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      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