[Mesa-dev] [PATCH 2/6] gallium/hud: use AA lines for graphs
Marek Olšák
maraeo at gmail.com
Thu Aug 18 19:56:29 UTC 2016
From: Marek Olšák <marek.olsak at amd.com>
this looks a lot better (with the next patch)
---
src/gallium/auxiliary/hud/hud_context.c | 6 +++++-
1 file changed, 5 insertions(+), 1 deletion(-)
diff --git a/src/gallium/auxiliary/hud/hud_context.c b/src/gallium/auxiliary/hud/hud_context.c
index 0b292bc..fb9c8c6 100644
--- a/src/gallium/auxiliary/hud/hud_context.c
+++ b/src/gallium/auxiliary/hud/hud_context.c
@@ -60,21 +60,21 @@ struct hud_context {
struct cso_context *cso;
struct u_upload_mgr *uploader;
struct hud_batch_query_context *batch_query;
struct list_head pane_list;
/* states */
struct pipe_blend_state no_blend, alpha_blend;
struct pipe_depth_stencil_alpha_state dsa;
void *fs_color, *fs_text;
- struct pipe_rasterizer_state rasterizer;
+ struct pipe_rasterizer_state rasterizer, rasterizer_aa_lines;
void *vs;
struct pipe_vertex_element velems[2];
/* font */
struct util_font font;
struct pipe_sampler_view *font_sampler_view;
struct pipe_sampler_state font_sampler_state;
/* VS constant buffer */
struct {
@@ -583,20 +583,21 @@ hud_draw(struct hud_context *hud, struct pipe_resource *tex)
cso_set_blend(cso, &hud->alpha_blend);
if (hud->text.num_vertices) {
cso_set_vertex_buffers(cso, cso_get_aux_vertex_buffer_slot(cso), 1,
&hud->text.vbuf);
cso_set_fragment_shader_handle(hud->cso, hud->fs_text);
cso_draw_arrays(cso, PIPE_PRIM_QUADS, 0, hud->text.num_vertices);
}
pipe_resource_reference(&hud->text.vbuf.buffer, NULL);
/* draw the rest */
+ cso_set_rasterizer(cso, &hud->rasterizer_aa_lines);
LIST_FOR_EACH_ENTRY(pane, &hud->pane_list, head) {
if (pane)
hud_pane_draw_colored_objects(hud, pane);
}
cso_restore_state(cso);
cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX);
pipe_surface_reference(&surf, NULL);
}
@@ -1220,20 +1221,23 @@ hud_create(struct pipe_context *pipe, struct cso_context *cso)
hud->fs_text = pipe->create_fs_state(pipe, &state);
}
/* rasterizer */
hud->rasterizer.half_pixel_center = 1;
hud->rasterizer.bottom_edge_rule = 1;
hud->rasterizer.depth_clip = 1;
hud->rasterizer.line_width = 1;
hud->rasterizer.line_last_pixel = 1;
+ hud->rasterizer_aa_lines = hud->rasterizer;
+ hud->rasterizer_aa_lines.line_smooth = 1;
+
/* vertex shader */
{
static const char *vertex_shader_text = {
"VERT\n"
"DCL IN[0..1]\n"
"DCL OUT[0], POSITION\n"
"DCL OUT[1], COLOR[0]\n" /* color */
"DCL OUT[2], GENERIC[0]\n" /* texcoord */
/* [0] = color,
* [1] = (2/fb_width, 2/fb_height, xoffset, yoffset)
--
2.7.4
More information about the mesa-dev
mailing list