
Components such as state trackers, drivers, etc, should be free to be recombined in arbtrary ways to build driver stacks. They should not be reaching out and trying to build the stack themselves - this is now expected to be handled by the "target" abstraction.
287 lines
8.7 KiB
C
287 lines
8.7 KiB
C
/**************************************************************************
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*
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* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "pipe/p_screen.h"
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#include "pipe/p_context.h"
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#include "pipe/p_shader_tokens.h"
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#include "util/u_inlines.h"
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#include "cso_cache/cso_context.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "util/u_simple_shaders.h"
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#include "st_device.h"
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#include "st_winsys.h"
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static void
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st_device_really_destroy(struct st_device *st_dev)
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{
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if(st_dev->screen) {
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/* FIXME: Don't really destroy until we keep track of every single
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* reference or we end up causing a segmentation fault every time
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* python exits. */
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#if 0
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st_dev->screen->destroy(st_dev->screen);
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#endif
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}
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FREE(st_dev);
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}
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static void
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st_device_reference(struct st_device **ptr, struct st_device *st_dev)
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{
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struct st_device *old_dev = *ptr;
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if (pipe_reference(&(*ptr)->reference, &st_dev->reference))
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st_device_really_destroy(old_dev);
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*ptr = st_dev;
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}
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void
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st_device_destroy(struct st_device *st_dev)
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{
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st_device_reference(&st_dev, NULL);
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}
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struct st_device *
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st_device_create(boolean hardware)
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{
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struct pipe_screen *screen;
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struct st_device *st_dev;
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if (hardware)
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screen = st_hardware_screen_create();
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else
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screen = st_software_screen_create();
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st_dev = CALLOC_STRUCT(st_device);
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if (!st_dev)
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goto no_device;
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pipe_reference_init(&st_dev->reference, 1);
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st_dev->screen = screen;
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return st_dev;
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no_device:
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screen->destroy(screen);
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no_screen:
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return NULL;
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}
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void
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st_context_destroy(struct st_context *st_ctx)
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{
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unsigned i;
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if(st_ctx) {
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struct st_device *st_dev = st_ctx->st_dev;
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if(st_ctx->cso) {
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cso_delete_vertex_shader(st_ctx->cso, st_ctx->vs);
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cso_delete_fragment_shader(st_ctx->cso, st_ctx->fs);
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cso_destroy_context(st_ctx->cso);
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}
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if(st_ctx->pipe)
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st_ctx->pipe->destroy(st_ctx->pipe);
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for(i = 0; i < PIPE_MAX_SAMPLERS; ++i)
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pipe_texture_reference(&st_ctx->fragment_sampler_textures[i], NULL);
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for(i = 0; i < PIPE_MAX_VERTEX_SAMPLERS; ++i)
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pipe_texture_reference(&st_ctx->vertex_sampler_textures[i], NULL);
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pipe_texture_reference(&st_ctx->default_texture, NULL);
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FREE(st_ctx);
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st_device_reference(&st_dev, NULL);
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}
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}
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struct st_context *
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st_context_create(struct st_device *st_dev)
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{
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struct st_context *st_ctx;
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st_ctx = CALLOC_STRUCT(st_context);
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if(!st_ctx)
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return NULL;
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st_device_reference(&st_ctx->st_dev, st_dev);
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st_ctx->pipe = st_dev->screen->context_create(st_dev->screen, NULL);
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if(!st_ctx->pipe) {
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st_context_destroy(st_ctx);
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return NULL;
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}
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st_ctx->cso = cso_create_context(st_ctx->pipe);
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if(!st_ctx->cso) {
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st_context_destroy(st_ctx);
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return NULL;
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}
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/* disabled blending/masking */
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{
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struct pipe_blend_state blend;
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memset(&blend, 0, sizeof(blend));
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blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
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blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
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blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
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blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
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blend.rt[0].colormask = PIPE_MASK_RGBA;
