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|
/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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 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.
*
**************************************************************************/
/**
* AA line stage: AA lines are converted to texture mapped triangles.
*
* Authors: Brian Paul
*/
#include "pipe/p_util.h"
#include "pipe/p_inlines.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_shader_tokens.h"
#include "tgsi/util/tgsi_transform.h"
#include "tgsi/util/tgsi_dump.h"
#include "draw_context.h"
#include "draw_private.h"
#include "draw_pipe.h"
/**
* Max texture level for the alpha texture used for antialiasing
*/
#define MAX_TEXTURE_LEVEL 5 /* 32 x 32 */
/**
* Subclass of pipe_shader_state to carry extra fragment shader info.
*/
struct aaline_fragment_shader
{
struct pipe_shader_state state;
void *driver_fs;
void *aaline_fs;
void *aapoint_fs; /* not yet */
void *sprite_fs; /* not yet */
uint sampler_unit;
int generic_attrib; /**< texcoord/generic used for texture */
};
/**
* Subclass of draw_stage
*/
struct aaline_stage
{
struct draw_stage stage;
float half_line_width;
/** For AA lines, this is the vertex attrib slot for the new texcoords */
uint tex_slot;
void *sampler_cso;
struct pipe_texture *texture;
uint num_samplers;
uint num_textures;
/*
* Currently bound state
*/
struct aaline_fragment_shader *fs;
struct {
void *sampler[PIPE_MAX_SAMPLERS];
struct pipe_texture *texture[PIPE_MAX_SAMPLERS];
} state;
/*
* Driver interface/override functions
*/
void * (*driver_create_fs_state)(struct pipe_context *,
const struct pipe_shader_state *);
void (*driver_bind_fs_state)(struct pipe_context *, void *);
void (*driver_delete_fs_state)(struct pipe_context *, void *);
void (*driver_bind_sampler_states)(struct pipe_context *, unsigned,
void **);
void (*driver_set_sampler_textures)(struct pipe_context *, unsigned,
struct pipe_texture **);
struct pipe_context *pipe;
};
/**
* Subclass of tgsi_transform_context, used for transforming the
* user's fragment shader to add the special AA instructions.
*/
struct aa_transform_context {
struct tgsi_transform_context base;
uint tempsUsed; /**< bitmask */
int colorOutput; /**< which output is the primary color */
uint samplersUsed; /**< bitfield of samplers used */
int freeSampler; /** an available sampler for the pstipple */
int maxInput, maxGeneric; /**< max input index found */
int colorTemp, texTemp; /**< temp registers */
boolean firstInstruction;
};
/**
* TGSI declaration transform callback.
* Look for a free sampler, a free input attrib, and two free temp regs.
*/
static void
aa_transform_decl(struct tgsi_transform_context *ctx,
struct tgsi_full_declaration *decl)
{
struct aa_transform_context *aactx = (struct aa_transform_context *) ctx;
if (decl->Declaration.File == TGSI_FILE_OUTPUT &&
decl->Semantic.SemanticName == TGSI_SEMANTIC_COLOR &&
decl->Semantic.SemanticIndex == 0) {
aactx->colorOutput = decl->u.DeclarationRange.First;
}
else if (decl->Declaration.File == TGSI_FILE_SAMPLER) {
uint i;
for (i = decl->u.DeclarationRange.First;
i <= decl->u.DeclarationRange.Last; i++) {
aactx->samplersUsed |= 1 << i;
}
}
else if (decl->Declaration.File == TGSI_FILE_INPUT) {
if ((int) decl->u.DeclarationRange.Last > aactx->maxInput)
aactx->maxInput = decl->u.DeclarationRange.Last;
if (decl->Semantic.SemanticName == TGSI_SEMANTIC_GENERIC &&
(int) decl->Semantic.SemanticIndex > aactx->maxGeneric) {
aactx->maxGeneric = decl->Semantic.SemanticIndex;
}
}
else if (decl->Declaration.File == TGSI_FILE_TEMPORARY) {
uint i;
for (i = decl->u.DeclarationRange.First;
i <= decl->u.DeclarationRange.Last; i++) {
aactx->tempsUsed |= (1 << i);
}
}
ctx->emit_declaration(ctx, decl);
}
/**
* Find the lowest zero bit in the given word, or -1 if bitfield is all ones.
*/
static int
free_bit(uint bitfield)
{
int i;
for (i = 0; i < 32; i++) {
if ((bitfield & (1 << i)) == 0)
return i;
}
return -1;
}
/**
* TGSI instruction transform callback.
* Replace writes to result.color w/ a temp reg.
* Upon END instruction, insert texture sampling code for antialiasing.
*/
static void
aa_transform_inst(struct tgsi_transform_context *ctx,
struct tgsi_full_instruction *inst)
{
struct aa_transform_context *aactx = (struct aa_transform_context *) ctx;
if (aactx->firstInstruction) {
/* emit our new declarations before the first instruction */
struct tgsi_full_declaration decl;
uint i;
/* find free sampler */
aactx->freeSampler = free_bit(aactx->samplersUsed);
if (aactx->freeSampler >= PIPE_MAX_SAMPLERS)
aactx->freeSampler = PIPE_MAX_SAMPLERS - 1;
/* find two free temp regs */
for (i = 0; i < 32; i++) {
if ((aactx->tempsUsed & (1 << i)) == 0) {
/* found a free temp */
if (aactx->colorTemp < 0)
aactx->colorTemp = i;
else if (aactx->texTemp < 0)
aactx->texTemp = i;
else
break;
}
}
assert(aactx->colorTemp >= 0);
assert(aactx->texTemp >= 0);
/* declare new generic input/texcoord */
decl = tgsi_default_full_declaration();
decl.Declaration.File = TGSI_FILE_INPUT;
decl.Declaration.Semantic = 1;
decl.Semantic.SemanticName = TGSI_SEMANTIC_GENERIC;
decl.Semantic.SemanticIndex = aactx->maxGeneric + 1;
decl.Declaration.Interpolate = 1;
/* XXX this could be linear... */
decl.Interpolation.Interpolate = TGSI_INTERPOLATE_PERSPECTIVE;
decl.u.DeclarationRange.First =
decl.u.DeclarationRange.Last = aactx->maxInput + 1;
ctx->emit_declaration(ctx, &decl);
/* declare new sampler */
decl = tgsi_default_full_declaration();
decl.Declaration.File = TGSI_FILE_SAMPLER;
decl.u.DeclarationRange.First =
decl.u.DeclarationRange.Last = aactx->freeSampler;
ctx->emit_declaration(ctx, &decl);
/* declare new temp regs */
decl = tgsi_default_full_declaration();
decl.Declaration.File = TGSI_FILE_TEMPORARY;
decl.u.DeclarationRange.First =
decl.u.DeclarationRange.Last = aactx->texTemp;
ctx->emit_declaration(ctx, &decl);
decl = tgsi_default_full_declaration();
decl.Declaration.File = TGSI_FILE_TEMPORARY;
decl.u.DeclarationRange.First =
decl.u.DeclarationRange.Last = aactx->colorTemp;
ctx->emit_declaration(ctx, &decl);
aactx->firstInstruction = FALSE;
}
if (inst->Instruction.Opcode == TGSI_OPCODE_END &&
aactx->colorOutput != -1) {
struct tgsi_full_instruction newInst;
/* TEX */
newInst = tgsi_default_full_instruction();
newInst.Instruction.Opcode = TGSI_OPCODE_TEX;
newInst.Instruction.NumDstRegs = 1;
