📄 i915_metaops.c
字号:
{ i915->meta.Buffer[I915_DESTREG_DV1] = (DSTORG_HORT_BIAS(0x8) | /* .5 */ DSTORG_VERT_BIAS(0x8) | /* .5 */ format | LOD_PRECLAMP_OGL | TEX_DEFAULT_COLOR_OGL | depth_format); i915->meta.emitted &= ~I915_UPLOAD_BUFFERS;/* fprintf(stderr, "%s: DV1: %x\n", *//* __FUNCTION__, i915->meta.Buffer[I915_DESTREG_DV1]); */}#endifstatic void set_vertex_format( i915ContextPtr i915 ){ i915->meta.Ctx[I915_CTXREG_LIS2] = (S2_TEXCOORD_FMT(0, TEXCOORDFMT_2D) | S2_TEXCOORD_FMT(1, TEXCOORDFMT_NOT_PRESENT) | S2_TEXCOORD_FMT(2, TEXCOORDFMT_NOT_PRESENT) | S2_TEXCOORD_FMT(3, TEXCOORDFMT_NOT_PRESENT) | S2_TEXCOORD_FMT(4, TEXCOORDFMT_NOT_PRESENT) | S2_TEXCOORD_FMT(5, TEXCOORDFMT_NOT_PRESENT) | S2_TEXCOORD_FMT(6, TEXCOORDFMT_NOT_PRESENT) | S2_TEXCOORD_FMT(7, TEXCOORDFMT_NOT_PRESENT)); i915->meta.Ctx[I915_CTXREG_LIS4] &= ~S4_VFMT_MASK; i915->meta.Ctx[I915_CTXREG_LIS4] |= (S4_VFMT_COLOR | S4_VFMT_SPEC_FOG | S4_VFMT_XYZW); i915->meta.emitted &= ~I915_UPLOAD_CTX;}static void draw_quad(i915ContextPtr i915, GLfloat x0, GLfloat x1, GLfloat y0, GLfloat y1, GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha, GLfloat s0, GLfloat s1, GLfloat t0, GLfloat t1 ){ GLuint vertex_size = 8; GLuint *vb = intelEmitInlinePrimitiveLocked( &i915->intel, PRIM3D_TRIFAN, 4 * vertex_size, vertex_size ); intelVertex tmp; int i; if (0) fprintf(stderr, "%s: %f,%f-%f,%f 0x%x%x%x%x %f,%f-%f,%f\n", __FUNCTION__, x0,y0,x1,y1,red,green,blue,alpha,s0,t0,s1,t1); /* initial vertex, left bottom */ tmp.v.x = x0; tmp.v.y = y0; tmp.v.z = 1.0; tmp.v.w = 1.0; tmp.v.color.red = red; tmp.v.color.green = green; tmp.v.color.blue = blue; tmp.v.color.alpha = alpha; tmp.v.specular.red = 0; tmp.v.specular.green = 0; tmp.v.specular.blue = 0; tmp.v.specular.alpha = 0; tmp.v.u0 = s0; tmp.v.v0 = t0; for (i = 0 ; i < vertex_size ; i++) vb[i] = tmp.ui[i]; /* right bottom */ vb += vertex_size; tmp.v.x = x1; tmp.v.u0 = s1; for (i = 0 ; i < vertex_size ; i++) vb[i] = tmp.ui[i]; /* right top */ vb += vertex_size; tmp.v.y = y1; tmp.v.v0 = t1; for (i = 0 ; i < vertex_size ; i++) vb[i] = tmp.ui[i]; /* left top */ vb += vertex_size; tmp.v.x = x0; tmp.v.u0 = s0; for (i = 0 ; i < vertex_size ; i++) vb[i] = tmp.ui[i];}static void draw_poly(i915ContextPtr i915, GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha, GLuint numVerts, /*const*/ GLfloat verts[][2], /*const*/ GLfloat texcoords[][2]){ GLuint vertex_size = 8; GLuint *vb = intelEmitInlinePrimitiveLocked( &i915->intel, PRIM3D_TRIFAN, numVerts * vertex_size, vertex_size ); intelVertex tmp; int i, k; /* initial constant vertex fields */ tmp.v.z = 1.0; tmp.v.w = 1.0; tmp.v.color.red = red; tmp.v.color.green = green; tmp.v.color.blue = blue; tmp.v.color.alpha = alpha; tmp.v.specular.red = 0; tmp.v.specular.green = 0; tmp.v.specular.blue = 0; tmp.v.specular.alpha = 0; for (k = 0; k < numVerts; k++) { tmp.v.x = verts[k][0]; tmp.v.y = verts[k][1]; tmp.v.u0 = texcoords[k][0]; tmp.v.v0 = texcoords[k][1]; for (i = 0 ; i < vertex_size ; i++) vb[i] = tmp.ui[i]; vb += vertex_size; }}void i915ClearWithTris(intelContextPtr intel, GLbitfield mask, GLboolean all, GLint cx, GLint cy, GLint cw, GLint ch){ i915ContextPtr i915 = I915_CONTEXT( intel ); __DRIdrawablePrivate *dPriv = intel->driDrawable; intelScreenPrivate *screen = intel->intelScreen; int x0, y0, x1, y1; SET_STATE( i915, meta ); set_initial_state( i915 ); set_no_texture( i915 ); set_vertex_format( i915 ); LOCK_HARDWARE(intel); if (!all) { x0 = cx; y0 = cy; x1 = x0 + cw; y1 = y0 + ch; } else { x0 = 0; y0 = 0; x1 = x0 + dPriv->w; y1 = y0 + dPriv->h; } /* Don't do any clipping to screen - these are window coordinates. * The active cliprects will be applied as for any other geometry. */ if (mask & BUFFER_BIT_FRONT_LEFT) { set_no_depth_stencil_write( i915 ); set_color_mask( i915, GL_TRUE ); set_draw_region( i915, &screen->front ); draw_quad(i915, x0, x1, y0, y1, intel->clear_red, intel->clear_green, intel->clear_blue, intel->clear_alpha, 