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|
/**************************************************************************
*
* Copyright 2009 Marek Olšák <maraeo@gmail.com>
*
* 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 TUNGSTEN GRAPHICS 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.
*
**************************************************************************/
/**
* @file
* Blitter utility to facilitate acceleration of the clear, surface_copy,
* and surface_fill functions.
*
* @author Marek Olšák
*/
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_inlines.h"
#include "pipe/p_shader_tokens.h"
#include "pipe/p_state.h"
#include "util/u_memory.h"
#include "util/u_math.h"
#include "util/u_blitter.h"
#include "util/u_draw_quad.h"
#include "util/u_pack_color.h"
#include "util/u_rect.h"
#include "util/u_simple_shaders.h"
#include "util/u_texture.h"
struct blitter_context_priv
{
struct blitter_context blitter;
struct pipe_context *pipe; /**< pipe context */
struct pipe_buffer *vbuf; /**< quad */
float vertices[4][2][4]; /**< {pos, color} or {pos, texcoord} */
/* Constant state objects. */
/* Vertex shaders. */
void *vs_col; /**< Vertex shader which passes {pos, color} to the output */
void *vs_tex; /**<Vertex shader which passes {pos, texcoord} to the output.*/
/* Fragment shaders. */
void *fs_col[8]; /**< FS which outputs colors to 1-8 color buffers */
void *fs_texfetch_col[4]; /**< FS which outputs a color from a texture */
void *fs_texfetch_depth[4]; /**< FS which outputs a depth from a texture,
where the index is PIPE_TEXTURE_* to be sampled */
/* Blend state. */
void *blend_write_color; /**< blend state with writemask of RGBA */
void *blend_keep_color; /**< blend state with writemask of 0 */
/* Depth stencil alpha state. */
void *dsa_write_depth_stencil[0xff]; /**< indices are stencil clear values */
void *dsa_write_depth_keep_stencil;
void *dsa_keep_depth_stencil;
/* Other state. */
void *sampler_state[16]; /**< sampler state for clamping to a miplevel */
void *rs_state; /**< rasterizer state */
};
struct blitter_context *util_blitter_create(struct pipe_context *pipe)
{
struct blitter_context_priv *ctx;
struct pipe_blend_state blend;
struct pipe_depth_stencil_alpha_state dsa;
struct pipe_rasterizer_state rs_state;
struct pipe_sampler_state sampler_state;
unsigned i, max_render_targets;
ctx = CALLOC_STRUCT(blitter_context_priv);
if (!ctx)
return NULL;
ctx->pipe = pipe;
/* init state objects for them to be considered invalid */
ctx->blitter.saved_fb_state.nr_cbufs = ~0;
ctx->blitter.saved_num_textures = ~0;
ctx->blitter.saved_num_sampler_states = ~0;
/* blend state objects */
memset(&blend, 0, sizeof(blend));
ctx->blend_keep_color = pipe->create_blend_state(pipe, &blend);
blend.colormask = PIPE_MASK_RGBA;
ctx->blend_write_color = pipe->create_blend_state(pipe, &blend);
/* depth stencil alpha state objects */
memset(&dsa, 0, sizeof(dsa));
ctx->dsa_keep_depth_stencil =
pipe->create_depth_stencil_alpha_state(pipe, &dsa);
dsa.depth.enabled = 1;
dsa.depth.writemask = 1;
dsa.depth.func = PIPE_FUNC_ALWAYS;
ctx->dsa_write_depth_keep_stencil =
pipe->create_depth_stencil_alpha_state(pipe, &dsa);
dsa.stencil[0].enabled = 1;
dsa.stencil[0].func = PIPE_FUNC_ALWAYS;
dsa.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
dsa.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
dsa.stencil[0].valuemask = 0xff;
dsa.stencil[0].writemask = 0xff;
