setup frag shader state: color pass-through program

This commit is contained in:
Brian 2007-08-08 16:08:45 -06:00
parent ed227b7b8d
commit 7faa3542f0

View file

@ -31,18 +31,22 @@
* Brian Paul
*/
#include "glheader.h"
#include "macros.h"
#include "main/glheader.h"
#include "main/macros.h"
#include "shader/prog_instruction.h"
#include "st_atom.h"
#include "st_context.h"
#include "st_cb_clear.h"
#include "st_program.h"
#include "st_public.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/tgsi/mesa/mesa_to_tgsi.h"
#include "vf/vf.h"
static GLuint
color_value(GLuint pipeFormat, const GLfloat color[4])
{
@ -101,6 +105,49 @@ is_depth_stencil_format(GLuint pipeFormat)
}
/**
* Create a simple fragment shader that just passes through the fragment color.
*/
static struct st_fragment_program *
make_color_shader(struct st_context *st)
{
GLcontext *ctx = st->ctx;
struct st_fragment_program *stfp;
struct gl_program *p;
GLboolean b;
p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
if (!p)
return NULL;
p->NumInstructions = 2;
p->Instructions = _mesa_alloc_instructions(2);
if (!p->Instructions) {
ctx->Driver.DeleteProgram(ctx, p);
return NULL;
}
_mesa_init_instructions(p->Instructions, 2);
p->Instructions[0].Opcode = OPCODE_MOV;
p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[0].DstReg.Index = 0;
p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[0].SrcReg[0].Index = FRAG_ATTRIB_COL0;
p->Instructions[1].Opcode = OPCODE_END;
p->InputsRead = FRAG_BIT_COL0;
p->OutputsWritten = (1 << FRAG_RESULT_COLR);
stfp = (struct st_fragment_program *) p;
/* compile into tgsi format */
b = tgsi_mesa_compile_fp_program(&stfp->Base,
stfp->tokens, ST_FP_MAX_TOKENS);
assert(b);
return stfp;
}
/**
* Draw a screen-aligned quadrilateral.
* Coords are window coords.
@ -154,12 +201,14 @@ clear_with_quad(GLcontext *ctx, GLuint x0, GLuint y0,
GLuint x1, GLuint y1,
GLboolean color, GLboolean depth, GLboolean stencil)
{
static struct st_fragment_program *stfp = NULL;
struct st_context *st = ctx->st;
struct pipe_alpha_test_state alpha_test;
struct pipe_blend_state blend;
struct pipe_depth_state depth_test;
struct pipe_stencil_state stencil_test;
struct pipe_setup_state setup;
struct pipe_fs_state fs;
/* alpha state: disabled */
memset(&alpha_test, 0, sizeof(alpha_test));
@ -210,6 +259,16 @@ clear_with_quad(GLcontext *ctx, GLuint x0, GLuint y0,
}
st->pipe->set_stencil_state(st->pipe, &stencil_test);
/* fragment shader state: color pass-through program */
if (!stfp) {
stfp = make_color_shader(st);
}
memset(&fs, 0, sizeof(fs));
fs.inputs_read = stfp->Base.Base.InputsRead;
fs.tokens = &stfp->tokens[0];
fs.constants = NULL;
st->pipe->set_fs_state(st->pipe, &fs);
/* draw quad matching scissor rect (XXX verify coord round-off) */
draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);
@ -217,6 +276,7 @@ clear_with_quad(GLcontext *ctx, GLuint x0, GLuint y0,
st->pipe->set_alpha_test_state(st->pipe, &st->state.alpha_test);
st->pipe->set_blend_state(st->pipe, &st->state.blend);
st->pipe->set_depth_state(st->pipe, &st->state.depth);
st->pipe->set_fs_state(st->pipe, &st->state.fs);
st->pipe->set_setup_state(st->pipe, &st->state.setup);
st->pipe->set_stencil_state(st->pipe, &st->state.stencil);
/* OR: