/************************************************************************** * * Copyright 2007 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. * **************************************************************************/ /** * AA line stage: AA lines are converted to texture mapped triangles. * * Authors: Brian Paul */ #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_shader_tokens.h" #include "util/u_inlines.h" #include "util/u_format.h" #include "util/u_math.h" #include "util/u_memory.h" #include "util/u_sampler.h" #include "tgsi/tgsi_transform.h" #include "tgsi/tgsi_dump.h" #include "draw_context.h" #include "draw_private.h" #include "draw_pipe.h" /** Approx number of new tokens for instructions in aa_transform_inst() */ #define NUM_NEW_TOKENS 50 /** * Size for the alpha texture used for antialiasing */ #define TEXTURE_SIZE_LOG2 5 /* 32 x 32 */ /** * Max texture level for the alpha texture used for antialiasing * * Don't use the 1x1 and 2x2 mipmap levels. */ #define MAX_TEXTURE_LEVEL (TEXTURE_SIZE_LOG2 - 2) /** * Subclass of pipe_shader_state to carry extra fragment shader info. */ struct aaline_fragment_shader { struct pipe_shader_state state; void *driver_fs; void *aaline_fs; uint sampler_unit; int generic_attrib; /**< texcoord/generic used for texture */ }; /** * Subclass of draw_stage */ struct aaline_stage { struct draw_stage stage; float half_line_width; /** For AA lines, this is the vertex attrib slot for the new texcoords */ uint tex_slot; /** position, not necessarily output zero */ uint pos_slot; void *sampler_cso; struct pipe_resource *texture; struct pipe_sampler_view *sampler_view; uint num_samplers; uint num_sampler_views; /* * Currently bound state */ struct aaline_fragment_shader *fs; struct { void *sampler[PIPE_MAX_SAMPLERS]; struct pipe_sampler_view *sampler_views[PIPE_MAX_SHADER_SAMPLER_VIEWS]; } state; /* * Driver interface/override functions */ void * (*driver_create_fs_state)(struct pipe_context *, const struct pipe_shader_state *); void (*driver_bind_fs_state)(struct pipe_context *, void *); void (*driver_delete_fs_state)(struct pipe_context *, void *); void (*driver_bind_sampler_states)(struct pipe_context *, unsigned, unsigned, unsigned, void **); void (*driver_set_sampler_views)(struct pipe_context *, unsigned shader, unsigned start, unsigned count, struct pipe_sampler_view **); }; /** * Subclass of tgsi_transform_context, used for transforming the * user's fragment shader to add the special AA instructions. */ struct aa_transform_context { struct tgsi_transform_context base; uint tempsUsed; /**< bitmask */ int colorOutput; /**< which output is the primary color */ uint samplersUsed; /**< bitfield of samplers used */ int freeSampler; /** an available sampler for the pstipple */ int maxInput, maxGeneric; /**< max input index found */ int colorTemp, texTemp; /**< temp registers */ boolean firstInstruction; }; /** * TGSI declaration transform callback. * Look for a free sampler, a free input attrib, and two free temp regs. */ static void aa_transform_decl(struct tgsi_transform_context *ctx, struct tgsi_full_declaration *decl) { struct aa_transform_context *aactx = (struct aa_transform_context *) ctx; if (decl->Declaration.File == TGSI_FILE_OUTPUT && decl->Semantic.Name == TGSI_SEMANTIC_COLOR && decl->Semantic.Index == 0) { aactx->colorOutput = decl->Range.First; } else if (decl->Declaration.File == TGSI_FILE_SAMPLER) { uint i; for (i = decl->Range.First; i <= decl->Range.Last; i++) { aactx->samplersUsed |= 1 << i; } } else if (decl->Declaration.File == TGSI_FILE_INPUT) { if ((int) decl->Range.Last > aactx->maxInput) aactx->maxInput = decl->Range.Last; if (decl->Semantic.Name == TGSI_SEMANTIC_GENERIC && (int) decl->Semantic.Index > aactx->maxGeneric) { aactx->maxGeneric = decl->Semantic.Index; } } else if (decl->Declaration.File == TGSI_FILE_TEMPORARY) { uint i; for (i = decl->Range.First; i <= decl->Range.Last; i++) { aactx->tempsUsed |= (1 << i); } } ctx->emit_declaration(ctx, decl); } /** * Find the lowest zero bit in the given word, or -1 if bitfield is all ones. */ static int free_bit(uint bitfield) { return ffs(~bitfield) - 1; } /** * TGSI instruction transform callback. * Replace writes to result.color w/ a temp reg. * Upon END instruction, insert texture sampling code for antialiasing. */ static void aa_transform_inst(struct tgsi_transform_context *ctx, struct tgsi_full_instruction *inst) { struct aa_transform_context *aactx = (struct aa_transform_context *) ctx; if (aactx->firstInstruction) { /* emit our new declarations before the first instruction */ struct tgsi_full_declaration decl; uint i; /* find free sampler */ aactx->freeSampler = free_bit(aactx->samplersUsed); if (aactx->freeSampler >= PIPE_MAX_SAMPLERS) aactx->freeSampler = PIPE_MAX_SAMPLERS - 1; /* find two free temp regs */ for (i = 0; i < 32; i++) { if ((aactx->tempsUsed & (1 << i)) == 0) { /* found a free temp */ if (aactx->colorTemp < 0) aactx->colorTemp = i; else if (aactx->texTemp < 0) aactx->texTemp = i; else break; } } assert(aactx->colorTemp >= 0); assert(aactx->texTemp >= 0); /* declare new generic input/texcoord */ decl = tgsi_default_full_declaration(); decl.Declaration.File = TGSI_FILE_INPUT; /* XXX this could be linear... */ decl.Declaration.Interpolate = 1; decl.Declaration.Semantic = 1; decl.Semantic.Name = TGSI_SEMANTIC_GENERIC; decl.Semantic.Index = aactx->maxGeneric + 1; decl.Range.First = decl.Range.Last = aactx->maxInput + 1; decl.Interp.Interpolate = TGSI_INTERPOLATE_PERSPECTIVE; ctx->emit_declaration(ctx, &decl); /* declare new sampler */ decl = tgsi_default_full_declaration(); decl.Declaration.File = TGSI_FILE_SAMPLER; decl.Range.First = decl.Range.Last = aactx->freeSampler; ctx->emit_declaration(ctx, &decl); /* declare new temp regs */ decl = tgsi_default_full_declaration(); decl.Declaration.File = TGSI_FILE_TEMPORARY; decl.Range.First = decl.Range.Last = aactx->texTemp; ctx->emit_declaration(ctx, &decl); decl = tgsi_default_full_declaration(); decl.Declaration.File = TGSI_FILE_TEMPORARY; decl.Range.First = decl.Range.Last = aactx->colorTemp; ctx->emit_declaration(ctx, &decl); aactx->firstInstruction = FALSE; } if (inst->Instruction.Opcode == TGSI_OPCODE_END && aactx->colorOutput != -1) { struct tgsi_full_instruction newInst; /* TEX */ newInst = tgsi_default_full_instruction(); newInst.Instruction.Opcode = TGSI_OPCODE_TEX; newInst.Instruction.NumDstRegs = 1; newInst.Dst[0].Register.File = TGSI_FILE_TEMPORARY; newInst.Dst[0].Register.Index = aactx->texTemp; newInst.Instruction.NumSrcRegs = 2; newInst.Instruction.Texture = TRUE; newInst.Texture.Texture = TGSI_TEXTURE_2D; newInst.Src[0].Register.File = TGSI_FILE_INPUT; newInst.Src[0].Register.Index = aactx->maxInput + 1; newInst.Src[1].Register.File = TGSI_FILE_SAMPLER; newInst.Src[1].Register.Index = aactx->freeSampler; ctx->emit_instruction(ctx, &newInst); /* MOV rgb */ newInst = tgsi_default_full_instruction(); newInst.Instruction.Opcode = TGSI_OPCODE_MOV; newInst.Instruction.NumDstRegs = 1; newInst.Dst[0].Register.File = TGSI_FILE_OUTPUT; newInst.Dst[0].Register.Index = aactx->colorOutput; newInst.Dst[0].Register.WriteMask = TGSI_WRITEMASK_XYZ; newInst.Instruction.NumSrcRegs = 1; newInst.Src[0].Register.File = TGSI_FILE_TEMPORARY; newInst.Src[0].Register.Index = aactx->colorTemp; ctx->emit_instruction(ctx, &newInst); /* MUL alpha */ newInst = tgsi_default_full_instruction(); newInst.Instruction.Opcode = TGSI_OPCODE_MUL; newInst.Instruction.NumDstRegs = 1; newInst.Dst[0].Register.File = TGSI_FILE_OUTPUT; newInst.Dst[0].Register.Index = aactx->colorOutput; newInst.Dst[0].Register.WriteMask = TGSI_WRITEMASK_W; newInst.Instruction.NumSrcRegs = 2; newInst.Src[0].Register.File = TGSI_FILE_TEMPORARY; newInst.Src[0].Register.Index = aactx->colorTemp; newInst.Src[1].Register.File = TGSI_FILE_TEMPORARY; newInst.Src[1].Register.Index = aactx->texTemp; ctx->emit_instruction(ctx, &newInst); /* END */ newInst = tgsi_default_full_instruction(); newInst.Instruction.Opcode = TGSI_OPCODE_END; newInst.Instruction.NumDstRegs = 0; newInst.Instruction.NumSrcRegs = 0; ctx->emit_instruction(ctx, &newInst); } else { /* Not an END instruction. * Look for writes to result.color and replace with colorTemp reg. */ uint i; for (i = 0; i < inst->Instruction.NumDstRegs; i++) { struct tgsi_full_dst_register *dst = &inst->Dst[i]; if (dst->Register.File == TGSI_FILE_OUTPUT && dst->Register.Index == aactx->colorOutput) { dst->Register.File = TGSI_FILE_TEMPORARY; dst->Register.Index = aactx->colorTemp; } } ctx->emit_instruction(ctx, inst); } } /** * Generate the frag shader we'll use for drawing AA lines. * This will be the user's shader plus some texture/modulate instructions. */ static boolean generate_aaline_fs(struct aaline_stage *aaline) { struct pipe_context *pipe = aaline->stage.draw->pipe; const struct pipe_shader_state *orig_fs = &aaline->fs->state; struct pipe_shader_state aaline_fs; struct aa_transform_context transform; const uint newLen = tgsi_num_tokens(orig_fs->tokens) + NUM_NEW_TOKENS; aaline_fs = *orig_fs; /* copy to init */ aaline_fs.tokens = tgsi_alloc_tokens(newLen); if (aaline_fs.tokens == NULL) return FALSE; memset(&transform, 0, sizeof(transform)); transform.colorOutput = -1; transform.maxInput = -1; transform.maxGeneric = -1; transform.colorTemp = -1; transform.texTemp = -1; transform.firstInstruction = TRUE; transform.base.transform_instruction = aa_transform_inst; transform.base.transform_declaration = aa_transform_decl; tgsi_transform_shader(orig_fs->tokens, (struct tgsi_token *) aaline_fs.tokens, newLen, &transform.base); #if 0 /* DEBUG */ debug_printf("draw_aaline, orig shader:\n"); tgsi_dump(orig_fs->tokens, 0); debug_printf("draw_aaline, new shader:\n"); tgsi_dump(aaline_fs.tokens, 0); #endif aaline->fs->sampler_unit = transform.freeSampler; aaline->fs->aaline_fs = aaline->driver_create_fs_state(pipe, &aaline_fs); if (aaline->fs->aaline_fs == NULL) goto fail; aaline->fs->generic_attrib = transform.maxGeneric + 1; FREE((void *)aaline_fs.tokens); return TRUE; fail: FREE((void *)aaline_fs.tokens); return FALSE; } /** * Create the texture map we'll use for antialiasing the lines. */ static boolean aaline_create_texture(struct aaline_stage *aaline) { struct pipe_context *pipe = aaline->stage.draw->pipe; struct pipe_screen *screen = pipe->screen; struct pipe_resource texTemp; struct pipe_sampler_view viewTempl; uint level; memset(&texTemp, 0, sizeof(texTemp)); texTemp.target = PIPE_TEXTURE_2D; texTemp.format = PIPE_FORMAT_A8_UNORM; /* XXX verify supported by driver! */ texTemp.last_level = MAX_TEXTURE_LEVEL; texTemp.width0 = 1 << TEXTURE_SIZE_LOG2; texTemp.height0 = 1 << TEXTURE_SIZE_LOG2; texTemp.depth0 = 1; texTemp.array_size = 1; texTemp.bind = PIPE_BIND_SAMPLER_VIEW; aaline->texture = screen->resource_create(screen, &texTemp); if (!aaline->texture) return FALSE; u_sampler_view_default_template(&viewTempl, aaline->texture, aaline->texture->format); aaline->sampler_view = pipe->create_sampler_view(pipe, aaline->texture, &viewTempl); if (!aaline->sampler_view) { return FALSE; } /* Fill in mipmap images. * Basically each level is solid opaque, except for the outermost * texels which are zero. Special case the 1x1 and 2x2 levels * (though, those levels shouldn't be used - see the max_lod setting). */ for (level = 0; level <= MAX_TEXTURE_LEVEL; level++) { struct pipe_transfer *transfer; struct pipe_box box; const uint size = u_minify(aaline->texture->width0, level); ubyte *data; uint i, j; assert(aaline->texture->width0 == aaline->texture->height0); u_box_origin_2d( size, size, &box ); /* This texture is new, no need to flush. */ data = pipe->transfer_map(pipe, aaline->texture, level, PIPE_TRANSFER_WRITE, &box, &transfer); if (data == NULL) return FALSE; for (i = 0; i < size; i++) { for (j = 0; j < size; j++) { ubyte d; if (size == 1) { d = 255; } else if (size == 2) { d = 200; /* tuneable */ } else if (i == 0 || j == 0 || i == size - 1 || j == size - 1) { d = 35; /* edge texel */ } else { d = 255; } data[i * transfer->stride + j] = d; } } /* unmap */ pipe->transfer_unmap(pipe, transfer); } return TRUE; } /** * Create the sampler CSO that'll be used for antialiasing. * By using a mipmapped texture, we don't have to generate a different * texture image for each line size. */ static boolean aaline_create_sampler(struct aaline_stage *aaline) { struct pipe_sampler_state sampler; struct pipe_context *pipe = aaline->stage.draw->pipe; 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_LINEAR; sampler.min_img_filter = PIPE_TEX_FILTER_LINEAR; sampler.mag_img_filter = PIPE_TEX_FILTER_LINEAR; sampler.normalized_coords = 1; sampler.min_lod = 0.0f; sampler.max_lod = MAX_TEXTURE_LEVEL; aaline->sampler_cso = pipe->create_sampler_state(pipe, &sampler); if (aaline->sampler_cso == NULL) return FALSE; return TRUE; } /** * When we're about to draw our first AA line in a batch, this function is * called to tell the driver to bind our modified fragment shader. */ static boolean bind_aaline_fragment_shader(struct aaline_stage *aaline) { struct draw_context *draw = aaline->stage.draw; struct pipe_context *pipe = draw->pipe; if (!aaline->fs->aaline_fs && !generate_aaline_fs(aaline)) return FALSE; draw->suspend_flushing = TRUE; aaline->driver_bind_fs_state(pipe, aaline->fs->aaline_fs); draw->suspend_flushing = FALSE; return TRUE; } static INLINE struct aaline_stage * aaline_stage( struct draw_stage *stage ) { return (struct aaline_stage *) stage; } /** * Draw a wide line by drawing a quad, using geometry which will * fullfill GL's antialiased line requirements. */ static void aaline_line(struct draw_stage *stage, struct prim_header *header) { const struct aaline_stage *aaline = aaline_stage(stage); const float half_width = aaline->half_line_width; struct prim_header tri; struct vertex_header *v[8]; uint texPos = aaline->tex_slot; uint posPos = aaline->pos_slot; float *pos, *tex; float dx = header->v[1]->data[posPos][0] - header->v[0]->data[posPos][0]; float dy = header->v[1]->data[posPos][1] - header->v[0]->data[posPos][1]; double a = atan2(dy, dx); float c_a = (float) cos(a), s_a = (float) sin(a); uint i; /* XXX the ends of lines aren't quite perfect yet, but probably passable */ dx = 0.5F * half_width; dy = half_width; /* allocate/dup new verts */ for (i = 0; i < 8; i++) { v[i] = dup_vert(stage, header->v[i/4], i); } /* * Quad