
, num_samplers
, views
);
469 /* upload fs constant buffer */
470 if (const_buffer_len
) {
471 struct pipe_resource
*cbuf
= renderer
->fs_cbuf
;
473 if (!cbuf
|| renderer
->fs_cbuf_len
!= const_buffer_len
||
474 memcmp(renderer
->fs_cbuf_data
, const_buffer
, const_buffer_len
)) {
475 pipe_resource_reference(&cbuf
, NULL
);
477 cbuf
= pipe_buffer_create(renderer
->pipe
->screen
,
478 PIPE_BIND_CONSTANT_BUFFER
, PIPE_USAGE_STATIC
,
480 pipe_buffer_write(renderer
->pipe
, cbuf
, 0,
481 const_buffer_len
, const_buffer
);
482 renderer
->pipe
->set_constant_buffer(renderer
->pipe
,
483 PIPE_SHADER_FRAGMENT
, 0, cbuf
);
485 renderer
->fs_cbuf
= cbuf
;
486 if (const_buffer_len
<= sizeof(renderer
->fs_cbuf_data
)) {
487 memcpy(renderer
->fs_cbuf_data
, const_buffer
, const_buffer_len
);
488 renderer
->fs_cbuf_len
= const_buffer_len
;
491 renderer
->fs_cbuf_len
= 0;
498 * Setup renderer quad position.
500 static void renderer_quad_pos(struct renderer
*r
,
501 VGfloat x0
, VGfloat y0
,
502 VGfloat x1
, VGfloat y1
,
507 /* the depth test is used for scissoring */
508 z
= (scissor
) ? 0.0f
: 1.0f
;
511 r
->vertices
[0][0][0] = x0
;
512 r
->vertices
[0][0][1] = y0
;
513 r
->vertices
[0][0][2] = z
;
515 r
->vertices
[1][0][0] = x1
;
516 r
->vertices
[1][0][1] = y0
;
517 r
->vertices
[1][0][2] = z
;
519 r
->vertices
[2][0][0] = x1
;
520 r
->vertices
[2][0][1] = y1
;
521 r
->vertices
[2][0][2] = z
;
523 r
->vertices
[3][0][0] = x0
;
524 r
->vertices
[3][0][1] = y1
;
525 r
->vertices
[3][0][2] = z
;
529 * Setup renderer quad texture coordinates.
531 static void renderer_quad_texcoord(struct renderer
*r
,
532 VGfloat x0
, VGfloat y0
,
533 VGfloat x1
, VGfloat y1
,
534 VGint tex_width
, VGint tex_height
)
536 VGfloat s0
, t0
, s1
, t1
, r0
, q0
;
541 t0
= y0
/ tex_height
;
542 t1
= y1
/ tex_height
;
547 r
->vertices
[0][1][0] = s0
;
548 r
->vertices
[0][1][1] = t0
;
550 r
->vertices
[1][1][0] = s1
;
551 r
->vertices
[1][1][1] = t0
;
553 r
->vertices
[2][1][0] = s1
;
554 r
->vertices
[2][1][1] = t1
;
556 r
->vertices
[3][1][0] = s0
;
557 r
->vertices
[3][1][1] = t1
;
559 for (i
= 0; i
< 4; i
++) {
560 r
->vertices
[i
][1][2] = r0
;
561 r
->vertices
[i
][1][3] = q0
;
566 * Draw renderer quad.
568 static void renderer_quad_draw(struct renderer
*r
)
570 struct pipe_resource
*buf
;
572 buf
= pipe_user_buffer_create(r
->pipe
->screen
,
575 PIPE_BIND_VERTEX_BUFFER
);
577 util_draw_vertex_buffer(r
->pipe
, r
->cso
, buf
, 0,
578 PIPE_PRIM_TRIANGLE_FAN
,
579 Elements(r
->vertices
), /* verts */
580 Elements(r
->vertices
[0])); /* attribs/vert */
582 pipe_resource_reference(&buf
, NULL
);
587 * Prepare the renderer for copying.
589 VGboolean
renderer_copy_begin(struct renderer
*renderer
,
590 struct pipe_surface
*dst
,
592 struct pipe_sampler_view
*src
)
594 assert(renderer
->state
== RENDERER_STATE_INIT
);
597 if (!renderer_can_support(renderer
,
598 dst
->texture
, PIPE_BIND_RENDER_TARGET
) ||
599 !renderer_can_support(renderer
,
600 src
->texture
, PIPE_BIND_SAMPLER_VIEW
))
603 cso_save_framebuffer(renderer
->cso
);
604 cso_save_viewport(renderer
->cso
);
605 cso_save_blend(renderer
->cso
);
606 cso_save_samplers(renderer
->cso
);
607 cso_save_fragment_sampler_views(renderer
->cso
);
608 cso_save_fragment_shader(renderer
->cso
);
609 cso_save_vertex_shader(renderer
->cso
);
611 renderer_set_target(renderer
, dst
, NULL
, y0_top
);
613 renderer_set_blend(renderer
, ~0);
614 renderer_set_samplers(renderer
, 1, &src
);
616 renderer_set_fs(renderer
, RENDERER_FS_TEXTURE
);
617 renderer_set_vs(renderer
, RENDERER_VS_TEXTURE
);
619 renderer_set_mvp(renderer
, NULL
);
621 /* remember the texture size */
622 renderer
->u
.copy
.tex_width
= src
->texture
->width0
;
623 renderer
->u
.copy
.tex_height
= src
->texture
->height0
;
624 renderer
->state
= RENDERER_STATE_COPY
;
630 * Draw into the destination rectangle given by (x, y, w, h). The texture is
631 * sampled from within the rectangle given by (sx, sy, sw, sh).