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cso_set_blend(st_ctx->cso, &blend);
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}
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/* no-op depth/stencil/alpha */
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{
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struct pipe_depth_stencil_alpha_state depthstencil;
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memset(&depthstencil, 0, sizeof(depthstencil));
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cso_set_depth_stencil_alpha(st_ctx->cso, &depthstencil);
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}
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/* rasterizer */
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{
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struct pipe_rasterizer_state rasterizer;
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memset(&rasterizer, 0, sizeof(rasterizer));
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rasterizer.front_winding = PIPE_WINDING_CW;
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rasterizer.cull_mode = PIPE_WINDING_NONE;
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cso_set_rasterizer(st_ctx->cso, &rasterizer);
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}
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/* clip */
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{
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struct pipe_clip_state clip;
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memset(&clip, 0, sizeof(clip));
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st_ctx->pipe->set_clip_state(st_ctx->pipe, &clip);
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}
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/* identity viewport */
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{
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struct pipe_viewport_state viewport;
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viewport.scale[0] = 1.0;
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viewport.scale[1] = 1.0;
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viewport.scale[2] = 1.0;
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viewport.scale[3] = 1.0;
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viewport.translate[0] = 0.0;
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viewport.translate[1] = 0.0;
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viewport.translate[2] = 0.0;
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viewport.translate[3] = 0.0;
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cso_set_viewport(st_ctx->cso, &viewport);
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}
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/* samplers */
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{
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struct pipe_sampler_state sampler;
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unsigned i;
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memset(&sampler, 0, sizeof(sampler));
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sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NEAREST;
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sampler.min_img_filter = PIPE_TEX_MIPFILTER_NEAREST;
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sampler.mag_img_filter = PIPE_TEX_MIPFILTER_NEAREST;
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sampler.normalized_coords = 1;
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for (i = 0; i < PIPE_MAX_SAMPLERS; i++)
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cso_single_sampler(st_ctx->cso, i, &sampler);
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cso_single_sampler_done(st_ctx->cso);
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}
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/* default textures */
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{
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struct pipe_screen *screen = st_dev->screen;
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struct pipe_texture templat;
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struct pipe_transfer *transfer;
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unsigned i;
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memset( &templat, 0, sizeof( templat ) );
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templat.target = PIPE_TEXTURE_2D;
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templat.format = PIPE_FORMAT_B8G8R8A8_UNORM;
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templat.width0 = 1;
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templat.height0 = 1;
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templat.depth0 = 1;
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templat.last_level = 0;
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st_ctx->default_texture = screen->texture_create( screen, &templat );
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if(st_ctx->default_texture) {
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transfer = screen->get_tex_transfer(screen,
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st_ctx->default_texture,
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0, 0, 0,
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PIPE_TRANSFER_WRITE,
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0, 0,
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st_ctx->default_texture->width0,
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st_ctx->default_texture->height0);
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if (transfer) {
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uint32_t *map;
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map = (uint32_t *) screen->transfer_map(screen, transfer);
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if(map) {
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*map = 0x00000000;
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screen->transfer_unmap(screen, transfer);
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}
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screen->tex_transfer_destroy(transfer);
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}
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}
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for (i = 0; i < PIPE_MAX_SAMPLERS; i++)
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pipe_texture_reference(&st_ctx->fragment_sampler_textures[i], st_ctx->default_texture);
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for (i = 0; i < PIPE_MAX_VERTEX_SAMPLERS; i++)
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pipe_texture_reference(&st_ctx->vertex_sampler_textures[i], st_ctx->default_texture);
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cso_set_sampler_textures(st_ctx->cso, PIPE_MAX_SAMPLERS, st_ctx->fragment_sampler_textures);
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cso_set_vertex_sampler_textures(st_ctx->cso, PIPE_MAX_VERTEX_SAMPLERS, st_ctx->vertex_sampler_textures);
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}
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/* vertex shader */
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{
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const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
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TGSI_SEMANTIC_GENERIC };
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const uint semantic_indexes[] = { 0, 0 };
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st_ctx->vs = util_make_vertex_passthrough_shader(st_ctx->pipe,
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2,
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semantic_names,
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semantic_indexes);
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cso_set_vertex_shader_handle(st_ctx->cso, st_ctx->vs);
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}
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/* fragment shader */
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{
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st_ctx->fs = util_make_fragment_passthrough_shader(st_ctx->pipe);
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cso_set_fragment_shader_handle(st_ctx->cso, st_ctx->fs);
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}
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return st_ctx;
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}
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