blob: 64e3a7c5453573189e36202573ebb0bf9b992088 [file] [log] [blame]
/**************************************************************************
*
* Copyright 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include "renderer.h"
#include "vg_context.h"
#include "pipe/p_context.h"
#include "pipe/p_state.h"
#include "pipe/p_inlines.h"
#include "pipe/p_screen.h"
#include "pipe/p_shader_tokens.h"
#include "util/u_draw_quad.h"
#include "util/u_format.h"
#include "util/u_simple_shaders.h"
#include "util/u_memory.h"
#include "util/u_rect.h"
#include "cso_cache/cso_context.h"
struct renderer {
struct pipe_context *pipe;
struct vg_context *owner;
struct cso_context *cso;
void *fs;
VGfloat vertices[4][2][4];
};
static void setup_shaders(struct renderer *ctx)
{
struct pipe_context *pipe = ctx->pipe;
/* fragment shader */
ctx->fs = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
}
static struct pipe_buffer *
setup_vertex_data(struct renderer *ctx,
float x0, float y0, float x1, float y1, float z)
{
ctx->vertices[0][0][0] = x0;
ctx->vertices[0][0][1] = y0;
ctx->vertices[0][0][2] = z;
ctx->vertices[0][1][0] = 0.0f; /*s*/
ctx->vertices[0][1][1] = 0.0f; /*t*/
ctx->vertices[1][0][0] = x1;
ctx->vertices[1][0][1] = y0;
ctx->vertices[1][0][2] = z;
ctx->vertices[1][1][0] = 1.0f; /*s*/
ctx->vertices[1][1][1] = 0.0f; /*t*/
ctx->vertices[2][0][0] = x1;
ctx->vertices[2][0][1] = y1;
ctx->vertices[2][0][2] = z;
ctx->vertices[2][1][0] = 1.0f;
ctx->vertices[2][1][1] = 1.0f;
ctx->vertices[3][0][0] = x0;
ctx->vertices[3][0][1] = y1;
ctx->vertices[3][0][2] = z;
ctx->vertices[3][1][0] = 0.0f;
ctx->vertices[3][1][1] = 1.0f;
return pipe_user_buffer_create( ctx->pipe->screen,
ctx->vertices,
sizeof(ctx->vertices) );
}
static struct pipe_buffer *
setup_vertex_data_tex(struct renderer *ctx,
float x0, float y0, float x1, float y1,
float s0, float t0, float s1, float t1,
float z)
{
ctx->vertices[0][0][0] = x0;
ctx->vertices[0][0][1] = y0;
ctx->vertices[0][0][2] = z;
ctx->vertices[0][1][0] = s0; /*s*/
ctx->vertices[0][1][1] = t0; /*t*/
ctx->vertices[1][0][0] = x1;
ctx->vertices[1][0][1] = y0;
ctx->vertices[1][0][2] = z;
ctx->vertices[1][1][0] = s1; /*s*/
ctx->vertices[1][1][1] = t0; /*t*/
ctx->vertices[2][0][0] = x1;
ctx->vertices[2][0][1] = y1;
ctx->vertices[2][0][2] = z;
ctx->vertices[2][1][0] = s1;
ctx->vertices[2][1][1] = t1;
ctx->vertices[3][0][0] = x0;
ctx->vertices[3][0][1] = y1;
ctx->vertices[3][0][2] = z;
ctx->vertices[3][1][0] = s0;
ctx->vertices[3][1][1] = t1;
return pipe_user_buffer_create( ctx->pipe->screen,
ctx->vertices,
sizeof(ctx->vertices) );
}
static struct pipe_buffer *
setup_vertex_data_qtex(struct renderer *ctx,
float x0, float y0, float x1, float y1,
float x2, float y2, float x3, float y3,
float s0, float t0, float s1, float t1,
float z)
{
ctx->vertices[0][0][0] = x0;
ctx->vertices[0][0][1] = y0;
ctx->vertices[0][0][2] = z;
ctx->vertices[0][1][0] = s0; /*s*/
ctx->vertices[0][1][1] = t0; /*t*/
ctx->vertices[1][0][0] = x1;
ctx->vertices[1][0][1] = y1;
ctx->vertices[1][0][2] = z;
ctx->vertices[1][1][0] = s1; /*s*/
ctx->vertices[1][1][1] = t0; /*t*/