/* create a depth stencil alpha state for each possible stencil clear
* value */
for (i = 0; i < 0xff; i++) {
dsa.stencil[0].ref_value = i;
ctx->dsa_write_depth_stencil[i] =
pipe->create_depth_stencil_alpha_state(pipe, &dsa);
}
/* sampler state */
memset(&sampler_state, 0, sizeof(sampler_state));
sampler_state.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler_state.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler_state.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
for (i = 0; i < 16; i++) {
sampler_state.lod_bias = i;
sampler_state.min_lod = i;
sampler_state.max_lod = i;
ctx->sampler_state[i] = pipe->create_sampler_state(pipe, &sampler_state);
}
/* rasterizer state */
memset(&rs_state, 0, sizeof(rs_state));
rs_state.front_winding = PIPE_WINDING_CW;
rs_state.cull_mode = PIPE_WINDING_NONE;
rs_state.bypass_vs_clip_and_viewport = 1;
rs_state.gl_rasterization_rules = 1;
ctx->rs_state = pipe->create_rasterizer_state(pipe, &rs_state);
/* vertex shaders */
{
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_COLOR };
const uint semantic_indices[] = { 0, 0 };
ctx->vs_col =
util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
semantic_indices);
}
{
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_GENERIC };
const uint semantic_indices[] = { 0, 0 };
ctx->vs_tex =
util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
semantic_indices);
}
/* fragment shaders */
ctx->fs_texfetch_col[PIPE_TEXTURE_1D] =
util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_1D);
ctx->fs_texfetch_col[PIPE_TEXTURE_2D] =
util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
ctx->fs_texfetch_col[PIPE_TEXTURE_3D] =
util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_3D);
ctx->fs_texfetch_col[PIPE_TEXTURE_CUBE] =
util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_CUBE);
ctx->fs_texfetch_depth[PIPE_TEXTURE_1D] =
util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_1D);
ctx->fs_texfetch_depth[PIPE_TEXTURE_2D] =
util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_2D);
ctx->fs_texfetch_depth[PIPE_TEXTURE_3D] =
util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_3D);
ctx->fs_texfetch_depth[PIPE_TEXTURE_CUBE] =
util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_CUBE);
max_render_targets = pipe->screen->get_param(pipe->screen,
PIPE_CAP_MAX_RENDER_TARGETS);
assert(max_render_targets <= 8);
for (i = 0; i < max_render_targets; i++)
ctx->fs_col[i] = util_make_fragment_clonecolor_shader(pipe, 1+i);
/* set invariant vertex coordinates */
for (i = 0; i < 4; i++)
ctx->vertices[i][0][3] = 1; /*v.w*/
/* create the vertex buffer */
ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
32,
PIPE_BUFFER_USAGE_VERTEX,
sizeof(ctx->vertices));
return &ctx->blitter;
}
void util_blitter_destroy(struct blitter_context *blitter)
{
struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter;
struct pipe_context *pipe = ctx->pipe;
int i;
pipe->delete_blend_state(pipe, ctx->blend_write_color);
pipe->delete_blend_state(pipe, ctx->blend_keep_color);
pipe->delete_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
pipe->delete_depth_stencil_alpha_state(pipe,
ctx->dsa_write_depth_keep_stencil);
for (i = 0; i < 0xff; i++)
pipe->delete_depth_stencil_alpha_state(pipe,
ctx->dsa_write_depth_stencil[i]);
pipe->delete_rasterizer_state(pipe, ctx->rs_state);
pipe->delete_vs_state(pipe, ctx->vs_col);
pipe->delete_vs_state(pipe, ctx->vs_tex);
for (i = 0; i < 4; i++) {
pipe->delete_fs_state(pipe, ctx->fs_texfetch_col[i]);