newInst.FullDstRegisters[0].DstRegister.File = TGSI_FILE_TEMPORARY;
newInst.FullDstRegisters[0].DstRegister.Index = aactx->texTemp;
newInst.Instruction.NumSrcRegs = 2;
newInst.InstructionExtTexture.Texture = TGSI_TEXTURE_2D;
newInst.FullSrcRegisters[0].SrcRegister.File = TGSI_FILE_INPUT;
newInst.FullSrcRegisters[0].SrcRegister.Index = aactx->maxInput + 1;
newInst.FullSrcRegisters[1].SrcRegister.File = TGSI_FILE_SAMPLER;
newInst.FullSrcRegisters[1].SrcRegister.Index = aactx->freeSampler;
ctx->emit_instruction(ctx, &newInst);
/* MOV rgb */
newInst = tgsi_default_full_instruction();
newInst.Instruction.Opcode = TGSI_OPCODE_MOV;
newInst.Instruction.NumDstRegs = 1;
newInst.FullDstRegisters[0].DstRegister.File = TGSI_FILE_OUTPUT;
newInst.FullDstRegisters[0].DstRegister.Index = aactx->colorOutput;
newInst.FullDstRegisters[0].DstRegister.WriteMask = TGSI_WRITEMASK_XYZ;
newInst.Instruction.NumSrcRegs = 1;
newInst.FullSrcRegisters[0].SrcRegister.File = TGSI_FILE_TEMPORARY;
newInst.FullSrcRegisters[0].SrcRegister.Index = aactx->colorTemp;
ctx->emit_instruction(ctx, &newInst);
/* MUL alpha */
newInst = tgsi_default_full_instruction();
newInst.Instruction.Opcode = TGSI_OPCODE_MUL;
newInst.Instruction.NumDstRegs = 1;
newInst.FullDstRegisters[0].DstRegister.File = TGSI_FILE_OUTPUT;
newInst.FullDstRegisters[0].DstRegister.Index = aactx->colorOutput;
newInst.FullDstRegisters[0].DstRegister.WriteMask = TGSI_WRITEMASK_W;
newInst.Instruction.NumSrcRegs = 2;
newInst.FullSrcRegisters[0].SrcRegister.File = TGSI_FILE_TEMPORARY;
newInst.FullSrcRegisters[0].SrcRegister.Index = aactx->colorTemp;
newInst.FullSrcRegisters[1].SrcRegister.File = TGSI_FILE_TEMPORARY;
newInst.FullSrcRegisters[1].SrcRegister.Index = aactx->texTemp;
ctx->emit_instruction(ctx, &newInst);
/* END */
newInst = tgsi_default_full_instruction();
newInst.Instruction.Opcode = TGSI_OPCODE_END;
newInst.Instruction.NumDstRegs = 0;
newInst.Instruction.NumSrcRegs = 0;
ctx->emit_instruction(ctx, &newInst);
}
else {
/* Not an END instruction.
* Look for writes to result.color and replace with colorTemp reg.
*/
uint i;
for (i = 0; i < inst->Instruction.NumDstRegs; i++) {
struct tgsi_full_dst_register *dst = &inst->FullDstRegisters[i];
if (dst->DstRegister.File == TGSI_FILE_OUTPUT &&
dst->DstRegister.Index == aactx->colorOutput) {
dst->DstRegister.File = TGSI_FILE_TEMPORARY;
dst->DstRegister.Index = aactx->colorTemp;
}
}
ctx->emit_instruction(ctx, inst);
}
}
/**
* Generate the frag shader we'll use for drawing AA lines.
* This will be the user's shader plus some texture/modulate instructions.
