Update glClear and glDrawPixels code.

Since they're implemented by drawing quadrilaterals (and go through vertex
transformation and viewport mapping) we don't have to invert Y coords.
This commit is contained in:
Brian 2007-08-20 18:24:02 -06:00
parent c1fbd72adc
commit d054331c47
3 changed files with 95 additions and 17 deletions

View File

@ -248,10 +248,11 @@ run_vertex_program(struct draw_context *draw,
vOut[j]->data[0][2] = z * scale[2] + trans[2];
vOut[j]->data[0][3] = w;
#if 0
printf("wincoord: %f %f %f\n",
printf("wincoord: %f %f %f %f\n",
vOut[j]->data[0][0],
vOut[j]->data[0][1],
vOut[j]->data[0][2]);
vOut[j]->data[0][2],
vOut[j]->data[0][3]);
#endif
/* remaining attributes: */

View File

@ -212,8 +212,8 @@ make_vertex_shader(struct st_context *st)
/**
* Draw a screen-aligned quadrilateral.
* Coords are window coords.
* XXX need to emit clip coords when using a vertex program!
* Coords are window coords with y=0=bottom. These coords will be transformed
* by the vertex shader and viewport transform (which will flip Y if needed).
*/
static void
draw_quad(GLcontext *ctx,
@ -266,9 +266,9 @@ clear_with_quad(GLcontext *ctx,
{
struct st_context *st = ctx->st;
const GLfloat x0 = ctx->DrawBuffer->_Xmin;
const GLfloat y0 = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax;
const GLfloat y0 = ctx->DrawBuffer->_Ymin;
const GLfloat x1 = ctx->DrawBuffer->_Xmax;
const GLfloat y1 = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin;
const GLfloat y1 = ctx->DrawBuffer->_Ymax;
/* alpha state: disabled */
{
@ -312,8 +312,13 @@ clear_with_quad(GLcontext *ctx,
{
struct pipe_setup_state setup;
memset(&setup, 0, sizeof(setup));
#if 0
/* don't do per-pixel scissor; we'll just draw a PIPE_PRIM_QUAD
* that matches the scissor bounds.
*/
if (ctx->Scissor.Enabled)
setup.scissor = 1;
#endif
st->pipe->set_setup_state(st->pipe, &setup);
}

