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/**************************************************************************
*
* Copyright 2009 VMware, Inc. 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 VMWARE 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.
*
**************************************************************************/
#include "vg_context.h"
#include "vg_tracker.h"
#include "mask.h"
#include "pipe/p_context.h"
#include "pipe/p_inlines.h"
#include "pipe/p_screen.h"
#include "util/u_memory.h"
#include "util/u_math.h"
static struct pipe_texture *
create_texture(struct pipe_context *pipe, enum pipe_format format,
VGint width, VGint height)
{
struct pipe_texture templ;
memset(&templ, 0, sizeof(templ));
if (format != PIPE_FORMAT_NONE) {
templ.format = format;
}
else {
templ.format = PIPE_FORMAT_A8R8G8B8_UNORM;
}
templ.target = PIPE_TEXTURE_2D;
pf_get_block(templ.format, &templ.block);
templ.width[0] = width;
templ.height[0] = height;
templ.depth[0] = 1;
templ.last_level = 0;
if (pf_get_component_bits(format, PIPE_FORMAT_COMP_S)) {
templ.tex_usage = PIPE_TEXTURE_USAGE_DEPTH_STENCIL;
} else {
templ.tex_usage = (PIPE_TEXTURE_USAGE_DISPLAY_TARGET |
PIPE_TEXTURE_USAGE_RENDER_TARGET |
PIPE_TEXTURE_USAGE_SAMPLER);
}
return pipe->screen->texture_create(pipe->screen, &templ);
}
/**
* Allocate a renderbuffer for a an on-screen window (not a user-created
* renderbuffer). The window system code determines the format.
*/
static struct st_renderbuffer *
st_new_renderbuffer_fb(enum pipe_format format)
{
struct st_renderbuffer *strb;
strb = CALLOC_STRUCT(st_renderbuffer);
if (!strb) {
/*_vega_error(NULL, VG_OUT_OF_MEMORY, "creating renderbuffer");*/
return NULL;
}
strb->format = format;
return strb;
}
/**
* This is called to allocate the original drawing surface, and
* during window resize.
*/
static VGboolean
st_renderbuffer_alloc_storage(struct vg_context * ctx,
struct st_renderbuffer *strb,
VGuint width, VGuint height)
{
struct pipe_context *pipe = ctx->pipe;
unsigned surface_usage;
/* Free the old surface and texture
*/
pipe_surface_reference(&strb->surface, NULL);
pipe_texture_reference(&strb->texture, NULL);
/* Probably need dedicated flags for surface usage too:
*/
surface_usage = (PIPE_BUFFER_USAGE_GPU_READ |
PIPE_BUFFER_USAGE_GPU_WRITE);
strb->texture = create_texture(pipe, strb->format,
width, height);
if (!strb->texture)
return FALSE;
strb->surface = pipe->screen->get_tex_surface(pipe->screen,
strb->texture,
0, 0, 0,
surface_usage);
strb->width = width;
strb->height = height;
assert(strb->surface->width == width);
assert(strb->surface->height == height);
return strb->surface != NULL;
}
struct vg_context * st_create_context(struct pipe_context *pipe,
const void *visual,
struct vg_context *share)
{
struct vg_context *ctx = vg_create_context(pipe, visual, share);
/*debug_printf("--------- CREATE CONTEXT %p\n", ctx);*/
return ctx;
}
void st_destroy_context(struct vg_context *st)
{
/*debug_printf("--------- DESTROY CONTEXT %p\n", st);*/
vg_destroy_context(st);
}
void st_copy_context_state(struct vg_context *dst, struct vg_context *src,
uint mask)
{
fprintf(stderr, "FIXME: %s\n", __FUNCTION__);
}
void st_get_framebuffer_dimensions(struct st_framebuffer *stfb,
uint *width,
uint *height)
{
*width = stfb->strb->width;
*height = stfb->strb->height;
}
struct st_framebuffer * st_create_framebuffer(const void *visual,
enum pipe_format colorFormat,
enum pipe_format depthFormat,
enum pipe_format stencilFormat,
uint width, uint height,
void *privateData)
{
struct st_framebuffer *stfb = CALLOC_STRUCT(st_framebuffer);
if (stfb) {
struct st_renderbuffer *rb =
st_new_renderbuffer_fb(colorFormat);
stfb->strb = rb;
#if 0
if (doubleBuffer) {
struct st_renderbuffer *rb =
st_new_renderbuffer_fb(colorFormat);
}
#endif
/* we want to combine the depth/stencil */
if (stencilFormat == depthFormat)
stfb->dsrb = st_new_renderbuffer_fb(stencilFormat);
else
stfb->dsrb = st_new_renderbuffer_fb(PIPE_FORMAT_S8Z24_UNORM);
/*### currently we always allocate it but it's possible it's
not necessary if EGL_ALPHA_MASK_SIZE was 0
*/
stfb->alpha_mask = 0;
stfb->init_width = width;
stfb->init_height = height;
stfb->privateData = privateData;
}
return stfb;
}
static void setup_new_alpha_mask(struct vg_context *ctx,
struct st_framebuffer *stfb,
uint width, uint height)
{
struct pipe_context *pipe = ctx->pipe;
struct pipe_texture *old_texture = stfb->alpha_mask;
/*
we use PIPE_FORMAT_A8R8G8B8_UNORM because we want to render to
