| /************************************************************************** |
| * |
| * Copyright 2008 VMware, Inc. |
| * All Rights Reserved. |
| * |
| **************************************************************************/ |
| |
| |
| /** |
| * Implementation of glDrawTex() for GL_OES_draw_tex |
| */ |
| |
| |
| |
| |
| #include "main/image.h" |
| #include "main/macros.h" |
| #include "main/teximage.h" |
| #include "main/framebuffer.h" |
| #include "program/program.h" |
| #include "program/prog_print.h" |
| |
| #include "st_context.h" |
| #include "st_atom.h" |
| #include "st_cb_bitmap.h" |
| #include "st_cb_drawtex.h" |
| #include "st_nir.h" |
| #include "st_util.h" |
| |
| #include "pipe/p_context.h" |
| #include "pipe/p_defines.h" |
| #include "util/u_inlines.h" |
| #include "pipe/p_shader_tokens.h" |
| #include "util/u_draw_quad.h" |
| #include "util/u_upload_mgr.h" |
| |
| #include "cso_cache/cso_context.h" |
| |
| |
| struct cached_shader |
| { |
| void *handle; |
| |
| uint num_attribs; |
| gl_varying_slot slots[2 + MAX_TEXTURE_UNITS]; |
| }; |
| |
| #define MAX_SHADERS (2 * MAX_TEXTURE_UNITS) |
| |
| /** |
| * Simple linear list cache. |
| * Most of the time there'll only be one cached shader. |
| * XXX This should be per-st_context state. |
| */ |
| static struct cached_shader CachedShaders[MAX_SHADERS]; |
| static GLuint NumCachedShaders = 0; |
| |
| static gl_vert_attrib |
| slot_to_vert_attrib(gl_varying_slot slot) |
| { |
| switch (slot) { |
| case VARYING_SLOT_POS: |
| return VERT_ATTRIB_POS; |
| case VARYING_SLOT_COL0: |
| return VERT_ATTRIB_COLOR0; |
| case VARYING_SLOT_VAR0: |
| case VARYING_SLOT_TEX0: |
| return VERT_ATTRIB_GENERIC0; |
| default: |
| unreachable("unhandled slot"); |
| } |
| } |
| |
| static void * |
| lookup_shader(struct st_context *st, |
| uint num_attribs, |
| const gl_varying_slot *slots) |
| { |
| GLuint i, j; |
| |
| /* look for existing shader with same attributes */ |
| for (i = 0; i < NumCachedShaders; i++) { |
| if (CachedShaders[i].num_attribs == num_attribs) { |
| GLboolean match = GL_TRUE; |
| for (j = 0; j < num_attribs; j++) { |
| if (slots[j] != CachedShaders[i].slots[j]) { |
| match = GL_FALSE; |
| break; |
| } |
| } |
| if (match) |
| return CachedShaders[i].handle; |
| } |
| } |
| |
| /* not found - create new one now */ |
| if (NumCachedShaders >= MAX_SHADERS) { |
| return NULL; |
| } |
| |
| CachedShaders[i].num_attribs = num_attribs; |
| for (j = 0; j < num_attribs; j++) |
| CachedShaders[i].slots[j] = slots[j]; |
| |
| unsigned inputs[2 + MAX_TEXTURE_UNITS]; |
| |
| for (int j = 0; j < num_attribs; j++) { |
| inputs[j] = slot_to_vert_attrib(slots[j]); |
| } |
| |
| CachedShaders[i].handle = |
| st_nir_make_passthrough_shader(st, "st/drawtex VS", |
| MESA_SHADER_VERTEX, |
| num_attribs, inputs, |
| slots, NULL, 0); |
| |
| NumCachedShaders++; |
| |
| return CachedShaders[i].handle; |
| } |
| |
| |
| void |
| st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z, |
| GLfloat width, GLfloat height) |
| { |
| struct st_context *st = ctx->st; |
| struct pipe_context *pipe = st->pipe; |
| struct cso_context *cso = st->cso_context; |
| struct pipe_resource *vbuffer = NULL; |
