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      1 /**************************************************************************
      2  *
      3  * Copyright 2008 VMware, Inc.
      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/teximage.h"
     19 #include "main/framebuffer.h"
     20 #include "program/program.h"
     21 #include "program/prog_print.h"
     22 
     23 #include "st_context.h"
     24 #include "st_atom.h"
     25 #include "st_cb_bitmap.h"
     26 #include "st_cb_drawtex.h"
     27 
     28 #include "pipe/p_context.h"
     29 #include "pipe/p_defines.h"
     30 #include "util/u_inlines.h"
     31 #include "pipe/p_shader_tokens.h"
     32 #include "util/u_draw_quad.h"
     33 #include "util/u_simple_shaders.h"
     34 #include "util/u_upload_mgr.h"
     35 
     36 #include "cso_cache/cso_context.h"
     37 
     38 
     39 struct 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  * XXX This should be per-st_context state.
     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, FALSE);
     99    NumCachedShaders++;
    100 
    101    return CachedShaders[i].handle;
    102 }
    103 
    104 
    105 static void
    106 st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
    107            GLfloat width, GLfloat height)
    108 {
    109    struct st_context *st = ctx->st;
    110    struct pipe_context *pipe = st->pipe;
    111    struct cso_context *cso = st->cso_context;
    112    struct pipe_resource *vbuffer = NULL;
    113    GLuint i, numTexCoords, numAttribs;
    114    GLboolean emitColor;
    115    uint semantic_names[2 + MAX_TEXTURE_UNITS];
    116    uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
    117    struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS];
    118    unsigned offset;
    119 
    120    st_flush_bitmap_cache(st);
    121    st_invalidate_readpix_cache(st);
    122 
    123    st_validate_state(st, ST_PIPELINE_RENDER);
    124 
    125    /* determine if we need vertex color */
    126    if (ctx->FragmentProgram._Current->info.inputs_read & VARYING_BIT_COL0)
    127       emitColor = GL_TRUE;
    128    else
    129       emitColor = GL_FALSE;
    130 
    131    /* determine how many enabled sets of texcoords */
    132    numTexCoords = 0;
    133    for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
    134       if (ctx->Texture.Unit[i]._Current &&
    135           ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
    136          numTexCoords++;
    137       }
    138    }
    139 
    140    /* total number of attributes per vertex */
    141    numAttribs = 1 + emitColor + numTexCoords;
    142 
    143    /* load vertex buffer */
    144    {
    145 #define SET_ATTRIB(VERT, ATTR, X, Y, Z, W)                              \
    146       do {                                                              \
    147          GLuint k = (((VERT) * numAttribs + (ATTR)) * 4);               \
    148          assert(k < 4 * 4 * numAttribs);                                \
    149          vbuf[k + 0] = X;                                               \
    150          vbuf[k + 1] = Y;                                               \
    151          vbuf[k + 2] = Z;                                               \
    152          vbuf[k + 3] = W;                                               \
    153       } while (0)
    154 
    155       const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
    156       GLfloat *vbuf = NULL;
    157       GLuint tex_attr;
    158 
    159       u_upload_alloc(st->uploader, 0,
    160                      numAttribs * 4 * 4 * sizeof(GLfloat), 4,
    161                      &offset, &vbuffer, (void **) &vbuf);
    162       if (!vbuffer) {
    163          return;
    164       }
    165 
    166       z = CLAMP(z, 0.0f, 1.0f);
    167 
    168       /* positions (in clip coords) */
    169       {
    170          const struct gl_framebuffer *fb = ctx->DrawBuffer;
    171          const GLfloat fb_width = (GLfloat)_mesa_geometric_width(fb);
    172          const GLfloat fb_height = (GLfloat)_mesa_geometric_height(fb);
    173 
    174          const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
    175          const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
    176          const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
    177          const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
    178 
    179          SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f);   /* lower left */
    180          SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f);   /* lower right */
    181          SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f);   /* upper right */
    182          SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f);   /* upper left */
    183 
    184          semantic_names[0] = TGSI_SEMANTIC_POSITION;
    185          semantic_indexes[0] = 0;
    186       }
    187 
    188       /* colors */
    189       if (emitColor) {
    190          const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
    191          SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
    192          SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
    193          SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
    194          SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
    195          semantic_names[1] = TGSI_SEMANTIC_COLOR;
    196          semantic_indexes[1] = 0;
    197          tex_attr = 2;
    198       }
    199       else {
    200          tex_attr = 1;
    201       }
    202 
    203       /* texcoords */
    204       for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
    205          if (ctx->Texture.Unit[i]._Current &&
    206              ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
    207             struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
    208             const struct gl_texture_image *img = _mesa_base_tex_image(obj);
    209             const GLfloat wt = (GLfloat) img->Width;
    210             const GLfloat ht = (GLfloat) img->Height;
    211             const GLfloat s0 = obj->CropRect[0] / wt;
    212             const GLfloat t0 = obj->CropRect[1] / ht;
    213             const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
    214             const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;
    215 
    216             /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
    217             SET_ATTRIB(0, tex_attr, s0, t0, 0.0f, 1.0f);  /* lower left */
    218             SET_ATTRIB(1, tex_attr, s1, t0, 0.0f, 1.0f);  /* lower right */
    219             SET_ATTRIB(2, tex_attr, s1, t1, 0.0f, 1.0f);  /* upper right */
    220             SET_ATTRIB(3, tex_attr, s0, t1, 0.0f, 1.0f);  /* upper left */
    221 
    222             semantic_names[tex_attr] = st->needs_texcoord_semantic ?