this texture and use it as a sampler, so while this wastes some
space it makes both of those a lot simpler
*/
stfb->alpha_mask =
create_texture(pipe, PIPE_FORMAT_A8R8G8B8_UNORM, width, height);
if (!stfb->alpha_mask) {
if (old_texture)
pipe_texture_reference(&old_texture, NULL);
return;
}
vg_validate_state(ctx);
/* alpha mask starts with 1.f alpha */
mask_fill(0, 0, width, height, 1.f);
/* if we had an old surface copy it over */
if (old_texture) {
struct pipe_surface *surface = pipe->screen->get_tex_surface(
pipe->screen,
stfb->alpha_mask,
0, 0, 0,
PIPE_BUFFER_USAGE_GPU_WRITE);
struct pipe_surface *old_surface = pipe->screen->get_tex_surface(
pipe->screen,
old_texture,
0, 0, 0,
PIPE_BUFFER_USAGE_GPU_READ);
pipe->surface_copy(pipe,
surface,
0, 0,
old_surface,
0, 0,
MIN2(old_surface->width, width),
MIN2(old_surface->height, height));
if (surface)
pipe_surface_reference(&surface, NULL);
if (old_surface)
pipe_surface_reference(&old_surface, NULL);
}
/* Free the old texture
*/
if (old_texture)
pipe_texture_reference(&old_texture, NULL);
}
void st_resize_framebuffer(struct st_framebuffer *stfb,
uint width, uint height)
{
struct vg_context *ctx = vg_current_context();
struct st_renderbuffer *strb = stfb->strb;
struct pipe_framebuffer_state *state;
if (!ctx)
return;
state = &ctx->state.g3d.fb;
/* If this is a noop, exit early and don't do the clear, etc below.
*/
if (strb->width == width &&
strb->height == height &&
state->zsbuf)
return;
if (strb->width != width || strb->height != height)
st_renderbuffer_alloc_storage(ctx, strb,
width, height);
if (stfb->dsrb->width != width || stfb->dsrb->height != height)
st_renderbuffer_alloc_storage(ctx, stfb->dsrb,
width, height);
{
VGuint i;
memset(state, 0, sizeof(struct pipe_framebuffer_state));
state->width = width;
state->height = height;
state->nr_cbufs = 1;
state->cbufs[0] = strb->surface;
for (i = 1; i < PIPE_MAX_COLOR_BUFS; ++i)
state->cbufs[i] = 0;
state->zsbuf = stfb->dsrb->surface;
cso_set_framebuffer(ctx->cso_context, state);
}
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, width, height);
pipe_texture_reference( &stfb->blend_texture, NULL );
stfb->blend_texture = create_texture(ctx->pipe, PIPE_FORMAT_A8R8G8B8_UNORM,
width, height);
}
void st_set_framebuffer_surface(struct st_framebuffer *stfb,
uint surfIndex, struct pipe_surface *surf)
{
struct st_renderbuffer *rb = stfb->strb;
/* unreference existing surfaces */
pipe_surface_reference( &rb->surface, NULL );
pipe_texture_reference( &rb->texture, NULL );
/* reference new ones */
pipe_surface_reference( &rb->surface, surf );
pipe_texture_reference( &rb->texture, surf->texture );
rb->width = surf->width;
rb->height = surf->height;
}
int st_get_framebuffer_surface(struct st_framebuffer *stfb,
uint surfIndex, struct pipe_surface **surf)
{
struct st_renderbuffer *rb = stfb->strb;
*surf = rb->surface;
return VG_TRUE;
}
int st_get_framebuffer_texture(struct st_framebuffer *stfb,
uint surfIndex, struct pipe_texture **tex)
{
struct st_renderbuffer *rb = stfb->strb;
*tex = rb->texture;
return VG_TRUE;
}
void * st_framebuffer_private(struct st_framebuffer *stfb)
{
return stfb->privateData;
}
void st_unreference_framebuffer(struct st_framebuffer *stfb)
{
/* FIXME */
}
void st_make_current(struct vg_context *st,
struct st_framebuffer *draw,
struct st_framebuffer *read)
{
vg_set_current_context(st);
if (st) {
st->draw_buffer = draw;
}
}
struct vg_context *st_get_current(void)
{
return vg_current_context();
}
void st_flush(struct vg_context *st, uint pipeFlushFlags,
struct pipe_fence_handle **fence)
{
st->pipe->flush(st->pipe, pipeFlushFlags, fence);
}
void st_finish(struct vg_context *st)
{
struct pipe_fence_handle *fence = NULL;
st_flush(st, PIPE_FLUSH_RENDER_CACHE, &fence);
st->pipe->screen->fence_finish(st->pipe->screen, fence, 0);
st->pipe->screen->fence_reference(st->pipe->screen, &fence, NULL);
}
void st_notify_swapbuffers(struct st_framebuffer *stfb)
{
struct vg_context *ctx = vg_current_context();
if (ctx && ctx->draw_buffer == stfb) {
st_flush(ctx,
PIPE_FLUSH_RENDER_CACHE |
PIPE_FLUSH_SWAPBUFFERS |
PIPE_FLUSH_FRAME,
NULL);
}
}
void st_notify_swapbuffers_complete(struct st_framebuffer *stfb)
{
}
int st_bind_texture_surface(struct pipe_surface *ps, int target, int level,
enum pipe_format format)
{
return 0;
}
int st_unbind_texture_surface(struct pipe_surface *ps, int target, int level)
{
return 0;
}
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