util/blitter: allocate most of the state objects on-demand

This commit is contained in:
Marek Olšák 2009-12-15 00:26:10 +01:00 committed by Keith Whitwell
parent ab85ba30e2
commit 85bf420a78

View file

@ -56,6 +56,10 @@ struct blitter_context_priv
float vertices[4][2][4]; /**< {pos, color} or {pos, texcoord} */
/* Templates for various state objects. */
struct pipe_depth_stencil_alpha_state template_dsa;
struct pipe_sampler_state template_sampler_state;
/* Constant state objects. */
/* Vertex shaders. */
void *vs_col; /**< Vertex shader which passes {pos, color} to the output */
@ -93,10 +97,10 @@ struct blitter_context *util_blitter_create(struct pipe_context *pipe)
{
struct blitter_context_priv *ctx;
struct pipe_blend_state blend;
struct pipe_depth_stencil_alpha_state dsa;
struct pipe_depth_stencil_alpha_state *dsa;
struct pipe_rasterizer_state rs_state;
struct pipe_sampler_state sampler_state;
unsigned i, max_render_targets;
struct pipe_sampler_state *sampler_state;
unsigned i;
ctx = CALLOC_STRUCT(blitter_context_priv);
if (!ctx)
@ -117,46 +121,33 @@ struct blitter_context *util_blitter_create(struct pipe_context *pipe)
ctx->blend_write_color = pipe->create_blend_state(pipe, &blend);
/* depth stencil alpha state objects */
memset(&dsa, 0, sizeof(dsa));
dsa = &ctx->template_dsa;
ctx->dsa_keep_depth_stencil =
pipe->create_depth_stencil_alpha_state(pipe, &dsa);
pipe->create_depth_stencil_alpha_state(pipe, dsa);
dsa.depth.enabled = 1;
dsa.depth.writemask = 1;
dsa.depth.func = PIPE_FUNC_ALWAYS;
dsa->depth.enabled = 1;
dsa->depth.writemask = 1;
dsa->depth.func = PIPE_FUNC_ALWAYS;
ctx->dsa_write_depth_keep_stencil =
pipe->create_depth_stencil_alpha_state(pipe, &dsa);
pipe->create_depth_stencil_alpha_state(pipe, dsa);
dsa.stencil[0].enabled = 1;
dsa.stencil[0].func = PIPE_FUNC_ALWAYS;
dsa.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
dsa.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
dsa.stencil[0].valuemask = 0xff;
dsa.stencil[0].writemask = 0xff;
/* create a depth stencil alpha state for each possible stencil clear
* value */
for (i = 0; i < 0xff; i++) {
dsa.stencil[0].ref_value = i;
ctx->dsa_write_depth_stencil[i] =
pipe->create_depth_stencil_alpha_state(pipe, &dsa);
}
dsa->stencil[0].enabled = 1;
dsa->stencil[0].func = PIPE_FUNC_ALWAYS;
dsa->stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
dsa->stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
dsa->stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
dsa->stencil[0].valuemask = 0xff;
dsa->stencil[0].writemask = 0xff;
/* The DSA state objects which write depth and stencil are created
* on-demand. */
/* sampler state */
memset(&sampler_state, 0, sizeof(sampler_state));
sampler_state.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler_state.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler_state.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
for (i = 0; i < PIPE_MAX_TEXTURE_LEVELS; i++) {
sampler_state.lod_bias = i;
sampler_state.min_lod = i;
sampler_state.max_lod = i;
ctx->sampler_state[i] = pipe->create_sampler_state(pipe, &sampler_state);
}
sampler_state = &ctx->template_sampler_state;
sampler_state->wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler_state->wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler_state->wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
/* The sampler state objects which sample from a specified mipmap level
* are created on-demand. */
/* rasterizer state */
memset(&rs_state, 0, sizeof(rs_state));
@ -166,6 +157,8 @@ struct blitter_context *util_blitter_create(struct pipe_context *pipe)
rs_state.gl_rasterization_rules = 1;
ctx->rs_state = pipe->create_rasterizer_state(pipe, &rs_state);
/* fragment shaders are created on-demand */
/* vertex shaders */
{
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
@ -184,31 +177,6 @@ struct blitter_context *util_blitter_create(struct pipe_context *pipe)
semantic_indices);
}
/* fragment shaders */
