vg_context.c revision c91c38601234dc67fa356160cbe3bd389cac083a
1/**************************************************************************
2 *
3 * Copyright 2009 VMware, Inc.  All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sub license, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial portions
15 * of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
20 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
21 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
22 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
23 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 **************************************************************************/
26
27#include "vg_context.h"
28
29#include "paint.h"
30#include "renderer.h"
31#include "shaders_cache.h"
32#include "shader.h"
33#include "asm_util.h"
34#include "vg_manager.h"
35#include "api.h"
36#include "mask.h"
37
38#include "pipe/p_context.h"
39#include "util/u_inlines.h"
40
41#include "cso_cache/cso_context.h"
42
43#include "util/u_simple_shaders.h"
44#include "util/u_memory.h"
45#include "util/u_blit.h"
46#include "util/u_sampler.h"
47#include "util/u_format.h"
48
49struct vg_context *_vg_context = 0;
50
51struct vg_context * vg_current_context(void)
52{
53   return _vg_context;
54}
55
56/**
57 * A depth/stencil rb will be needed regardless of what the visual says.
58 */
59static boolean
60choose_depth_stencil_format(struct vg_context *ctx)
61{
62   struct pipe_screen *screen = ctx->pipe->screen;
63   enum pipe_format formats[] = {
64      PIPE_FORMAT_Z24_UNORM_S8_USCALED,
65      PIPE_FORMAT_S8_USCALED_Z24_UNORM,
66      PIPE_FORMAT_NONE
67   };
68   enum pipe_format *fmt;
69
70   for (fmt = formats; *fmt != PIPE_FORMAT_NONE; fmt++) {
71      if (screen->is_format_supported(screen, *fmt,
72               PIPE_TEXTURE_2D, 0, PIPE_BIND_DEPTH_STENCIL, 0))
73         break;
74   }
75
76   ctx->ds_format = *fmt;
77
78   return (ctx->ds_format != PIPE_FORMAT_NONE);
79}
80
81void vg_set_current_context(struct vg_context *ctx)
82{
83   _vg_context = ctx;
84   api_make_dispatch_current((ctx) ? ctx->dispatch : NULL);
85}
86
87struct vg_context * vg_create_context(struct pipe_context *pipe,
88                                      const void *visual,
89                                      struct vg_context *share)
90{
91   struct vg_context *ctx;
92
93   ctx = CALLOC_STRUCT(vg_context);
94
95   ctx->pipe = pipe;
96   if (!choose_depth_stencil_format(ctx)) {
97      FREE(ctx);
98      return NULL;
99   }
100
101   ctx->dispatch = api_create_dispatch();
102
103   vg_init_state(&ctx->state.vg);
104   ctx->state.dirty = ALL_DIRTY;
105
106   ctx->cso_context = cso_create_context(pipe);
107
108   ctx->default_paint = paint_create(ctx);
109   ctx->state.vg.stroke_paint = ctx->default_paint;
110   ctx->state.vg.fill_paint = ctx->default_paint;
111
112
113   ctx->mask.sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
114   ctx->mask.sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
115   ctx->mask.sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
116   ctx->mask.sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
117   ctx->mask.sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
118   ctx->mask.sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
119   ctx->mask.sampler.normalized_coords = 0;
120
121   ctx->blend_sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
122   ctx->blend_sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
123   ctx->blend_sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
124   ctx->blend_sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
125   ctx->blend_sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
126   ctx->blend_sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
127   ctx->blend_sampler.normalized_coords = 0;
128
129   vg_set_error(ctx, VG_NO_ERROR);
130
131   ctx->owned_objects[VG_OBJECT_PAINT] = cso_hash_create();
132   ctx->owned_objects[VG_OBJECT_IMAGE] = cso_hash_create();
133   ctx->owned_objects[VG_OBJECT_MASK] = cso_hash_create();
134   ctx->owned_objects[VG_OBJECT_FONT] = cso_hash_create();
135   ctx->owned_objects[VG_OBJECT_PATH] = cso_hash_create();
136
137   ctx->renderer = renderer_create(ctx);