*/
static boolean
generate_aaline_fs(struct aaline_stage *aaline)
{
const struct pipe_shader_state *orig_fs = &aaline->fs->state;
//struct draw_context *draw = aaline->stage.draw;
struct pipe_shader_state aaline_fs;
struct aa_transform_context transform;
#define MAX 1000
aaline_fs = *orig_fs; /* copy to init */
aaline_fs.tokens = MALLOC(sizeof(struct tgsi_token) * MAX);
if (aaline_fs.tokens == NULL)
return FALSE;
memset(&transform, 0, sizeof(transform));
transform.colorOutput = -1;
transform.maxInput = -1;
transform.maxGeneric = -1;
transform.colorTemp = -1;
transform.texTemp = -1;
transform.firstInstruction = TRUE;
transform.base.transform_instruction = aa_transform_inst;
transform.base.transform_declaration = aa_transform_decl;
tgsi_transform_shader(orig_fs->tokens,
(struct tgsi_token *) aaline_fs.tokens,
MAX, &transform.base);
#if 0 /* DEBUG */
tgsi_dump(orig_fs->tokens, 0);
tgsi_dump(aaline_fs.tokens, 0);
#endif
aaline->fs->sampler_unit = transform.freeSampler;
aaline->fs->aaline_fs
= aaline->driver_create_fs_state(aaline->pipe, &aaline_fs);
aaline->fs->generic_attrib = transform.maxGeneric + 1;
return TRUE;
}
/**
* Create the texture map we'll use for antialiasing the lines.
*/
static void
aaline_create_texture(struct aaline_stage *aaline)
{
struct pipe_context *pipe = aaline->pipe;
struct pipe_screen *screen = pipe->screen;
struct pipe_texture texTemp;
uint level;
memset(&texTemp, 0, sizeof(texTemp));
texTemp.target = PIPE_TEXTURE_2D;
texTemp.format = PIPE_FORMAT_U_A8; /* XXX verify supported by driver! */
texTemp.last_level = MAX_TEXTURE_LEVEL;
texTemp.width[0] = 1 << MAX_TEXTURE_LEVEL;
texTemp.height[0] = 1 << MAX_TEXTURE_LEVEL;
texTemp.depth[0] = 1;
texTemp.cpp = 1;
aaline->texture = screen->texture_create(screen, &texTemp);
/* Fill in mipmap images.
* Basically each level is solid opaque, except for the outermost
* texels which are zero. Special case the 1x1 and 2x2 levels.
*/
for (level = 0; level <= MAX_TEXTURE_LEVEL; level++) {
struct pipe_surface *surface;
const uint size = aaline->texture->width[level];
ubyte *data;
uint i, j;
assert(aaline->texture->width[level] == aaline->texture->height[level]);
surface = screen->get_tex_surface(screen, aaline->texture, 0, level, 0);
data = pipe_surface_map(surface);
for (i = 0; i < size; i++) {
for (j = 0; j < size; j++) {
ubyte d;
if (size == 1) {
d = 255;
}
else if (size == 2) {
d = 200; /* tuneable */
}
else if (i == 0 || j == 0 || i == size - 1 || j == size - 1) {
d = 0;
}
else {
d = 255;
}
data[i * surface->pitch + j] = d;
}
}
/* unmap */
pipe_surface_unmap(surface);
pipe_surface_reference(&surface, NULL);
pipe->texture_update(pipe, aaline->texture, 0, (1 << level));
}
}
/**
* Create the sampler CSO that'll be used for antialiasing.
* By using a mipmapped texture, we don't have to generate a different
* texture image for each line size.
*/
static void
aaline_create_sampler(struct aaline_stage *aaline)
{
struct pipe_sampler_state sampler;
struct pipe_context *pipe = aaline->pipe;
memset(&sampler, 0, sizeof(sampler));
sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler.min_mip_filter = PIPE_TEX_MIPFILTER_LINEAR;
sampler.min_img_filter = PIPE_TEX_FILTER_LINEAR;
sampler.mag_img_filter = PIPE_TEX_FILTER_LINEAR;
sampler.normalized_coords = 1;
sampler.min_lod = 0.0f;
sampler.max_lod = MAX_TEXTURE_LEVEL;
aaline->sampler_cso = pipe->create_sampler_state(pipe, &sampler);
}
/**
* When we're about to draw our first AA line in a batch, this function is
* called to tell the driver to bind our modified fragment shader.
*/
static boolean
bind_aaline_fragment_shader(struct aaline_stage *aaline)
{
if (!aaline->fs->aaline_fs &&
!generate_aaline_fs(aaline))
return FALSE;
aaline->driver_bind_fs_state(aaline->pipe, aaline->fs->aaline_fs);
return TRUE;
}
static INLINE struct aaline_stage *
aaline_stage( struct draw_stage *stage )
{
return (struct aaline_stage *) stage;
}
/**
* Draw a wide line by drawing a quad, using geometry which will
* fullfill GL's antialiased line requirements.
