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-rw-r--r--src/gallium/state_trackers/vega/vg_context.c543
1 files changed, 543 insertions, 0 deletions
diff --git a/src/gallium/state_trackers/vega/vg_context.c b/src/gallium/state_trackers/vega/vg_context.c
new file mode 100644
index 00000000000..e0ff02f3a99
--- /dev/null
+++ b/src/gallium/state_trackers/vega/vg_context.c
@@ -0,0 +1,543 @@
+/**************************************************************************
+ *
+ * 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 "vg_context.h"
+
+#include "paint.h"
+#include "renderer.h"
+#include "shaders_cache.h"
+#include "shader.h"
+#include "asm_util.h"
+#include "st_inlines.h"
+
+#include "pipe/p_context.h"
+#include "pipe/p_inlines.h"
+#include "pipe/p_shader_tokens.h"
+
+#include "cso_cache/cso_context.h"
+
+#include "util/u_simple_shaders.h"
+#include "util/u_memory.h"
+#include "util/u_blit.h"
+
+struct vg_context *_vg_context = 0;
+
+struct vg_context * vg_current_context(void)
+{
+ return _vg_context;
+}
+
+static void init_clear(struct vg_context *st)
+{
+ struct pipe_context *pipe = st->pipe;
+
+ /* rasterizer state: bypass clipping */
+ memset(&st->clear.raster, 0, sizeof(st->clear.raster));
+ st->clear.raster.gl_rasterization_rules = 1;
+
+ /* fragment shader state: color pass-through program */
+ st->clear.fs =
+ util_make_fragment_passthrough_shader(pipe);
+}
+void vg_set_current_context(struct vg_context *ctx)
+{
+ _vg_context = ctx;
+}
+
+struct vg_context * vg_create_context(struct pipe_context *pipe,
+ const void *visual,
+ struct vg_context *share)
+{
+ struct vg_context *ctx;
+
+ ctx = CALLOC_STRUCT(vg_context);
+
+ ctx->pipe = pipe;
+
+ vg_init_state(&ctx->state.vg);
+ ctx->state.dirty = ALL_DIRTY;
+
+ ctx->cso_context = cso_create_context(pipe);
+
+ init_clear(ctx);
+
+ ctx->default_paint = paint_create(ctx);
+ ctx->state.vg.stroke_paint = ctx->default_paint;
+ ctx->state.vg.fill_paint = ctx->default_paint;
+
+
+ ctx->mask.sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ ctx->mask.sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ ctx->mask.sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
+ ctx->mask.sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
+ ctx->mask.sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
+ ctx->mask.sampler.normalized_coords = 0;
+
+ ctx->blend_sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ ctx->blend_sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ ctx->blend_sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
+ ctx->blend_sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
+ ctx->blend_sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
+ ctx->blend_sampler.normalized_coords = 0;
+
+ vg_set_error(ctx, VG_NO_ERROR);
+
+ ctx->owned_objects[VG_OBJECT_PAINT] = cso_hash_create();
+ ctx->owned_objects[VG_OBJECT_IMAGE] = cso_hash_create();
+ ctx->owned_objects[VG_OBJECT_MASK] = cso_hash_create();
+ ctx->owned_objects[VG_OBJECT_FONT] = cso_hash_create();