633 * The coordinates are in surface coordinates.
635 void renderer_copy(struct renderer
*renderer
,
636 VGint x
, VGint y
, VGint w
, VGint h
,
637 VGint sx
, VGint sy
, VGint sw
, VGint sh
)
639 assert(renderer
->state
== RENDERER_STATE_COPY
);
641 /* there is no depth buffer for scissoring anyway */
642 renderer_quad_pos(renderer
, x
, y
, x
+ w
, y
+ h
, VG_FALSE
);
643 renderer_quad_texcoord(renderer
, sx
, sy
, sx
+ sw
, sy
+ sh
,
644 renderer
->u
.copy
.tex_width
,
645 renderer
->u
.copy
.tex_height
);
647 renderer_quad_draw(renderer
);
651 * End copying and restore the states.
653 void renderer_copy_end(struct renderer
*renderer
)
655 assert(renderer
->state
== RENDERER_STATE_COPY
);
657 cso_restore_framebuffer(renderer
->cso
);
658 cso_restore_viewport(renderer
->cso
);
659 cso_restore_blend(renderer
->cso
);
660 cso_restore_samplers(renderer
->cso
);
661 cso_restore_fragment_sampler_views(renderer
->cso
);
662 cso_restore_fragment_shader(renderer
->cso
);
663 cso_restore_vertex_shader(renderer
->cso
);
665 renderer
->state
= RENDERER_STATE_INIT
;
669 * Prepare the renderer for textured drawing.
671 VGboolean
renderer_drawtex_begin(struct renderer
*renderer
,
672 struct pipe_sampler_view
*src
)
674 assert(renderer
->state
== RENDERER_STATE_INIT
);
676 if (!renderer_can_support(renderer
, src
->texture
, PIPE_BIND_SAMPLER_VIEW
))
679 cso_save_blend(renderer
->cso
);
680 cso_save_samplers(renderer
->cso
);
681 cso_save_fragment_sampler_views(renderer
->cso
);
682 cso_save_fragment_shader(renderer
->cso
);
683 cso_save_vertex_shader(renderer
->cso
);
685 renderer_set_blend(renderer
, ~0);
687 renderer_set_samplers(renderer
, 1, &src
);
689 renderer_set_fs(renderer
, RENDERER_FS_TEXTURE
);
690 renderer_set_vs(renderer
, RENDERER_VS_TEXTURE
);
692 renderer_set_mvp(renderer
, NULL
);
694 /* remember the texture size */
695 renderer
->u
.drawtex
.tex_width
= src
->texture
->width0
;
696 renderer
->u
.drawtex
.tex_height
= src
->texture
->height0
;
697 renderer
->state
= RENDERER_STATE_DRAWTEX
;
703 * Draw into the destination rectangle given by (x, y, w, h). The texture is
704 * sampled from within the rectangle given by (sx, sy, sw, sh).
706 * The coordinates are in surface coordinates.
708 void renderer_drawtex(struct renderer
*renderer
,
709 VGint x
, VGint y
, VGint w
, VGint h
,
710 VGint sx
, VGint sy
, VGint sw
, VGint sh
)
712 assert(renderer
->state
== RENDERER_STATE_DRAWTEX
);
714 /* with scissoring */
715 renderer_quad_pos(renderer
, x
, y
, x
+ w
, y
+ h
, VG_TRUE
);
716 renderer_quad_texcoord(renderer
, sx
, sy
, sx
+ sw
, sy
+ sh
,
717 renderer
->u
.drawtex
.tex_width
,
718 renderer
->u
.drawtex
.tex_height
);
720 renderer_quad_draw(renderer
);
724 * End textured drawing and restore the states.
