raster->gl_rasterization_rules = 1;
cso_set_rasterizer(ctx->cso_context, &ctx->state.g3d.rasterizer);
}
- if ((ctx->state.dirty & VIEWPORT_DIRTY)) {
+ if ((ctx->state.dirty & FRAMEBUFFER_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_resource **cbuf = &ctx->vs_const_buffer;
+ VGfloat vs_consts[8];
+ memset(fb, 0, sizeof(struct pipe_framebuffer_state));
+ fb->width = ctx->draw_buffer->width;
+ fb->height = ctx->draw_buffer->height;
+ fb->nr_cbufs = 1;
+ fb->cbufs[0] = ctx->draw_buffer->strb->surface;
+ fb->zsbuf = ctx->draw_buffer->dsrb->surface;
+
+ cso_set_framebuffer(ctx->cso_context, fb);
vg_set_viewport(ctx, VEGA_Y0_BOTTOM);
+ /* surface coordinates to clipped coordinates */
+ vs_consts[0] = 2.0f / fb->width;
+ vs_consts[1] = 2.0f / fb->height;
+ vs_consts[2] = 1.0f;
+ vs_consts[3] = 1.0f;
+ vs_consts[4] = -1.0f;
+ vs_consts[5] = -1.0f;
+ vs_consts[6] = 0.0f;
+ vs_consts[7] = 0.0f;
+
pipe_resource_reference(cbuf, NULL);
*cbuf = pipe_buffer_create(ctx->pipe->screen,
PIPE_BIND_CONSTANT_BUFFER,
- param_bytes);
+ sizeof(vs_consts));
if (*cbuf) {
st_no_flush_pipe_buffer_write(ctx, *cbuf,
- 0, param_bytes, vs_consts);
+ 0, sizeof(vs_consts), vs_consts);
}
ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_VERTEX, 0, *cbuf);
+
+ /* we also got a new depth buffer */
+ if ((ctx->state.dirty & DEPTH_STENCIL_DIRTY))
+ ctx->pipe->clear(ctx->pipe, PIPE_CLEAR_DEPTHSTENCIL, NULL, 0.0, 0);
}
if ((ctx->state.dirty & VS_DIRTY)) {
cso_set_vertex_shader_handle(ctx->cso_context,
}
static void
-setup_new_alpha_mask(struct vg_context *ctx, struct st_framebuffer *stfb)
+vg_context_update_alpha_mask_view(struct vg_context *ctx,
+ uint width, uint height)
{
- struct pipe_context *pipe = ctx->pipe;
+ struct st_framebuffer *stfb = ctx->draw_buffer;
struct pipe_sampler_view *old_sampler_view = stfb->alpha_mask_view;
+ struct pipe_context *pipe = ctx->pipe;
+
+ if (old_sampler_view &&
+ old_sampler_view->texture->width0 == width &&
+ old_sampler_view->texture->height0 == height)
+ return;
/*
we use PIPE_FORMAT_B8G8R8A8_UNORM because we want to render to
space it makes both of those a lot simpler
*/
stfb->alpha_mask_view = create_tex_and_view(pipe,
- PIPE_FORMAT_B8G8R8A8_UNORM, stfb->width, stfb->height);
+ PIPE_FORMAT_B8G8R8A8_UNORM, width, height);
if (!stfb->alpha_mask_view) {
if (old_sampler_view)
vg_validate_state(ctx);
/* alpha mask starts with 1.f alpha */
- mask_fill(0, 0, stfb->width, stfb->height, 1.f);
+ mask_fill(0, 0, width, height, 1.f);
/* if we had an old surface copy it over */
if (old_sampler_view) {
pipe_sampler_view_reference(&old_sampler_view, NULL);
}
+static void
+vg_context_update_blend_texture_view(struct vg_context *ctx,
+ uint width, uint height)
+{
+ struct pipe_context *pipe = ctx->pipe;
+ struct st_framebuffer *stfb = ctx->draw_buffer;
+ struct pipe_sampler_view *old = stfb->blend_texture_view;
+
+ if (old &&
+ old->texture->width0 == width &&
+ old->texture->height0 == height)
+ return;
+
+ stfb->blend_texture_view = create_tex_and_view(pipe,
+ PIPE_FORMAT_B8G8R8A8_UNORM, width, height);
+
+ pipe_sampler_view_reference(&old, NULL);
+}
+
static boolean
vg_context_update_depth_stencil_rb(struct vg_context * ctx,
uint width, uint height)
return TRUE;
}
-static void
-vg_context_update_draw_buffer(struct vg_context *ctx, struct pipe_resource *pt)
-{
- struct st_framebuffer *stfb = ctx->draw_buffer;
- boolean new_cbuf, new_zsbuf, new_size;
-
- new_cbuf = vg_context_update_color_rb(ctx, pt);
- new_zsbuf =
- vg_context_update_depth_stencil_rb(ctx, pt->width0, pt->height0);
-
- new_size = (stfb->width != pt->width0 || stfb->height != pt->height0);
- stfb->width = pt->width0;
- stfb->height = pt->height0;
-
- if (new_cbuf || new_zsbuf || new_size) {
- struct pipe_framebuffer_state *state = &ctx->state.g3d.fb;
-
- memset(state, 0, sizeof(struct pipe_framebuffer_state));
- state->width = stfb->width;
- state->height = stfb->height;
- state->nr_cbufs = 1;
- state->cbufs[0] = stfb->strb->surface;
- state->zsbuf = stfb->dsrb->surface;
-
- cso_set_framebuffer(ctx->cso_context, state);
- }
-
- if (new_zsbuf || new_size) {
- ctx->state.dirty |= VIEWPORT_DIRTY;
- ctx->state.dirty |= DEPTH_STENCIL_DIRTY;/*to reset the scissors*/
-
- ctx->pipe->clear(ctx->pipe, PIPE_CLEAR_DEPTHSTENCIL, NULL, 0.0, 0);
-
- /* we need all the other state already set */
-
- setup_new_alpha_mask(ctx, stfb);
-
- pipe_sampler_view_reference( &stfb->blend_texture_view, NULL);
- stfb->blend_texture_view = create_tex_and_view(ctx->pipe,
- PIPE_FORMAT_B8G8R8A8_UNORM, stfb->width, stfb->height);
- }
-}
-
/**
* Flush the front buffer if the current context renders to the front buffer.
*/
if (!stfb->iface->validate(stfb->iface, &stfb->strb_att, 1, &pt) || !pt)
return;
- /*
- * unset draw_buffer_invalid first because vg_context_update_draw_buffer
- * will cause the framebuffer to be validated again because of a call to
- * vg_validate_state
- */
p_atomic_set(&ctx->draw_buffer_invalid, FALSE);
- vg_context_update_draw_buffer(ctx, pt);
-}
+ if (vg_context_update_color_rb(ctx, pt) ||
+ stfb->width != pt->width0 ||
+ stfb->height != pt->height0)
+ ctx->state.dirty |= FRAMEBUFFER_DIRTY;
+
+ if (vg_context_update_depth_stencil_rb(ctx, pt->width0, pt->height0))
+ ctx->state.dirty |= DEPTH_STENCIL_DIRTY;
+
+ stfb->width = pt->width0;
+ stfb->height = pt->height0;
+
+ /* TODO create as needed */
+ vg_context_update_alpha_mask_view(ctx, stfb->width, stfb->height);
+ vg_context_update_blend_texture_view(ctx, stfb->width, stfb->height);
+}
static void
vg_context_notify_invalid_framebuffer(struct st_context_iface *stctxi,