pipe->delete_fs_state(pipe, ctx->fs_texfetch_depth[i]);
}
for (i = 0; i < 8 && ctx->fs_col[i]; i++)
pipe->delete_fs_state(pipe, ctx->fs_col[i]);
pipe_buffer_reference(&ctx->vbuf, NULL);
FREE(ctx);
}
static void blitter_check_saved_CSOs(struct blitter_context_priv *ctx)
{
/* make sure these CSOs have been saved */
assert(ctx->blitter.saved_blend_state &&
ctx->blitter.saved_dsa_state &&
ctx->blitter.saved_rs_state &&
ctx->blitter.saved_fs &&
ctx->blitter.saved_vs);
}
static void blitter_restore_CSOs(struct blitter_context_priv *ctx)
{
struct pipe_context *pipe = ctx->pipe;
/* restore the state objects which are always required to be saved */
pipe->bind_blend_state(pipe, ctx->blitter.saved_blend_state);
pipe->bind_depth_stencil_alpha_state(pipe, ctx->blitter.saved_dsa_state);
pipe->bind_rasterizer_state(pipe, ctx->blitter.saved_rs_state);
pipe->bind_fs_state(pipe, ctx->blitter.saved_fs);
pipe->bind_vs_state(pipe, ctx->blitter.saved_vs);
ctx->blitter.saved_blend_state = 0;
ctx->blitter.saved_dsa_state = 0;
ctx->blitter.saved_rs_state = 0;
ctx->blitter.saved_fs = 0;
ctx->blitter.saved_vs = 0;
/* restore the state objects which are required to be saved before copy/fill
*/
if (ctx->blitter.saved_fb_state.nr_cbufs != ~0) {
pipe->set_framebuffer_state(pipe, &ctx->blitter.saved_fb_state);
ctx->blitter.saved_fb_state.nr_cbufs = ~0;
}
if (ctx->blitter.saved_num_sampler_states != ~0) {
pipe->bind_fragment_sampler_states(pipe,
ctx->blitter.saved_num_sampler_states,
ctx->blitter.saved_sampler_states);
ctx->blitter.saved_num_sampler_states = ~0;
}
if (ctx->blitter.saved_num_textures != ~0) {
pipe->set_fragment_sampler_textures(pipe,
ctx->blitter.saved_num_textures,
ctx->blitter.saved_textures);
ctx->blitter.saved_num_textures = ~0;
}
}
static void blitter_set_rectangle(struct blitter_context_priv *ctx,
unsigned x1, unsigned y1,
unsigned x2, unsigned y2,
float depth)
{
int i;
/* set vertex positions */
ctx->vertices[0][0][0] = x1; /*v0.x*/
ctx->vertices[0][0][1] = y1; /*v0.y*/
ctx->vertices[1][0][0] = x2; /*v1.x*/
ctx->vertices[1][0][1] = y1; /*v1.y*/
ctx->vertices[2][0][0] = x2; /*v2.x*/
ctx->vertices[2][0][1] = y2; /*v2.y*/
ctx->vertices[3][0][0] = x1; /*v3.x*/
ctx->vertices[3][0][1] = y2; /*v3.y*/
for (i = 0; i < 4; i++)
ctx->vertices[i][0][2] = depth; /*z*/
}
static void blitter_set_clear_color(struct blitter_context_priv *ctx,
const float *rgba)
{
int i;
for (i = 0; i < 4; i++) {
ctx->vertices[i][1][0] = rgba[0];
ctx->vertices[i][1][1] = rgba[1];
ctx->vertices[i][1][2] = rgba[2];
ctx->vertices[i][1][3] = rgba[3];
}
}
static void blitter_set_texcoords_2d(struct blitter_context_priv *ctx,
struct pipe_surface *surf,
unsigned x1, unsigned y1,
unsigned x2, unsigned y2)
{
int i;
float s1 = x1 / (float)surf->width;
float t1 = y1 / (float)surf->height;
float s2 = x2 / (float)surf->width;
float t2 = y2 / (float)surf->height;
ctx->vertices[0][1][0] = s1; /*t0.s*/
ctx->vertices[0][1][1] = t1; /*t0.t*/
ctx->vertices[1][1][0] = s2; /*t1.s*/
ctx->vertices[1][1][1] = t1; /*t1.t*/
ctx->vertices[2][1][0] = s2; /*t2.s*/
ctx->vertices[2][1][1] = t2; /*t2.t*/
ctx->vertices[3][1][0] = s1; /*t3.s*/
ctx->vertices[3][1][1] = t2; /*t3.t*/
for (i = 0; i < 4; i++) {
ctx->vertices[i][1][2] = 0; /*r*/
ctx->vertices[i][1][3] = 1; /*q*/
}
}
static void blitter_set_texcoords_3d(struct blitter_context_priv *ctx,
struct pipe_surface *surf,
unsigned x1, unsigned y1,
unsigned x2, unsigned y2)
{
int i;
