blob: ca4ec7f82bafefc0c8d02e2f1777960aa65eb2d5 [file] [log] [blame]
/**************************************************************************
*
* Copyright 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include "vg_context.h"
#include "paint.h"
#include "renderer.h"
#include "shaders_cache.h"
#include "shader.h"
#include "vg_manager.h"
#include "api.h"
#include "mask.h"
#include "handle.h"
#include "pipe/p_context.h"
#include "util/u_inlines.h"
#include "cso_cache/cso_context.h"
#include "util/u_memory.h"
#include "util/u_blit.h"
#include "util/u_sampler.h"
#include "util/u_surface.h"
#include "util/u_format.h"
struct vg_context *_vg_context = 0;
struct vg_context * vg_current_context(void)
{
return _vg_context;
}
/**
* A depth/stencil rb will be needed regardless of what the visual says.
*/
static boolean
choose_depth_stencil_format(struct vg_context *ctx)
{
struct pipe_screen *screen = ctx->pipe->screen;
enum pipe_format formats[] = {
PIPE_FORMAT_Z24_UNORM_S8_UINT,
PIPE_FORMAT_S8_UINT_Z24_UNORM,
PIPE_FORMAT_NONE
};
enum pipe_format *fmt;
for (fmt = formats; *fmt != PIPE_FORMAT_NONE; fmt++) {
if (screen->is_format_supported(screen, *fmt,
PIPE_TEXTURE_2D, 0, PIPE_BIND_DEPTH_STENCIL))
break;
}
ctx->ds_format = *fmt;
return (ctx->ds_format != PIPE_FORMAT_NONE);
}
void vg_set_current_context(struct vg_context *ctx)
{
_vg_context = ctx;
api_make_dispatch_current((ctx) ? ctx->dispatch : NULL);
}
struct vg_context * vg_create_context(struct pipe_context *pipe,
const void *visual,
struct vg_context *share)
{
struct vg_context *ctx;
ctx = CALLOC_STRUCT(vg_context);
ctx->pipe = pipe;
if (!choose_depth_stencil_format(ctx)) {
FREE(ctx);
return NULL;
}
ctx->dispatch = api_create_dispatch();
vg_init_state(&ctx->state.vg);
ctx->state.dirty = ALL_DIRTY;
ctx->cso_context = cso_create_context(pipe);
ctx->default_paint = paint_create(ctx);
ctx->state.vg.stroke_paint = ctx->default_paint;
ctx->state.vg.fill_paint = ctx->default_paint;
ctx->mask.sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->mask.sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->mask.sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->mask.sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
ctx->mask.sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
ctx->mask.sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
ctx->mask.sampler.normalized_coords = 0;
ctx->blend_sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->blend_sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->blend_sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
ctx->blend_sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
ctx->blend_sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
ctx->blend_sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
ctx->blend_sampler.normalized_coords = 0;
vg_set_error(ctx, VG_NO_ERROR);
ctx->owned_objects[VG_OBJECT_PAINT] = cso_hash_create();
ctx->owned_objects[VG_OBJECT_IMAGE] = cso_hash_create();
ctx->owned_objects[VG_OBJECT_MASK] = cso_hash_create();
ctx->owned_objects[VG_OBJECT_FONT] = cso_hash_create();
ctx->owned_objects[VG_OBJECT_PATH] = cso_hash_create();
ctx->renderer = renderer_create(ctx);
ctx->sc = shaders_cache_create(ctx);
ctx->shader = shader_create(ctx);
ctx->blit = util_create_blit(ctx->pipe, ctx->cso_context);