ctx->vertices[2][0][0] = x2;
ctx->vertices[2][0][1] = y2;
ctx->vertices[2][0][2] = z;
ctx->vertices[2][1][0] = s1;
ctx->vertices[2][1][1] = t1;
ctx->vertices[3][0][0] = x3;
ctx->vertices[3][0][1] = y3;
ctx->vertices[3][0][2] = z;
ctx->vertices[3][1][0] = s0;
ctx->vertices[3][1][1] = t1;
return pipe_user_buffer_create( ctx->pipe->screen,
ctx->vertices,
sizeof(ctx->vertices) );
}
struct renderer * renderer_create(struct vg_context *owner)
{
VGint i;
struct renderer *renderer = CALLOC_STRUCT(renderer);
if (!renderer)
return NULL;
renderer->owner = owner;
renderer->pipe = owner->pipe;
renderer->cso = owner->cso_context;
setup_shaders(renderer);
/* init vertex data that doesn't change */
for (i = 0; i < 4; i++) {
renderer->vertices[i][0][3] = 1.0f; /* w */
renderer->vertices[i][1][2] = 0.0f; /* r */
renderer->vertices[i][1][3] = 1.0f; /* q */
}
return renderer;
}
void renderer_destroy(struct renderer *ctx)
{
#if 0
if (ctx->fs) {
cso_delete_fragment_shader(ctx->cso, ctx->fs);
ctx->fs = NULL;
}
#endif
free(ctx);
}
void renderer_draw_quad(struct renderer *r,
VGfloat x1, VGfloat y1,
VGfloat x2, VGfloat y2,
VGfloat depth)
{
struct pipe_buffer *buf;
buf = setup_vertex_data(r, x1, y1, x2, y2, depth);
if (buf) {
util_draw_vertex_buffer(r->pipe, buf, 0,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
pipe_buffer_reference( &buf,
NULL );
}
}
void renderer_draw_texture(struct renderer *r,
struct pipe_texture *tex,
VGfloat x1offset, VGfloat y1offset,
VGfloat x2offset, VGfloat y2offset,
VGfloat x1, VGfloat y1,
VGfloat x2, VGfloat y2)
{
struct pipe_context *pipe = r->pipe;
struct pipe_buffer *buf;
VGfloat s0, t0, s1, t1;
assert(tex->width0 != 0);
assert(tex->height0 != 0);
s0 = x1offset / tex->width0;
s1 = x2offset / tex->width0;
t0 = y1offset / tex->height0;
t1 = y2offset / tex->height0;
cso_save_vertex_shader(r->cso);
/* shaders */
cso_set_vertex_shader_handle(r->cso, vg_texture_vs(r->owner));
/* draw quad */
buf = setup_vertex_data_tex(r, x1, y1, x2, y2,
s0, t0, s1, t1, 0.0f);
if (buf) {
util_draw_vertex_buffer(pipe, buf, 0,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
pipe_buffer_reference( &buf,
NULL );
}
cso_restore_vertex_shader(r->cso);
}
void renderer_copy_texture(struct renderer *ctx,
struct pipe_texture *src,
VGfloat sx1, VGfloat sy1,
VGfloat sx2, VGfloat sy2,
struct pipe_texture *dst,
VGfloat dx1, VGfloat dy1,
VGfloat dx2, VGfloat dy2)
{
struct pipe_context *pipe = ctx->pipe;
struct pipe_screen *screen = pipe->screen;
struct pipe_buffer *buf;
struct pipe_surface *dst_surf = screen->get_tex_surface(
screen, dst, 0, 0, 0,
PIPE_BUFFER_USAGE_GPU_WRITE);
struct pipe_framebuffer_state fb;
float s0, t0, s1, t1;
assert(src->width0 != 0);
assert(src->height0 != 0);
assert(dst->width0 != 0);
assert(dst->height0 != 0);
#if 0
debug_printf("copy texture [%f, %f, %f, %f], [%f, %f, %f, %f]\n",
sx1, sy1, sx2, sy2, dx1, dy1, dx2, dy2);
#endif
#if 1
s0 = sx1 / src->width0;
s1 = sx2 / src->width0;
t0 = sy1 / src->height0;
t1 = sy2 / src->height0;
#else
s0 = 0;
s1 = 1;
t0 = 0;
t1 = 1;
#endif
assert(screen->is_format_supported(screen, dst_surf->format, PIPE_TEXTURE_2D,
PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
/* save state (restored below) */
cso_save_blend(ctx->cso);
cso_save_samplers(ctx->cso);
cso_save_sampler_textures(ctx->cso);
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
cso_save_vertex_shader(ctx->cso);
cso_save_viewport(ctx->cso);
/* set misc state we care about */
{
struct pipe_blend_state blend;
memset(&blend, 0, sizeof(blend));
blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
blend.colormask = PIPE_MASK_RGBA;
cso_set_blend(ctx->cso, &blend);
}
/* sampler */
{
struct pipe_sampler_state sampler;
memset(&sampler, 0, sizeof(sampler));
sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
sampler.normalized_coords = 1;
cso_single_sampler(ctx->cso, 0, &sampler);
cso_single_sampler_done(ctx->cso);
}
vg_set_viewport(ctx->owner, VEGA_Y0_TOP);
/* texture */
cso_set_sampler_textures(ctx->cso, 1, &src);
/* shaders */
cso_set_vertex_shader_handle(ctx->cso, vg_texture_vs(ctx->owner));
cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
/* drawing dest */
memset(&fb, 0, sizeof(fb));
fb.width = dst_surf->width;
fb.height = dst_surf->height;
fb.nr_cbufs = 1;
fb.cbufs[0] = dst_surf;
{
VGint i;
for (i = 1; i < PIPE_MAX_COLOR_BUFS; ++i)
fb.cbufs[i] = 0;
}
cso_set_framebuffer(ctx->cso, &fb);
/* draw quad */
buf = setup_vertex_data_tex(ctx,
dx1, dy1,
dx2, dy2,
s0, t0, s1, t1,
0.0f);
if (buf) {
util_draw_vertex_buffer(ctx->pipe, buf, 0,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
pipe_buffer_reference( &buf,
NULL );
}
/* restore state we changed */
cso_restore_blend(ctx->cso);
cso_restore_samplers(ctx->cso);
cso_restore_sampler_textures(ctx->cso);
cso_restore_framebuffer(ctx->cso);
cso_restore_vertex_shader(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_viewport(ctx->cso);
pipe_surface_reference(&dst_surf, NULL);
}
void renderer_copy_surface(struct renderer *ctx,
struct pipe_surface *src,
int srcX0, int srcY0,
int srcX1, int srcY1,
struct pipe_surface *dst,
int dstX0, int dstY0,
int dstX1, int dstY1,
float z, unsigned filter)
{
struct pipe_context *pipe = ctx->pipe;
struct pipe_screen *screen = pipe->screen;
struct pipe_buffer *buf;
struct pipe_texture texTemp, *tex;
struct pipe_surface *texSurf;
struct pipe_framebuffer_state fb;
struct st_framebuffer *stfb = ctx->owner->draw_buffer;
const int srcW = abs(srcX1 - srcX0);
const int srcH = abs(srcY1 - srcY0);
const int srcLeft = MIN2(srcX0, srcX1);
const int srcTop = MIN2(srcY0, srcY1);
assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
filter == PIPE_TEX_MIPFILTER_LINEAR);
if (srcLeft != srcX0) {
/* left-right flip */
int tmp = dstX0;
dstX0 = dstX1;
dstX1 = tmp;
}
if (srcTop != srcY0) {
/* up-down flip */
int tmp = dstY0;
dstY0 = dstY1;
dstY1 = tmp;
}
assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
PIPE_TEXTURE_USAGE_SAMPLER, 0));
assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
PIPE_TEXTURE_USAGE_SAMPLER, 0));
assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
/*
* XXX for now we're always creating a temporary texture.
* Strictly speaking that's not always needed.