float depth = u_minify(surf->texture->depth0, surf->level);
float r = surf->zslice / depth;
blitter_set_texcoords_2d(ctx, surf, x1, y1, x2, y2);
for (i = 0; i < 4; i++)
ctx->vertices[i][1][2] = r; /*r*/
}
static void blitter_set_texcoords_cube(struct blitter_context_priv *ctx,
struct pipe_surface *surf,
unsigned x1, unsigned y1,
unsigned x2, unsigned y2)
{
int i;
float s1 = x1 / (float)surf->width;
float t1 = y1 / (float)surf->height;
float s2 = x2 / (float)surf->width;
float t2 = y2 / (float)surf->height;
const float st[4][2] = {
{s1, t1}, {s2, t1}, {s2, t2}, {s1, t2}
};
util_map_texcoords2d_onto_cubemap(surf->face,
/* pointer, stride in floats */
&st[0][0], 2,
&ctx->vertices[0][1][0], 8);
for (i = 0; i < 4; i++)
ctx->vertices[i][1][3] = 1; /*q*/
}
static void blitter_draw_quad(struct blitter_context_priv *ctx)
{
struct blitter_context *blitter = &ctx->blitter;
struct pipe_context *pipe = ctx->pipe;
if (blitter->draw_quad) {
blitter->draw_quad(pipe, &ctx->vertices[0][0][0]);
} else {
/* write vertices and draw them */
pipe_buffer_write(pipe->screen, ctx->vbuf,
0, sizeof(ctx->vertices), ctx->vertices);
util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, 0, PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
}
}
void util_blitter_clear(struct blitter_context *blitter,
unsigned width, unsigned height,
unsigned num_cbufs,
unsigned clear_buffers,
const float *rgba,
double depth, unsigned stencil)
{
struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter;
struct pipe_context *pipe = ctx->pipe;
assert(num_cbufs <= 8);
blitter_check_saved_CSOs(ctx);
/* bind CSOs */
if (clear_buffers & PIPE_CLEAR_COLOR)
pipe->bind_blend_state(pipe, ctx->blend_write_color);
else
pipe->bind_blend_state(pipe, ctx->blend_keep_color);
if (clear_buffers & PIPE_CLEAR_DEPTHSTENCIL)
pipe->bind_depth_stencil_alpha_state(pipe,
ctx->dsa_write_depth_stencil[stencil&0xff]);
else
pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
pipe->bind_rasterizer_state(pipe, ctx->rs_state);
pipe->bind_fs_state(pipe, ctx->fs_col[num_cbufs ? num_cbufs-1 : 0]);
pipe->bind_vs_state(pipe, ctx->vs_col);
blitter_set_clear_color(ctx, rgba);
blitter_set_rectangle(ctx, 0, 0, width, height, depth);
blitter_draw_quad(ctx);
blitter_restore_CSOs(ctx);
}
void util_blitter_copy(struct blitter_context *blitter,
struct pipe_surface *dst,
unsigned dstx, unsigned dsty,
struct pipe_surface *src,
unsigned srcx, unsigned srcy,
unsigned width, unsigned height,
boolean ignore_stencil)
{
struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter;
struct pipe_context *pipe = ctx->pipe;
struct pipe_screen *screen = pipe->screen;
struct pipe_framebuffer_state fb_state;
boolean is_stencil, is_depth;
unsigned dst_tex_usage;
/* give up if textures are not set */
assert(dst->texture && src->texture);
if (!dst->texture || !src->texture)
return;
is_depth = pf_get_component_bits(src->format, PIPE_FORMAT_COMP_Z) != 0;
is_stencil = pf_get_component_bits(src->format, PIPE_FORMAT_COMP_S) != 0;
dst_tex_usage = is_depth || is_stencil ? PIPE_TEXTURE_USAGE_DEPTH_STENCIL :
PIPE_TEXTURE_USAGE_RENDER_TARGET;
/* check if we can sample from and render to the surfaces */
/* (assuming copying a stencil buffer is not possible) */
if ((!ignore_stencil && is_stencil) ||
!screen->is_format_supported(screen, dst->format, dst->texture->target,
dst_tex_usage, 0) ||
!screen->is_format_supported(screen, src->format, src->texture->target,
PIPE_TEXTURE_USAGE_SAMPLER, 0)) {