*/
static void
aaline_line(struct draw_stage *stage, struct prim_header *header)
{
const struct aaline_stage *aaline = aaline_stage(stage);
const float half_width = aaline->half_line_width;
struct prim_header tri;
struct vertex_header *v[8];
uint texPos = aaline->tex_slot;
float *pos, *tex;
float dx = header->v[1]->data[0][0] - header->v[0]->data[0][0];
float dy = header->v[1]->data[0][1] - header->v[0]->data[0][1];
double a = atan2(dy, dx);
float c_a = (float) cos(a), s_a = (float) sin(a);
uint i;
/* XXX the ends of lines aren't quite perfect yet, but probably passable */
dx = 0.5F * half_width;
dy = half_width;
/* allocate/dup new verts */
for (i = 0; i < 8; i++) {
v[i] = dup_vert(stage, header->v[i/4], i);
}
/*
* Quad strip for line from v0 to v1 (*=endpoints):
*
* 1 3 5 7
* +---+---------------------+---+
* | |
* | *v0 v1* |
* | |
* +---+---------------------+---+
* 0 2 4 6
*/
/* new verts */
pos = v[0]->data[0];
pos[0] += (-dx * c_a - dy * s_a);
pos[1] += (-dx * s_a + dy * c_a);
pos = v[1]->data[0];
pos[0] += (-dx * c_a - -dy * s_a);
pos[1] += (-dx * s_a + -dy * c_a);
pos = v[2]->data[0];
pos[0] += ( dx * c_a - dy * s_a);
pos[1] += ( dx * s_a + dy * c_a);
pos = v[3]->data[0];
pos[0] += ( dx * c_a - -dy * s_a);
pos[1] += ( dx * s_a + -dy * c_a);
pos = v[4]->data[0];
pos[0] += (-dx * c_a - dy * s_a);
pos[1] += (-dx * s_a + dy * c_a);
pos = v[5]->data[0];
pos[0] += (-dx * c_a - -dy * s_a);
pos[1] += (-dx * s_a + -dy * c_a);
pos = v[6]->data[0];
pos[0] += ( dx * c_a - dy * s_a);
pos[1] += ( dx * s_a + dy * c_a);
pos = v[7]->data[0];
pos[0] += ( dx * c_a - -dy * s_a);
pos[1] += ( dx * s_a + -dy * c_a);
/* new texcoords */
tex = v[0]->data[texPos];
ASSIGN_4V(tex, 0, 0, 0, 1);
tex = v[1]->data[texPos];
ASSIGN_4V(tex, 0, 1, 0, 1);
tex = v[2]->data[texPos];
ASSIGN_4V(tex, .5, 0, 0, 1);
tex = v[3]->data[texPos];
ASSIGN_4V(tex, .5, 1, 0, 1);
tex = v[4]->data[texPos];
ASSIGN_4V(tex, .5, 0, 0, 1);
tex = v[5]->data[texPos];
ASSIGN_4V(tex, .5, 1, 0, 1);
tex = v[6]->data[texPos];
ASSIGN_4V(tex, 1, 0, 0, 1);
tex = v[7]->data[texPos];
ASSIGN_4V(tex, 1, 1, 0, 1);
/* emit 6 tris for the quad strip */
tri.v[0] = v[2]; tri.v[1] = v[1]; tri.v[2] = v[0];
stage->next->tri( stage->next, &tri );
tri.v[0] = v[3]; tri.v[1] = v[1]; tri.v[2] = v[2];
stage->next->tri( stage->next, &tri );
tri.v[0] = v[4]; tri.v[1] = v[3]; tri.v[2] = v[2];
stage->next->tri( stage->next, &tri );
tri.v[0] = v[5]; tri.v[1] = v[3]; tri.v[2] = v[4];
stage->next->tri( stage->next, &tri );
tri.v[0] = v[6]; tri.v[1] = v[5]; tri.v[2] = v[4];
stage->next->tri( stage->next, &tri );
tri.v[0] = v[7]; tri.v[1] = v[5]; tri.v[2] = v[6];
stage->next->tri( stage->next, &tri );
}
static void
aaline_first_line(struct draw_stage *stage, struct prim_header *header)
{
auto struct aaline_stage *aaline = aaline_stage(stage);
struct draw_context *draw = stage->draw;
struct pipe_context *pipe = aaline->pipe;
uint num_samplers;
assert(draw->rasterizer->line_smooth);
if (draw->rasterizer->line_width <= 3.0)
aaline->half_line_width = 1.5f;
else