138   ctx->sc = shaders_cache_create(ctx);
139   ctx->shader = shader_create(ctx);
140
141   ctx->blit = util_create_blit(ctx->pipe, ctx->cso_context);
142
143   return ctx;
144}
145
146void vg_destroy_context(struct vg_context *ctx)
147{
148   struct pipe_resource **cbuf = &ctx->mask.cbuf;
149
150   util_destroy_blit(ctx->blit);
151   renderer_destroy(ctx->renderer);
152   shaders_cache_destroy(ctx->sc);
153   shader_destroy(ctx->shader);
154   paint_destroy(ctx->default_paint);
155
156   if (*cbuf)
157      pipe_resource_reference(cbuf, NULL);
158
159   if (ctx->mask.union_fs)
160      vg_shader_destroy(ctx, ctx->mask.union_fs);
161   if (ctx->mask.intersect_fs)
162      vg_shader_destroy(ctx, ctx->mask.intersect_fs);
163   if (ctx->mask.subtract_fs)
164      vg_shader_destroy(ctx, ctx->mask.subtract_fs);
165   if (ctx->mask.set_fs)
166      vg_shader_destroy(ctx, ctx->mask.set_fs);
167
168   cso_release_all(ctx->cso_context);
169   cso_destroy_context(ctx->cso_context);
170
171   cso_hash_delete(ctx->owned_objects[VG_OBJECT_PAINT]);
172   cso_hash_delete(ctx->owned_objects[VG_OBJECT_IMAGE]);
173   cso_hash_delete(ctx->owned_objects[VG_OBJECT_MASK]);
174   cso_hash_delete(ctx->owned_objects[VG_OBJECT_FONT]);
175   cso_hash_delete(ctx->owned_objects[VG_OBJECT_PATH]);
176
177   api_destroy_dispatch(ctx->dispatch);
178
179   FREE(ctx);
180}
181
182void vg_init_object(struct vg_object *obj, struct vg_context *ctx, enum vg_object_type type)
183{
184   obj->type = type;
185   obj->ctx = ctx;
186}
187
188VGboolean vg_context_is_object_valid(struct vg_context *ctx,
189                                enum vg_object_type type,
190                                void *ptr)
191{
192    if (ctx) {
193       struct cso_hash *hash = ctx->owned_objects[type];
194       if (!hash)
195          return VG_FALSE;
196       return cso_hash_contains(hash, (unsigned)(long)ptr);
197    }
198    return VG_FALSE;
199}
200
201void vg_context_add_object(struct vg_context *ctx,
202                           enum vg_object_type type,
203                           void *ptr)
204{
205    if (ctx) {
206       struct cso_hash *hash = ctx->owned_objects[type];
207       if (!hash)
208          return;
209       cso_hash_insert(hash, (unsigned)(long)ptr, ptr);
210    }
211}
212
213void vg_context_remove_object(struct vg_context *ctx,
214                              enum vg_object_type type,
215                              void *ptr)
216{
217   if (ctx) {
218      struct cso_hash *hash = ctx->owned_objects[type];
219      if (!hash)
220         return;
221      cso_hash_take(hash, (unsigned)(long)ptr);
222   }
223}
224
225static struct pipe_resource *
226create_texture(struct pipe_context *pipe, enum pipe_format format,
227                    VGint width, VGint height)
228{
229   struct pipe_resource templ;
230
231   memset(&templ, 0, sizeof(templ));
232
233   if (format != PIPE_FORMAT_NONE) {
234      templ.format = format;
235   }
236   else {
237      templ.format = PIPE_FORMAT_B8G8R8A8_UNORM;
238   }
239
240   templ.target = PIPE_TEXTURE_2D;
241   templ.width0 = width;
242   templ.height0 = height;
243   templ.depth0 = 1;
244   templ.last_level = 0;
245
246   if (util_format_get_component_bits(format, UTIL_FORMAT_COLORSPACE_ZS, 1)) {
247      templ.bind = PIPE_BIND_DEPTH_STENCIL;
248   } else {
249      templ.bind = (PIPE_BIND_DISPLAY_TARGET |
250                    PIPE_BIND_RENDER_TARGET |
251                    PIPE_BIND_SAMPLER_VIEW);
252   }
253
254   return pipe->screen->resource_create(pipe->screen, &templ);
255}
256
257static struct pipe_sampler_view *
258create_tex_and_view(struct pipe_context *pipe, enum pipe_format format,
259                    VGint width, VGint height)
260{
261   struct pipe_resource *texture;
262   struct pipe_sampler_view view_templ;
263   struct pipe_sampler_view *view;
264
265   texture = create_texture(pipe, format, width, height);
266
267   if (!texture)
268      return NULL;
269
270   u_sampler_view_default_template(&view_templ, texture, texture->format);
271   view = pipe->create_sampler_view(pipe, texture, &view_templ);
272   /* want the texture to go away if the view is freed */
273   pipe_resource_reference(&texture, NULL);
