draw: use util_pstipple_* function for stipple pattern textures and samplers

This reduces code duplication.

Suggested-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This commit is contained in:
Nicolai Hähnle 2016-01-21 16:10:11 -05:00
parent 452e51bf1e
commit c260175677
3 changed files with 18 additions and 112 deletions

View File

@ -152,113 +152,6 @@ generate_pstip_fs(struct pstip_stage *pstip)
}
/**
* Load texture image with current stipple pattern.
*/
static void
pstip_update_texture(struct pstip_stage *pstip)
{
static const uint bit31 = 1 << 31;
struct pipe_context *pipe = pstip->pipe;
struct pipe_transfer *transfer;
const uint *stipple = pstip->state.stipple->stipple;
uint i, j;
ubyte *data;
data = pipe_transfer_map(pipe, pstip->texture, 0, 0,
PIPE_TRANSFER_WRITE, 0, 0, 32, 32, &transfer);
/*
* Load alpha texture.
* Note: 0 means keep the fragment, 255 means kill it.
* We'll negate the texel value and use KILL_IF which kills if value
* is negative.
*/
for (i = 0; i < 32; i++) {
for (j = 0; j < 32; j++) {
if (stipple[i] & (bit31 >> j)) {
/* fragment "on" */
data[i * transfer->stride + j] = 0;
}
else {
/* fragment "off" */
data[i * transfer->stride + j] = 255;
}
}
}
/* unmap */
pipe_transfer_unmap(pipe, transfer);
}
/**
* Create the texture map we'll use for stippling.
*/
static boolean
pstip_create_texture(struct pstip_stage *pstip)
{
struct pipe_context *pipe = pstip->pipe;
struct pipe_screen *screen = pipe->screen;
struct pipe_resource texTemp;
struct pipe_sampler_view viewTempl;
memset(&texTemp, 0, sizeof(texTemp));
texTemp.target = PIPE_TEXTURE_2D;
texTemp.format = PIPE_FORMAT_A8_UNORM; /* XXX verify supported by driver! */
texTemp.last_level = 0;
texTemp.width0 = 32;
texTemp.height0 = 32;
texTemp.depth0 = 1;
texTemp.array_size = 1;
texTemp.bind = PIPE_BIND_SAMPLER_VIEW;
pstip->texture = screen->resource_create(screen, &texTemp);
if (pstip->texture == NULL)
return FALSE;
u_sampler_view_default_template(&viewTempl,
pstip->texture,
pstip->texture->format);
pstip->sampler_view = pipe->create_sampler_view(pipe,
pstip->texture,
&viewTempl);
if (!pstip->sampler_view) {
return FALSE;
}
return TRUE;
}
/**
* Create the sampler CSO that'll be used for stippling.
*/
static boolean
pstip_create_sampler(struct pstip_stage *pstip)
{
struct pipe_sampler_state sampler;
struct pipe_context *pipe = pstip->pipe;
memset(&sampler, 0, sizeof(sampler));
sampler.wrap_s = PIPE_TEX_WRAP_REPEAT;
sampler.wrap_t = PIPE_TEX_WRAP_REPEAT;
sampler.wrap_r = PIPE_TEX_WRAP_REPEAT;
sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
sampler.normalized_coords = 1;
sampler.min_lod = 0.0f;
sampler.max_lod = 0.0f;
pstip->sampler_cso = pipe->create_sampler_state(pipe, &sampler);
if (pstip->sampler_cso == NULL)
return FALSE;
return TRUE;
}
/**
* When we're about to draw our first stipple polygon in a batch, this function
* is called to tell the driver to bind our modified fragment shader.
@ -537,7 +430,8 @@ pstip_set_polygon_stipple(struct pipe_context *pipe,
/* pass-through */
pstip->driver_set_polygon_stipple(pstip->pipe, stipple);
pstip_update_texture(pstip);
util_pstipple_update_stipple_texture(pstip->pipe, pstip->texture,
pstip->state.stipple->stipple);
}
@ -573,10 +467,17 @@ draw_install_pstipple_stage(struct draw_context *draw,
pstip->driver_set_polygon_stipple = pipe->set_polygon_stipple;
/* create special texture, sampler state */
if (!pstip_create_texture(pstip))
pstip->texture = util_pstipple_create_stipple_texture(pipe, NULL);
if (!pstip->texture)
goto fail;
if (!pstip_create_sampler(pstip))
pstip->sampler_view = util_pstipple_create_sampler_view(pipe,
pstip->texture);
if (!pstip->sampler_view)
goto fail;
pstip->sampler_cso = util_pstipple_create_sampler(pipe);
if (!pstip->sampler_cso)
goto fail;
/* override the driver's functions */

View File

@ -58,7 +58,7 @@
#define NUM_NEW_TOKENS 53
static void
void
util_pstipple_update_stipple_texture(struct pipe_context *pipe,
struct pipe_resource *tex,
const uint32_t pattern[32])
@ -118,7 +118,7 @@ util_pstipple_create_stipple_texture(struct pipe_context *pipe,
tex = screen->resource_create(screen, &templat);
if (tex)
if (tex && pattern)
util_pstipple_update_stipple_texture(pipe, tex, pattern);
return tex;

View File

@ -36,6 +36,11 @@ struct pipe_resource;
struct pipe_shader_state;
extern void
util_pstipple_update_stipple_texture(struct pipe_context *pipe,
struct pipe_resource *tex,
const uint32_t pattern[32]);
extern struct pipe_resource *
util_pstipple_create_stipple_texture(struct pipe_context *pipe,
const uint32_t pattern[32]);