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path: root/src/gallium/state_trackers/vega/renderer.c
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Diffstat (limited to 'src/gallium/state_trackers/vega/renderer.c')
-rw-r--r--src/gallium/state_trackers/vega/renderer.c195
1 files changed, 195 insertions, 0 deletions
diff --git a/src/gallium/state_trackers/vega/renderer.c b/src/gallium/state_trackers/vega/renderer.c
index e14eb4706e..7543fa1d41 100644
--- a/src/gallium/state_trackers/vega/renderer.c
+++ b/src/gallium/state_trackers/vega/renderer.c
@@ -51,6 +51,8 @@ typedef enum {
RENDERER_STATE_SCISSOR,
RENDERER_STATE_CLEAR,
RENDERER_STATE_FILTER,
+ RENDERER_STATE_POLYGON_STENCIL,
+ RENDERER_STATE_POLYGON_FILL,
NUM_RENDERER_STATES
} RendererState;
@@ -103,6 +105,12 @@ struct renderer {
VGboolean use_sampler;
VGint tex_width, tex_height;
} filter;
+
+ struct {
+ struct pipe_depth_stencil_alpha_state dsa;
+ VGboolean manual_two_sides;
+ VGboolean restore_dsa;
+ } polygon_stencil;
} u;
};
@@ -837,6 +845,193 @@ void renderer_filter_end(struct renderer *renderer)
renderer->state = RENDERER_STATE_INIT;
}
+/**
+ * Prepare the renderer for polygon silhouette rendering.
+ */
+VGboolean renderer_polygon_stencil_begin(struct renderer *renderer,
+ struct pipe_vertex_element *velem,
+ VGFillRule rule,
+ VGboolean restore_dsa)
+{
+ struct pipe_depth_stencil_alpha_state *dsa;
+ VGboolean manual_two_sides;
+
+ assert(renderer->state == RENDERER_STATE_INIT);
+
+ cso_save_blend(renderer->cso);
+ cso_save_depth_stencil_alpha(renderer->cso);
+
+ cso_set_vertex_elements(renderer->cso, 1, velem);
+
+ /* disable color writes */
+ renderer_set_blend(renderer, 0);
+
+ manual_two_sides = VG_FALSE;
+ dsa = &renderer->u.polygon_stencil.dsa;
+ memset(dsa, 0, sizeof(*dsa));
+ if (rule == VG_EVEN_ODD) {
+ dsa->stencil[0].enabled = 1;
+ dsa->stencil[0].writemask = 1;
+ dsa->stencil[0].fail_op = PIPE_STENCIL_OP_KEEP;
+ dsa->stencil[0].zfail_op = PIPE_STENCIL_OP_KEEP;
+ dsa->stencil[0].zpass_op = PIPE_STENCIL_OP_INVERT;
+ dsa->stencil[0].func = PIPE_FUNC_ALWAYS;
+ dsa->stencil[0].valuemask = ~0;
+ }
+ else {
+ assert(rule == VG_NON_ZERO);
+
+ /* front face */
+ dsa->stencil[0].enabled = 1;
+ dsa->stencil[0].writemask = ~0;
+ dsa->stencil[0].fail_op = PIPE_STENCIL_OP_KEEP;
+ dsa->stencil[0].zfail_op = PIPE_STENCIL_OP_KEEP;
+ dsa->stencil[0].zpass_op = PIPE_STENCIL_OP_INCR_WRAP;
+ dsa->stencil[0].func = PIPE_FUNC_ALWAYS;
+ dsa->stencil[0].valuemask = ~0;
+
+ if (renderer->pipe->screen->get_param(renderer->pipe->screen,
+ PIPE_CAP_TWO_SIDED_STENCIL)) {
+ /* back face */
+ dsa->stencil[1] = dsa->stencil[0];
+ dsa->stencil[1].zpass_op = PIPE_STENCIL_OP_DECR_WRAP;
+ }
+ else {
+ manual_two_sides = VG_TRUE;
+ }
+ }
+ cso_set_depth_stencil_alpha(renderer->cso, dsa);
+
+ if (manual_two_sides)
+ cso_save_rasterizer(renderer->cso);
+
+ renderer->u.polygon_stencil.manual_two_sides = manual_two_sides;
+ renderer->u.polygon_stencil.restore_dsa = restore_dsa;
+ renderer->state = RENDERER_STATE_POLYGON_STENCIL;
+
+ return VG_TRUE;
+}
+
+/**
+ * Render a polygon silhouette to stencil buffer.