+ ctx->owned_objects[VG_OBJECT_PATH] = cso_hash_create();
+
+ ctx->renderer = renderer_create(ctx);
+ ctx->sc = shaders_cache_create(ctx);
+ ctx->shader = shader_create(ctx);
+
+ ctx->blit = util_create_blit(ctx->pipe, ctx->cso_context);
+
+ return ctx;
+}
+
+void vg_destroy_context(struct vg_context *ctx)
+{
+ struct pipe_constant_buffer *cbuf = &ctx->mask.cbuf;
+ struct pipe_constant_buffer *vsbuf = &ctx->vs_const_buffer;
+
+ util_destroy_blit(ctx->blit);
+ renderer_destroy(ctx->renderer);
+ shaders_cache_destroy(ctx->sc);
+ shader_destroy(ctx->shader);
+ paint_destroy(ctx->default_paint);
+
+ if (cbuf && cbuf->buffer)
+ pipe_buffer_reference(&cbuf->buffer, NULL);
+
+ if (vsbuf && vsbuf->buffer)
+ pipe_buffer_reference(&vsbuf->buffer, NULL);
+
+ if (ctx->clear.fs) {
+ cso_delete_fragment_shader(ctx->cso_context, ctx->clear.fs);
+ ctx->clear.fs = NULL;
+ }
+
+ if (ctx->plain_vs) {
+ vg_shader_destroy(ctx, ctx->plain_vs);
+ ctx->plain_vs = NULL;
+ }
+ if (ctx->clear_vs) {
+ vg_shader_destroy(ctx, ctx->clear_vs);
+ ctx->clear_vs = NULL;
+ }
+ if (ctx->texture_vs) {
+ vg_shader_destroy(ctx, ctx->texture_vs);
+ ctx->texture_vs = NULL;
+ }
+
+ if (ctx->pass_through_depth_fs)
+ vg_shader_destroy(ctx, ctx->pass_through_depth_fs);
+ if (ctx->mask.union_fs)
+ vg_shader_destroy(ctx, ctx->mask.union_fs);
+ if (ctx->mask.intersect_fs)
+ vg_shader_destroy(ctx, ctx->mask.intersect_fs);
+ if (ctx->mask.subtract_fs)
+ vg_shader_destroy(ctx, ctx->mask.subtract_fs);
+ if (ctx->mask.set_fs)
+ vg_shader_destroy(ctx, ctx->mask.set_fs);
+
+ cso_release_all(ctx->cso_context);
+ cso_destroy_context(ctx->cso_context);
+
+ cso_hash_delete(ctx->owned_objects[VG_OBJECT_PAINT]);
+ cso_hash_delete(ctx->owned_objects[VG_OBJECT_IMAGE]);
+ cso_hash_delete(ctx->owned_objects[VG_OBJECT_MASK]);
+ cso_hash_delete(ctx->owned_objects[VG_OBJECT_FONT]);
+ cso_hash_delete(ctx->owned_objects[VG_OBJECT_PATH]);
+
+ free(ctx);
+}
+
+void vg_init_object(struct vg_object *obj, struct vg_context *ctx, enum vg_object_type type)
+{
+ obj->type = type;
+ obj->ctx = ctx;
+}
+
+VGboolean vg_context_is_object_valid(struct vg_context *ctx,
+ enum vg_object_type type,
+ void *ptr)
+{
+ if (ctx) {
+ struct cso_hash *hash = ctx->owned_objects[type];
+ if (!hash)
+ return VG_FALSE;
+ return cso_hash_contains(hash, (unsigned)(long)ptr);
+ }
+ return VG_FALSE;
+}
+
+void vg_context_add_object(struct vg_context *ctx,
+ enum vg_object_type type,
+ void *ptr)
+{
+ if (ctx) {
+ struct cso_hash *hash = ctx->owned_objects[type];
+ if (!hash)
+ return;
+ cso_hash_insert(hash, (unsigned)(long)ptr, ptr);
+ }
+}
+
+void vg_context_remove_object(struct vg_context *ctx,
+ enum vg_object_type type,
+ void *ptr)
+{
+ if (ctx) {
+ struct cso_hash *hash = ctx->owned_objects[type];
+ if (!hash)
+ return;
+ cso_hash_take(hash, (unsigned)(long)ptr);
+ }
+}
+
+static void update_clip_state(struct vg_context *ctx)
+{
+ struct pipe_depth_stencil_alpha_state *dsa = &ctx->state.g3d.dsa;
+ struct vg_state *state = &ctx->state.vg;
