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authorBrian <[email protected]>2007-10-30 17:46:40 -0600
committerBrian <[email protected]>2007-10-30 17:46:40 -0600
commit2dfe0c4a24feef8b7ffc5951d9d1867661493bf2 (patch)
tree34eb17f04b87e4fae30254d8a2b9ab93569235c5 /src
parentd6a739f6b0658414a81715bf690159f7cfdb4961 (diff)
combine shaders for glCopyPixels
Diffstat (limited to 'src')
-rw-r--r--src/mesa/state_tracker/st_cb_drawpixels.c143
1 files changed, 64 insertions, 79 deletions
diff --git a/src/mesa/state_tracker/st_cb_drawpixels.c b/src/mesa/state_tracker/st_cb_drawpixels.c
index c74c8fa641c..1864d65ee8b 100644
--- a/src/mesa/state_tracker/st_cb_drawpixels.c
+++ b/src/mesa/state_tracker/st_cb_drawpixels.c
@@ -64,26 +64,23 @@
* If bitmapMode, use KIL instruction to kill the "0-pixels".
*/
static struct st_fragment_program *
-make_fragment_shader(struct st_context *st, GLboolean bitmapMode)
+make_bitmap_fragment_shader(struct st_context *st)
{
/* only make programs once and re-use */
- static struct st_fragment_program *progs[2] = { NULL, NULL };
+ static struct st_fragment_program *prog = NULL;
GLcontext *ctx = st->ctx;
struct st_fragment_program *stfp;
struct gl_program *p;
GLuint ic = 0;
- if (progs[bitmapMode])
- return progs[bitmapMode];
+ if (prog)
+ return prog;
p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
if (!p)
return NULL;
- if (bitmapMode)
- p->NumInstructions = 6;
- else
- p->NumInstructions = 2;
+ p->NumInstructions = 6;
p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
if (!p->Instructions) {
@@ -91,96 +88,81 @@ make_fragment_shader(struct st_context *st, GLboolean bitmapMode)
return NULL;
}
_mesa_init_instructions(p->Instructions, p->NumInstructions);
- if (bitmapMode) {
- /*
- * XXX, we need to compose this fragment shader with the current
- * user-provided fragment shader so the fragment program is applied
- * to the fragments which aren't culled.
- */
- /* TEX tmp0, fragment.texcoord[0], texture[0], 2D; */
- p->Instructions[ic].Opcode = OPCODE_TEX;
- p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY;
- p->Instructions[ic].DstReg.Index = 0;
- p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
- p->Instructions[ic].TexSrcUnit = 0;
- p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
- ic++;
- /* SWZ tmp0.x, tmp0.x, 1111; # tmp0.x = 1.0 */
- p->Instructions[ic].Opcode = OPCODE_SWZ;
- p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY;
- p->Instructions[ic].DstReg.Index = 0;
- p->Instructions[ic].DstReg.WriteMask = WRITEMASK_X;
- p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
- p->Instructions[ic].SrcReg[0].Index = 0;
- p->Instructions[ic].SrcReg[0].Swizzle
- = MAKE_SWIZZLE4(SWIZZLE_ONE, SWIZZLE_ONE, SWIZZLE_ONE, SWIZZLE_ONE );
- ic++;
+ /*
+ * XXX, we need to compose this fragment shader with the current
+ * user-provided fragment shader so the fragment program is applied
+ * to the fragments which aren't culled.
+ */
+ /* TEX tmp0, fragment.texcoord[0], texture[0], 2D; */
+ p->Instructions[ic].Opcode = OPCODE_TEX;
+ p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY;
+ p->Instructions[ic].DstReg.Index = 0;
+ p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
+ p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
+ p->Instructions[ic].TexSrcUnit = 0;
+ p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
+ ic++;
- /* SUB tmp0, tmp0.wwww, tmp0.xxxx; # tmp0.w -= 1 */
- p->Instructions[ic].Opcode = OPCODE_SUB;
- p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY;
- p->Instructions[ic].DstReg.Index = 0;
- p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
- p->Instructions[ic].SrcReg[0].Index = 0;
- p->Instructions[ic].SrcReg[0].Swizzle = SWIZZLE_WWWW;
- p->Instructions[ic].SrcReg[1].File = PROGRAM_TEMPORARY;
- p->Instructions[ic].SrcReg[1].Index = 0;
- p->Instructions[ic].SrcReg[1].Swizzle = SWIZZLE_XXXX; /* 1.0 */
- ic++;
+ /* SWZ tmp0.x, tmp0.x, 1111; # tmp0.x = 1.0 */
+ p->Instructions[ic].Opcode = OPCODE_SWZ;
+ p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY;
+ p->Instructions[ic].DstReg.Index = 0;
