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 40 struct 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 */ 55 static struct cached_shader CachedShaders[MAX_SHADERS]; 56 static GLuint NumCachedShaders = 0; 57 58 59 static void * 60 lookup_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 } 103 104 static void 105 st_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 } 287 288 289 void 290 st_init_drawtex_functions(struct dd_function_table *functions) 291 { 292 functions->DrawTex = st_DrawTex; 293 } 294 295 296 /** 297 * Free any cached shaders 298 */ 299 void 300 st_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