+
+ memset(dsa, 0, sizeof(struct pipe_depth_stencil_alpha_state));
+
+ if (state->scissoring) {
+ struct pipe_blend_state *blend = &ctx->state.g3d.blend;
+ struct pipe_framebuffer_state *fb = &ctx->state.g3d.fb;
+ dsa->depth.writemask = 1;/*glDepthMask(TRUE);*/
+ dsa->depth.func = PIPE_FUNC_ALWAYS;
+ dsa->depth.enabled = 1;
+
+ cso_save_blend(ctx->cso_context);
+ cso_save_fragment_shader(ctx->cso_context);
+ /* set a passthrough shader */
+ if (!ctx->pass_through_depth_fs)
+ ctx->pass_through_depth_fs = shader_create_from_text(ctx->pipe,
+ pass_through_depth_asm,
+ 40,
+ PIPE_SHADER_FRAGMENT);
+ cso_set_fragment_shader_handle(ctx->cso_context,
+ ctx->pass_through_depth_fs->driver);
+ cso_set_depth_stencil_alpha(ctx->cso_context, dsa);
+
+ ctx->pipe->clear(ctx->pipe, PIPE_CLEAR_DEPTHSTENCIL, NULL, 1.0, 0);
+
+ /* disable color writes */
+ blend->colormask = 0; /*disable colorwrites*/
+ cso_set_blend(ctx->cso_context, blend);
+
+ /* enable scissoring */
+ for (int i = 0; i < state->scissor_rects_num; ++i) {
+ const float x = state->scissor_rects[i * 4 + 0].f;
+ const float y = state->scissor_rects[i * 4 + 1].f;
+ const float width = state->scissor_rects[i * 4 + 2].f;
+ const float height = state->scissor_rects[i * 4 + 3].f;
+ VGfloat minx, miny, maxx, maxy;
+
+ minx = 0;
+ miny = 0;
+ maxx = fb->width;
+ maxy = fb->height;
+
+ if (x > minx)
+ minx = x;
+ if (y > miny)
+ miny = y;
+
+ if (x + width < maxx)
+ maxx = x + width;
+ if (y + height < maxy)
+ maxy = y + height;
+
+ /* check for null space */
+ if (minx >= maxx || miny >= maxy)
+ minx = miny = maxx = maxy = 0;
+
+ /*glClear(GL_DEPTH_BUFFER_BIT);*/
+ renderer_draw_quad(ctx->renderer, minx, miny, maxx, maxy, 0.0f);
+ }
+
+ blend->colormask = 1; /*enable colorwrites*/
+ cso_restore_blend(ctx->cso_context);
+ cso_restore_fragment_shader(ctx->cso_context);
+
+ dsa->depth.enabled = 1; /* glEnable(GL_DEPTH_TEST); */
+ dsa->depth.writemask = 0;/*glDepthMask(FALSE);*/
+ dsa->depth.func = PIPE_FUNC_GEQUAL;
+ }
+}
+
+void vg_validate_state(struct vg_context *ctx)
+{
+ if ((ctx->state.dirty & BLEND_DIRTY)) {
+ struct pipe_blend_state *blend = &ctx->state.g3d.blend;
+ memset(blend, 0, sizeof(struct pipe_blend_state));
+ blend->blend_enable = 1;
+ blend->colormask |= PIPE_MASK_R;
+ blend->colormask |= PIPE_MASK_G;
+ blend->colormask |= PIPE_MASK_B;
+ blend->colormask |= PIPE_MASK_A;
+
+ switch (ctx->state.vg.blend_mode) {
+ case VG_BLEND_SRC:
+ 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;
+ break;
+ case VG_BLEND_SRC_OVER:
+ blend->rgb_src_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
+ blend->alpha_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend->rgb_dst_factor = PIPE_BLENDFACTOR_INV_SRC_ALPHA;
+ blend->alpha_dst_factor = PIPE_BLENDFACTOR_INV_SRC_ALPHA;
+ break;
+ case VG_BLEND_DST_OVER:
+ blend->rgb_src_factor = PIPE_BLENDFACTOR_INV_DST_ALPHA;
+ blend->alpha_src_factor = PIPE_BLENDFACTOR_INV_DST_ALPHA;
+ blend->rgb_dst_factor = PIPE_BLENDFACTOR_DST_ALPHA;