274
275   return view;
276}
277
278static void
279vg_context_update_surface_mask_view(struct vg_context *ctx,
280                                    uint width, uint height)
281{
282   struct st_framebuffer *stfb = ctx->draw_buffer;
283   struct pipe_sampler_view *old_sampler_view = stfb->surface_mask_view;
284   struct pipe_context *pipe = ctx->pipe;
285
286   if (old_sampler_view &&
287       old_sampler_view->texture->width0 == width &&
288       old_sampler_view->texture->height0 == height)
289      return;
290
291   /*
292     we use PIPE_FORMAT_B8G8R8A8_UNORM because we want to render to
293     this texture and use it as a sampler, so while this wastes some
294     space it makes both of those a lot simpler
295   */
296   stfb->surface_mask_view = create_tex_and_view(pipe,
297         PIPE_FORMAT_B8G8R8A8_UNORM, width, height);
298
299   if (!stfb->surface_mask_view) {
300      if (old_sampler_view)
301         pipe_sampler_view_reference(&old_sampler_view, NULL);
302      return;
303   }
304
305   /* XXX could this call be avoided? */
306   vg_validate_state(ctx);
307
308   /* alpha mask starts with 1.f alpha */
309   mask_fill(0, 0, width, height, 1.f);
310
311   /* if we had an old surface copy it over */
312   if (old_sampler_view) {
313      struct pipe_subresource subsurf, subold_surf;
314      subsurf.face = 0;
315      subsurf.level = 0;
316      subold_surf.face = 0;
317      subold_surf.level = 0;
318      pipe->resource_copy_region(pipe,
319                                 stfb->surface_mask_view->texture,
320                                 subsurf,
321                                 0, 0, 0,
322                                 old_sampler_view->texture,
323                                 subold_surf,
324                                 0, 0, 0,
325                                 MIN2(old_sampler_view->texture->width0,
326                                      stfb->surface_mask_view->texture->width0),
327                                 MIN2(old_sampler_view->texture->height0,
328                                      stfb->surface_mask_view->texture->height0));
329   }
330
331   /* Free the old texture
332    */
333   if (old_sampler_view)
334      pipe_sampler_view_reference(&old_sampler_view, NULL);
335}
336
337static void
338vg_context_update_blend_texture_view(struct vg_context *ctx,
339                                     uint width, uint height)
340{
341   struct pipe_context *pipe = ctx->pipe;
342   struct st_framebuffer *stfb = ctx->draw_buffer;
343   struct pipe_sampler_view *old = stfb->blend_texture_view;
344
345   if (old &&
346       old->texture->width0 == width &&
347       old->texture->height0 == height)
348      return;
349
350   stfb->blend_texture_view = create_tex_and_view(pipe,
351         PIPE_FORMAT_B8G8R8A8_UNORM, width, height);
352
353   pipe_sampler_view_reference(&old, NULL);
354}
355
356static boolean
357vg_context_update_depth_stencil_rb(struct vg_context * ctx,
358                                   uint width, uint height)
359{
360   struct st_renderbuffer *dsrb = ctx->draw_buffer->dsrb;
361   struct pipe_context *pipe = ctx->pipe;
362   unsigned surface_usage;
363
364   if ((dsrb->width == width && dsrb->height == height) && dsrb->texture)
365      return FALSE;
366
367   /* unreference existing ones */
368   pipe_surface_reference(&dsrb->surface, NULL);
369   pipe_resource_reference(&dsrb->texture, NULL);
370   dsrb->width = dsrb->height = 0;
371
372   /* Probably need dedicated flags for surface usage too:
373    */
374   surface_usage = PIPE_BIND_DEPTH_STENCIL; /* XXX: was: RENDER_TARGET */
375
376   dsrb->texture = create_texture(pipe, dsrb->format, width, height);
377   if (!dsrb->texture)
378      return TRUE;
379
380   dsrb->surface = pipe->screen->get_tex_surface(pipe->screen,
381                                                 dsrb->texture,
382                                                 0, 0, 0,
383                                                 surface_usage);
384   if (!dsrb->surface) {
385      pipe_resource_reference(&dsrb->texture, NULL);
386      return TRUE;
387   }
388
389   dsrb->width = width;
390   dsrb->height = height;
391
392   assert(dsrb->surface->width == width);
