1/**************************************************************************
2 *
3 * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 **************************************************************************/
7
8
9/**
10 * Implementation of glDrawTex() for GL_OES_draw_tex
11 */
12
13
14
15#include "main/imports.h"
16#include "main/image.h"
17#include "main/macros.h"
18#include "main/mfeatures.h"
19#include "program/program.h"
20#include "program/prog_print.h"
21
22#include "st_context.h"
23#include "st_atom.h"
24#include "st_cb_drawtex.h"
25
26#include "pipe/p_context.h"
27#include "pipe/p_defines.h"
28#include "util/u_inlines.h"
29#include "pipe/p_shader_tokens.h"
30#include "util/u_draw_quad.h"
31#include "util/u_simple_shaders.h"
32#include "util/u_upload_mgr.h"
33
34#include "cso_cache/cso_context.h"
35
36
37#if FEATURE_OES_draw_texture
38
39
40struct cached_shader
41{
42   void *handle;
43
44   uint num_attribs;
45   uint semantic_names[2 + MAX_TEXTURE_UNITS];
46   uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
47};
48
49#define MAX_SHADERS (2 * MAX_TEXTURE_UNITS)
50
51/**
52 * Simple linear list cache.
53 * Most of the time there'll only be one cached shader.
54 */
55static struct cached_shader CachedShaders[MAX_SHADERS];
56static GLuint NumCachedShaders = 0;
57
58
59static void *
60lookup_shader(struct pipe_context *pipe,
61              uint num_attribs,
62              const uint *semantic_names,
63              const uint *semantic_indexes)
64{
65   GLuint i, j;
66
67   /* look for existing shader with same attributes */
68   for (i = 0; i < NumCachedShaders; i++) {
69      if (CachedShaders[i].num_attribs == num_attribs) {
70         GLboolean match = GL_TRUE;
71         for (j = 0; j < num_attribs; j++) {
72            if (semantic_names[j] != CachedShaders[i].semantic_names[j] ||
73                semantic_indexes[j] != CachedShaders[i].semantic_indexes[j]) {
74               match = GL_FALSE;
75               break;
76            }
77         }
78         if (match)
79            return CachedShaders[i].handle;
80      }
81   }
82
83   /* not found - create new one now */
84   if (NumCachedShaders >= MAX_SHADERS) {
85      return NULL;
86   }
87
88   CachedShaders[i].num_attribs = num_attribs;
89   for (j = 0; j < num_attribs; j++) {
90      CachedShaders[i].semantic_names[j] = semantic_names[j];
91      CachedShaders[i].semantic_indexes[j] = semantic_indexes[j];
92   }
93
94   CachedShaders[i].handle =
95      util_make_vertex_passthrough_shader(pipe,
96                                          num_attribs,
97                                          semantic_names,
98                                          semantic_indexes);
99   NumCachedShaders++;
100
101   return CachedShaders[i].handle;
102}
103
104static void
105st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
106           GLfloat width, GLfloat height)
107{
108   struct st_context *st = ctx->st;
109   struct pipe_context *pipe = st->pipe;
110   struct cso_context *cso = ctx->st->cso_context;
111   struct pipe_resource *vbuffer = NULL;
112   GLuint i, numTexCoords, numAttribs;
113   GLboolean emitColor;
114   uint semantic_names[2 + MAX_TEXTURE_UNITS];
115   uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
116   struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS];
117   unsigned offset;
118
119   st_validate_state(st);
120
121   /* determine if we need vertex color */
122   if (ctx->FragmentProgram._Current->Base.InputsRead & FRAG_BIT_COL0)
123      emitColor = GL_TRUE;
124   else
125      emitColor = GL_FALSE;
126
127   /* determine how many enabled sets of texcoords */
128   numTexCoords = 0;
129   for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
130      if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
131         numTexCoords++;
132      }
133   }
134
135   /* total number of attributes per vertex */
136   numAttribs = 1 + emitColor + numTexCoords;
137
138   /* load vertex buffer */
139   {
140#define SET_ATTRIB(VERT, ATTR, X, Y, Z, W)                              \
141      do {                                                              \
142         GLuint k = (((VERT) * numAttribs + (ATTR)) * 4);               \
143         assert(k < 4 * 4 * numAttribs);                                \
144         vbuf[k + 0] = X;                                               \
145         vbuf[k + 1] = Y;                                               \
146         vbuf[k + 2] = Z;                                               \
147         vbuf[k + 3] = W;                                               \
148      } while (0)
149
150      const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
151      GLfloat *vbuf = NULL;
152      GLuint attr;
153
154      if (u_upload_alloc(st->uploader, 0,
155                         numAttribs * 4 * 4 * sizeof(GLfloat),
156                         &offset, &vbuffer, (void **) &vbuf) != PIPE_OK) {
157         return;
158      }
159
160      z = CLAMP(z, 0.0f, 1.0f);
161
162      /* positions (in clip coords) */
163      {
164         const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
165         const GLfloat fb_width = (GLfloat)fb->Width;
166         const GLfloat fb_height = (GLfloat)fb->Height;