return ctx;
}
void vg_destroy_context(struct vg_context *ctx)
{
struct pipe_resource **cbuf = &ctx->mask.cbuf;
util_destroy_blit(ctx->blit);
renderer_destroy(ctx->renderer);
shaders_cache_destroy(ctx->sc);
shader_destroy(ctx->shader);
paint_destroy(ctx->default_paint);
if (*cbuf)
pipe_resource_reference(cbuf, NULL);
if (ctx->mask.union_fs)
vg_shader_destroy(ctx, ctx->mask.union_fs);
if (ctx->mask.intersect_fs)
vg_shader_destroy(ctx, ctx->mask.intersect_fs);
if (ctx->mask.subtract_fs)
vg_shader_destroy(ctx, ctx->mask.subtract_fs);
if (ctx->mask.set_fs)
vg_shader_destroy(ctx, ctx->mask.set_fs);
cso_release_all(ctx->cso_context);
cso_destroy_context(ctx->cso_context);
cso_hash_delete(ctx->owned_objects[VG_OBJECT_PAINT]);
cso_hash_delete(ctx->owned_objects[VG_OBJECT_IMAGE]);
cso_hash_delete(ctx->owned_objects[VG_OBJECT_MASK]);
cso_hash_delete(ctx->owned_objects[VG_OBJECT_FONT]);
cso_hash_delete(ctx->owned_objects[VG_OBJECT_PATH]);
api_destroy_dispatch(ctx->dispatch);
FREE(ctx);
}
void vg_init_object(struct vg_object *obj, struct vg_context *ctx, enum vg_object_type type)
{
obj->type = type;
obj->ctx = ctx;
obj->handle = create_handle(obj);
}
/** free object resources, but not the object itself */
void vg_free_object(struct vg_object *obj)
{
obj->type = 0;
obj->ctx = NULL;
destroy_handle(obj->handle);
}
VGboolean vg_context_is_object_valid(struct vg_context *ctx,
enum vg_object_type type,
VGHandle handle)
{
if (ctx) {
struct cso_hash *hash = ctx->owned_objects[type];
if (!hash)
return VG_FALSE;
return cso_hash_contains(hash, (unsigned) handle);
}
return VG_FALSE;
}
void vg_context_add_object(struct vg_context *ctx,
struct vg_object *obj)
{
if (ctx) {
struct cso_hash *hash = ctx->owned_objects[obj->type];
if (!hash)
return;
cso_hash_insert(hash, (unsigned) obj->handle, obj);
}
}
void vg_context_remove_object(struct vg_context *ctx,
struct vg_object *obj)
{
if (ctx) {
struct cso_hash *hash = ctx->owned_objects[obj->type];
if (!hash)
return;
cso_hash_take(hash, (unsigned) obj->handle);
}
}
static struct pipe_resource *
create_texture(struct pipe_context *pipe, enum pipe_format format,
VGint width, VGint height)
{
struct pipe_resource templ;
memset(&templ, 0, sizeof(templ));
if (format != PIPE_FORMAT_NONE) {
templ.format = format;
}
else {
templ.format = PIPE_FORMAT_B8G8R8A8_UNORM;
}
templ.target = PIPE_TEXTURE_2D;
templ.width0 = width;
templ.height0 = height;
templ.depth0 = 1;
templ.array_size = 1;
templ.last_level = 0;
if (util_format_get_component_bits(format, UTIL_FORMAT_COLORSPACE_ZS, 1)) {
templ.bind = PIPE_BIND_DEPTH_STENCIL;
} else {
templ.bind = (PIPE_BIND_DISPLAY_TARGET |
PIPE_BIND_RENDER_TARGET |
PIPE_BIND_SAMPLER_VIEW);
}
return pipe->screen->resource_create(pipe->screen, &templ);
}
static struct pipe_sampler_view *
create_tex_and_view(struct pipe_context *pipe, enum pipe_format format,
VGint width, VGint height)
{
struct pipe_resource *texture;
struct pipe_sampler_view view_templ;
struct pipe_sampler_view *view;
texture = create_texture(pipe, format, width, height);
if (!texture)
return NULL;
u_sampler_view_default_template(&view_templ, texture, texture->format);
view = pipe->create_sampler_view(pipe, texture, &view_templ);
/* want the texture to go away if the view is freed */