*/
/* create temp texture */
memset(&texTemp, 0, sizeof(texTemp));
texTemp.target = PIPE_TEXTURE_2D;
texTemp.format = src->format;
texTemp.last_level = 0;
texTemp.width0 = srcW;
texTemp.height0 = srcH;
texTemp.depth0 = 1;
tex = screen->texture_create(screen, &texTemp);
if (!tex)
return;
texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
PIPE_BUFFER_USAGE_GPU_WRITE);
/* load temp texture */
if (pipe->surface_copy) {
pipe->surface_copy(pipe,
texSurf, 0, 0, /* dest */
src, srcLeft, srcTop, /* src */
srcW, srcH); /* size */
} else {
util_surface_copy(pipe, FALSE,
texSurf, 0, 0, /* dest */
src, srcLeft, srcTop, /* src */
srcW, srcH); /* size */
}
/* free the surface, update the texture if necessary.*/
screen->tex_surface_destroy(texSurf);
/* save state (restored below) */
cso_save_blend(ctx->cso);
cso_save_samplers(ctx->cso);
cso_save_sampler_textures(ctx->cso);
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
cso_save_vertex_shader(ctx->cso);
cso_save_viewport(ctx->cso);
/* set misc state we care about */
{
struct pipe_blend_state blend;
memset(&blend, 0, sizeof(blend));
blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
blend.colormask = PIPE_MASK_RGBA;
cso_set_blend(ctx->cso, &blend);
}
vg_set_viewport(ctx->owner, VEGA_Y0_TOP);
/* sampler */
{
struct pipe_sampler_state sampler;
memset(&sampler, 0, sizeof(sampler));
sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
sampler.normalized_coords = 1;
cso_single_sampler(ctx->cso, 0, &sampler);
cso_single_sampler_done(ctx->cso);
}
/* texture */
cso_set_sampler_textures(ctx->cso, 1, &tex);
/* shaders */
cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
cso_set_vertex_shader_handle(ctx->cso, vg_texture_vs(ctx->owner));
/* drawing dest */
if (stfb->strb->surface != dst) {
memset(&fb, 0, sizeof(fb));
fb.width = dst->width;
fb.height = dst->height;
fb.nr_cbufs = 1;
fb.cbufs[0] = dst;
fb.zsbuf = stfb->dsrb->surface;
cso_set_framebuffer(ctx->cso, &fb);
}
/* draw quad */
buf = setup_vertex_data(ctx,
(float) dstX0, (float) dstY0,
(float) dstX1, (float) dstY1, z);
if (buf) {
util_draw_vertex_buffer(ctx->pipe, buf, 0,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
pipe_buffer_reference( &buf,
NULL );
}
/* restore state we changed */
cso_restore_blend(ctx->cso);
cso_restore_samplers(ctx->cso);
cso_restore_sampler_textures(ctx->cso);
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_vertex_shader(ctx->cso);
cso_restore_viewport(ctx->cso);
pipe_texture_reference(&tex, NULL);
}
void renderer_texture_quad(struct renderer *r,
struct pipe_texture *tex,
VGfloat x1offset, VGfloat y1offset,
VGfloat x2offset, VGfloat y2offset,
VGfloat x1, VGfloat y1,
VGfloat x2, VGfloat y2,
VGfloat x3, VGfloat y3,
VGfloat x4, VGfloat y4)
{
struct pipe_context *pipe = r->pipe;
struct pipe_buffer *buf;
VGfloat s0, t0, s1, t1;
assert(tex->width0 != 0);
assert(tex->height0 != 0);
s0 = x1offset / tex->width0;
s1 = x2offset / tex->width0;
t0 = y1offset / tex->height0;
t1 = y2offset / tex->height0;
cso_save_vertex_shader(r->cso);
/* shaders */
cso_set_vertex_shader_handle(r->cso, vg_texture_vs(r->owner));
/* draw quad */
buf = setup_vertex_data_qtex(r, x1, y1, x2, y2, x3, y3, x4, y4,
s0, t0, s1, t1, 0.0f);
if (buf) {
util_draw_vertex_buffer(pipe, buf, 0,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
pipe_buffer_reference(&buf,
NULL);
}
cso_restore_vertex_shader(r->cso);
}