726 void renderer_drawtex_end(struct renderer
*renderer
)
728 assert(renderer
->state
== RENDERER_STATE_DRAWTEX
);
730 cso_restore_blend(renderer
->cso
);
731 cso_restore_samplers(renderer
->cso
);
732 cso_restore_fragment_sampler_views(renderer
->cso
);
733 cso_restore_fragment_shader(renderer
->cso
);
734 cso_restore_vertex_shader(renderer
->cso
);
736 renderer
->state
= RENDERER_STATE_INIT
;
740 * Prepare the renderer for scissor update. This will reset the depth buffer
743 VGboolean
renderer_scissor_begin(struct renderer
*renderer
,
744 VGboolean restore_dsa
)
746 struct pipe_depth_stencil_alpha_state dsa
;
748 assert(renderer
->state
== RENDERER_STATE_INIT
);
751 cso_save_depth_stencil_alpha(renderer
->cso
);
752 cso_save_blend(renderer
->cso
);
753 cso_save_fragment_shader(renderer
->cso
);
755 /* enable depth writes */
756 memset(&dsa
, 0, sizeof(dsa
));
757 dsa
.depth
.enabled
= 1;
758 dsa
.depth
.writemask
= 1;
759 dsa
.depth
.func
= PIPE_FUNC_ALWAYS
;
760 cso_set_depth_stencil_alpha(renderer
->cso
, &dsa
);
762 /* disable color writes */
763 renderer_set_blend(renderer
, 0);
764 renderer_set_fs(renderer
, RENDERER_FS_SCISSOR
);
766 renderer_set_mvp(renderer
, NULL
);
768 renderer
->u
.scissor
.restore_dsa
= restore_dsa
;
769 renderer
->state
= RENDERER_STATE_SCISSOR
;
771 /* clear the depth buffer to 1.0f */
772 renderer
->pipe
->clear(renderer
->pipe
,
773 PIPE_CLEAR_DEPTHSTENCIL
, NULL
, 1.0f
, 0);
779 * Add a scissor rectangle. Depth values inside the rectangle will be set to
782 void renderer_scissor(struct renderer
*renderer
,
783 VGint x
, VGint y
, VGint width
, VGint height
)
785 assert(renderer
->state
== RENDERER_STATE_SCISSOR
);
787 renderer_quad_pos(renderer
, x
, y
, x
+ width
, y
+ height
, VG_FALSE
);
788 renderer_quad_draw(renderer
);
792 * End scissor update and restore the states.
794 void renderer_scissor_end(struct renderer
*renderer
)
796 assert(renderer
->state
== RENDERER_STATE_SCISSOR
);
798 if (renderer
->u
.scissor
.restore_dsa
)
799 cso_restore_depth_stencil_alpha(renderer
->cso
);
800 cso_restore_blend(renderer
->cso
);
801 cso_restore_fragment_shader(renderer
->cso
);
803 renderer
->state
= RENDERER_STATE_INIT
;
807 * Prepare the renderer for clearing.
809 VGboolean
renderer_clear_begin(struct renderer
*renderer
)
811 assert(renderer
->state
== RENDERER_STATE_INIT
);
813 cso_save_blend(renderer
->cso
);
814 cso_save_fragment_shader(renderer
->cso
);
815 cso_save_vertex_shader(renderer
->cso
);
817 renderer_set_blend(renderer
, ~0);
818 renderer_set_fs(renderer
, RENDERER_FS_COLOR
);
819 renderer_set_vs(renderer
, RENDERER_VS_COLOR
);
821 renderer_set_mvp(renderer
, NULL
);
823 renderer
->state
= RENDERER_STATE_CLEAR
;
829 * Clear the framebuffer with the specified region and color.
831 * The coordinates are in surface coordinates.
833 void renderer_clear(struct renderer
*renderer
,
834 VGint x
, VGint y
, VGint width
, VGint height
,
835 const VGfloat color
[4])
839 assert(renderer
->state
== RENDERER_STATE_CLEAR
);
841 renderer_quad_pos(renderer
, x
, y
, x
+ width
, y
+ height
, VG_TRUE
);
842 for (i
= 0; i
< 4; i
++)
843 memcpy(renderer
->vertices
[i
][1], color
, sizeof(VGfloat
) * 4);
845 renderer_quad_draw(renderer
);
849 * End clearing and retore the states.
851 void renderer_clear_end(struct renderer
*renderer
)
853 assert(renderer
->state
== RENDERER_STATE_CLEAR
);
855 cso_restore_blend(renderer
->cso
);
856 cso_restore_fragment_shader(renderer
->cso
);
857 cso_restore_vertex_shader(renderer
->cso
);
859 renderer
->state
= RENDERER_STATE_INIT
;
863 * Prepare the renderer for image filtering.