0, 0, 0, 0); } if (mask & BUFFER_BIT_BACK_LEFT) { set_no_depth_stencil_write( i915 ); set_color_mask( i915, GL_TRUE ); set_draw_region( i915, &screen->back ); draw_quad(i915, x0, x1, y0, y1, intel->clear_red, intel->clear_green, intel->clear_blue, intel->clear_alpha, 0, 0, 0, 0); } if (mask & BUFFER_BIT_STENCIL) { set_stencil_replace( i915, intel->ctx.Stencil.WriteMask[0], intel->ctx.Stencil.Clear); set_color_mask( i915, GL_FALSE ); set_draw_region( i915, &screen->front ); /* could be either? */ draw_quad( i915, x0, x1, y0, y1, 0, 0, 0, 0, 0, 0, 0, 0 ); } UNLOCK_HARDWARE(intel); SET_STATE( i915, state );}/** * Copy the window contents named by dPriv to the rotated (or reflected) * color buffer. * srcBuf is BUFFER_BIT_FRONT_LEFT or BUFFER_BIT_BACK_LEFT to indicate the source. */voidi915RotateWindow(intelContextPtr intel, __DRIdrawablePrivate *dPriv, GLuint srcBuf){ i915ContextPtr i915 = I915_CONTEXT( intel ); intelScreenPrivate *screen = intel->intelScreen; const GLuint cpp = screen->cpp; drm_clip_rect_t fullRect; GLuint textureFormat, srcOffset, srcPitch; const drm_clip_rect_t *clipRects; int numClipRects; int i; int xOrig, yOrig; int origNumClipRects; drm_clip_rect_t *origRects; /* * set up hardware state */ intelFlush( &intel->ctx ); SET_STATE( i915, meta ); set_initial_state( i915 ); set_no_texture( i915 ); set_vertex_format( i915 ); set_no_depth_stencil_write( i915 ); set_color_mask( i915, GL_TRUE ); LOCK_HARDWARE(intel); /* save current drawing origin and cliprects (restored at end) */ xOrig = intel->drawX; yOrig = intel->drawY; origNumClipRects = intel->numClipRects; origRects = intel->pClipRects; if (!intel->numClipRects) goto done; /* * set drawing origin, cliprects for full-screen access to rotated screen */ fullRect.x1 = 0; fullRect.y1 = 0; fullRect.x2 = screen->rotatedWidth; fullRect.y2 = screen->rotatedHeight; intel->drawX = 0; intel->drawY = 0; intel->numClipRects = 1; intel->pClipRects = &fullRect; set_draw_region( i915, &screen->rotated ); if (cpp == 4) textureFormat = MAPSURF_32BIT | MT_32BIT_ARGB8888; else textureFormat = MAPSURF_16BIT | MT_16BIT_RGB565; if (srcBuf == BUFFER_BIT_FRONT_LEFT) { srcPitch = screen->front.pitch; /* in bytes */ srcOffset = screen->front.offset; /* bytes */ clipRects = dPriv->pClipRects; numClipRects = dPriv->numClipRects; } else { srcPitch = screen->back.pitch; /* in bytes */ srcOffset = screen->back.offset; /* bytes */ clipRects = dPriv->pBackClipRects; numClipRects = dPriv->numBackClipRects; } /* set the whole screen up as a texture to avoid alignment issues */ set_tex_rect_source(i915, srcOffset, screen->width, screen->height, srcPitch, textureFormat); enable_texture_blend_replace(i915); /* * loop over the source window's cliprects */ for (i = 0; i < numClipRects; i++) { int srcX0 = clipRects[i].x1; int srcY0 = clipRects[i].y1; int srcX1 = clipRects[i].x2; int srcY1 = clipRects[i].y2; GLfloat verts[4][2], tex[4][2]; int j; /* build vertices for four corners of clip rect */ verts[0][0] = srcX0; verts[0][1] = srcY0; verts[1][0] = srcX1; verts[1][1] = srcY0; verts[2][0] = srcX1; verts[2][1] = srcY1; verts[3][0] = srcX0; verts[3][1] = srcY1; /* .. and texcoords */ tex[0][0] = srcX0; tex[0][1] = srcY0; tex[1][0] = srcX1; tex[1][1] = srcY0; tex[2][0] = srcX1; tex[2][1] = srcY1; tex[3][0] = srcX0; tex[3][1] = srcY1; /* transform coords to rotated screen coords */ for (j = 0; j < 4; j++) { matrix23TransformCoordf(&screen->rotMatrix, &verts[j][0], &verts[j][1]); } /* draw polygon to map source image to dest region */ draw_poly(i915, 255, 255, 255, 255, 4, verts, tex); } /* cliprect loop */ intelFlushBatchLocked( intel, GL_FALSE, GL_FALSE, GL_FALSE ); done: /* restore original drawing origin and cliprects */ intel->drawX = xOrig; intel->drawY = yOrig; intel->numClipRects = origNumClipRects; intel->pClipRects = origRects; UNLOCK_HARDWARE(intel); SET_STATE( i915, state );}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -