st/vega: Move vertex transformation to shader.
It was done in path-to-polygon conversion. That meant that the results were invalidated when the transformation was modified, and CPU had to recreate the vertex buffer with new vertices. It could be a performance hit for apps that animate.
This commit is contained in:
@@ -546,11 +546,7 @@ void image_draw(struct vg_image *img, struct matrix *matrix)
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x4 = 0;
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y4 = img->height;
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matrix_map_point(matrix, x1, y1, &x1, &y1);
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matrix_map_point(matrix, x2, y2, &x2, &y2);
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matrix_map_point(matrix, x3, y3, &x3, &y3);
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matrix_map_point(matrix, x4, y4, &x4, &y4);
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shader_set_surface_matrix(ctx->shader, matrix);
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shader_set_drawing_image(ctx->shader, VG_TRUE);
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shader_set_paint(ctx->shader, ctx->state.vg.fill_paint);
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shader_set_paint_matrix(ctx->shader, &paint_matrix);
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@@ -435,14 +435,14 @@ static void mask_layer_render_to(struct vg_mask_layer *layer,
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PIPE_BIND_RENDER_TARGET);
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surf = pipe->create_surface(pipe, view->texture, &surf_tmpl);
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renderer_validate_for_mask_rendering(ctx->renderer, surf);
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renderer_validate_for_mask_rendering(ctx->renderer, surf, mat);
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if (paint_modes & VG_FILL_PATH) {
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path_fill(path, mat);
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path_fill(path);
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}
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if (paint_modes & VG_STROKE_PATH){
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path_stroke(path, mat);
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path_stroke(path);
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}
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pipe_surface_reference(&surf, NULL);
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@@ -1565,10 +1565,11 @@ void path_render(struct path *p, VGbitfield paintModes,
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mat,
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&paint_matrix)) {
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/* First the fill */
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shader_set_surface_matrix(ctx->shader, mat);
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shader_set_paint(ctx->shader, ctx->state.vg.fill_paint);
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shader_set_paint_matrix(ctx->shader, &paint_matrix);
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shader_bind(ctx->shader);
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path_fill(p, mat);
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path_fill(p);
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}
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if ((paintModes & VG_STROKE_PATH) &&
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@@ -1580,18 +1581,23 @@ void path_render(struct path *p, VGbitfield paintModes,
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* taking place."*/
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if (ctx->state.vg.stroke.line_width.f <= 0)
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return;
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shader_set_surface_matrix(ctx->shader, mat);
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shader_set_paint(ctx->shader, ctx->state.vg.stroke_paint);
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shader_set_paint_matrix(ctx->shader, &paint_matrix);
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shader_bind(ctx->shader);
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path_stroke(p, mat);
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path_stroke(p);
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}
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}
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void path_fill(struct path *p, struct matrix *mat)
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void path_fill(struct path *p)
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{
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struct vg_context *ctx = vg_current_context();
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struct matrix identity;
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matrix_load_identity(&identity);
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{
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struct polygon_array *polygon_array = path_get_fill_polygons(p, mat);
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struct polygon_array *polygon_array = path_get_fill_polygons(p, &identity);
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struct array *polys = polygon_array->array;
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if (!polygon_array || !polys || !polys->num_elements) {
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@@ -1601,7 +1607,7 @@ void path_fill(struct path *p, struct matrix *mat)
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}
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}
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void path_stroke(struct path *p, struct matrix *mat)
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void path_stroke(struct path *p)
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{
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struct vg_context *ctx = vg_current_context();
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VGFillRule old_fill = ctx->state.vg.fill_rule;
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@@ -1613,7 +1619,7 @@ void path_stroke(struct path *p, struct matrix *mat)
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if (stroke && !path_is_empty(stroke)) {
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ctx->state.vg.fill_rule = VG_NON_ZERO;
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path_fill(stroke, mat);
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path_fill(stroke);
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ctx->state.vg.fill_rule = old_fill;
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}
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@@ -105,8 +105,8 @@ VGboolean path_interpolate(struct path *dst,
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void path_clear(struct path *p, VGbitfield capabilities);
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void path_render(struct path *p, VGbitfield paintModes, struct matrix *mat);
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void path_fill(struct path *p, struct matrix *mat);
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void path_stroke(struct path *p, struct matrix *mat);
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void path_fill(struct path *p);
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void path_stroke(struct path *p);
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void path_move_to(struct path *p, float x, float y);
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void path_line_to(struct path *p, float x, float y);
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@@ -83,9 +83,10 @@ struct renderer {
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struct pipe_depth_stencil_alpha_state dsa;
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struct pipe_framebuffer_state fb;
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} g3d;
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struct matrix projection;
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struct matrix mvp;
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struct pipe_resource *vs_cbuf;
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VGfloat vs_cbuf_data[8];
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struct pipe_resource *fs_cbuf;
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VGfloat fs_cbuf_data[32];
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@@ -141,6 +142,49 @@ static VGboolean renderer_can_support(struct renderer *renderer,
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res->format, res->target, 0, bindings, 0);
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}
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/**
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* Set the model-view-projection matrix used by vertex shaders.