393   assert(dsrb->surface->height == height);
394
395   return TRUE;
396}
397
398void vg_validate_state(struct vg_context *ctx)
399{
400   struct st_framebuffer *stfb = ctx->draw_buffer;
401
402   vg_manager_validate_framebuffer(ctx);
403
404   if (vg_context_update_depth_stencil_rb(ctx, stfb->width, stfb->height))
405      ctx->state.dirty |= DEPTH_STENCIL_DIRTY;
406
407   renderer_validate(ctx->renderer, ctx->state.dirty,
408         ctx->draw_buffer, &ctx->state.vg);
409
410   ctx->state.dirty = NONE_DIRTY;
411
412   shader_set_masking(ctx->shader, ctx->state.vg.masking);
413   shader_set_image_mode(ctx->shader, ctx->state.vg.image_mode);
414   shader_set_color_transform(ctx->shader, ctx->state.vg.color_transform);
415}
416
417VGboolean vg_object_is_valid(void *ptr, enum vg_object_type type)
418{
419   struct vg_object *obj = ptr;
420   if (ptr && is_aligned(obj) && obj->type == type)
421      return VG_TRUE;
422   else
423      return VG_FALSE;
424}
425
426void vg_set_error(struct vg_context *ctx,
427                  VGErrorCode code)
428{
429   /*vgGetError returns the oldest error code provided by
430    * an API call on the current context since the previous
431    * call to vgGetError on that context (or since the creation
432    of the context).*/
433   if (ctx->_error == VG_NO_ERROR)
434      ctx->_error = code;
435}
436
437static void vg_prepare_blend_texture(struct vg_context *ctx,
438                                     struct pipe_sampler_view *src)
439{
440   struct st_framebuffer *stfb = ctx->draw_buffer;
441   struct pipe_surface *surf;
442
443   vg_context_update_blend_texture_view(ctx, stfb->width, stfb->height);
444
445   surf = ctx->pipe->screen->get_tex_surface(ctx->pipe->screen,
446         stfb->blend_texture_view->texture, 0, 0, 0, PIPE_BIND_RENDER_TARGET);
447   if (surf) {
448      util_blit_pixels_tex(ctx->blit,
449                           src, 0, 0, stfb->width, stfb->height,
450                           surf, 0, 0, stfb->width, stfb->height,
451                           0.0, PIPE_TEX_MIPFILTER_NEAREST);
452
453      pipe_surface_reference(&surf, NULL);
454   }
455}
456
457struct pipe_sampler_view *vg_prepare_blend_surface(struct vg_context *ctx)
458{
459   struct pipe_context *pipe = ctx->pipe;
460   struct pipe_sampler_view *view;
461   struct pipe_sampler_view view_templ;
462   struct st_framebuffer *stfb = ctx->draw_buffer;
463   struct st_renderbuffer *strb = stfb->strb;
464
465   vg_validate_state(ctx);
466
467   u_sampler_view_default_template(&view_templ, strb->texture, strb->texture->format);
468   view = pipe->create_sampler_view(pipe, strb->texture, &view_templ);
469
470   vg_prepare_blend_texture(ctx, view);
471
472   pipe_sampler_view_reference(&view, NULL);
473
474   return stfb->blend_texture_view;
475}
476
477
478struct pipe_sampler_view *vg_prepare_blend_surface_from_mask(struct vg_context *ctx)
479{
480   struct st_framebuffer *stfb = ctx->draw_buffer;
481
482   vg_validate_state(ctx);
483
484   vg_context_update_surface_mask_view(ctx, stfb->width, stfb->height);
485   vg_prepare_blend_texture(ctx, stfb->surface_mask_view);
486
487   return stfb->blend_texture_view;
488}
489
490struct pipe_sampler_view *vg_get_surface_mask(struct vg_context *ctx)
491{
492   struct st_framebuffer *stfb = ctx->draw_buffer;
493
494   vg_context_update_surface_mask_view(ctx, stfb->width, stfb->height);
495
496   return stfb->surface_mask_view;
497}
498
499/**
500 * A transformation from window coordinates to paint coordinates.
501 */
502VGboolean vg_get_paint_matrix(struct vg_context *ctx,
503                              const struct matrix *paint_to_user,
504                              const struct matrix *user_to_surface,
505                              struct matrix *mat)
506{
507   struct matrix tmp;
508
509   /* get user-to-paint matrix */
510   memcpy(mat, paint_to_user, sizeof(*paint_to_user));
511   if (!matrix_invert(mat))
512      return VG_FALSE;
513
514   /* get surface-to-user matrix */
515   memcpy(&tmp, user_to_surface, sizeof(*user_to_surface));
516   if (!matrix_invert(&tmp))
517      return VG_FALSE;
518
519   matrix_mult(mat, &tmp);
520
521   return VG_TRUE;
522}
523