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authorChia-I Wu <[email protected]>2010-12-03 00:44:43 +0800
committerChia-I Wu <[email protected]>2010-12-03 14:23:04 +0800
commita84a1e344f544ec4da61809d4f09853a94d93e07 (patch)
treed1d141510e4a3b64c58e7596b2127749b320a067 /src/gallium/state_trackers/vega/renderer.c
parent29bea39fde0b3be89a34bf0d979f33f601412eee (diff)
st/vega: Move vertex transformation to shader.
It was done in path-to-polygon conversion. That meant that the results were invalidated when the transformation was modified, and CPU had to recreate the vertex buffer with new vertices. It could be a performance hit for apps that animate.
Diffstat (limited to 'src/gallium/state_trackers/vega/renderer.c')
-rw-r--r--src/gallium/state_trackers/vega/renderer.c118
1 files changed, 81 insertions, 37 deletions
diff --git a/src/gallium/state_trackers/vega/renderer.c b/src/gallium/state_trackers/vega/renderer.c
index 080bcf6fb3f..3a332498b9a 100644
--- a/src/gallium/state_trackers/vega/renderer.c
+++ b/src/gallium/state_trackers/vega/renderer.c
@@ -83,9 +83,10 @@ struct renderer {
struct pipe_depth_stencil_alpha_state dsa;
struct pipe_framebuffer_state fb;
} g3d;
+ struct matrix projection;
+ struct matrix mvp;
struct pipe_resource *vs_cbuf;
- VGfloat vs_cbuf_data[8];
struct pipe_resource *fs_cbuf;
VGfloat fs_cbuf_data[32];
@@ -142,13 +143,56 @@ static VGboolean renderer_can_support(struct renderer *renderer,
}
/**
+ * Set the model-view-projection matrix used by vertex shaders.
+ */
+static void renderer_set_mvp(struct renderer *renderer,
+ const struct matrix *mvp)
+{
+ struct matrix *cur = &renderer->mvp;
+ struct pipe_resource *cbuf;
+ VGfloat consts[3][4];
+ VGint i;
+
+ /* projection only */
+ if (!mvp)
+ mvp = &renderer->projection;
+
+ /* re-upload only if necessary */
+ if (memcmp(cur, mvp, sizeof(*mvp)) == 0)
+ return;
+
+ /* 3x3 matrix to 3 constant vectors (no Z) */
+ for (i = 0; i < 3; i++) {
+ consts[i][0] = mvp->m[i + 0];
+ consts[i][1] = mvp->m[i + 3];
+ consts[i][2] = 0.0f;
+ consts[i][3] = mvp->m[i + 6];
+ }
+
+ cbuf = renderer->vs_cbuf;
+ pipe_resource_reference(&cbuf, NULL);
+ cbuf = pipe_buffer_create(renderer->pipe->screen,
+ PIPE_BIND_CONSTANT_BUFFER,
+ sizeof(consts));
+ if (cbuf) {
+ pipe_buffer_write(renderer->pipe, cbuf,
+ 0, sizeof(consts), consts);
+ }
+ renderer->pipe->set_constant_buffer(renderer->pipe,
+ PIPE_SHADER_VERTEX, 0, cbuf);
+
+ memcpy(cur, mvp, sizeof(*mvp));
+ renderer->vs_cbuf = cbuf;
+}
+
+/**
* Create a simple vertex shader that passes through position and the given
* attribute.
*/
static void *create_passthrough_vs(struct pipe_context *pipe, int semantic_name)
{
struct ureg_program *ureg;
- struct ureg_src src[2], constants[2];
+ struct ureg_src src[2], constants[3];
struct ureg_dst dst[2], tmp;
int i;
@@ -156,16 +200,18 @@ static void *create_passthrough_vs(struct pipe_context *pipe, int semantic_name)
if (!ureg)
return NULL;
- /* position in surface coordinates */
+ /* position is in user coordinates */
src[0] = ureg_DECL_vs_input(ureg, 0);
dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
tmp = ureg_DECL_temporary(ureg);
- for (i = 0; i < 2; i++)
+ for (i = 0; i < Elements(constants); i++)
constants[i] = ureg_DECL_constant(ureg, i);
/* transform to clipped coordinates */
- ureg_MUL(ureg, tmp, src[0], constants[0]);
- ureg_ADD(ureg, tmp, ureg_src(tmp), constants[1]);
+ ureg_DP4(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_X), src[0], constants[0]);
+ ureg_DP4(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_Y), src[0], constants[1]);
+ ureg_MOV(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_Z), src[0]);
+ ureg_DP4(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_W), src[0], constants[2]);
ureg_MOV(ureg, dst[0], ureg_src(tmp));
if (semantic_name >= 0) {
@@ -567,6 +613,8 @@ VGboolean renderer_copy_begin(struct renderer *renderer,
renderer_set_fs(renderer, RENDERER_FS_TEXTURE);
renderer_set_vs(renderer, RENDERER_VS_TEXTURE);
+ renderer_set_mvp(renderer, NULL);
+
/* remember the texture size */
renderer->u.copy.tex_width = src->texture->width0;
renderer->u.copy.tex_height = src->texture->height0;
@@ -638,6 +686,8 @@ VGboolean renderer_drawtex_begin(struct renderer *renderer,
renderer_set_fs(renderer, RENDERER_FS_TEXTURE);
renderer_set_vs(renderer, RENDERER_VS_TEXTURE);
+ renderer_set_mvp(renderer, NULL);
+
/* remember the texture size */
renderer->u.drawtex.tex_width = src->texture->width0;
renderer->u.drawtex.tex_height = src->texture->height0;
@@ -710,6 +760,8 @@ VGboolean renderer_scissor_begin(struct renderer *renderer,
renderer_set_blend(renderer, 0);
renderer_set_fs(renderer, RENDERER_FS_SCISSOR);
+ renderer_set_mvp(renderer, NULL);
+
renderer->u.scissor.restore_dsa = restore_dsa;
renderer->state = RENDERER_STATE_SCISSOR;
@@ -763,6 +815,8 @@ VGboolean renderer_clear_begin(struct renderer *renderer)
renderer_set_fs(renderer, RENDERER_FS_COLOR);
renderer_set_vs(renderer, RENDERER_VS_COLOR);
+ renderer_set_mvp(renderer, NULL);
+
renderer->state = RENDERER_STATE_CLEAR;
return VG_TRUE;
@@ -868,6 +922,8 @@ VGboolean renderer_filter_begin(struct renderer *renderer,
renderer->u.filter.use_sampler = VG_FALSE;
}
+ renderer_set_mvp(renderer, NULL);
+
renderer->state = RENDERER_STATE_FILTER;
return VG_TRUE;
@@ -1286,8 +1342,7 @@ void renderer_validate(struct renderer *renderer,
if (dirty & FRAMEBUFFER_DIRTY) {
struct pipe_framebuffer_state *fb = &renderer->g3d.fb;
- struct pipe_resource *cbuf;
- VGfloat vs_consts[8];
+ struct matrix *proj = &renderer->projection;
memset(fb, 0, sizeof(struct pipe_framebuffer_state));
fb->width = stfb->width;
@@ -1299,34 +1354,9 @@ void renderer_validate(struct renderer *renderer,
cso_set_framebuffer(renderer->cso, fb);
vg_set_viewport(renderer, VEGA_Y0_BOTTOM);
- /* surface coordinates to clipped coordinates */
- vs_consts[0] = 2.0f / fb->width;
- vs_consts[1] = 2.0f / fb->height;
- vs_consts[2] = 1.0f;
- vs_consts[3] = 1.0f;
- vs_consts[4] = -1.0f;
- vs_consts[5] = -1.0f;
- vs_consts[6] = 0.0f;
- vs_consts[7] = 0.0f;
-
- /* upload if needed */
- cbuf = renderer->vs_cbuf;
- if (!cbuf ||
- memcmp(renderer->vs_cbuf_data, vs_consts, sizeof(vs_consts)) != 0) {
- pipe_resource_reference(&cbuf, NULL);
- cbuf = pipe_buffer_create(renderer->pipe->screen,
- PIPE_BIND_CONSTANT_BUFFER,
- sizeof(vs_consts));
- if (cbuf) {
- pipe_buffer_write(renderer->pipe, cbuf, 0,
- sizeof(vs_consts), vs_consts);
- }
- renderer->pipe->set_constant_buffer(renderer->pipe,
- PIPE_SHADER_VERTEX, 0, cbuf);
-
- renderer->vs_cbuf = cbuf;
- memcpy(renderer->vs_cbuf_data, vs_consts, sizeof(vs_consts));
- }
+ matrix_load_identity(proj);
+ matrix_translate(proj, -1.0f, -1.0f);
+ matrix_scale(proj, 2.0f / fb->width, 2.0f / fb->height);
/* we also got a new depth buffer */
if (dirty & DEPTH_STENCIL_DIRTY) {
@@ -1349,18 +1379,32 @@ void renderer_validate_for_shader(struct renderer *renderer,
const struct pipe_sampler_state **samplers,
struct pipe_sampler_view **views,
VGint num_samplers,
+ const struct matrix *modelview,
void *fs,
const void *const_buffer,
VGint const_buffer_len)
{
+ struct matrix mvp = renderer->projection;
+
+ /* will be used in POLYGON_STENCIL and POLYGON_FILL */
+ matrix_mult(&mvp, modelview);
+ renderer_set_mvp(renderer, &mvp);
+
renderer_set_custom_fs(renderer, fs,
samplers, views, num_samplers,
const_buffer, const_buffer_len);
}
void renderer_validate_for_mask_rendering(struct renderer *renderer,
- struct pipe_surface *dst)
+ struct pipe_surface *dst,
+ const struct matrix *modelview)
{
+ struct matrix mvp = renderer->projection;
+
+ /* will be used in POLYGON_STENCIL and POLYGON_FILL */
+ matrix_mult(&mvp, modelview);
+ renderer_set_mvp(renderer, &mvp);
+
renderer_set_target(renderer, dst, renderer->g3d.fb.zsbuf, VG_FALSE);
renderer_set_blend(renderer, ~0);
renderer_set_fs(renderer, RENDERER_FS_WHITE);