+ p->Instructions[ic].DstReg.WriteMask = WRITEMASK_X;
+ p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
+ p->Instructions[ic].SrcReg[0].Index = 0;
+ p->Instructions[ic].SrcReg[0].Swizzle
+ = MAKE_SWIZZLE4(SWIZZLE_ONE, SWIZZLE_ONE, SWIZZLE_ONE, SWIZZLE_ONE );
+ ic++;
- /* KIL if tmp0 < 0 */
- p->Instructions[ic].Opcode = OPCODE_KIL;
- p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
- p->Instructions[ic].SrcReg[0].Index = 0;
- ic++;
+ /* SUB tmp0, tmp0.wwww, tmp0.xxxx; # tmp0.w -= 1 */
+ p->Instructions[ic].Opcode = OPCODE_SUB;
+ p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY;
+ p->Instructions[ic].DstReg.Index = 0;
+ p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
+ p->Instructions[ic].SrcReg[0].Index = 0;
+ p->Instructions[ic].SrcReg[0].Swizzle = SWIZZLE_WWWW;
+ p->Instructions[ic].SrcReg[1].File = PROGRAM_TEMPORARY;
+ p->Instructions[ic].SrcReg[1].Index = 0;
+ p->Instructions[ic].SrcReg[1].Swizzle = SWIZZLE_XXXX; /* 1.0 */
+ ic++;
+
+ /* KIL if tmp0 < 0 */
+ p->Instructions[ic].Opcode = OPCODE_KIL;
+ p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
+ p->Instructions[ic].SrcReg[0].Index = 0;
+ ic++;
+
+ /* MOV result.color, fragment.color */
+ p->Instructions[ic].Opcode = OPCODE_MOV;
+ p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
+ p->Instructions[ic].DstReg.Index = FRAG_RESULT_COLR;
+ p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
+ p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_COL0;
+ ic++;
- /* MOV result.color, fragment.color */
- p->Instructions[ic].Opcode = OPCODE_MOV;
- p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
- p->Instructions[ic].DstReg.Index = FRAG_RESULT_COLR;
- p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_COL0;
- ic++;
- }
- else {
- /* DrawPixels mode */
- /* TEX result.color, fragment.texcoord[0], texture[0], 2D; */
- p->Instructions[ic].Opcode = OPCODE_TEX;
- p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
- p->Instructions[ic].DstReg.Index = FRAG_RESULT_COLR;
- p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
- p->Instructions[ic].TexSrcUnit = 0;
- p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
- ic++;
- }
/* END; */
p->Instructions[ic++].Opcode = OPCODE_END;
assert(ic == p->NumInstructions);
- p->InputsRead = FRAG_BIT_TEX0;
+ p->InputsRead = FRAG_BIT_TEX0 | FRAG_BIT_COL0;
p->OutputsWritten = (1 << FRAG_RESULT_COLR);
- if (bitmapMode) {
- p->InputsRead |= FRAG_BIT_COL0;
- }
stfp = (struct st_fragment_program *) p;
st_translate_fragment_program(st, stfp, NULL,
stfp->tokens, ST_MAX_SHADER_TOKENS);
- progs[bitmapMode] = stfp;
+ prog = stfp;
return stfp;
}
static struct st_fragment_program *
-make_drawpix_fragment_shader(struct st_context *st)
+make_drawpix_fragment_shader(GLcontext *ctx)
{
- GLcontext *ctx = st->ctx;
+ struct st_context *st = ctx->st;
struct st_fragment_program *stfp;
if (st->pixel_xfer.program->serialNo == st->pixel_xfer.xfer_prog_sn
@@ -963,7 +945,7 @@ st_DrawPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
}
else {
ps = st->state.framebuffer.cbufs[0];
- stfp = make_drawpix_fragment_shader(ctx->st);
+ stfp = make_drawpix_fragment_shader(ctx);
stvp = make_vertex_shader(ctx->st, GL_FALSE);
color = NULL;
}
@@ -1146,7 +1128,7 @@ st_Bitmap(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
struct pipe_mipmap_tree *mt;
/* create the fragment program */
- stfp = make_fragment_shader(ctx->st, GL_TRUE);
+ stfp = make_bitmap_fragment_shader(ctx->st);
/* and vertex program */
stvp = make_vertex_shader(ctx->st, GL_TRUE);
@@ -1252,6 +1234,9 @@ st_CopyPixels(GLcontext *ctx, GLint srcx, GLint srcy,
GLfloat *color;
uint format;
+ /* make sure rendering has completed */
+ pipe->flush(pipe, 0x0);
+
st_validate_state(st);
if (type == GL_STENCIL) {
@@ -1263,7 +1248,7 @@ st_CopyPixels(GLcontext *ctx, GLint srcx, GLint srcy,
if (type == GL_COLOR) {
rbRead = st_renderbuffer(ctx->ReadBuffer->_ColorReadBuffer);
color = NULL;
- stfp = make_fragment_shader(ctx->st, GL_FALSE);
+ stfp = make_drawpix_fragment_shader(ctx);
stvp = make_vertex_shader(ctx->st, GL_FALSE);
}
else {