aaline->half_line_width = 0.5f * draw->rasterizer->line_width;
/*
* Bind (generate) our fragprog, sampler and texture
*/
if (!bind_aaline_fragment_shader(aaline)) {
stage->line = draw_pipe_passthrough_line;
return;
}
/* update vertex attrib info */
aaline->tex_slot = draw->num_vs_outputs;
assert(aaline->tex_slot > 0); /* output[0] is vertex pos */
/* advertise the extra post-transformed vertex attribute */
draw->extra_vp_outputs.semantic_name = TGSI_SEMANTIC_GENERIC;
draw->extra_vp_outputs.semantic_index = aaline->fs->generic_attrib;
draw->extra_vp_outputs.slot = aaline->tex_slot;
/* how many samplers? */
/* we'll use sampler/texture[pstip->sampler_unit] for the stipple */
num_samplers = MAX2(aaline->num_textures, aaline->num_samplers);
num_samplers = MAX2(num_samplers, aaline->fs->sampler_unit + 1);
aaline->state.sampler[aaline->fs->sampler_unit] = aaline->sampler_cso;
pipe_texture_reference(&aaline->state.texture[aaline->fs->sampler_unit],
aaline->texture);
aaline->driver_bind_sampler_states(pipe, num_samplers, aaline->state.sampler);
aaline->driver_set_sampler_textures(pipe, num_samplers, aaline->state.texture);
/* now really draw first line */
stage->line = aaline_line;
stage->line(stage, header);
}
static void
aaline_flush(struct draw_stage *stage, unsigned flags)
{
struct draw_context *draw = stage->draw;
struct aaline_stage *aaline = aaline_stage(stage);
struct pipe_context *pipe = aaline->pipe;
stage->line = aaline_first_line;
stage->next->flush( stage->next, flags );
/* restore original frag shader */
aaline->driver_bind_fs_state(pipe, aaline->fs->driver_fs);
/* XXX restore original texture, sampler state */
aaline->driver_bind_sampler_states(pipe, aaline->num_samplers,
aaline->state.sampler);
aaline->driver_set_sampler_textures(pipe, aaline->num_textures,
aaline->state.texture);
draw->extra_vp_outputs.slot = 0;
}
static void
aaline_reset_stipple_counter(struct draw_stage *stage)
{
stage->next->reset_stipple_counter( stage->next );
}
static void
aaline_destroy(struct draw_stage *stage)
{
struct aaline_stage *aaline = aaline_stage(stage);
aaline->pipe->delete_sampler_state(aaline->pipe, aaline->sampler_cso);
pipe_texture_release(&aaline->texture);
draw_free_temp_verts( stage );
FREE( stage );
}
static struct aaline_stage *
draw_aaline_stage(struct draw_context *draw)
{
struct aaline_stage *aaline = CALLOC_STRUCT(aaline_stage);
draw_alloc_temp_verts( &aaline->stage, 8 );
aaline->stage.draw = draw;
aaline->stage.next = NULL;
aaline->stage.point = draw_pipe_passthrough_point;
aaline->stage.line = aaline_first_line;
aaline->stage.tri = draw_pipe_passthrough_tri;
aaline->stage.flush = aaline_flush;
aaline->stage.reset_stipple_counter = aaline_reset_stipple_counter;
aaline->stage.destroy = aaline_destroy;
return aaline;
}
static struct aaline_stage *
aaline_stage_from_pipe(struct pipe_context *pipe)
{
struct draw_context *draw = (struct draw_context *) pipe->draw;
return aaline_stage(draw->pipeline.aaline);
}
/**
* This function overrides the driver's create_fs_state() function and
* will typically be called by the state tracker.
*/
static void *
aaline_create_fs_state(struct pipe_context *pipe,
const struct pipe_shader_state *fs)
{
struct aaline_stage *aaline = aaline_stage_from_pipe(pipe);
struct aaline_fragment_shader *aafs = CALLOC_STRUCT(aaline_fragment_shader);
if (aafs) {
aafs->state = *fs;
/* pass-through */
aafs->driver_fs = aaline->driver_create_fs_state(aaline->pipe, fs);
}
return aafs;
}
static void
aaline_bind_fs_state(struct pipe_context *pipe, void *fs)
{
struct aaline_stage *aaline = aaline_stage_from_pipe(pipe);
struct aaline_fragment_shader *aafs = (struct aaline_fragment_shader *) fs;
/* save current */
aaline->fs = aafs;
/* pass-through */
aaline->driver_bind_fs_state(aaline->pipe,
(aafs ? aafs->driver_fs : NULL));
}
static void
aaline_delete_fs_state(struct pipe_context *pipe, void *fs)
{
struct aaline_stage *aaline = aaline_stage_from_pipe(pipe);
struct aaline_fragment_shader *aafs = (struct aaline_fragment_shader *) fs;
/* pass-through */
aaline->driver_delete_fs_state(aaline->pipe, aafs->driver_fs);
FREE(aafs);
}
static void
aaline_bind_sampler_states(struct pipe_context *pipe,
unsigned num, void **sampler)
{
struct aaline_stage *aaline = aaline_stage_from_pipe(pipe);
/* save current */
memcpy(aaline->state.sampler, sampler, num * sizeof(void *));
aaline->num_samplers = num;
/* pass-through */
aaline->driver_bind_sampler_states(aaline->pipe, num, sampler);
}
static void
aaline_set_sampler_textures(struct pipe_context *pipe,
unsigned num, struct pipe_texture **texture)
{
struct aaline_stage *aaline = aaline_stage_from_pipe(pipe);
uint i;
/* save current */
for (i = 0; i < num; i++) {
pipe_texture_reference(&aaline->state.texture[i], texture[i]);
}
aaline->num_textures = num;
/* pass-through */
aaline->driver_set_sampler_textures(aaline->pipe, num, texture);
}
/**
* Called by drivers that want to install this AA line prim stage
* into the draw module's pipeline. This will not be used if the
* hardware has native support for AA lines.
*/
void
draw_install_aaline_stage(struct draw_context *draw, struct pipe_context *pipe)
{
struct aaline_stage *aaline;
pipe->draw = (void *) draw;
/*
* Create / install AA line drawing / prim stage
*/
aaline = draw_aaline_stage( draw );
assert(aaline);
draw->pipeline.aaline = &aaline->stage;
aaline->pipe = pipe;
/* create special texture, sampler state */
aaline_create_texture(aaline);
aaline_create_sampler(aaline);
/* save original driver functions */
aaline->driver_create_fs_state = pipe->create_fs_state;
aaline->driver_bind_fs_state = pipe->bind_fs_state;
aaline->driver_delete_fs_state = pipe->delete_fs_state;
aaline->driver_bind_sampler_states = pipe->bind_sampler_states;
aaline->driver_set_sampler_textures = pipe->set_sampler_textures;
/* override the driver's functions */
pipe->create_fs_state = aaline_create_fs_state;
pipe->bind_fs_state = aaline_bind_fs_state;
pipe->delete_fs_state = aaline_delete_fs_state;
pipe->bind_sampler_states = aaline_bind_sampler_states;
pipe->set_sampler_textures = aaline_set_sampler_textures;
}
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