pipe_resource_reference(&texture, NULL);
return view;
}
static void
vg_context_update_surface_mask_view(struct vg_context *ctx,
uint width, uint height)
{
struct st_framebuffer *stfb = ctx->draw_buffer;
struct pipe_sampler_view *old_sampler_view = stfb->surface_mask_view;
struct pipe_context *pipe = ctx->pipe;
if (old_sampler_view &&
old_sampler_view->texture->width0 == width &&
old_sampler_view->texture->height0 == height)
return;
/*
we use PIPE_FORMAT_B8G8R8A8_UNORM because we want to render to
this texture and use it as a sampler, so while this wastes some
space it makes both of those a lot simpler
*/
stfb->surface_mask_view = create_tex_and_view(pipe,
PIPE_FORMAT_B8G8R8A8_UNORM, width, height);
if (!stfb->surface_mask_view) {
if (old_sampler_view)
pipe_sampler_view_reference(&old_sampler_view, NULL);
return;
}
/* XXX could this call be avoided? */
vg_validate_state(ctx);
/* alpha mask starts with 1.f alpha */
mask_fill(0, 0, width, height, 1.f);
/* if we had an old surface copy it over */
if (old_sampler_view) {
struct pipe_box src_box;
u_box_origin_2d(MIN2(old_sampler_view->texture->width0,
stfb->surface_mask_view->texture->width0),
MIN2(old_sampler_view->texture->height0,
stfb->surface_mask_view->texture->height0),
&src_box);
pipe->resource_copy_region(pipe,
stfb->surface_mask_view->texture,
0, 0, 0, 0,
old_sampler_view->texture,
0, &src_box);
}
/* Free the old texture
*/
if (old_sampler_view)
pipe_sampler_view_reference(&old_sampler_view, NULL);
}
static void
vg_context_update_blend_texture_view(struct vg_context *ctx,
uint width, uint height)
{
struct pipe_context *pipe = ctx->pipe;
struct st_framebuffer *stfb = ctx->draw_buffer;
struct pipe_sampler_view *old = stfb->blend_texture_view;
if (old &&
old->texture->width0 == width &&
old->texture->height0 == height)
return;
stfb->blend_texture_view = create_tex_and_view(pipe,
PIPE_FORMAT_B8G8R8A8_UNORM, width, height);
pipe_sampler_view_reference(&old, NULL);
}
static boolean
vg_context_update_depth_stencil_rb(struct vg_context * ctx,
uint width, uint height)
{
struct st_renderbuffer *dsrb = ctx->draw_buffer->dsrb;
struct pipe_context *pipe = ctx->pipe;
struct pipe_surface surf_tmpl;
if ((dsrb->width == width && dsrb->height == height) && dsrb->texture)
return FALSE;
/* unreference existing ones */
pipe_surface_reference(&dsrb->surface, NULL);
pipe_resource_reference(&dsrb->texture, NULL);
dsrb->width = dsrb->height = 0;
dsrb->texture = create_texture(pipe, dsrb->format, width, height);
if (!dsrb->texture)
return TRUE;
memset(&surf_tmpl, 0, sizeof(surf_tmpl));
u_surface_default_template(&surf_tmpl, dsrb->texture,
PIPE_BIND_DEPTH_STENCIL);
dsrb->surface = pipe->create_surface(pipe,
dsrb->texture,
&surf_tmpl);
if (!dsrb->surface) {
pipe_resource_reference(&dsrb->texture, NULL);
return TRUE;
}
dsrb->width = width;
dsrb->height = height;
assert(dsrb->surface->width == width);
assert(dsrb->surface->height == height);
return TRUE;
}
void vg_validate_state(struct vg_context *ctx)
{
struct st_framebuffer *stfb = ctx->draw_buffer;
vg_manager_validate_framebuffer(ctx);
if (vg_context_update_depth_stencil_rb(ctx, stfb->width, stfb->height))
ctx->state.dirty |= DEPTH_STENCIL_DIRTY;
/* blend state depends on fb format and paint color */