865 VGboolean
renderer_filter_begin(struct renderer
*renderer
,
866 struct pipe_resource
*dst
,
868 VGbitfield channel_mask
,
869 const struct pipe_sampler_state
**samplers
,
870 struct pipe_sampler_view
**views
,
873 const void *const_buffer
,
874 VGint const_buffer_len
)
876 struct pipe_surface
*surf
, surf_tmpl
;
878 assert(renderer
->state
== RENDERER_STATE_INIT
);
882 if (!renderer_can_support(renderer
, dst
, PIPE_BIND_RENDER_TARGET
))
885 u_surface_default_template(&surf_tmpl
, dst
,
886 PIPE_BIND_RENDER_TARGET
);
887 surf
= renderer
->pipe
->create_surface(renderer
->pipe
, dst
, &surf_tmpl
);
891 cso_save_framebuffer(renderer
->cso
);
892 cso_save_viewport(renderer
->cso
);
893 cso_save_blend(renderer
->cso
);
895 /* set the image as the target */
896 renderer_set_target(renderer
, surf
, NULL
, y0_top
);
897 pipe_surface_reference(&surf
, NULL
);
899 renderer_set_blend(renderer
, channel_mask
);
902 struct pipe_resource
*tex
;
904 cso_save_samplers(renderer
->cso
);
905 cso_save_fragment_sampler_views(renderer
->cso
);
906 cso_save_fragment_shader(renderer
->cso
);
907 cso_save_vertex_shader(renderer
->cso
);
909 renderer_set_custom_fs(renderer
, fs
,
910 samplers
, views
, num_samplers
,
911 const_buffer
, const_buffer_len
);
912 renderer_set_vs(renderer
, RENDERER_VS_TEXTURE
);
914 tex
= views
[0]->texture
;
915 renderer
->u
.filter
.tex_width
= tex
->width0
;
916 renderer
->u
.filter
.tex_height
= tex
->height0
;
917 renderer
->u
.filter
.use_sampler
= VG_TRUE
;
920 cso_save_fragment_shader(renderer
->cso
);
922 renderer_set_custom_fs(renderer
, fs
, NULL
, NULL
, 0,
923 const_buffer
, const_buffer_len
);
925 renderer
->u
.filter
.use_sampler
= VG_FALSE
;
928 renderer_set_mvp(renderer
, NULL
);
930 renderer
->state
= RENDERER_STATE_FILTER
;
936 * Draw into a rectangle of the destination with the specified region of the
939 * The coordinates are in surface coordinates.
941 void renderer_filter(struct renderer
*renderer
,
942 VGint x
, VGint y
, VGint w
, VGint h
,
943 VGint sx
, VGint sy
, VGint sw
, VGint sh
)
945 assert(renderer
->state
== RENDERER_STATE_FILTER
);
947 renderer_quad_pos(renderer
, x
, y
, x
+ w
, y
+ h
, VG_FALSE
);
948 if (renderer
->u
.filter
.use_sampler
) {
949 renderer_quad_texcoord(renderer
, sx
, sy
, sx
+ sw
, sy
+ sh
,
950 renderer
->u
.filter
.tex_width
,
951 renderer
->u
.filter
.tex_height
);
954 renderer_quad_draw(renderer
);
958 * End image filtering and restore the states.
960 void renderer_filter_end(struct renderer
*renderer
)
962 assert(renderer
->state
== RENDERER_STATE_FILTER
);
964 if (renderer
->u
.filter
.use_sampler
) {
965 cso_restore_samplers(renderer
->cso
);
966 cso_restore_fragment_sampler_views(renderer
->cso
);
967 cso_restore_vertex_shader(renderer
->cso
);
970 cso_restore_framebuffer(renderer
->cso
);
971 cso_restore_viewport(renderer
->cso
);
972 cso_restore_blend(renderer
->cso
);
973 cso_restore_fragment_shader(renderer
->cso
);
975 renderer
->state
= RENDERER_STATE_INIT
;
979 * Prepare the renderer for polygon silhouette rendering.
981 VGboolean
renderer_polygon_stencil_begin(struct renderer
*renderer
,
982 struct pipe_vertex_element
*velem
,
984 VGboolean restore_dsa
)
986 struct pipe_depth_stencil_alpha_state
*dsa
;
987 VGboolean manual_two_sides
;
989 assert(renderer
->state
== RENDERER_STATE_INIT
);
991 cso_save_vertex_elements(renderer
->cso
);
992 cso_save_blend(renderer
->cso
);
993 cso_save_depth_stencil_alpha(renderer
->cso
);
995 cso_set_vertex_elements(renderer
->cso
, 1, velem
);
997 /* disable color writes */
998 renderer_set_blend(renderer
, 0);
1000 manual_two_sides
= VG_FALSE
;
1001 dsa
= &renderer
->u
.polygon_stencil
.dsa
;
1002 memset(dsa
, 0, sizeof(*dsa
));
1003 if (rule
== VG_EVEN_ODD
) {
1004 dsa
->stencil
[0].enabled
= 1;
1005 dsa
->stencil
[0].writemask
= 1;
1006 dsa
->stencil
[0].fail_op
= PIPE_STENCIL_OP_KEEP
;
1007 dsa
->stencil
[0].zfail_op
= PIPE_STENCIL_OP_KEEP
;
1008 dsa
->stencil
[0].zpass_op
= PIPE_STENCIL_OP_INVERT
;
1009 dsa
->stencil
[0].func
= PIPE_FUNC_ALWAYS
;
1010 dsa
->stencil
[0].valuemask
= ~0;
1013 assert(rule
== VG_NON_ZERO
);
1016 dsa
->stencil
[0].enabled
= 1;
1017 dsa
->stencil
[0].writemask
= ~0;
1018 dsa
->stencil
[0].fail_op
= PIPE_STENCIL_OP_KEEP
;
1019 dsa
->stencil
[0].zfail_op
= PIPE_STENCIL_OP_KEEP
;
1020 dsa
->stencil
[0].zpass_op
= PIPE_STENCIL_OP_INCR_WRAP
;
1021 dsa
->stencil
[0].func
= PIPE_FUNC_ALWAYS
;
1022 dsa
->stencil
[0].valuemask
= ~0;
1024 if (renderer
->pipe
->screen
->get_param(renderer
->pipe
->screen
,
1025 PIPE_CAP_TWO_SIDED_STENCIL
)) {
1027 dsa
->stencil
[1] = dsa
->stencil
[0];
1028 dsa
->stencil
[1].zpass_op
= PIPE_STENCIL_OP_DECR_WRAP
;
1031 manual_two_sides
= VG_TRUE
;
1034 cso_set_depth_stencil_alpha(renderer
->cso
, dsa
);
1036 if (manual_two_sides
)
1037 cso_save_rasterizer(renderer
->cso
);
1039 renderer
->u
.polygon_stencil
.manual_two_sides
= manual_two_sides
;
1040 renderer
->u
.polygon_stencil
.restore_dsa
= restore_dsa
;
1041 renderer
->state
= RENDERER_STATE_POLYGON_STENCIL
;
1047 * Render a polygon silhouette to stencil buffer.
