u_blitter: bind a NULL geometry shader

This commit is contained in:
Marek Olšák 2011-10-07 19:28:19 +02:00
parent c12c05c198
commit 4c417697b6
2 changed files with 32 additions and 1 deletions

View File

@ -104,6 +104,8 @@ struct blitter_context_priv
/* Destination surface dimensions. */
unsigned dst_width;
unsigned dst_height;
boolean has_geometry_shader;
};
static void blitter_draw_rectangle(struct blitter_context *blitter,
@ -137,12 +139,17 @@ struct blitter_context *util_blitter_create(struct pipe_context *pipe)
ctx->base.saved_rs_state = INVALID_PTR;
ctx->base.saved_fs = INVALID_PTR;
ctx->base.saved_vs = INVALID_PTR;
ctx->base.saved_gs = INVALID_PTR;
ctx->base.saved_velem_state = INVALID_PTR;
ctx->base.saved_fb_state.nr_cbufs = ~0;
ctx->base.saved_num_sampler_views = ~0;
ctx->base.saved_num_sampler_states = ~0;
ctx->base.saved_num_vertex_buffers = ~0;
ctx->has_geometry_shader =
pipe->screen->get_shader_param(pipe->screen, PIPE_SHADER_GEOMETRY,
PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0;
/* blend state objects */
memset(&blend, 0, sizeof(blend));
ctx->blend_keep_color = pipe->create_blend_state(pipe, &blend);
@ -286,6 +293,7 @@ static void blitter_check_saved_vertex_states(struct blitter_context_priv *ctx)
assert(ctx->base.saved_num_vertex_buffers != ~0 &&
ctx->base.saved_velem_state != INVALID_PTR &&
ctx->base.saved_vs != INVALID_PTR &&
(!ctx->has_geometry_shader || ctx->base.saved_gs != INVALID_PTR) &&
ctx->base.saved_rs_state != INVALID_PTR);
}
@ -315,6 +323,11 @@ static void blitter_restore_vertex_states(struct blitter_context_priv *ctx)
pipe->bind_vs_state(pipe, ctx->base.saved_vs);
ctx->base.saved_vs = INVALID_PTR;
/* Geometry shader. */
if (ctx->has_geometry_shader) {
pipe->bind_gs_state(pipe, ctx->base.saved_gs);
ctx->base.saved_gs = INVALID_PTR;
}
/* Rasterizer. */
pipe->bind_rasterizer_state(pipe, ctx->base.saved_rs_state);
@ -750,6 +763,8 @@ static void util_blitter_clear_custom(struct blitter_context *blitter,
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
pipe->bind_fs_state(pipe, blitter_get_fs_col(ctx, num_cbufs));
pipe->bind_vs_state(pipe, ctx->vs);
if (ctx->has_geometry_shader)
pipe->bind_gs_state(pipe, NULL);
blitter_set_dst_dimensions(ctx, width, height);
blitter->draw_rectangle(blitter, 0, 0, width, height, depth,
@ -895,6 +910,8 @@ void util_blitter_copy_texture(struct blitter_context *blitter,
/* Set rasterizer state, shaders, and textures. */
pipe->bind_rasterizer_state(pipe, ctx->rs_state);
pipe->bind_vs_state(pipe, ctx->vs);
if (ctx->has_geometry_shader)
pipe->bind_gs_state(pipe, NULL);
pipe->bind_fragment_sampler_states(pipe, 1,
blitter_get_sampler_state(ctx, srclevel, normalized));
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
@ -995,6 +1012,8 @@ void util_blitter_clear_render_target(struct blitter_context *blitter,
pipe->bind_rasterizer_state(pipe, ctx->rs_state);
pipe->bind_fs_state(pipe, blitter_get_fs_col(ctx, 1));
pipe->bind_vs_state(pipe, ctx->vs);
if (ctx->has_geometry_shader)
pipe->bind_gs_state(pipe, NULL);
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
/* set a framebuffer state */
@ -1061,6 +1080,8 @@ void util_blitter_clear_depth_stencil(struct blitter_context *blitter,
pipe->bind_rasterizer_state(pipe, ctx->rs_state);
pipe->bind_fs_state(pipe, blitter_get_fs_col(ctx, 0));
pipe->bind_vs_state(pipe, ctx->vs);
if (ctx->has_geometry_shader)
pipe->bind_gs_state(pipe, NULL);
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
/* set a framebuffer state */
@ -1108,6 +1129,8 @@ void util_blitter_custom_depth_stencil(struct blitter_context *blitter,
pipe->bind_rasterizer_state(pipe, ctx->rs_state);
pipe->bind_fs_state(pipe, blitter_get_fs_col(ctx, 0));
pipe->bind_vs_state(pipe, ctx->vs);
if (ctx->has_geometry_shader)
pipe->bind_gs_state(pipe, NULL);
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
/* set a framebuffer state */

View File

@ -89,7 +89,7 @@ struct blitter_context
void *saved_dsa_state; /**< depth stencil alpha state */
void *saved_velem_state; /**< vertex elements state */
void *saved_rs_state; /**< rasterizer state */
void *saved_fs, *saved_vs; /**< fragment shader, vertex shader */
void *saved_fs, *saved_vs, *saved_gs; /**< shaders */
struct pipe_framebuffer_state saved_fb_state; /**< framebuffer state */
struct pipe_stencil_ref saved_stencil_ref; /**< stencil ref */
@ -130,6 +130,7 @@ struct pipe_context *util_blitter_get_pipe(struct blitter_context *blitter)
* - vertex buffers
* - vertex elements
* - vertex shader
* - geometry shader (if supported)
* - rasterizer state
*/
@ -283,6 +284,13 @@ void util_blitter_save_vertex_shader(struct blitter_context *blitter,
blitter->saved_vs = vs;
}
static INLINE
void util_blitter_save_geometry_shader(struct blitter_context *blitter,
void *gs)
{
blitter->saved_gs = gs;
}
static INLINE
void util_blitter_save_framebuffer(struct blitter_context *blitter,
const struct pipe_framebuffer_state *state)