st_cb_drawtex.c revision d2633af696f2e4ff98f669061e4e222e8643312c
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 33#include "cso_cache/cso_context.h" 34 35 36#if FEATURE_OES_draw_texture 37 38 39struct cached_shader 40{ 41 void *handle; 42 43 uint num_attribs; 44 uint semantic_names[2 + MAX_TEXTURE_UNITS]; 45 uint semantic_indexes[2 + MAX_TEXTURE_UNITS]; 46}; 47 48#define MAX_SHADERS (2 * MAX_TEXTURE_UNITS) 49 50/** 51 * Simple linear list cache. 52 * Most of the time there'll only be one cached shader. 53 */ 54static struct cached_shader CachedShaders[MAX_SHADERS]; 55static GLuint NumCachedShaders = 0; 56 57 58static void * 59lookup_shader(struct pipe_context *pipe, 60 uint num_attribs, 61 const uint *semantic_names, 62 const uint *semantic_indexes) 63{ 64 GLuint i, j; 65 66 /* look for existing shader with same attributes */ 67 for (i = 0; i < NumCachedShaders; i++) { 68 if (CachedShaders[i].num_attribs == num_attribs) { 69 GLboolean match = GL_TRUE; 70 for (j = 0; j < num_attribs; j++) { 71 if (semantic_names[j] != CachedShaders[i].semantic_names[j] || 72 semantic_indexes[j] != CachedShaders[i].semantic_indexes[j]) { 73 match = GL_FALSE; 74 break; 75 } 76 } 77 if (match) 78 return CachedShaders[i].handle; 79 } 80 } 81 82 /* not found - create new one now */ 83 if (NumCachedShaders >= MAX_SHADERS) { 84 return NULL; 85 } 86 87 CachedShaders[i].num_attribs = num_attribs; 88 for (j = 0; j < num_attribs; j++) { 89 CachedShaders[i].semantic_names[j] = semantic_names[j]; 90 CachedShaders[i].semantic_indexes[j] = semantic_indexes[j]; 91 } 92 93 CachedShaders[i].handle = 94 util_make_vertex_passthrough_shader(pipe, 95 num_attribs, 96 semantic_names, 97 semantic_indexes); 98 NumCachedShaders++; 99 100 return CachedShaders[i].handle; 101} 102 103static void 104st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z, 105 GLfloat width, GLfloat height) 106{ 107 struct st_context *st = ctx->st; 108 struct pipe_context *pipe = st->pipe; 109 struct cso_context *cso = ctx->st->cso_context; 110 struct pipe_resource *vbuffer; 111 struct pipe_transfer *vbuffer_transfer; 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 GLbitfield inputs = VERT_BIT_POS; 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 inputs |= VERT_BIT_TEX(i); 132 numTexCoords++; 133 } 134 } 135 136 /* total number of attributes per vertex */ 137 numAttribs = 1 + emitColor + numTexCoords; 138 139 140 /* create the vertex buffer */ 141 vbuffer = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER, 142 PIPE_USAGE_STREAM, 143 numAttribs * 4 * 4 * sizeof(GLfloat)); 144 145 /* load vertex buffer */ 146 { 147#define SET_ATTRIB(VERT, ATTR, X, Y, Z, W) \ 148 do { \ 149 GLuint k = (((VERT) * numAttribs + (ATTR)) * 4); \ 150 assert(k < 4 * 4 * numAttribs); \ 151 vbuf[k + 0] = X; \ 152 vbuf[k + 1] = Y; \ 153 vbuf[k + 2] = Z; \ 154 vbuf[k + 3] = W; \ 155 } while (0) 156 157 const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height; 158 GLfloat *vbuf = (GLfloat *) pipe_buffer_map(pipe, vbuffer, 159 PIPE_TRANSFER_WRITE, 160 &vbuffer_transfer); 161 GLuint attr; 162 163 z = CLAMP(z, 0.0f, 1.0f); 164 165 /* positions (in clip coords) */ 166 { 167 const struct gl_framebuffer *fb = st->ctx->DrawBuffer; 168 const GLfloat fb_width = (GLfloat)fb->Width; 169 const GLfloat fb_height = (GLfloat)fb->Height; 170 171 const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0); 172 const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0); 173 const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0); 174 const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0); 175 176 SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f); /* lower left */ 177 SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f); /* lower right */ 178 SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f); /* upper right */ 179 SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f); /* upper left */ 180 181 semantic_names[0] = TGSI_SEMANTIC_POSITION; 182 semantic_indexes[0] = 0; 183 } 184 185 /* colors */ 186 if (emitColor) { 187 const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0]; 188 SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]); 189 SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]); 190 SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]); 191 SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]); 192 semantic_names[1] = TGSI_SEMANTIC_COLOR; 193 semantic_indexes[1] = 0; 194 attr = 2; 195 } 196 else { 197 attr = 1; 198 } 199 200 /* texcoords */ 201 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 202 if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) { 203 struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current; 204 struct gl_texture_image *img = obj->Image[0][obj->BaseLevel]; 205 const GLfloat wt = (GLfloat) img->Width; 206 const GLfloat ht = (GLfloat) img->Height; 207 const GLfloat s0 = obj->CropRect[0] / wt; 208 const GLfloat t0 = obj->CropRect[1] / ht; 209 const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt; 210 const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht; 211 212 /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/ 213 SET_ATTRIB(0, attr, s0, t0, 0.0f, 1.0f); /* lower left */ 214 SET_ATTRIB(1, attr, s1, t0, 0.0f, 1.0f); /* lower right */ 215 SET_ATTRIB(2, attr, s1, t1, 0.0f, 1.0f); /* upper right */ 216 SET_ATTRIB(3, attr, s0, t1, 0.0f, 1.0f); /* upper left */ 217 218 semantic_names[attr] = TGSI_SEMANTIC_GENERIC; 219 semantic_indexes[attr] = 0; 220 221 attr++; 222 } 223 } 224 225 pipe_buffer_unmap(pipe, vbuffer_transfer); 226 227#undef SET_ATTRIB 228 } 229 230 231 cso_save_viewport(cso); 232 cso_save_vertex_shader(cso); 233 cso_save_geometry_shader(cso); 234 cso_save_vertex_elements(cso); 235 cso_save_vertex_buffers(cso); 236 237 { 238 void *vs = lookup_shader(pipe, numAttribs, 239 semantic_names, semantic_indexes); 240 cso_set_vertex_shader_handle(cso, vs); 241 } 242 cso_set_geometry_shader_handle(cso, NULL); 243 244 for (i = 0; i < numAttribs; i++) { 245 velements[i].src_offset = i * 4 * sizeof(float); 246 velements[i].instance_divisor = 0; 247 velements[i].vertex_buffer_index = 0; 248 velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; 249 } 250 cso_set_vertex_elements(cso, numAttribs, velements); 251 252 /* viewport state: viewport matching window dims */ 253 { 254 const struct gl_framebuffer *fb = st->ctx->DrawBuffer; 255 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP); 256 const GLfloat width = (GLfloat)fb->Width; 257 const GLfloat height = (GLfloat)fb->Height; 258 struct pipe_viewport_state vp; 259 vp.scale[0] = 0.5f * width; 260 vp.scale[1] = height * (invert ? -0.5f : 0.5f); 261 vp.scale[2] = 1.0f; 262 vp.scale[3] = 1.0f; 263 vp.translate[0] = 0.5f * width; 264 vp.translate[1] = 0.5f * height; 265 vp.translate[2] = 0.0f; 266 vp.translate[3] = 0.0f; 267 cso_set_viewport(cso, &vp); 268 } 269 270 271 util_draw_vertex_buffer(pipe, cso, vbuffer, 272 0, /* offset */ 273 PIPE_PRIM_TRIANGLE_FAN, 274 4, /* verts */ 275 numAttribs); /* attribs/vert */ 276 277 278 pipe_resource_reference(&vbuffer, NULL); 279 280 /* restore state */ 281 cso_restore_viewport(cso); 282 cso_restore_vertex_shader(cso); 283 cso_restore_geometry_shader(cso); 284 cso_restore_vertex_elements(cso); 285 cso_restore_vertex_buffers(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