gallium: streamline viewport/raster/shader state for clearing with quads

Move init of these items to new st_init_clear().
This commit is contained in:
Brian Paul
2008-04-03 12:54:32 -06:00
parent e8823bb7df
commit ce5c867cbb
4 changed files with 45 additions and 37 deletions

View File

@@ -55,6 +55,42 @@
#include "cso_cache/cso_context.h"
void
st_init_clear(struct st_context *st)
{
struct pipe_context *pipe = st->pipe;
/* rasterizer state: bypass clipping */
memset(&st->clear.raster, 0, sizeof(st->clear.raster));
st->clear.raster.bypass_clipping = 1;
/* viewport state: identity since we're drawing in window coords */
st->clear.viewport.scale[0] = 1.0;
st->clear.viewport.scale[1] = 1.0;
st->clear.viewport.scale[2] = 1.0;
st->clear.viewport.scale[3] = 1.0;
st->clear.viewport.translate[0] = 0.0;
st->clear.viewport.translate[1] = 0.0;
st->clear.viewport.translate[2] = 0.0;
st->clear.viewport.translate[3] = 0.0;
/* fragment shader state: color pass-through program */
st->clear.fs =
util_make_fragment_passthrough_shader(pipe, &st->clear.frag_shader);
/* vertex shader state: color/position pass-through */
{
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_COLOR };
const uint semantic_indexes[] = { 0, 0 };
st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
semantic_names,
semantic_indexes,
&st->clear.vert_shader);
}
}
void
st_destroy_clear(struct st_context *st)
{
@@ -233,47 +269,12 @@ clear_with_quad(GLcontext *ctx,
cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
}
/* rasterizer state: bypass clipping */
{
struct pipe_rasterizer_state raster;
memset(&raster, 0, sizeof(raster));
raster.bypass_clipping = 1;
cso_set_rasterizer(st->cso_context, &raster);
}
cso_set_rasterizer(st->cso_context, &st->clear.raster);
cso_set_viewport(st->cso_context, &st->clear.viewport);
/* fragment shader state: color pass-through program */
if (!st->clear.fs) {
st->clear.fs = util_make_fragment_passthrough_shader(pipe, &st->clear.frag_shader);
}
pipe->bind_fs_state(pipe, st->clear.fs);
/* vertex shader state: color/position pass-through */
if (!st->clear.vs) {
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_COLOR };
const uint semantic_indexes[] = { 0, 0 };
st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
semantic_names,
semantic_indexes,
&st->clear.vert_shader);
}
pipe->bind_vs_state(pipe, st->clear.vs);
/* viewport state: identity since we're drawing in window coords */
{
struct pipe_viewport_state vp;
vp.scale[0] = 1.0;
vp.scale[1] = 1.0;
vp.scale[2] = 1.0;
vp.scale[3] = 1.0;
vp.translate[0] = 0.0;
vp.translate[1] = 0.0;
vp.translate[2] = 0.0;
vp.translate[3] = 0.0;
cso_set_viewport(st->cso_context, &vp);
}
/* draw quad matching scissor rect (XXX verify coord round-off) */
draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);

View File

@@ -30,6 +30,10 @@
#define ST_CB_CLEAR_H
extern void
st_init_clear(struct st_context *st);
extern void
st_destroy_clear(struct st_context *st);

View File

@@ -110,6 +110,7 @@ st_create_context_priv( GLcontext *ctx, struct pipe_context *pipe )
st_init_atoms( st );
st_init_bitmap(st);
st_init_clear(st);
st_init_draw( st );
st_init_generate_mipmap(st);
st_init_blit(st);

View File

@@ -161,6 +161,8 @@ struct st_context
struct {
struct pipe_shader_state vert_shader;
struct pipe_shader_state frag_shader;
struct pipe_rasterizer_state raster;
struct pipe_viewport_state viewport;
void *vs;
void *fs;
float vertices[4][2][4]; /**< vertex pos + color */