View File

@ -49,11 +49,11 @@
/**
* Create a simple fragment shader that passes the texture color through
* to the fragment color.
* Create a simple fragment shader that does a TEX() instruction to get
* the fragment color.
*/
static struct st_fragment_program *
make_drawpixels_shader(struct st_context *st)
make_fragment_shader(struct st_context *st)
{
GLcontext *ctx = st->ctx;
struct st_fragment_program *stfp;
@ -95,6 +95,59 @@ make_drawpixels_shader(struct st_context *st)
}
/**
* Create a simple vertex shader that just passes through the
* vertex position and color.
*/
static struct st_vertex_program *
make_vertex_shader(struct st_context *st)
{
GLcontext *ctx = st->ctx;
struct st_vertex_program *stvp;
struct gl_program *p;
GLboolean b;
p = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
if (!p)
return NULL;
p->NumInstructions = 3;
p->Instructions = _mesa_alloc_instructions(3);
if (!p->Instructions) {
ctx->Driver.DeleteProgram(ctx, p);
return NULL;
}
_mesa_init_instructions(p->Instructions, 3);
/* MOV result.pos, vertex.pos; */
p->Instructions[0].Opcode = OPCODE_MOV;
p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[0].DstReg.Index = VERT_RESULT_HPOS;
p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[0].SrcReg[0].Index = VERT_ATTRIB_POS;
/* MOV result.color, vertex.color; */
p->Instructions[1].Opcode = OPCODE_MOV;
p->Instructions[1].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[1].DstReg.Index = VERT_RESULT_TEX0;
p->Instructions[1].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[1].SrcReg[0].Index = VERT_ATTRIB_TEX0;
/* END; */
p->Instructions[2].Opcode = OPCODE_END;
p->InputsRead = VERT_BIT_POS | VERT_BIT_TEX0;
p->OutputsWritten = ((1 << VERT_RESULT_TEX0) |
(1 << VERT_RESULT_HPOS));
stvp = (struct st_vertex_program *) p;
/* compile into tgsi format */
b = tgsi_mesa_compile_vp_program(&stvp->Base,
stvp->tokens, ST_FP_MAX_TOKENS);
assert(b);
return stvp;
}
static struct pipe_mipmap_tree *
make_mipmap_tree(struct st_context *st,
GLsizei width, GLsizei height, GLenum format, GLenum type,
@ -156,7 +209,7 @@ make_mipmap_tree(struct st_context *st,
assert(success);
}
mt->target = GL_TEXTURE_2D;
mt->target = PIPE_TEXTURE_2D;
mt->internal_format = GL_RGBA;
mt->format = pipeFormat;
mt->first_level = 0;
@ -191,7 +244,7 @@ free_mipmap_tree(struct pipe_context *pipe, struct pipe_mipmap_tree *mt)
/**
* Draw textured quad.
* Y=0=top
* Coords are window coords with y=0=bottom.
*/
static void
draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z,
@ -236,7 +289,7 @@ draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z,
verts[i][1][3] = 1.0; /*Q*/
}
st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (GLfloat *) verts, 2, attribs);
st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 2, attribs);
}
@ -269,12 +322,12 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
pipe->set_setup_state(pipe, &setup);
}
/* fragment shader state: color pass-through program */
/* fragment shader state: TEX lookup program */
{
static struct st_fragment_program *stfp = NULL;
struct pipe_shader_state fs;
if (!stfp) {
stfp = make_drawpixels_shader(ctx->st);
stfp = make_fragment_shader(ctx->st);
}
memset(&fs, 0, sizeof(fs));
fs.inputs_read = stfp->Base.Base.InputsRead;
@ -283,6 +336,21 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
pipe->set_fs_state(pipe, &fs);
}
/* vertex shader state: position + texcoord pass-through */
{
static struct st_vertex_program *stvp = NULL;
struct pipe_shader_state vs;
if (!stvp) {
stvp = make_vertex_shader(ctx->st);
}
memset(&vs, 0, sizeof(vs));
vs.inputs_read = stvp->Base.Base.InputsRead;
vs.outputs_written = stvp->Base.Base.OutputsWritten;
vs.tokens = &stvp->tokens[0];
vs.constants = NULL;
pipe->set_vs_state(pipe, &vs);
}
/* texture sampling state: */
{
struct pipe_sampler_state sampler;
@ -303,11 +371,14 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
pipe->set_texture_state(pipe, unit, mt);
}
/* compute window coords (y=0=top) with pixel zoom */
/* Compute window coords (y=0=bottom) with pixel zoom.
* Recall that these coords are transformed by the current
* vertex shader and viewport transformation.
*/
x0 = x;
y0 = ctx->DrawBuffer->Height - 1 - y;
x1 = x + width * ctx->Pixel.ZoomX;
y1 = ctx->DrawBuffer->Height - 1 - (y + height * ctx->Pixel.ZoomY);
y0 = y;
y1 = y + height * ctx->Pixel.ZoomY;
/* draw textured quad */
draw_quad(ctx, x0, y0, z, x1, y1);
@ -315,6 +386,7 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
/* restore GL state */
pipe->set_setup_state(pipe, &ctx->st->state.setup);
pipe->set_fs_state(pipe, &ctx->st->state.fs);
pipe->set_vs_state(pipe, &ctx->st->state.vs);
pipe->set_texture_state(pipe, unit, ctx->st->state.texture[unit]);
pipe->set_sampler_state(pipe, unit, &ctx->st->state.sampler[unit]);