1049 void renderer_polygon_stencil(struct renderer
*renderer
,
1050 struct pipe_vertex_buffer
*vbuf
,
1051 VGuint mode
, VGuint start
, VGuint count
)
1053 assert(renderer
->state
== RENDERER_STATE_POLYGON_STENCIL
);
1055 cso_set_vertex_buffers(renderer
->cso
, 1, vbuf
);
1057 if (!renderer
->u
.polygon_stencil
.manual_two_sides
) {
1058 util_draw_arrays(renderer
->pipe
, mode
, start
, count
);
1061 struct pipe_rasterizer_state raster
;
1062 struct pipe_depth_stencil_alpha_state dsa
;
1064 raster
= renderer
->g3d
.rasterizer
;
1065 dsa
= renderer
->u
.polygon_stencil
.dsa
;
1068 raster
.cull_face
= PIPE_FACE_BACK
;
1069 dsa
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_INCR_WRAP
;
1071 cso_set_rasterizer(renderer
->cso
, &raster
);
1072 cso_set_depth_stencil_alpha(renderer
->cso
, &dsa
);
1073 util_draw_arrays(renderer
->pipe
, mode
, start
, count
);
1076 raster
.cull_face
= PIPE_FACE_FRONT
;
1077 dsa
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_DECR_WRAP
;
1079 cso_set_rasterizer(renderer
->cso
, &raster
);
1080 cso_set_depth_stencil_alpha(renderer
->cso
, &dsa
);
1081 util_draw_arrays(renderer
->pipe
, mode
, start
, count
);
1086 * End polygon silhouette rendering.
1088 void renderer_polygon_stencil_end(struct renderer
*renderer
)
1090 assert(renderer
->state
== RENDERER_STATE_POLYGON_STENCIL
);
1092 if (renderer
->u
.polygon_stencil
.manual_two_sides
)
1093 cso_restore_rasterizer(renderer
->cso
);
1095 cso_restore_vertex_elements(renderer
->cso
);
1097 /* restore color writes */
1098 cso_restore_blend(renderer
->cso
);
1100 if (renderer
->u
.polygon_stencil
.restore_dsa
)
1101 cso_restore_depth_stencil_alpha(renderer
->cso
);
1103 renderer
->state
= RENDERER_STATE_INIT
;
1107 * Prepare the renderer for polygon filling.
1109 VGboolean
renderer_polygon_fill_begin(struct renderer
*renderer
,
1112 struct pipe_depth_stencil_alpha_state dsa
;
1114 assert(renderer
->state
== RENDERER_STATE_INIT
);
1117 cso_save_depth_stencil_alpha(renderer
->cso
);
1119 /* setup stencil ops */
1120 memset(&dsa
, 0, sizeof(dsa
));
1121 dsa
.stencil
[0].enabled
= 1;
1122 dsa
.stencil
[0].func
= PIPE_FUNC_NOTEQUAL
;
1123 dsa
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
1124 dsa
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
1125 dsa
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
1126 dsa
.stencil
[0].valuemask
= ~0;
1127 dsa
.stencil
[0].writemask
= ~0;
1128 dsa
.depth
= renderer
->g3d
.dsa
.depth
;
1129 cso_set_depth_stencil_alpha(renderer
->cso
, &dsa
);
1131 renderer
->state
= RENDERER_STATE_POLYGON_FILL
;
1139 void renderer_polygon_fill(struct renderer
*renderer
,
1140 VGfloat min_x
, VGfloat min_y
,
1141 VGfloat max_x
, VGfloat max_y
)
1143 assert(renderer
->state
== RENDERER_STATE_POLYGON_FILL
);
1145 renderer_quad_pos(renderer
, min_x
, min_y
, max_x
, max_y
, VG_TRUE
);
1146 renderer_quad_draw(renderer
);
1150 * End polygon filling.