util_surface_copy(pipe, FALSE, dst, dstx, dsty, src, srcx, srcy,
width, height);
return;
}
/* check whether the states are properly saved */
blitter_check_saved_CSOs(ctx);
assert(blitter->saved_fb_state.nr_cbufs != ~0);
assert(blitter->saved_num_textures != ~0);
assert(blitter->saved_num_sampler_states != ~0);
assert(src->texture->target < 4);
/* bind CSOs */
fb_state.width = dst->width;
fb_state.height = dst->height;
if (is_depth) {
pipe->bind_blend_state(pipe, ctx->blend_keep_color);
pipe->bind_depth_stencil_alpha_state(pipe,
ctx->dsa_write_depth_keep_stencil);
pipe->bind_fs_state(pipe, ctx->fs_texfetch_depth[src->texture->target]);
fb_state.nr_cbufs = 0;
fb_state.zsbuf = dst;
} else {
pipe->bind_blend_state(pipe, ctx->blend_write_color);
pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
pipe->bind_fs_state(pipe, ctx->fs_texfetch_col[src->texture->target]);
fb_state.nr_cbufs = 1;
fb_state.cbufs[0] = dst;
fb_state.zsbuf = 0;
}
pipe->bind_rasterizer_state(pipe, ctx->rs_state);
pipe->bind_vs_state(pipe, ctx->vs_tex);
pipe->bind_fragment_sampler_states(pipe, 1, &ctx->sampler_state[src->level]);
pipe->set_fragment_sampler_textures(pipe, 1, &src->texture);
pipe->set_framebuffer_state(pipe, &fb_state);
/* set texture coordinates */
switch (src->texture->target) {
case PIPE_TEXTURE_1D:
case PIPE_TEXTURE_2D:
blitter_set_texcoords_2d(ctx, src, srcx, srcy,
srcx+width, srcy+height);
break;
case PIPE_TEXTURE_3D:
blitter_set_texcoords_3d(ctx, src, srcx, srcy,
srcx+width, srcy+height);
break;
case PIPE_TEXTURE_CUBE:
blitter_set_texcoords_cube(ctx, src, srcx, srcy,
srcx+width, srcy+height);
break;
}
blitter_set_rectangle(ctx, dstx, dsty, dstx+width, dsty+height, 0);
blitter_draw_quad(ctx);
blitter_restore_CSOs(ctx);
}
void util_blitter_fill(struct blitter_context *blitter,
struct pipe_surface *dst,
unsigned dstx, unsigned dsty,
unsigned width, unsigned height,
unsigned value)
{
struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter;
struct pipe_context *pipe = ctx->pipe;
struct pipe_screen *screen = pipe->screen;
struct pipe_framebuffer_state fb_state;
float rgba[4];
ubyte ub_rgba[4] = {0};
union util_color color;
int i;
assert(dst->texture);
if (!dst->texture)
return;
/* check if we can render to the surface */
if (pf_is_depth_or_stencil(dst->format) || /* unlikely, but you never know */
!screen->is_format_supported(screen, dst->format, dst->texture->target,
PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
util_surface_fill(pipe, dst, dstx, dsty, width, height, value);
return;
}
/* unpack the color */
color.ui = value;
util_unpack_color_ub(dst->format, &color,
ub_rgba, ub_rgba+1, ub_rgba+2, ub_rgba+3);
for (i = 0; i < 4; i++)
rgba[i] = ubyte_to_float(ub_rgba[i]);
/* check the saved state */
blitter_check_saved_CSOs(ctx);
assert(blitter->saved_fb_state.nr_cbufs != ~0);
/* bind CSOs */
pipe->bind_blend_state(pipe, ctx->blend_write_color);
pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
pipe->bind_rasterizer_state(pipe, ctx->rs_state);
pipe->bind_fs_state(pipe, ctx->fs_col[0]);
pipe->bind_vs_state(pipe, ctx->vs_col);
/* set a framebuffer state */
fb_state.width = dst->width;
fb_state.height = dst->height;
fb_state.nr_cbufs = 1;
fb_state.cbufs[0] = dst;
fb_state.zsbuf = 0;
pipe->set_framebuffer_state(pipe, &fb_state);
blitter_set_clear_color(ctx, rgba);
blitter_set_rectangle(ctx, 0, 0, width, height, 0);
blitter_draw_quad(ctx);
blitter_restore_CSOs(ctx);
}
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