strip for line from v0 to v1 (*=endpoints): * * 1 3 5 7 * +---+---------------------+---+ * | | * | *v0 v1* | * | | * +---+---------------------+---+ * 0 2 4 6 */ /* new verts */ pos = v[0]->data[posPos]; pos[0] += (-dx * c_a - dy * s_a); pos[1] += (-dx * s_a + dy * c_a); pos = v[1]->data[posPos]; pos[0] += (-dx * c_a - -dy * s_a); pos[1] += (-dx * s_a + -dy * c_a); pos = v[2]->data[posPos]; pos[0] += ( dx * c_a - dy * s_a); pos[1] += ( dx * s_a + dy * c_a); pos = v[3]->data[posPos]; pos[0] += ( dx * c_a - -dy * s_a); pos[1] += ( dx * s_a + -dy * c_a); pos = v[4]->data[posPos]; pos[0] += (-dx * c_a - dy * s_a); pos[1] += (-dx * s_a + dy * c_a); pos = v[5]->data[posPos]; pos[0] += (-dx * c_a - -dy * s_a); pos[1] += (-dx * s_a + -dy * c_a); pos = v[6]->data[posPos]; pos[0] += ( dx * c_a - dy * s_a); pos[1] += ( dx * s_a + dy * c_a); pos = v[7]->data[posPos]; pos[0] += ( dx * c_a - -dy * s_a); pos[1] += ( dx * s_a + -dy * c_a); /* new texcoords */ tex = v[0]->data[texPos]; ASSIGN_4V(tex, 0, 0, 0, 1); tex = v[1]->data[texPos]; ASSIGN_4V(tex, 0, 1, 0, 1); tex = v[2]->data[texPos]; ASSIGN_4V(tex, .5, 0, 0, 1); tex = v[3]->data[texPos]; ASSIGN_4V(tex, .5, 1, 0, 1); tex = v[4]->data[texPos]; ASSIGN_4V(tex, .5, 0, 0, 1); tex = v[5]->data[texPos]; ASSIGN_4V(tex, .5, 1, 0, 1); tex = v[6]->data[texPos]; ASSIGN_4V(tex, 1, 0, 0, 1); tex = v[7]->data[texPos]; ASSIGN_4V(tex, 1, 1, 0, 1); /* emit 6 tris for the quad strip */ tri.v[0] = v[2]; tri.v[1] = v[1]; tri.v[2] = v[0]; stage->next->tri( stage->next, &tri ); tri.v[0] = v[3]; tri.v[1] = v[1]; tri.v[2] = v[2]; stage->next->tri( stage->next, &tri ); tri.v[0] = v[4]; tri.v[1] = v[3]; tri.v[2] = v[2]; stage->next->tri( stage->next, &tri ); tri.v[0] = v[5]; tri.v[1] = v[3]; tri.v[2] = v[4]; stage->next->tri( stage->next, &tri ); tri.v[0] = v[6]; tri.v[1] = v[5]; tri.v[2] = v[4]; stage->next->tri( stage->next, &tri ); tri.v[0] = v[7]; tri.v[1] = v[5]; tri.v[2] = v[6]; stage->next->tri( stage->next, &tri ); } static void aaline_first_line(struct draw_stage *stage, struct prim_header *header) { auto struct aaline_stage *aaline = aaline_stage(stage); struct draw_context *draw = stage->draw; struct pipe_context *pipe = draw->pipe; const struct pipe_rasterizer_state *rast = draw->rasterizer; uint num_samplers; void *r; assert(draw->rasterizer->line_smooth); if (draw->rasterizer->line_width <= 2.2) aaline->half_line_width = 1.1f; else aaline->half_line_width = 0.5f * draw->rasterizer->line_width; /* * Bind (generate) our fragprog, sampler and texture */ if (!bind_aaline_fragment_shader(aaline)) { stage->line = draw_pipe_passthrough_line; stage->line(stage, header); return; } draw_aaline_prepare_outputs(draw, draw->pipeline.aaline); /* how many samplers? */ /* we'll use sampler/texture[pstip->sampler_unit] for the stipple */ num_samplers = MAX2(aaline->num_sampler_views, aaline->num_samplers); num_samplers = MAX2(num_samplers, aaline->fs->sampler_unit + 1); aaline->state.sampler[aaline->fs->sampler_unit] = aaline->sampler_cso; pipe_sampler_view_reference(&aaline->state.sampler_views[aaline->fs->sampler_unit], aaline->sampler_view); draw->suspend_flushing = TRUE; aaline->driver_bind_sampler_states(pipe, PIPE_SHADER_FRAGMENT, 0, num_samplers, aaline->state.sampler); aaline->driver_set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0, num_samplers, aaline->state.sampler_views); /* Disable triangle culling, stippling, unfilled mode etc. */ r = draw_get_rasterizer_no_cull(draw, rast->scissor, rast->flatshade); pipe->bind_rasterizer_state(pipe, r); draw->suspend_flushing = FALSE; /* now really