1152 void renderer_polygon_fill_end(struct renderer
*renderer
)
1154 assert(renderer
->state
== RENDERER_STATE_POLYGON_FILL
);
1156 cso_restore_depth_stencil_alpha(renderer
->cso
);
1158 renderer
->state
= RENDERER_STATE_INIT
;
1161 struct renderer
* renderer_create(struct vg_context
*owner
)
1163 struct renderer
*renderer
;
1164 struct pipe_rasterizer_state
*raster
;
1165 struct pipe_stencil_ref sr
;
1168 renderer
= CALLOC_STRUCT(renderer
);
1172 renderer
->pipe
= owner
->pipe
;
1173 renderer
->cso
= owner
->cso_context
;
1175 /* init vertex data that doesn't change */
1176 for (i
= 0; i
< 4; i
++)
1177 renderer
->vertices
[i
][0][3] = 1.0f
; /* w */
1179 for (i
= 0; i
< 2; i
++) {
1180 renderer
->velems
[i
].src_offset
= i
* 4 * sizeof(float);
1181 renderer
->velems
[i
].instance_divisor
= 0;
1182 renderer
->velems
[i
].vertex_buffer_index
= 0;
1183 renderer
->velems
[i
].src_format
= PIPE_FORMAT_R32G32B32A32_FLOAT
;
1185 cso_set_vertex_elements(renderer
->cso
, 2, renderer
->velems
);
1187 /* GL rasterization rules */
1188 raster
= &renderer
->g3d
.rasterizer
;
1189 memset(raster
, 0, sizeof(*raster
));
1190 raster
->gl_rasterization_rules
= 1;
1191 cso_set_rasterizer(renderer
->cso
, raster
);
1194 memset(&sr
, 0, sizeof(sr
));
1195 cso_set_stencil_ref(renderer
->cso
, &sr
);
1197 renderer_set_vs(renderer
, RENDERER_VS_PLAIN
);
1199 renderer
->state
= RENDERER_STATE_INIT
;
1204 void renderer_destroy(struct renderer
*ctx
)
1208 for (i
= 0; i
< NUM_RENDERER_VS
; i
++) {
1209 if (ctx
->cached_vs
[i
])
1210 cso_delete_vertex_shader(ctx
->cso
, ctx
->cached_vs
[i
]);
1212 for (i
= 0; i
< NUM_RENDERER_FS
; i
++) {
1213 if (ctx
->cached_fs
[i
])
1214 cso_delete_fragment_shader(ctx
->cso
, ctx
->cached_fs
[i
]);
1217 pipe_resource_reference(&ctx
->vs_cbuf
, NULL
);
1218 pipe_resource_reference(&ctx
->fs_cbuf
, NULL
);
1223 static void update_clip_state(struct renderer
*renderer
,
1224 const struct vg_state
*state
)
1226 struct pipe_depth_stencil_alpha_state
*dsa
= &renderer
->g3d
.dsa
;
1228 memset(dsa
, 0, sizeof(struct pipe_depth_stencil_alpha_state
));
1230 if (state
->scissoring
) {
1231 struct pipe_framebuffer_state
*fb
= &renderer
->g3d
.fb
;
1234 renderer_scissor_begin(renderer
, VG_FALSE
);
1236 for (i
= 0; i
< state
->scissor_rects_num
; ++i
) {
1237 const float x
= state
->scissor_rects
[i
* 4 + 0].f
;
1238 const float y
= state
->scissor_rects
[i
* 4 + 1].f
;
1239 const float width
= state
->scissor_rects
[i
* 4 + 2].f
;
1240 const float height
= state
->scissor_rects
[i
* 4 + 3].f
;
1241 VGint x0
, y0
, x1
, y1
, iw
, ih
;
1250 /* note that x1 and y1 are exclusive */
1251 x1
= (VGint
) ceilf(x
+ width
);
1252 y1
= (VGint
) ceilf(y
+ height
);
1255 if (y1
> fb
->height
)
1260 if (iw
> 0 && ih
> 0 )
1261 renderer_scissor(renderer
, x0
, y0
, iw
, ih
);
1264 renderer_scissor_end(renderer
);
1266 dsa
->depth
.enabled
= 1; /* glEnable(GL_DEPTH_TEST); */
1267 dsa
->depth
.writemask
= 0;/*glDepthMask(FALSE);*/
1268 dsa
->depth
.func
= PIPE_FUNC_GEQUAL
;
1272 static void renderer_validate_blend(struct renderer
*renderer
,
1273 const struct vg_state
*state
,
1274 enum pipe_format fb_format
)
1276 struct pipe_blend_state blend
;
1278 memset(&blend
, 0, sizeof(blend
));
1279 blend
.rt
[0].colormask
= PIPE_MASK_RGBA
;
1280 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
1281 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
1282 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1283 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1285 /* TODO alpha masking happens after blending? */
1287 switch (state
->blend_mode
) {
1289 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
1290 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
1291 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1292 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1294 case VG_BLEND_SRC_OVER
:
1295 if (paint_is_opaque(state
->fill_paint
) &&
1296 paint_is_opaque(state
->stroke_paint
)) {
1299 else if (!util_format_has_alpha(fb_format
)) {
1300 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_SRC_ALPHA
;
1301 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
1302 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_INV_SRC_ALPHA
;
1303 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_INV_SRC_ALPHA
;
1304 blend
.rt
[0].blend_enable
= 1;
1307 case VG_BLEND_SRC_IN
:
1308 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
1309 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_DST_ALPHA
;
1310 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1311 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
1312 blend
.rt
[0].blend_enable
= 1;
1314 case VG_BLEND_DST_IN
:
1315 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ZERO
;
1316 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ZERO
;
1317 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ONE
;
1318 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_SRC_ALPHA
;
1319 blend
.rt
[0].blend_enable
= 1;
1321 case VG_BLEND_DST_OVER
:
1322 case VG_BLEND_MULTIPLY
:
1323 case VG_BLEND_SCREEN
:
1324 case VG_BLEND_DARKEN
:
1325 case VG_BLEND_LIGHTEN
:
1326 case VG_BLEND_ADDITIVE
:
1330 assert(!"not implemented blend mode");
1334 cso_set_blend(renderer
->cso
, &blend
);
1338 * Propogate OpenVG state changes to the renderer. Only framebuffer, blending
1339 * and scissoring states are relevant here.