167
168         const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
169         const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
170         const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
171         const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
172
173         SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f);   /* lower left */
174         SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f);   /* lower right */
175         SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f);   /* upper right */
176         SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f);   /* upper left */
177
178         semantic_names[0] = TGSI_SEMANTIC_POSITION;
179         semantic_indexes[0] = 0;
180      }
181
182      /* colors */
183      if (emitColor) {
184         const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
185         SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
186         SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
187         SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
188         SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
189         semantic_names[1] = TGSI_SEMANTIC_COLOR;
190         semantic_indexes[1] = 0;
191         attr = 2;
192      }
193      else {
194         attr = 1;
195      }
196
197      /* texcoords */
198      for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
199         if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
200            struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
201            struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
202            const GLfloat wt = (GLfloat) img->Width;
203            const GLfloat ht = (GLfloat) img->Height;
204            const GLfloat s0 = obj->CropRect[0] / wt;
205            const GLfloat t0 = obj->CropRect[1] / ht;
206            const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
207            const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;
208
209            /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
210            SET_ATTRIB(0, attr, s0, t0, 0.0f, 1.0f);  /* lower left */
211            SET_ATTRIB(1, attr, s1, t0, 0.0f, 1.0f);  /* lower right */
212            SET_ATTRIB(2, attr, s1, t1, 0.0f, 1.0f);  /* upper right */
213            SET_ATTRIB(3, attr, s0, t1, 0.0f, 1.0f);  /* upper left */
214
215            semantic_names[attr] = TGSI_SEMANTIC_GENERIC;
216            semantic_indexes[attr] = 0;
217
218            attr++;
219         }
220      }
221
222      u_upload_unmap(st->uploader);
223
224#undef SET_ATTRIB
225   }
226
227
228   cso_save_viewport(cso);
229   cso_save_stream_outputs(cso);
230   cso_save_vertex_shader(cso);
231   cso_save_geometry_shader(cso);
232   cso_save_vertex_elements(cso);
233   cso_save_vertex_buffers(cso);
234
235   {
236      void *vs = lookup_shader(pipe, numAttribs,
237                               semantic_names, semantic_indexes);
238      cso_set_vertex_shader_handle(cso, vs);
239   }
240   cso_set_geometry_shader_handle(cso, NULL);
241
242   for (i = 0; i < numAttribs; i++) {
243      velements[i].src_offset = i * 4 * sizeof(float);
244      velements[i].instance_divisor = 0;
245      velements[i].vertex_buffer_index = 0;
246      velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
247   }
248   cso_set_vertex_elements(cso, numAttribs, velements);
249   cso_set_stream_outputs(st->cso_context, 0, NULL, 0);
250
251   /* viewport state: viewport matching window dims */
252   {
253      const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
254      const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
255      const GLfloat width = (GLfloat)fb->Width;
256      const GLfloat height = (GLfloat)fb->Height;
257      struct pipe_viewport_state vp;
258      vp.scale[0] =  0.5f * width;
259      vp.scale[1] = height * (invert ? -0.5f : 0.5f);
260      vp.scale[2] = 1.0f;
261      vp.scale[3] = 1.0f;
262      vp.translate[0] = 0.5f * width;
263      vp.translate[1] = 0.5f * height;
264      vp.translate[2] = 0.0f;
265      vp.translate[3] = 0.0f;
266      cso_set_viewport(cso, &vp);
267   }
268
269
270   util_draw_vertex_buffer(pipe, cso, vbuffer,
271                           offset,  /* offset */
272                           PIPE_PRIM_TRIANGLE_FAN,
273                           4,  /* verts */
274                           numAttribs); /* attribs/vert */
275
276
277   pipe_resource_reference(&vbuffer, NULL);
278
279   /* restore state */
280   cso_restore_viewport(cso);
281   cso_restore_vertex_shader(cso);
282   cso_restore_geometry_shader(cso);
283   cso_restore_vertex_elements(cso);
284   cso_restore_vertex_buffers(cso);
285   cso_restore_stream_outputs(cso);
286}
287
288
289void
290st_init_drawtex_functions(struct dd_function_table *functions)
291{
292   functions->DrawTex = st_DrawTex;
293}
294
295
296/**
297 * Free any cached shaders
298 */
299void
300st_destroy_drawtex(struct st_context *st)
301{
302   GLuint i;
303   for (i = 0; i < NumCachedShaders; i++) {
304      cso_delete_vertex_shader(st->cso_context, CachedShaders[i].handle);
305   }
306   NumCachedShaders = 0;
307}
308
309
310#endif /* FEATURE_OES_draw_texture */
311