if ((ctx->state.dirty & FRAMEBUFFER_DIRTY) ||
(ctx->state.dirty & PAINT_DIRTY))
ctx->state.dirty |= BLEND_DIRTY;
renderer_validate(ctx->renderer, ctx->state.dirty,
ctx->draw_buffer, &ctx->state.vg);
ctx->state.dirty = 0;
shader_set_masking(ctx->shader, ctx->state.vg.masking);
shader_set_image_mode(ctx->shader, ctx->state.vg.image_mode);
shader_set_color_transform(ctx->shader, ctx->state.vg.color_transform);
}
VGboolean vg_object_is_valid(VGHandle object, enum vg_object_type type)
{
struct vg_object *obj = handle_to_object(object);
if (obj && is_aligned(obj) && obj->type == type)
return VG_TRUE;
else
return VG_FALSE;
}
void vg_set_error(struct vg_context *ctx,
VGErrorCode code)
{
/*vgGetError returns the oldest error code provided by
* an API call on the current context since the previous
* call to vgGetError on that context (or since the creation
of the context).*/
if (ctx->_error == VG_NO_ERROR)
ctx->_error = code;
}
static void vg_prepare_blend_texture(struct vg_context *ctx,
struct pipe_sampler_view *src)
{
struct st_framebuffer *stfb = ctx->draw_buffer;
struct pipe_surface *surf;
struct pipe_surface surf_tmpl;
vg_context_update_blend_texture_view(ctx, stfb->width, stfb->height);
memset(&surf_tmpl, 0, sizeof(surf_tmpl));
u_surface_default_template(&surf_tmpl, stfb->blend_texture_view->texture,
PIPE_BIND_RENDER_TARGET);
surf = ctx->pipe->create_surface(ctx->pipe,
stfb->blend_texture_view->texture,
&surf_tmpl);
if (surf) {
util_blit_pixels_tex(ctx->blit,
src, 0, 0, stfb->width, stfb->height,
surf, 0, 0, stfb->width, stfb->height,
0.0, PIPE_TEX_MIPFILTER_NEAREST);
pipe_surface_reference(&surf, NULL);
}
}
struct pipe_sampler_view *vg_prepare_blend_surface(struct vg_context *ctx)
{
struct pipe_context *pipe = ctx->pipe;
struct pipe_sampler_view *view;
struct pipe_sampler_view view_templ;
struct st_framebuffer *stfb = ctx->draw_buffer;
struct st_renderbuffer *strb = stfb->strb;
vg_validate_state(ctx);
u_sampler_view_default_template(&view_templ, strb->texture, strb->texture->format);
view = pipe->create_sampler_view(pipe, strb->texture, &view_templ);
vg_prepare_blend_texture(ctx, view);
pipe_sampler_view_reference(&view, NULL);
return stfb->blend_texture_view;
}
struct pipe_sampler_view *vg_prepare_blend_surface_from_mask(struct vg_context *ctx)
{
struct st_framebuffer *stfb = ctx->draw_buffer;
vg_validate_state(ctx);
vg_context_update_surface_mask_view(ctx, stfb->width, stfb->height);
vg_prepare_blend_texture(ctx, stfb->surface_mask_view);
return stfb->blend_texture_view;
}
struct pipe_sampler_view *vg_get_surface_mask(struct vg_context *ctx)
{
struct st_framebuffer *stfb = ctx->draw_buffer;
vg_context_update_surface_mask_view(ctx, stfb->width, stfb->height);
return stfb->surface_mask_view;
}
/**
* A transformation from window coordinates to paint coordinates.
*/
VGboolean vg_get_paint_matrix(struct vg_context *ctx,
const struct matrix *paint_to_user,
const struct matrix *user_to_surface,
struct matrix *mat)
{
struct matrix tmp;
/* get user-to-paint matrix */
memcpy(mat, paint_to_user, sizeof(*paint_to_user));
if (!matrix_invert(mat))
return VG_FALSE;
/* get surface-to-user matrix */
memcpy(&tmp, user_to_surface, sizeof(*user_to_surface));
if (!matrix_invert(&tmp))
return VG_FALSE;
matrix_mult(mat, &tmp);
return VG_TRUE;
}