1341 void renderer_validate(struct renderer
*renderer
,
1343 const struct st_framebuffer
*stfb
,
1344 const struct vg_state
*state
)
1346 assert(renderer
->state
== RENDERER_STATE_INIT
);
1348 dirty
|= renderer
->dirty
;
1349 renderer
->dirty
= 0;
1351 if (dirty
& FRAMEBUFFER_DIRTY
) {
1352 struct pipe_framebuffer_state
*fb
= &renderer
->g3d
.fb
;
1353 struct matrix
*proj
= &renderer
->projection
;
1355 memset(fb
, 0, sizeof(struct pipe_framebuffer_state
));
1356 fb
->width
= stfb
->width
;
1357 fb
->height
= stfb
->height
;
1359 fb
->cbufs
[0] = stfb
->strb
->surface
;
1360 fb
->zsbuf
= stfb
->dsrb
->surface
;
1362 cso_set_framebuffer(renderer
->cso
, fb
);
1363 vg_set_viewport(renderer
, VEGA_Y0_BOTTOM
);
1365 matrix_load_identity(proj
);
1366 matrix_translate(proj
, -1.0f
, -1.0f
);
1367 matrix_scale(proj
, 2.0f
/ fb
->width
, 2.0f
/ fb
->height
);
1369 /* we also got a new depth buffer */
1370 if (dirty
& DEPTH_STENCIL_DIRTY
) {
1371 renderer
->pipe
->clear(renderer
->pipe
,
1372 PIPE_CLEAR_DEPTHSTENCIL
, NULL
, 0.0, 0);
1376 /* must be last because it renders to the depth buffer*/
1377 if (dirty
& DEPTH_STENCIL_DIRTY
) {
1378 update_clip_state(renderer
, state
);
1379 cso_set_depth_stencil_alpha(renderer
->cso
, &renderer
->g3d
.dsa
);
1382 if (dirty
& BLEND_DIRTY
)
1383 renderer_validate_blend(renderer
, state
, stfb
->strb
->format
);
1387 * Prepare the renderer for OpenVG pipeline.
1389 void renderer_validate_for_shader(struct renderer
*renderer
,
1390 const struct pipe_sampler_state
**samplers
,
1391 struct pipe_sampler_view
**views
,
1393 const struct matrix
*modelview
,
1395 const void *const_buffer
,
1396 VGint const_buffer_len
)
1398 struct matrix mvp
= renderer
->projection
;
1400 /* will be used in POLYGON_STENCIL and POLYGON_FILL */
1401 matrix_mult(&mvp
, modelview
);
1402 renderer_set_mvp(renderer
, &mvp
);
1404 renderer_set_custom_fs(renderer
, fs
,
1405 samplers
, views
, num_samplers
,
1406 const_buffer
, const_buffer_len
);
1409 void renderer_validate_for_mask_rendering(struct renderer
*renderer
,
1410 struct pipe_surface
*dst
,
1411 const struct matrix
*modelview
)
1413 struct matrix mvp
= renderer
->projection
;
1415 /* will be used in POLYGON_STENCIL and POLYGON_FILL */
1416 matrix_mult(&mvp
, modelview
);
1417 renderer_set_mvp(renderer
, &mvp
);
1419 renderer_set_target(renderer
, dst
, renderer
->g3d
.fb
.zsbuf
, VG_FALSE
);
1420 renderer_set_blend(renderer
, ~0);
1421 renderer_set_fs(renderer
, RENDERER_FS_WHITE
);
1423 /* set internal dirty flags (hacky!) */
1424 renderer
->dirty
= FRAMEBUFFER_DIRTY
| BLEND_DIRTY
;
1427 void renderer_copy_surface(struct renderer
*ctx
,
1428 struct pipe_surface
*src
,
1429 int srcX0
, int srcY0
,
1430 int srcX1
, int srcY1
,
1431 struct pipe_surface
*dst
,
1432 int dstX0
, int dstY0
,
1433 int dstX1
, int dstY1
,
1434 float z
, unsigned filter
)
1436 struct pipe_context
*pipe
= ctx
->pipe
;
1437 struct pipe_screen
*screen
= pipe
->screen
;
1438 struct pipe_sampler_view view_templ
;
1439 struct pipe_sampler_view
*view
;
1440 struct pipe_box src_box
;
1441 struct pipe_resource texTemp
, *tex
;
1442 const struct pipe_framebuffer_state
*fb
= &ctx
->g3d
.fb
;
1443 const int srcW
= abs(srcX1
- srcX0
);
1444 const int srcH
= abs(srcY1
- srcY0
);
1445 const int srcLeft
= MIN2(srcX0
, srcX1
);
1446 const int srcTop
= MIN2(srcY0
, srcY1
);
1448 assert(filter
== PIPE_TEX_MIPFILTER_NEAREST
||
1449 filter
== PIPE_TEX_MIPFILTER_LINEAR
);
1451 if (srcLeft
!= srcX0
) {
1452 /* left-right flip */
1458 if (srcTop
!= srcY0
) {
1465 assert(screen
->is_format_supported(screen
, src
->format
, PIPE_TEXTURE_2D
,
1466 0, PIPE_BIND_SAMPLER_VIEW
));
1467 assert(screen
->is_format_supported(screen
, dst
->format
, PIPE_TEXTURE_2D
,
1468 0, PIPE_BIND_SAMPLER_VIEW
));
1469 assert(screen
->is_format_supported(screen
, dst
->format
, PIPE_TEXTURE_2D
,
1470 0, PIPE_BIND_RENDER_TARGET
));
1473 * XXX for now we're always creating a temporary texture.
