From 3b71cb6ad6dabfefc9363a35872f4e70e1125603 Mon Sep 17 00:00:00 2001 From: Chia-I Wu Date: Sat, 27 Nov 2010 15:04:30 +0800 Subject: st/vega: Add POLYGON_STENCIL and POLYGON_FILL renderer state. The states are designated for polygon filling. Polygon filling is a two-pass process utilizing the stencil buffer. polygon_fill and polygon_array_fill functions are updated to make use of the state. --- src/gallium/state_trackers/vega/renderer.c | 195 +++++++++++++++++++++++++++++ 1 file changed, 195 insertions(+) (limited to 'src/gallium/state_trackers/vega/renderer.c') 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; -- cgit v1.2.3