+ blend->alpha_dst_factor = PIPE_BLENDFACTOR_DST_ALPHA;
+ break;
+ case VG_BLEND_SRC_IN:
+ blend->rgb_src_factor = PIPE_BLENDFACTOR_DST_ALPHA;
+ blend->alpha_src_factor = PIPE_BLENDFACTOR_DST_ALPHA;
+ blend->rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
+ blend->alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
+ break;
+ case VG_BLEND_DST_IN:
+ blend->rgb_src_factor = PIPE_BLENDFACTOR_ZERO;
+ blend->alpha_src_factor = PIPE_BLENDFACTOR_ZERO;
+ blend->rgb_dst_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
+ blend->alpha_dst_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
+ break;
+ case VG_BLEND_MULTIPLY:
+ case VG_BLEND_SCREEN:
+ case VG_BLEND_DARKEN:
+ case VG_BLEND_LIGHTEN:
+ 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;
+ break;
+ case VG_BLEND_ADDITIVE:
+ blend->rgb_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend->alpha_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend->rgb_dst_factor = PIPE_BLENDFACTOR_ONE;
+ blend->alpha_dst_factor = PIPE_BLENDFACTOR_ONE;
+ break;
+ default:
+ assert(!"not implemented blend mode");
+ }
+ cso_set_blend(ctx->cso_context, &ctx->state.g3d.blend);
+ }
+ if ((ctx->state.dirty & RASTERIZER_DIRTY)) {
+ struct pipe_rasterizer_state *raster = &ctx->state.g3d.rasterizer;
+ memset(raster, 0, sizeof(struct pipe_rasterizer_state));
+ raster->gl_rasterization_rules = 1;
+ cso_set_rasterizer(ctx->cso_context, &ctx->state.g3d.rasterizer);
+ }
+ if ((ctx->state.dirty & VIEWPORT_DIRTY)) {
+ struct pipe_framebuffer_state *fb = &ctx->state.g3d.fb;
+ const VGint param_bytes = 8 * sizeof(VGfloat);
+ VGfloat vs_consts[8] = {
+ 2.f/fb->width, 2.f/fb->height, 1, 1,
+ -1, -1, 0, 0
+ };
+ struct pipe_constant_buffer *cbuf = &ctx->vs_const_buffer;
+
+ vg_set_viewport(ctx, VEGA_Y0_BOTTOM);
+
+ pipe_buffer_reference(&cbuf->buffer, NULL);
+ cbuf->buffer = pipe_buffer_create(ctx->pipe->screen, 16,
+ PIPE_BUFFER_USAGE_CONSTANT,
+ param_bytes);
+
+ if (cbuf->buffer) {
+ st_no_flush_pipe_buffer_write(ctx, cbuf->buffer,
+ 0, param_bytes, vs_consts);
+ }
+ ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_VERTEX, 0, cbuf);
+ }
+ if ((ctx->state.dirty & VS_DIRTY)) {
+ cso_set_vertex_shader_handle(ctx->cso_context,
+ vg_plain_vs(ctx));
+ }
+
+ /* must be last because it renders to the depth buffer*/
+ if ((ctx->state.dirty & DEPTH_STENCIL_DIRTY)) {
+ update_clip_state(ctx);
+ cso_set_depth_stencil_alpha(ctx->cso_context, &ctx->state.g3d.dsa);
+ }
+
+ shader_set_masking(ctx->shader, ctx->state.vg.masking);
+ shader_set_image_mode(ctx->shader, ctx->state.vg.image_mode);
+
+ ctx->state.dirty = NONE_DIRTY;
+}
+
+VGboolean vg_object_is_valid(void *ptr, enum vg_object_type type)
+{
+ struct vg_object *obj = ptr;
+ if (ptr && is_aligned(obj) && obj->type == type)
+ return VG_TRUE;
+ else
+ return VG_FALSE;
+}
+
+void vg_set_error(struct vg_context *ctx,
+ VGErrorCode code)
+{
+ /*vgGetError returns the oldest error code provided by
+ * an API call on the current context since the previous
