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/**************************************************************************
*
* Copyright 2011 Lauri Kasanen
* 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 THE AUTHORS 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 "postprocess.h"
#include "postprocess/pp_filters.h"
#include "util/u_blit.h"
#include "util/u_inlines.h"
#include "util/u_sampler.h"
/**
* Main run function of the PP queue. Called on swapbuffers/flush.
*
* Runs all requested filters in order and handles shuffling the temp
* buffers in between.
*/
void
pp_run(struct pp_queue_t *ppq, struct pipe_resource *in,
struct pipe_resource *out, struct pipe_resource *indepth)
{
struct pipe_resource *refin = NULL, *refout = NULL;
unsigned int i;
struct cso_context *cso = ppq->p->cso;
if (in->width0 != ppq->p->framebuffer.width ||
in->height0 != ppq->p->framebuffer.height) {
pp_debug("Resizing the temp pp buffers\n");
pp_free_fbos(ppq);
pp_init_fbos(ppq, in->width0, in->height0);
}
if (in == out && ppq->n_filters == 1) {
/* Make a copy of in to tmp[0] in this case. */
unsigned int w = ppq->p->framebuffer.width;
unsigned int h = ppq->p->framebuffer.height;
util_blit_pixels(ppq->p->blitctx, in, 0, 0, 0,
w, h, 0, ppq->tmps[0],
0, 0, w, h, 0, PIPE_TEX_MIPFILTER_NEAREST,
TGSI_WRITEMASK_XYZW, 0);
in = ppq->tmp[0];
}
/* save state (restored below) */
cso_save_blend(cso);
cso_save_depth_stencil_alpha(cso);
cso_save_fragment_shader(cso);
cso_save_framebuffer(cso);
cso_save_geometry_shader(cso);
cso_save_rasterizer(cso);
cso_save_sample_mask(cso);
cso_save_samplers(cso, PIPE_SHADER_FRAGMENT);
cso_save_sampler_views(cso, PIPE_SHADER_FRAGMENT);
cso_save_stencil_ref(cso);
cso_save_stream_outputs(cso);
cso_save_vertex_elements(cso);
cso_save_vertex_shader(cso);
cso_save_viewport(cso);
cso_save_aux_vertex_buffer_slot(cso);
/* set default state */
cso_set_sample_mask(cso, ~0);
cso_set_stream_outputs(cso, 0, NULL, 0);
cso_set_geometry_shader_handle(cso, NULL);
// Kept only for this frame.
pipe_resource_reference(&ppq->depth, indepth);
pipe_resource_reference(&refin, in);
pipe_resource_reference(&refout, out);
switch (ppq->n_filters) {
case 1: /* No temp buf */
ppq->pp_queue[0] (ppq, in, out, 0);
break;
case 2: /* One temp buf */
ppq->pp_queue[0] (ppq, in, ppq->tmp[0], 0);
ppq->pp_queue[1] (ppq, ppq->tmp[0], out, 1);
break;
default: /* Two temp bufs */
ppq->pp_queue[0] (ppq, in, ppq->tmp[0], 0);
for (i = 1; i < (ppq->n_filters - 1); i++) {
if (i % 2 == 0)
ppq->pp_queue[i] (ppq, ppq->tmp[1], ppq->tmp[0], i);
else
ppq->pp_queue[i] (ppq, ppq->tmp[0], ppq->tmp[1], i);
}
if (i % 2 == 0)
ppq->pp_queue[i] (ppq, ppq->tmp[1], out, i);
else
ppq->pp_queue[i] (ppq, ppq->tmp[0], out, i);
break;
}
/* restore state we changed */
cso_restore_blend(cso);
cso_restore_depth_stencil_alpha(cso);
cso_restore_fragment_shader(cso);
cso_restore_framebuffer(cso);
cso_restore_geometry_shader(cso);
cso_restore_rasterizer(cso);
cso_restore_sample_mask(cso);
cso_restore_samplers(cso, PIPE_SHADER_FRAGMENT);
cso_restore_sampler_views(cso, PIPE_SHADER_FRAGMENT);
cso_restore_stencil_ref(cso);
cso_restore_stream_outputs(cso);
cso_restore_vertex_elements(cso);
cso_restore_vertex_shader(cso);
cso_restore_viewport(cso);
cso_restore_aux_vertex_buffer_slot(cso);
pipe_resource_reference(&ppq->depth, NULL);
pipe_resource_reference(&refin, NULL);
pipe_resource_reference(&refout, NULL);
}
/* Utility functions for the filters. You're not forced to use these if */
/* your filter is more complicated. */
/** Setup this resource as the filter input. */
void
pp_filter_setup_in(struct program *p, struct pipe_resource *in)
{
struct pipe_sampler_view v_tmp;
u_sampler_view_default_template(&v_tmp, in, in->format);
p->view = p->pipe->create_sampler_view(p->pipe, in, &v_tmp);
}
/** Setup this resource as the filter output. */
void
pp_filter_setup_out(struct program *p, struct pipe_resource *out)
{
p->surf.format = out->format;
p->surf.usage = PIPE_BIND_RENDER_TARGET;
p->framebuffer.cbufs[0] = p->pipe->create_surface(p->pipe, out, &p->surf);
}
/** Clean up the input and output set with the above. */
void
pp_filter_end_pass(struct program *p)
{
pipe_surface_reference(&p->framebuffer.cbufs[0], NULL);
pipe_sampler_view_reference(&p->view, NULL);
}
/**
* Convert the TGSI assembly to a runnable shader.
*
* We need not care about geometry shaders. All we have is screen quads.
*/
void *
pp_tgsi_to_state(struct pipe_context *pipe, const char *text, bool isvs,
const char *name)
{
struct pipe_shader_state state;
struct tgsi_token tokens[PP_MAX_TOKENS];
if (tgsi_text_translate(text, tokens, Elements(tokens)) == FALSE) {
pp_debug("Failed to translate %s\n", name);
return NULL;
}
state.tokens = tokens;
memset(&state.stream_output, 0, sizeof(state.stream_output));
if (isvs)
return pipe->create_vs_state(pipe, &state);
else
return pipe->create_fs_state(pipe, &state);
}
/** Setup misc state for the filter. */
void
pp_filter_misc_state(struct program *p)
{
cso_set_blend(p->cso, &p->blend);
cso_set_depth_stencil_alpha(p->cso, &p->depthstencil);
cso_set_rasterizer(p->cso, &p->rasterizer);
cso_set_viewport(p->cso, &p->viewport);
cso_set_vertex_elements(p->cso, 2, p->velem);
}
/** Draw with the filter to the set output. */
void
pp_filter_draw(struct program *p)
{
util_draw_vertex_buffer(p->pipe, p->cso, p->vbuf, 0, 0,
PIPE_PRIM_QUADS, 4, 2);
}
/** Set the framebuffer as active. */
void
pp_filter_set_fb(struct program *p)
{
cso_set_framebuffer(p->cso, &p->framebuffer);
}
/** Set the framebuffer as active and clear it. */
void
pp_filter_set_clear_fb(struct program *p)
{
cso_set_framebuffer(p->cso, &p->framebuffer);
p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR, &p->clear_color, 0, 0);
}
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