+ */
+void renderer_polygon_stencil(struct renderer *renderer,
+ struct pipe_vertex_buffer *vbuf,
+ VGuint mode, VGuint start, VGuint count)
+{
+ assert(renderer->state == RENDERER_STATE_POLYGON_STENCIL);
+
+ renderer->pipe->set_vertex_buffers(renderer->pipe, 1, vbuf);
+
+ if (!renderer->u.polygon_stencil.manual_two_sides) {
+ util_draw_arrays(renderer->pipe, mode, start, count);
+ }
+ else {
+ struct pipe_rasterizer_state raster;
+ struct pipe_depth_stencil_alpha_state dsa;
+
+ /* TODO do not access owner state */
+ raster = renderer->owner->state.g3d.rasterizer;
+ dsa = renderer->u.polygon_stencil.dsa;
+
+ /* front */
+ raster.cull_face = PIPE_FACE_BACK;
+ dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_INCR_WRAP;
+
+ cso_set_rasterizer(renderer->cso, &raster);
+ cso_set_depth_stencil_alpha(renderer->cso, &dsa);
+ util_draw_arrays(renderer->pipe, mode, start, count);
+
+ /* back */
+ raster.cull_face = PIPE_FACE_FRONT;
+ dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_DECR_WRAP;
+
+ cso_set_rasterizer(renderer->cso, &raster);
+ cso_set_depth_stencil_alpha(renderer->cso, &dsa);
+ util_draw_arrays(renderer->pipe, mode, start, count);
+ }
+}
+
+/**
+ * End polygon silhouette rendering.
+ */
+void renderer_polygon_stencil_end(struct renderer *renderer)
+{
+ assert(renderer->state == RENDERER_STATE_POLYGON_STENCIL);
+
+ if (renderer->u.polygon_stencil.manual_two_sides)
+ cso_restore_rasterizer(renderer->cso);
+
+ /* restore color writes */
+ cso_restore_blend(renderer->cso);
+
+ if (renderer->u.polygon_stencil.restore_dsa)
+ cso_restore_depth_stencil_alpha(renderer->cso);
+
+ renderer->state = RENDERER_STATE_INIT;
+}
+
+/**
+ * Prepare the renderer for polygon filling.
+ */
+VGboolean renderer_polygon_fill_begin(struct renderer *renderer,
+ VGboolean save_dsa)
+{
+ struct pipe_depth_stencil_alpha_state dsa;
+ struct pipe_stencil_ref sr;
+
+ assert(renderer->state == RENDERER_STATE_INIT);
+
+ if (save_dsa)
+ cso_save_depth_stencil_alpha(renderer->cso);
+
+ /* only need a fixed 0. Rely on default or move it out at least? */
+ memset(&sr, 0, sizeof(sr));
+ cso_set_stencil_ref(renderer->cso, &sr);
+
+ /* setup stencil ops */
+ memset(&dsa, 0, sizeof(dsa));
+ dsa.stencil[0].enabled = 1;
+ dsa.stencil[0].func = PIPE_FUNC_NOTEQUAL;
+ dsa.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
+ dsa.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
+ dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
+ dsa.stencil[0].valuemask = ~0;
+ dsa.stencil[0].writemask = ~0;
+ /* TODO do not access owner state */
+ dsa.depth = renderer->owner->state.g3d.dsa.depth;
+ cso_set_depth_stencil_alpha(renderer->cso, &dsa);
+
+ renderer->state = RENDERER_STATE_POLYGON_FILL;
+
+ return VG_TRUE;
+}
+
+/**
+ * Fill a polygon.
+ */
+void renderer_polygon_fill(struct renderer *renderer,
+ VGfloat min_x, VGfloat min_y,
+ VGfloat max_x, VGfloat max_y)
+{
+ assert(renderer->state == RENDERER_STATE_POLYGON_FILL);
+
+ renderer_quad_pos(renderer, min_x, min_y, max_x, max_y, VG_TRUE);
+ renderer_quad_draw(renderer);
+}
+
+/**
+ * End polygon filling.
+ */
+void renderer_polygon_fill_end(struct renderer *renderer)
+{
+ assert(renderer->state == RENDERER_STATE_POLYGON_FILL);
+
+ cso_restore_depth_stencil_alpha(renderer->cso);
+
+ renderer->state = RENDERER_STATE_INIT;
+}
+
static void setup_shaders(struct renderer *ctx)
{
struct pipe_context *pipe = ctx->pipe;