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*/
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static void renderer_set_mvp(struct renderer *renderer,
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const struct matrix *mvp)
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{
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struct matrix *cur = &renderer->mvp;
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struct pipe_resource *cbuf;
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VGfloat consts[3][4];
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VGint i;
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/* projection only */
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if (!mvp)
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mvp = &renderer->projection;
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/* re-upload only if necessary */
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if (memcmp(cur, mvp, sizeof(*mvp)) == 0)
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return;
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/* 3x3 matrix to 3 constant vectors (no Z) */
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for (i = 0; i < 3; i++) {
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consts[i][0] = mvp->m[i + 0];
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consts[i][1] = mvp->m[i + 3];
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consts[i][2] = 0.0f;
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consts[i][3] = mvp->m[i + 6];
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}
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cbuf = renderer->vs_cbuf;
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pipe_resource_reference(&cbuf, NULL);
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cbuf = pipe_buffer_create(renderer->pipe->screen,
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PIPE_BIND_CONSTANT_BUFFER,
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sizeof(consts));
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if (cbuf) {
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pipe_buffer_write(renderer->pipe, cbuf,
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0, sizeof(consts), consts);
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}
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renderer->pipe->set_constant_buffer(renderer->pipe,
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PIPE_SHADER_VERTEX, 0, cbuf);
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memcpy(cur, mvp, sizeof(*mvp));
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renderer->vs_cbuf = cbuf;
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}
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/**
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* Create a simple vertex shader that passes through position and the given
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* attribute.
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@@ -148,7 +192,7 @@ static VGboolean renderer_can_support(struct renderer *renderer,
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static void *create_passthrough_vs(struct pipe_context *pipe, int semantic_name)
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{
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struct ureg_program *ureg;
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struct ureg_src src[2], constants[2];
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struct ureg_src src[2], constants[3];
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struct ureg_dst dst[2], tmp;
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int i;
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@@ -156,16 +200,18 @@ static void *create_passthrough_vs(struct pipe_context *pipe, int semantic_name)
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if (!ureg)
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return NULL;
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/* position in surface coordinates */
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/* position is in user coordinates */
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src[0] = ureg_DECL_vs_input(ureg, 0);
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dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
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tmp = ureg_DECL_temporary(ureg);
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for (i = 0; i < 2; i++)
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for (i = 0; i < Elements(constants); i++)
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constants[i] = ureg_DECL_constant(ureg, i);
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/* transform to clipped coordinates */
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ureg_MUL(ureg, tmp, src[0], constants[0]);
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ureg_ADD(ureg, tmp, ureg_src(tmp), constants[1]);
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ureg_DP4(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_X), src[0], constants[0]);
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ureg_DP4(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_Y), src[0], constants[1]);
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ureg_MOV(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_Z), src[0]);
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ureg_DP4(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_W), src[0], constants[2]);
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ureg_MOV(ureg, dst[0], ureg_src(tmp));
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if (semantic_name >= 0) {
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@@ -567,6 +613,8 @@ VGboolean renderer_copy_begin(struct renderer *renderer,
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renderer_set_fs(renderer, RENDERER_FS_TEXTURE);
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renderer_set_vs(renderer, RENDERER_VS_TEXTURE);
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renderer_set_mvp(renderer, NULL);
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/* remember the texture size */
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renderer->u.copy.tex_width = src->texture->width0;
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renderer->u.copy.tex_height = src->texture->height0;
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@@ -638,6 +686,8 @@ VGboolean renderer_drawtex_begin(struct renderer *renderer,