draw first line */ stage->line = aaline_line; stage->line(stage, header); } static void aaline_flush(struct draw_stage *stage, unsigned flags) { struct draw_context *draw = stage->draw; struct aaline_stage *aaline = aaline_stage(stage); struct pipe_context *pipe = draw->pipe; stage->line = aaline_first_line; stage->next->flush( stage->next, flags ); /* restore original frag shader, texture, sampler state */ draw->suspend_flushing = TRUE; aaline->driver_bind_fs_state(pipe, aaline->fs ? aaline->fs->driver_fs : NULL); aaline->driver_bind_sampler_states(pipe, PIPE_SHADER_FRAGMENT, 0, aaline->num_samplers, aaline->state.sampler); aaline->driver_set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0, aaline->num_samplers, aaline->state.sampler_views); /* restore original rasterizer state */ if (draw->rast_handle) { pipe->bind_rasterizer_state(pipe, draw->rast_handle); } draw->suspend_flushing = FALSE; draw_remove_extra_vertex_attribs(draw); } static void aaline_reset_stipple_counter(struct draw_stage *stage) { stage->next->reset_stipple_counter( stage->next ); } static void aaline_destroy(struct draw_stage *stage) { struct aaline_stage *aaline = aaline_stage(stage); struct pipe_context *pipe = stage->draw->pipe; uint i; for (i = 0; i < PIPE_MAX_SHADER_SAMPLER_VIEWS; i++) { pipe_sampler_view_reference(&aaline->state.sampler_views[i], NULL); } if (aaline->sampler_cso) pipe->delete_sampler_state(pipe, aaline->sampler_cso); if (aaline->texture) pipe_resource_reference(&aaline->texture, NULL); if (aaline->sampler_view) { pipe_sampler_view_reference(&aaline->sampler_view, NULL); } draw_free_temp_verts( stage ); /* restore the old entry points */ pipe->create_fs_state = aaline->driver_create_fs_state; pipe->bind_fs_state = aaline->driver_bind_fs_state; pipe->delete_fs_state = aaline->driver_delete_fs_state; pipe->bind_sampler_states = aaline->driver_bind_sampler_states; pipe->set_sampler_views = aaline->driver_set_sampler_views; FREE( stage ); } static struct aaline_stage * draw_aaline_stage(struct draw_context *draw) { struct aaline_stage *aaline = CALLOC_STRUCT(aaline_stage); if (aaline == NULL) return NULL; aaline->stage.draw = draw; aaline->stage.name = "aaline"; aaline->stage.next = NULL; aaline->stage.point = draw_pipe_passthrough_point; aaline->stage.line = aaline_first_line; aaline->stage.tri = draw_pipe_passthrough_tri; aaline->stage.flush = aaline_flush; aaline->stage.reset_stipple_counter = aaline_reset_stipple_counter; aaline->stage.destroy = aaline_destroy; if (!draw_alloc_temp_verts( &aaline->stage, 8 )) goto fail; return aaline; fail: if (aaline) aaline->stage.destroy(&aaline->stage); return NULL; } static struct aaline_stage * aaline_stage_from_pipe(struct pipe_context *pipe) { struct draw_context *draw = (struct draw_context *) pipe->draw; if (draw) { return aaline_stage(draw->pipeline.aaline); } else { return NULL; } } /** * This function overrides the driver's create_fs_state() function and * will typically be called by the state tracker. */ static void * aaline_create_fs_state(struct pipe_context *pipe, const struct pipe_shader_state *fs) { struct aaline_stage *aaline = aaline_stage_from_pipe(pipe); struct aaline_fragment_shader *aafs = NULL; if (aaline == NULL) return NULL; aafs = CALLOC_STRUCT(aaline_fragment_shader); if (aafs == NULL) return NULL; aafs->state.tokens = tgsi_dup_tokens(fs->tokens); /* pass-through */ aafs->driver_fs = aaline->driver_create_fs_state(pipe, fs); return aafs; } static void aaline_bind_fs_state(struct pipe_context *pipe, void *fs) { struct aaline_stage *aaline = aaline_stage_from_pipe(pipe); struct aaline_fragment_shader *aafs = (struct aaline_fragment_shader *) fs; if (aaline == NULL) { return; } /* save current */ aaline->fs = aafs; /* pass-through */ aaline->driver_bind_fs_state(pipe, (aafs ? aafs->driver_fs : NULL)); } static void aaline_delete_fs_state(struct pipe_context *pipe, void *fs) { struct aaline_stage *aaline = aaline_stage_from_pipe(pipe); struct aaline_fragment_shader *aafs = (struct aaline_fragment_shader *) fs; if (aafs == NULL) { return; } if (aaline != NULL) { /* pass-through */ aaline->driver_delete_fs_state(pipe, aafs->driver_fs); if (aafs->aaline_fs) aaline->driver_delete_fs_state(pipe, aafs->aaline_fs); } FREE((void*)aafs->state.tokens); FREE(aafs); } static void aaline_bind_sampler_states(struct pipe_context *pipe, unsigned shader, unsigned start, unsigned num, void **sampler) { struct aaline_stage *aaline = aaline_stage_from_pipe(pipe); assert(start == 0); if (aaline == NULL) { return; } if (shader == PIPE_SHADER_FRAGMENT) { /* save current */ memcpy(aaline->state.sampler, sampler, num * sizeof(void *)); aaline->num_samplers = num; } /* pass-through */ aaline->driver_bind_sampler_states(pipe, shader, start, num, sampler); } static void aaline_set_sampler_views(struct pipe_context *pipe, unsigned shader, unsigned start, unsigned num, struct pipe_sampler_view **views) { struct aaline_stage *aaline = aaline_stage_from_pipe(pipe); uint i; if (aaline == NULL) { return; } if (shader == PIPE_SHADER_FRAGMENT) { /* save current */ for (i = 0; i < num; i++) { pipe_sampler_view_reference(&aaline->state.sampler_views[start + i], views[i]); } aaline->num_sampler_views = num; } /* pass-through */ aaline->driver_set_sampler_views(pipe, shader, start, num, views); } void draw_aaline_prepare_outputs(struct draw_context *draw, struct draw_stage *stage) { struct aaline_stage *aaline = aaline_stage(stage); const struct pipe_rasterizer_state *rast = draw->rasterizer; /* update vertex attrib info */ aaline->pos_slot = draw_current_shader_position_output(draw);; if (!rast->line_smooth) return; /* allocate the extra post-transformed vertex attribute */ aaline->tex_slot = draw_alloc_extra_vertex_attrib(draw, TGSI_SEMANTIC_GENERIC, aaline->fs->generic_attrib); } /** * Called by drivers that want to install this AA line prim stage * into the draw module's pipeline. This will not be used if the * hardware has native support for AA lines. */ boolean draw_install_aaline_stage(struct draw_context *draw, struct pipe_context *pipe) { struct aaline_stage *aaline; pipe->draw = (void *) draw; /* * Create / install AA line drawing / prim stage */ aaline = draw_aaline_stage( draw ); if (!aaline) goto fail; /* create special texture, sampler state */ if (!aaline_create_texture(aaline)) goto fail; if (!aaline_create_sampler(aaline)) goto fail; /* save original driver functions */ aaline->driver_create_fs_state = pipe->create_fs_state; aaline->driver_bind_fs_state = pipe->bind_fs_state; aaline->driver_delete_fs_state = pipe->delete_fs_state; aaline->driver_bind_sampler_states = pipe->bind_sampler_states; aaline->driver_set_sampler_views = pipe->set_sampler_views; /* override the driver's functions */ pipe->create_fs_state = aaline_create_fs_state; pipe->bind_fs_state = aaline_bind_fs_state; pipe->delete_fs_state = aaline_delete_fs_state; pipe->bind_sampler_states = aaline_bind_sampler_states; pipe->set_sampler_views = aaline_set_sampler_views; /* Install once everything is known to be OK: */ draw->pipeline.aaline = &aaline->stage; return TRUE; fail: if (aaline) aaline->stage.destroy( &aaline->stage ); return FALSE; }