/************************************************************************** * * 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); } 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); }