| GLuint i, numTexCoords, numAttribs; |
| GLboolean emitColor; |
| gl_varying_slot slots[2 + MAX_TEXTURE_UNITS]; |
| struct cso_velems_state velems; |
| unsigned offset; |
| |
| st_flush_bitmap_cache(st); |
| st_invalidate_readpix_cache(st); |
| |
| st_validate_state(st, ST_PIPELINE_META_STATE_MASK); |
| |
| /* determine if we need vertex color */ |
| if (ctx->FragmentProgram._Current->info.inputs_read & VARYING_BIT_COL0) |
| emitColor = GL_TRUE; |
| else |
| emitColor = GL_FALSE; |
| |
| /* determine how many enabled sets of texcoords */ |
| numTexCoords = 0; |
| for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { |
| if (ctx->Texture.Unit[i]._Current && |
| ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) { |
| numTexCoords++; |
| } |
| } |
| |
| /* total number of attributes per vertex */ |
| numAttribs = 1 + emitColor + numTexCoords; |
| |
| /* load vertex buffer */ |
| { |
| #define SET_ATTRIB(VERT, ATTR, X, Y, Z, W) \ |
| do { \ |
| GLuint k = (((VERT) * numAttribs + (ATTR)) * 4); \ |
| assert(k < 4 * 4 * numAttribs); \ |
| vbuf[k + 0] = X; \ |
| vbuf[k + 1] = Y; \ |
| vbuf[k + 2] = Z; \ |
| vbuf[k + 3] = W; \ |
| } while (0) |
| |
| const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height; |
| GLfloat *vbuf = NULL; |
| GLuint tex_attr; |
| |
| u_upload_alloc(pipe->stream_uploader, 0, |
| numAttribs * 4 * 4 * sizeof(GLfloat), 4, |
| &offset, &vbuffer, (void **) &vbuf); |
| if (!vbuffer) { |
| return; |
| } |
| |
| z = SATURATE(z); |
| |
| /* positions (in clip coords) */ |
| { |
| const struct gl_framebuffer *fb = ctx->DrawBuffer; |
| const GLfloat fb_width = (GLfloat)_mesa_geometric_width(fb); |
| const GLfloat fb_height = (GLfloat)_mesa_geometric_height(fb); |
| |
| const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0); |
| const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0); |
| const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0); |
| const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0); |
| |
| SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f); /* lower left */ |
| SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f); /* lower right */ |
| SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f); /* upper right */ |
| SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f); /* upper left */ |
| |
| slots[0] = VARYING_SLOT_POS; |
| } |
| |
| /* colors */ |
| if (emitColor) { |
| const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0]; |
| SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]); |
| SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]); |
| SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]); |
| SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]); |
| slots[1] = VARYING_SLOT_COL0; |
| tex_attr = 2; |
| } |
| else { |
| tex_attr = 1; |
| } |
| |
| /* texcoords */ |
| for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { |
| if (ctx->Texture.Unit[i]._Current && |
| ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) { |
| struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current; |
| const struct gl_texture_image *img = _mesa_base_tex_image(obj); |
| const GLfloat wt = (GLfloat) img->Width; |