ctx->fs_texfetch_col[PIPE_TEXTURE_1D] =
util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_1D);
ctx->fs_texfetch_col[PIPE_TEXTURE_2D] =
util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
ctx->fs_texfetch_col[PIPE_TEXTURE_3D] =
util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_3D);
ctx->fs_texfetch_col[PIPE_TEXTURE_CUBE] =
util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_CUBE);
ctx->fs_texfetch_depth[PIPE_TEXTURE_1D] =
util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_1D);
ctx->fs_texfetch_depth[PIPE_TEXTURE_2D] =
util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_2D);
ctx->fs_texfetch_depth[PIPE_TEXTURE_3D] =
util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_3D);
ctx->fs_texfetch_depth[PIPE_TEXTURE_CUBE] =
util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_CUBE);
max_render_targets = pipe->screen->get_param(pipe->screen,
PIPE_CAP_MAX_RENDER_TARGETS);
assert(max_render_targets <= PIPE_MAX_COLOR_BUFS);
for (i = 0; i < max_render_targets; i++)
ctx->fs_col[i] = util_make_fragment_clonecolor_shader(pipe, 1+i);
/* set invariant vertex coordinates */
for (i = 0; i < 4; i++)
ctx->vertices[i][0][3] = 1; /*v.w*/
@ -235,23 +203,28 @@ void util_blitter_destroy(struct blitter_context *blitter)
ctx->dsa_write_depth_keep_stencil);
for (i = 0; i < 0xff; i++)
pipe->delete_depth_stencil_alpha_state(pipe,
ctx->dsa_write_depth_stencil[i]);
if (ctx->dsa_write_depth_stencil[i])
pipe->delete_depth_stencil_alpha_state(pipe,
ctx->dsa_write_depth_stencil[i]);
pipe->delete_rasterizer_state(pipe, ctx->rs_state);
pipe->delete_vs_state(pipe, ctx->vs_col);
pipe->delete_vs_state(pipe, ctx->vs_tex);
for (i = 0; i < PIPE_MAX_TEXTURE_TYPES; i++) {
pipe->delete_fs_state(pipe, ctx->fs_texfetch_col[i]);
pipe->delete_fs_state(pipe, ctx->fs_texfetch_depth[i]);
if (ctx->fs_texfetch_col[i])
pipe->delete_fs_state(pipe, ctx->fs_texfetch_col[i]);
if (ctx->fs_texfetch_depth[i])
pipe->delete_fs_state(pipe, ctx->fs_texfetch_depth[i]);
}
for (i = 0; i < PIPE_MAX_COLOR_BUFS && ctx->fs_col[i]; i++)
pipe->delete_fs_state(pipe, ctx->fs_col[i]);
if (ctx->fs_col[i])
pipe->delete_fs_state(pipe, ctx->fs_col[i]);
for (i = 0; i < PIPE_MAX_TEXTURE_LEVELS; i++)
pipe->delete_sampler_state(pipe, ctx->sampler_state[i]);
if (ctx->sampler_state[i])
pipe->delete_sampler_state(pipe, ctx->sampler_state[i]);
pipe_buffer_reference(&ctx->vbuf, NULL);
FREE(ctx);
@ -428,6 +401,133 @@ static void blitter_draw_quad(struct blitter_context_priv *ctx)
}
}
static INLINE
void *blitter_get_state_write_depth_stencil(
struct blitter_context_priv *ctx,
unsigned stencil)
{
struct pipe_context *pipe = ctx->pipe;
stencil &= 0xff;
/* Create the DSA state on-demand. */
if (!ctx->dsa_write_depth_stencil[stencil]) {
ctx->template_dsa.stencil[0].ref_value = stencil;
ctx->dsa_write_depth_stencil[stencil] =
pipe->create_depth_stencil_alpha_state(pipe, &ctx->template_dsa);
}
return ctx->dsa_write_depth_stencil[stencil];
}
static INLINE
void **blitter_get_sampler_state(struct blitter_context_priv *ctx,
int miplevel)
{
struct pipe_context *pipe = ctx->pipe;
struct pipe_sampler_state *sampler_state = &ctx->template_sampler_state;
assert(miplevel < PIPE_MAX_TEXTURE_LEVELS);
/* Create the sampler state on-demand. */
if (!ctx->sampler_state[miplevel]) {
sampler_state->lod_bias = miplevel;
sampler_state->min_lod = miplevel;
sampler_state->max_lod = miplevel;
ctx->sampler_state[miplevel] = pipe->create_sampler_state(pipe,
sampler_state);
}
/* Return void** so that it can be passed to bind_fragment_sampler_states
* directly. */
return &ctx->sampler_state[miplevel];
}
static INLINE
void *blitter_get_fs_col(struct blitter_context_priv *ctx, unsigned num_cbufs)
{
struct pipe_context *pipe = ctx->pipe;
unsigned index = num_cbufs ? num_cbufs - 1 : 0;
assert(num_cbufs <= PIPE_MAX_COLOR_BUFS);
if (!ctx->fs_col[index])
ctx->fs_col[index] =
util_make_fragment_clonecolor_shader(pipe, num_cbufs);
return ctx->fs_col[index];
}
static INLINE
void *blitter_get_fs_texfetch_col(struct blitter_context_priv *ctx,
unsigned tex_target)
{
struct pipe_context *pipe = ctx->pipe;
assert(tex_target < PIPE_MAX_TEXTURE_TYPES);
/* Create the fragment shader on-demand. */
if (!ctx->fs_texfetch_col[tex_target]) {
switch (tex_target) {
case PIPE_TEXTURE_1D:
ctx->fs_texfetch_col[PIPE_TEXTURE_1D] =
util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_1D);
break;
case PIPE_TEXTURE_2D:
ctx->fs_texfetch_col[PIPE_TEXTURE_2D] =
util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
break;
case PIPE_TEXTURE_3D:
ctx->fs_texfetch_col[PIPE_TEXTURE_3D] =
util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_3D);
break;
case PIPE_TEXTURE_CUBE:
ctx->fs_texfetch_col[PIPE_TEXTURE_CUBE] =
util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_CUBE);
break;
default:;
}
}
return ctx->fs_texfetch_col[tex_target];
}
static INLINE
void *blitter_get_fs_texfetch_depth(struct blitter_context_priv *ctx,
unsigned tex_target)
{
struct pipe_context *pipe = ctx->pipe;
assert(tex_target < PIPE_MAX_TEXTURE_TYPES);
/* Create the fragment shader on-demand. */
if (!ctx->fs_texfetch_depth[tex_target]) {
switch (tex_target) {
case PIPE_TEXTURE_1D:
ctx->fs_texfetch_depth[PIPE_TEXTURE_1D] =
util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_1D);
break;
case PIPE_TEXTURE_2D:
ctx->fs_texfetch_depth[PIPE_TEXTURE_2D] =
util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_2D);
break;
case PIPE_TEXTURE_3D:
ctx->fs_texfetch_depth[PIPE_TEXTURE_3D] =
util_make_fragment_tex_shader_writedepth(pipe, TGSI_TEXTURE_3D);
break;
case PIPE_TEXTURE_CUBE:
ctx->fs_texfetch_depth[PIPE_TEXTURE_CUBE] =
util_make_fragment_tex_shader_writedepth(pipe,TGSI_TEXTURE_CUBE);
break;
default:;
}
}
return ctx->fs_texfetch_depth[tex_target];
}
void util_blitter_clear(struct blitter_context *blitter,
unsigned width, unsigned height,
unsigned num_cbufs,
@ -450,12 +550,12 @@ void util_blitter_clear(struct blitter_context *blitter,
if (clear_buffers & PIPE_CLEAR_DEPTHSTENCIL)
pipe->bind_depth_stencil_alpha_state(pipe,
ctx->dsa_write_depth_stencil[stencil&0xff]);
blitter_get_state_write_depth_stencil(ctx, stencil));
else
pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
pipe->bind_rasterizer_state(pipe, ctx->rs_state);
pipe->bind_fs_state(pipe, ctx->fs_col[num_cbufs ? num_cbufs-1 : 0]);
pipe->bind_fs_state(pipe, blitter_get_fs_col(ctx, num_cbufs));
pipe->bind_vs_state(pipe, ctx->vs_col);
blitter_set_clear_color(ctx, rgba);
@ -516,22 +616,26 @@ void util_blitter_copy(struct blitter_context *blitter,
pipe->bind_blend_state(pipe, ctx->blend_keep_color);
pipe->bind_depth_stencil_alpha_state(pipe,
ctx->dsa_write_depth_keep_stencil);
pipe->bind_fs_state(pipe, ctx->fs_texfetch_depth[src->texture->target]);
pipe->bind_fs_state(pipe,
blitter_get_fs_texfetch_depth(ctx, src->texture->target));
fb_state.nr_cbufs = 0;
fb_state.zsbuf = dst;
} else {
pipe->bind_blend_state(pipe, ctx->blend_write_color);
pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
pipe->bind_fs_state(pipe, ctx->fs_texfetch_col[src->texture->target]);
pipe->bind_fs_state(pipe,
blitter_get_fs_texfetch_col(ctx, src->texture->target));
fb_state.nr_cbufs = 1;
fb_state.cbufs[0] = dst;
fb_state.zsbuf = 0;
}
pipe->bind_rasterizer_state(pipe, ctx->rs_state);
pipe->bind_vs_state(pipe, ctx->vs_tex);
pipe->bind_fragment_sampler_states(pipe, 1, &ctx->sampler_state[src->level]);
pipe->bind_fragment_sampler_states(pipe, 1,
blitter_get_sampler_state(ctx, src->level));
pipe->set_fragment_sampler_textures(pipe, 1, &src->texture);
pipe->set_framebuffer_state(pipe, &fb_state);
@ -601,7 +705,7 @@ void util_blitter_fill(struct blitter_context *blitter,
pipe->bind_blend_state(pipe, ctx->blend_write_color);
pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
pipe->bind_rasterizer_state(pipe, ctx->rs_state);
pipe->bind_fs_state(pipe, ctx->fs_col[0]);
pipe->bind_fs_state(pipe, blitter_get_fs_col(ctx, 1));
pipe->bind_vs_state(pipe, ctx->vs_col);
/* set a framebuffer state */