1474 * Strictly speaking that's not always needed.
1477 /* create temp texture */
1478 memset(&texTemp
, 0, sizeof(texTemp
));
1479 texTemp
.target
= PIPE_TEXTURE_2D
;
1480 texTemp
.format
= src
->format
;
1481 texTemp
.last_level
= 0;
1482 texTemp
.width0
= srcW
;
1483 texTemp
.height0
= srcH
;
1485 texTemp
.array_size
= 1;
1486 texTemp
.bind
= PIPE_BIND_SAMPLER_VIEW
;
1488 tex
= screen
->resource_create(screen
, &texTemp
);
1492 u_sampler_view_default_template(&view_templ
, tex
, tex
->format
);
1493 view
= pipe
->create_sampler_view(pipe
, tex
, &view_templ
);
1498 u_box_2d_zslice(srcLeft
, srcTop
, src
->u
.tex
.first_layer
, srcW
, srcH
, &src_box
);
1500 pipe
->resource_copy_region(pipe
,
1501 tex
, 0, 0, 0, 0, /* dest */
1502 src
->texture
, 0, &src_box
);
1504 assert(floatsEqual(z
, 0.0f
));
1507 if (fb
->cbufs
[0] == dst
) {
1508 /* transform back to surface coordinates */
1509 dstY0
= dst
->height
- dstY0
;
1510 dstY1
= dst
->height
- dstY1
;
1512 if (renderer_drawtex_begin(ctx
, view
)) {
1513 renderer_drawtex(ctx
,
1514 dstX0
, dstY0
, dstX1
- dstX0
, dstY1
- dstY0
,
1515 0, 0, view
->texture
->width0
, view
->texture
->height0
);
1516 renderer_drawtex_end(ctx
);
1520 if (renderer_copy_begin(ctx
, dst
, VG_TRUE
, view
)) {
1522 dstX0
, dstY0
, dstX1
- dstX0
, dstY1
- dstY0
,
1523 0, 0, view
->texture
->width0
, view
->texture
->height0
);
1524 renderer_copy_end(ctx
);
1529 void renderer_texture_quad(struct renderer
*r
,
1530 struct pipe_resource
*tex
,
1531 VGfloat x1offset
, VGfloat y1offset
,
1532 VGfloat x2offset
, VGfloat y2offset
,
1533 VGfloat x1
, VGfloat y1
,
1534 VGfloat x2
, VGfloat y2
,
1535 VGfloat x3
, VGfloat y3
,
1536 VGfloat x4
, VGfloat y4
)
1538 const VGfloat z
= 0.0f
;
1540 assert(r
->state
== RENDERER_STATE_INIT
);
1541 assert(tex
->width0
!= 0);
1542 assert(tex
->height0
!= 0);
1544 cso_save_vertex_shader(r
->cso
);
1546 renderer_set_vs(r
, RENDERER_VS_TEXTURE
);
1548 /* manually set up positions */
1549 r
->vertices
[0][0][0] = x1
;
1550 r
->vertices
[0][0][1] = y1
;
1551 r
->vertices
[0][0][2] = z
;
1553 r
->vertices
[1][0][0] = x2
;
1554 r
->vertices
[1][0][1] = y2
;
1555 r
->vertices
[1][0][2] = z
;
1557 r
->vertices
[2][0][0] = x3
;
1558 r
->vertices
[2][0][1] = y3
;
1559 r
->vertices
[2][0][2] = z
;
1561 r
->vertices
[3][0][0] = x4
;
1562 r
->vertices
[3][0][1] = y4
;
1563 r
->vertices
[3][0][2] = z
;
1566 renderer_quad_texcoord(r
, x1offset
, y1offset
,
1567 x2offset
, y2offset
, tex
->width0
, tex
->height0
);
1569 renderer_quad_draw(r
);
1571 cso_restore_vertex_shader(r
->cso
);