| const GLfloat ht = (GLfloat) img->Height; |
| const GLfloat s0 = obj->CropRect[0] / wt; |
| const GLfloat t0 = obj->CropRect[1] / ht; |
| const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt; |
| const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht; |
| |
| /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/ |
| SET_ATTRIB(0, tex_attr, s0, t0, 0.0f, 1.0f); /* lower left */ |
| SET_ATTRIB(1, tex_attr, s1, t0, 0.0f, 1.0f); /* lower right */ |
| SET_ATTRIB(2, tex_attr, s1, t1, 0.0f, 1.0f); /* upper right */ |
| SET_ATTRIB(3, tex_attr, s0, t1, 0.0f, 1.0f); /* upper left */ |
| |
| slots[tex_attr] = st->needs_texcoord_semantic ? |
| VARYING_SLOT_TEX0 : VARYING_SLOT_VAR0; |
| |
| tex_attr++; |
| } |
| } |
| |
| u_upload_unmap(pipe->stream_uploader); |
| |
| #undef SET_ATTRIB |
| } |
| |
| cso_save_state(cso, (CSO_BIT_VIEWPORT | |
| CSO_BIT_STREAM_OUTPUTS | |
| CSO_BIT_VERTEX_SHADER | |
| CSO_BIT_TESSCTRL_SHADER | |
| CSO_BIT_TESSEVAL_SHADER | |
| CSO_BIT_GEOMETRY_SHADER | |
| CSO_BIT_VERTEX_ELEMENTS)); |
| |
| { |
| void *vs = lookup_shader(st, numAttribs, slots); |
| cso_set_vertex_shader_handle(cso, vs); |
| } |
| cso_set_tessctrl_shader_handle(cso, NULL); |
| cso_set_tesseval_shader_handle(cso, NULL); |
| cso_set_geometry_shader_handle(cso, NULL); |
| |
| for (i = 0; i < numAttribs; i++) { |
| velems.velems[i].src_offset = i * 4 * sizeof(float); |
| velems.velems[i].instance_divisor = 0; |
| velems.velems[i].vertex_buffer_index = 0; |
| velems.velems[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; |
| velems.velems[i].dual_slot = false; |
| velems.velems[i].src_stride = numAttribs * 4 * sizeof(float); |
| } |
| velems.count = numAttribs; |
| |
| cso_set_vertex_elements(cso, &velems); |
| cso_set_stream_outputs(cso, 0, NULL, NULL); |
| |
| /* viewport state: viewport matching window dims */ |
| { |
| const struct gl_framebuffer *fb = ctx->DrawBuffer; |
| const GLboolean invert = (_mesa_fb_orientation(fb) == Y_0_TOP); |
| const GLfloat width = (GLfloat)_mesa_geometric_width(fb); |
| const GLfloat height = (GLfloat)_mesa_geometric_height(fb); |
| struct pipe_viewport_state vp; |
| vp.scale[0] = 0.5f * width; |
| vp.scale[1] = height * (invert ? -0.5f : 0.5f); |
| vp.scale[2] = 1.0f; |
| vp.translate[0] = 0.5f * width; |
| vp.translate[1] = 0.5f * height; |
| vp.translate[2] = 0.0f; |
| vp.swizzle_x = PIPE_VIEWPORT_SWIZZLE_POSITIVE_X; |
| vp.swizzle_y = PIPE_VIEWPORT_SWIZZLE_POSITIVE_Y; |
| vp.swizzle_z = PIPE_VIEWPORT_SWIZZLE_POSITIVE_Z; |
| vp.swizzle_w = PIPE_VIEWPORT_SWIZZLE_POSITIVE_W; |
| cso_set_viewport(cso, &vp); |
| } |
| |
| util_draw_vertex_buffer(pipe, cso, vbuffer, |
| offset, true, |
| MESA_PRIM_TRIANGLE_FAN, |
| 4, /* verts */ |
| numAttribs); /* attribs/vert */ |
| |
| /* restore state */ |
| cso_restore_state(cso, 0); |
| ctx->Array.NewVertexElements = true; |
| ctx->NewDriverState |= ST_NEW_VERTEX_ARRAYS; |
| } |
| |
| /** |
| * Free any cached shaders |
| */ |
| void |
| st_destroy_drawtex(struct st_context *st) |
| { |
| GLuint i; |
| for (i = 0; i < NumCachedShaders; i++) { |
| st->pipe->delete_vs_state(st->pipe, CachedShaders[i].handle); |
| } |
| NumCachedShaders = 0; |
| } |