+ * call to vgGetError on that context (or since the creation
+ of the context).*/
+ if (ctx->_error == VG_NO_ERROR)
+ ctx->_error = code;
+}
+
+void vg_prepare_blend_surface(struct vg_context *ctx)
+{
+ struct pipe_surface *dest_surface = NULL;
+ struct pipe_context *pipe = ctx->pipe;
+ struct st_framebuffer *stfb = ctx->draw_buffer;
+ struct st_renderbuffer *strb = stfb->strb;
+
+ /* first finish all pending rendering */
+ vgFinish();
+
+ dest_surface = pipe->screen->get_tex_surface(pipe->screen,
+ stfb->blend_texture,
+ 0, 0, 0,
+ PIPE_BUFFER_USAGE_GPU_WRITE);
+ /* flip it, because we want to use it as a sampler */
+ util_blit_pixels_tex(ctx->blit,
+ strb->texture,
+ 0, strb->height,
+ strb->width, 0,
+ dest_surface,
+ 0, 0,
+ strb->width, strb->height,
+ 0.0, PIPE_TEX_MIPFILTER_NEAREST);
+
+ if (dest_surface)
+ pipe_surface_reference(&dest_surface, NULL);
+
+ /* make sure it's complete */
+ vgFinish();
+}
+
+
+void vg_prepare_blend_surface_from_mask(struct vg_context *ctx)
+{
+ struct pipe_surface *dest_surface = NULL;
+ struct pipe_context *pipe = ctx->pipe;
+ struct st_framebuffer *stfb = ctx->draw_buffer;
+ struct st_renderbuffer *strb = stfb->strb;
+
+ vg_validate_state(ctx);
+
+ /* first finish all pending rendering */
+ vgFinish();
+
+ dest_surface = pipe->screen->get_tex_surface(pipe->screen,
+ stfb->blend_texture,
+ 0, 0, 0,
+ PIPE_BUFFER_USAGE_GPU_WRITE);
+
+ /* flip it, because we want to use it as a sampler */
+ util_blit_pixels_tex(ctx->blit,
+ stfb->alpha_mask,
+ 0, strb->height,
+ strb->width, 0,
+ dest_surface,
+ 0, 0,
+ strb->width, strb->height,
+ 0.0, PIPE_TEX_MIPFILTER_NEAREST);
+
+ /* make sure it's complete */
+ vgFinish();
+
+ if (dest_surface)
+ pipe_surface_reference(&dest_surface, NULL);
+}
+
+void * vg_plain_vs(struct vg_context *ctx)
+{
+ if (!ctx->plain_vs) {
+ ctx->plain_vs = shader_create_from_text(ctx->pipe,
+ vs_plain_asm,
+ 200,
+ PIPE_SHADER_VERTEX);
+ }
+
+ return ctx->plain_vs->driver;
+}
+
+
+void * vg_clear_vs(struct vg_context *ctx)
+{
+ if (!ctx->clear_vs) {
+ ctx->clear_vs = shader_create_from_text(ctx->pipe,
+ vs_clear_asm,
+ 200,
+ PIPE_SHADER_VERTEX);
+ }
+
+ return ctx->clear_vs->driver;
+}
+
+void * vg_texture_vs(struct vg_context *ctx)
+{
+ if (!ctx->texture_vs) {
+ ctx->texture_vs = shader_create_from_text(ctx->pipe,
+ vs_texture_asm,
+ 200,
+ PIPE_SHADER_VERTEX);
+ }
+
+ return ctx->texture_vs->driver;
+}
+
+void vg_set_viewport(struct vg_context *ctx, VegaOrientation orientation)
+{
+ struct pipe_viewport_state viewport;
+ struct pipe_framebuffer_state *fb = &ctx->state.g3d.fb;
+ VGfloat y_scale = (orientation == VEGA_Y0_BOTTOM) ? -2.f : 2.f;
+
+ viewport.scale[0] = fb->width / 2.f;
+ viewport.scale[1] = fb->height / y_scale;
+ viewport.scale[2] = 1.0;
+ viewport.scale[3] = 1.0;
+ viewport.translate[0] = fb->width / 2.f;
+ viewport.translate[1] = fb->height / 2.f;
+ viewport.translate[2] = 0.0;
+ viewport.translate[3] = 0.0;
+
+ cso_set_viewport(ctx->cso_context, &viewport);
+}