    223                TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC;
    224             /* XXX: should this use semantic index i instead of 0 ? */
    225             semantic_indexes[tex_attr] = 0;
    226 
    227             tex_attr++;
    228          }
    229       }
    230 
    231       u_upload_unmap(st->uploader);
    232 
    233 #undef SET_ATTRIB
    234    }
    235 
    236    cso_save_state(cso, (CSO_BIT_VIEWPORT |
    237                         CSO_BIT_STREAM_OUTPUTS |
    238                         CSO_BIT_VERTEX_SHADER |
    239                         CSO_BIT_TESSCTRL_SHADER |
    240                         CSO_BIT_TESSEVAL_SHADER |
    241                         CSO_BIT_GEOMETRY_SHADER |
    242                         CSO_BIT_VERTEX_ELEMENTS |
    243                         CSO_BIT_AUX_VERTEX_BUFFER_SLOT));
    244 
    245    {
    246       void *vs = lookup_shader(pipe, numAttribs,
    247                                semantic_names, semantic_indexes);
    248       cso_set_vertex_shader_handle(cso, vs);
    249    }
    250    cso_set_tessctrl_shader_handle(cso, NULL);
    251    cso_set_tesseval_shader_handle(cso, NULL);
    252    cso_set_geometry_shader_handle(cso, NULL);
    253 
    254    for (i = 0; i < numAttribs; i++) {
    255       velements[i].src_offset = i * 4 * sizeof(float);
    256       velements[i].instance_divisor = 0;
    257       velements[i].vertex_buffer_index = 0;
    258       velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
    259    }
    260    cso_set_vertex_elements(cso, numAttribs, velements);
    261    cso_set_stream_outputs(cso, 0, NULL, NULL);
    262 
    263    /* viewport state: viewport matching window dims */
    264    {
    265       const struct gl_framebuffer *fb = ctx->DrawBuffer;
    266       const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
    267       const GLfloat width = (GLfloat)_mesa_geometric_width(fb);
    268       const GLfloat height = (GLfloat)_mesa_geometric_height(fb);
    269       struct pipe_viewport_state vp;
    270       vp.scale[0] =  0.5f * width;
    271       vp.scale[1] = height * (invert ? -0.5f : 0.5f);
    272       vp.scale[2] = 1.0f;
    273       vp.translate[0] = 0.5f * width;
    274       vp.translate[1] = 0.5f * height;
    275       vp.translate[2] = 0.0f;
    276       cso_set_viewport(cso, &vp);
    277    }
    278 
    279    util_draw_vertex_buffer(pipe, cso, vbuffer,
    280 			   cso_get_aux_vertex_buffer_slot(cso),
    281                            offset,  /* offset */
    282                            PIPE_PRIM_TRIANGLE_FAN,
    283                            4,  /* verts */
    284                            numAttribs); /* attribs/vert */
    285 
    286    pipe_resource_reference(&vbuffer, NULL);
    287 
    288    /* restore state */
    289    cso_restore_state(cso);
    290 }
    291 
    292 
    293 void
    294 st_init_drawtex_functions(struct dd_function_table *functions)
    295 {
    296    functions->DrawTex = st_DrawTex;
    297 }
    298 
    299 
    300 /**
    301  * Free any cached shaders
    302  */
    303 void
    304 st_destroy_drawtex(struct st_context *st)
    305 {
    306    GLuint i;
    307    for (i = 0; i < NumCachedShaders; i++) {
    308       cso_delete_vertex_shader(st->cso_context, CachedShaders[i].handle);
    309    }
    310    NumCachedShaders = 0;
    311 }
    312