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renderer_set_fs(renderer, RENDERER_FS_TEXTURE);
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renderer_set_vs(renderer, RENDERER_VS_TEXTURE);
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renderer_set_mvp(renderer, NULL);
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/* remember the texture size */
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renderer->u.drawtex.tex_width = src->texture->width0;
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renderer->u.drawtex.tex_height = src->texture->height0;
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@@ -710,6 +760,8 @@ VGboolean renderer_scissor_begin(struct renderer *renderer,
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renderer_set_blend(renderer, 0);
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renderer_set_fs(renderer, RENDERER_FS_SCISSOR);
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renderer_set_mvp(renderer, NULL);
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renderer->u.scissor.restore_dsa = restore_dsa;
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renderer->state = RENDERER_STATE_SCISSOR;
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@@ -763,6 +815,8 @@ VGboolean renderer_clear_begin(struct renderer *renderer)
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renderer_set_fs(renderer, RENDERER_FS_COLOR);
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renderer_set_vs(renderer, RENDERER_VS_COLOR);
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renderer_set_mvp(renderer, NULL);
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renderer->state = RENDERER_STATE_CLEAR;
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return VG_TRUE;
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@@ -868,6 +922,8 @@ VGboolean renderer_filter_begin(struct renderer *renderer,
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renderer->u.filter.use_sampler = VG_FALSE;
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}
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renderer_set_mvp(renderer, NULL);
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renderer->state = RENDERER_STATE_FILTER;
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return VG_TRUE;
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@@ -1286,8 +1342,7 @@ void renderer_validate(struct renderer *renderer,
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if (dirty & FRAMEBUFFER_DIRTY) {
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struct pipe_framebuffer_state *fb = &renderer->g3d.fb;
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struct pipe_resource *cbuf;
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VGfloat vs_consts[8];
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struct matrix *proj = &renderer->projection;
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memset(fb, 0, sizeof(struct pipe_framebuffer_state));
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fb->width = stfb->width;
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@@ -1299,34 +1354,9 @@ void renderer_validate(struct renderer *renderer,
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cso_set_framebuffer(renderer->cso, fb);
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vg_set_viewport(renderer, VEGA_Y0_BOTTOM);
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/* surface coordinates to clipped coordinates */
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vs_consts[0] = 2.0f / fb->width;
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vs_consts[1] = 2.0f / fb->height;
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vs_consts[2] = 1.0f;
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vs_consts[3] = 1.0f;
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vs_consts[4] = -1.0f;
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vs_consts[5] = -1.0f;
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vs_consts[6] = 0.0f;
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vs_consts[7] = 0.0f;
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/* upload if needed */
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cbuf = renderer->vs_cbuf;
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if (!cbuf ||
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memcmp(renderer->vs_cbuf_data, vs_consts, sizeof(vs_consts)) != 0) {
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pipe_resource_reference(&cbuf, NULL);
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cbuf = pipe_buffer_create(renderer->pipe->screen,
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PIPE_BIND_CONSTANT_BUFFER,
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sizeof(vs_consts));
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if (cbuf) {
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pipe_buffer_write(renderer->pipe, cbuf, 0,
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sizeof(vs_consts), vs_consts);
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}
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renderer->pipe->set_constant_buffer(renderer->pipe,
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PIPE_SHADER_VERTEX, 0, cbuf);
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renderer->vs_cbuf = cbuf;
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memcpy(renderer->vs_cbuf_data, vs_consts, sizeof(vs_consts));
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}
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matrix_load_identity(proj);
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matrix_translate(proj, -1.0f, -1.0f);
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matrix_scale(proj, 2.0f / fb->width, 2.0f / fb->height);
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/* we also got a new depth buffer */
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if (dirty & DEPTH_STENCIL_DIRTY) {
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@@ -1349,18 +1379,32 @@ void renderer_validate_for_shader(struct renderer *renderer,
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const struct pipe_sampler_state **samplers,
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struct pipe_sampler_view **views,
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VGint num_samplers,
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const struct matrix *modelview,
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void *fs,
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const void *const_buffer,
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VGint const_buffer_len)
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{
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struct matrix mvp = renderer->projection;
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/* will be used in POLYGON_STENCIL and POLYGON_FILL */
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matrix_mult(&mvp, modelview);
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renderer_set_mvp(renderer, &mvp);
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renderer_set_custom_fs(renderer, fs,
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samplers, views, num_samplers,
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const_buffer, const_buffer_len);
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}
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void renderer_validate_for_mask_rendering(struct renderer *renderer,
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struct pipe_surface *dst)
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struct pipe_surface *dst,
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const struct matrix *modelview)
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{
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struct matrix mvp = renderer->projection;
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/* will be used in POLYGON_STENCIL and POLYGON_FILL */
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matrix_mult(&mvp, modelview);
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renderer_set_mvp(renderer, &mvp);
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renderer_set_target(renderer, dst, renderer->g3d.fb.zsbuf, VG_FALSE);
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renderer_set_blend(renderer, ~0);
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renderer_set_fs(renderer, RENDERER_FS_WHITE);
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@@ -41,6 +41,7 @@ struct pipe_sampler_view;
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struct pipe_surface;
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struct pipe_vertex_element;
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struct pipe_vertex_buffer;
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struct matrix;
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struct renderer *renderer_create(struct vg_context *owner);
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void renderer_destroy(struct renderer *);
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@@ -54,12 +55,14 @@ void renderer_validate_for_shader(struct renderer *renderer,
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const struct pipe_sampler_state **samplers,
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struct pipe_sampler_view **views,
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VGint num_samplers,
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const struct matrix *modelview,
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void *fs,
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const void *const_buffer,
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VGint const_buffer_len);
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void renderer_validate_for_mask_rendering(struct renderer *renderer,
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struct pipe_surface *dst);
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struct pipe_surface *dst,
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const struct matrix *modelview);
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VGboolean renderer_copy_begin(struct renderer *renderer,
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struct pipe_surface *dst,
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@@ -50,6 +50,7 @@ struct shader {
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struct vg_paint *paint;
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struct vg_image *image;
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struct matrix modelview;
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struct matrix paint_matrix;
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VGboolean drawing_image;
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@@ -299,6 +300,7 @@ void shader_bind(struct shader *shader)
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renderer_validate_for_shader(ctx->renderer,
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(const struct pipe_sampler_state **) samplers,
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sampler_views, num_samplers,
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&shader->modelview,
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shader->fs, (const void *) shader->constants, param_bytes);
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}
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@@ -327,6 +329,15 @@ void shader_set_image(struct shader *shader, struct vg_image *img)
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shader->image = img;
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}
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/**
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* Set the transformation to map a vertex to the surface coordinates.
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*/
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void shader_set_surface_matrix(struct shader *shader,
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const struct matrix *mat)
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{
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shader->modelview = *mat;
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}
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/**
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* Set the transformation to map a pixel to the paint coordinates.
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*/
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@@ -54,6 +54,8 @@ VGboolean shader_drawing_image(struct shader *shader);
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void shader_set_image(struct shader *shader, struct vg_image *img);
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void shader_set_surface_matrix(struct shader *shader,
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const struct matrix *mat);
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void shader_set_paint_matrix(struct shader *shader, const struct matrix *mat);
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void shader_bind(struct shader *shader);
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