#ifndef VG_CONTEXT_H
#define VG_CONTEXT_H
#include "vg_state.h"
#include "pipe/p_format.h"
#include "pipe/p_state.h"
#include "util/u_pointer.h"
#include "util/u_math.h"
#include "cso_cache/cso_hash.h"
#include "cso_cache/cso_context.h"
struct renderer;
struct shaders_cache;
struct shader;
struct vg_shader;
struct st_renderbuffer {
enum pipe_format format;
struct pipe_surface *surface;
struct pipe_texture *texture;
VGint width, height;
};
struct st_framebuffer {
VGint width, height;
struct st_renderbuffer *strb;
struct st_renderbuffer *dsrb;
struct pipe_texture *alpha_mask;
struct pipe_texture *blend_texture;
void *privateData;
};
enum vg_object_type {
VG_OBJECT_UNKNOWN = 0,
VG_OBJECT_PAINT,
VG_OBJECT_IMAGE,
VG_OBJECT_MASK,
VG_OBJECT_FONT,
VG_OBJECT_PATH,
VG_OBJECT_LAST
};
enum dirty_state {
NONE_DIRTY = 0<<0,
BLEND_DIRTY = 1<<1,
RASTERIZER_DIRTY = 1<<2,
VIEWPORT_DIRTY = 1<<3,
VS_DIRTY = 1<<4,
DEPTH_STENCIL_DIRTY = 1<<5,
ALL_DIRTY = BLEND_DIRTY | RASTERIZER_DIRTY |
VIEWPORT_DIRTY | VS_DIRTY | DEPTH_STENCIL_DIRTY
};
struct vg_context
{
struct pipe_context *pipe;
struct {
struct vg_state vg;
struct {
struct pipe_blend_state blend;
struct pipe_rasterizer_state rasterizer;
struct pipe_shader_state vs_state;
struct pipe_depth_stencil_alpha_state dsa;
struct pipe_framebuffer_state fb;
} g3d;
VGbitfield dirty;
} state;
VGErrorCode _error;
struct st_framebuffer *draw_buffer;
struct cso_hash *owned_objects[VG_OBJECT_LAST];
struct {
struct pipe_shader_state vert_shader;
struct pipe_shader_state frag_shader;
struct pipe_rasterizer_state raster;
void *fs;
float vertices[4][2][4];
} clear;
struct {
struct pipe_buffer *cbuf;
struct pipe_sampler_state sampler;
struct vg_shader *union_fs;
struct vg_shader *intersect_fs;
struct vg_shader *subtract_fs;
struct vg_shader *set_fs;
} mask;
struct vg_shader *pass_through_depth_fs;
struct cso_context *cso_context;
struct pipe_buffer *stencil_quad;
VGfloat stencil_vertices[4][2][4];
struct renderer *renderer;
struct shaders_cache *sc;
struct shader *shader;
struct pipe_sampler_state blend_sampler;
struct {
struct pipe_buffer *buffer;
void *color_matrix_fs;
} filter;
struct vg_paint *default_paint;
struct blit_state *blit;
struct vg_shader *plain_vs;
struct vg_shader *clear_vs;
struct vg_shader *texture_vs;
struct pipe_buffer *vs_const_buffer;
};
struct vg_object {
enum vg_object_type type;
struct vg_context *ctx;
};
void vg_init_object(struct vg_object *obj, struct vg_context *ctx, enum vg_object_type type);
VGboolean vg_object_is_valid(void *ptr, enum vg_object_type type);
struct vg_context *vg_create_context(struct pipe_context *pipe,
const void *visual,
struct vg_context *share);
void vg_destroy_context(struct vg_context *ctx);
struct vg_context *vg_current_context(void);
void vg_set_current_context(struct vg_context *ctx);
VGboolean vg_context_is_object_valid(struct vg_context *ctx,
enum vg_object_type type,
void *ptr);
void vg_context_add_object(struct vg_context *ctx,
enum vg_object_type type,
void *ptr);
void vg_context_remove_object(struct vg_context *ctx,
enum vg_object_type type,
void *ptr);
void vg_validate_state(struct vg_context *ctx);
void vg_set_error(struct vg_context *ctx,
VGErrorCode code);
void vg_prepare_blend_surface(struct vg_context *ctx);
void vg_prepare_blend_surface_from_mask(struct vg_context *ctx);
static INLINE VGboolean is_aligned_to(const void *ptr, VGbyte alignment)
{
void *aligned = align_pointer(ptr, alignment);
return (ptr == aligned) ? VG_TRUE : VG_FALSE;
}
static INLINE VGboolean is_aligned(const void *ptr)
{
return is_aligned_to(ptr, 4);
}
static INLINE void vg_shift_rectx(VGfloat coords[4],
const VGfloat *bounds,
const VGfloat shift)
{
coords[0] += shift;
coords[2] -= shift;
if (bounds) {
coords[2] = MIN2(coords[2], bounds[2]);
if ((coords[0] + coords[2]) > (bounds[0] + bounds[2])) {
coords[2] = (bounds[0] + bounds[2]) - coords[0];
}
}
}
static INLINE void vg_shift_recty(VGfloat coords[4],
const VGfloat *bounds,
const VGfloat shift)
{
coords[1] += shift;
coords[3] -= shift;
if (bounds) {
coords[3] = MIN2(coords[3], bounds[3]);
if ((coords[1] + coords[3]) > (bounds[1] + bounds[3])) {
coords[3] = (bounds[1] + bounds[3]) - coords[1];
}
}
}
static INLINE void vg_bound_rect(VGfloat coords[4],
const VGfloat bounds[4],
VGfloat shift[4])
{
if (coords[0] > (bounds[0] + bounds[2]) ||
coords[1] > (bounds[1] + bounds[3]) ||
(coords[0] + coords[2]) < bounds[0] ||
(coords[1] + coords[3]) < bounds[1]) {
coords[0] = 0.f;
coords[1] = 0.f;
coords[2] = 0.f;
coords[3] = 0.f;
shift[0] = 0.f;
shift[1] = 0.f;
return;
}
if (coords[0] < bounds[0]) {
shift[0] = bounds[0] - coords[0];
coords[2] -= shift[0];
coords[0] = bounds[0];
} else
shift[0] = 0.f;
if (coords[1] < bounds[1]) {
shift[1] = bounds[1] - coords[1];
coords[3] -= shift[1];
coords[1] = bounds[1];
} else
shift[1] = 0.f;
shift[2] = bounds[2] - coords[2];
shift[3] = bounds[3] - coords[3];
coords[2] = MIN2(coords[2], bounds[2]);
coords[3] = MIN2(coords[3], bounds[3]);
if ((coords[0] + coords[2]) > (bounds[0] + bounds[2])) {
coords[2] = (bounds[0] + bounds[2]) - coords[0];
}
if ((coords[1] + coords[3]) > (bounds[1] + bounds[3])) {
coords[3] = (bounds[1] + bounds[3]) - coords[1];
}
if ((coords[0] + coords[2]) < bounds[0] ||
(coords[1] + coords[3]) < bounds[1]) {
coords[0] = 0.f;
coords[1] = 0.f;
coords[2] = 0.f;
coords[3] = 0.f;
return;
}
}
void *vg_plain_vs(struct vg_context *ctx);
void *vg_clear_vs(struct vg_context *ctx);
void *vg_texture_vs(struct vg_context *ctx);
typedef enum {
VEGA_Y0_TOP,
VEGA_Y0_BOTTOM
} VegaOrientation;
void vg_set_viewport(struct vg_context *ctx, VegaOrientation orientation);
#endif