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/**************************************************************************
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 *
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 * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
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 * All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the
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 * "Software"), to deal in the Software without restriction, including
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 * without limitation the rights to use, copy, modify, merge, publish,
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 * distribute, sub license, and/or sell copies of the Software, and to
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 * permit persons to whom the Software is furnished to do so, subject to
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 * the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the
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 * next paragraph) shall be included in all copies or substantial portions
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 * of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 *
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 **************************************************************************/
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#include "pipe/p_context.h"
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#include "pipe/p_defines.h"
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#include "util/u_inlines.h"
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#include "util/u_draw_quad.h"
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#include "util/u_memory.h"
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#include "cso_cache/cso_context.h"
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/**
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 * Draw a simple vertex buffer / primitive.
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 * Limited to float[4] vertex attribs, tightly packed.
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 */
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void
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util_draw_vertex_buffer(struct pipe_context *pipe,
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                        struct cso_context *cso,
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                        struct pipe_resource *vbuf,
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                        uint vbuf_slot,
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                        uint offset,
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                        uint prim_type,
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                        uint num_verts,
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                        uint num_attribs)
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{
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   struct pipe_vertex_buffer vbuffer;
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   assert(num_attribs <= PIPE_MAX_ATTRIBS);
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   /* tell pipe about the vertex buffer */
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   memset(&vbuffer, 0, sizeof(vbuffer));
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   vbuffer.buffer = vbuf;
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   vbuffer.stride = num_attribs * 4 * sizeof(float);  /* vertex size */
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   vbuffer.buffer_offset = offset;
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   /* note: vertex elements already set by caller */
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   if (cso) {
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      cso_set_vertex_buffers(cso, vbuf_slot, 1, &vbuffer);
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      cso_draw_arrays(cso, prim_type, 0, num_verts);
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   } else {
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      pipe->set_vertex_buffers(pipe, vbuf_slot, 1, &vbuffer);
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      util_draw_arrays(pipe, prim_type, 0, num_verts);
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   }
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}
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/**
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 * Draw a simple vertex buffer / primitive.
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 * Limited to float[4] vertex attribs, tightly packed.
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 */
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void
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util_draw_user_vertex_buffer(struct cso_context *cso, void *buffer,
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                             uint prim_type, uint num_verts, uint num_attribs)
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{
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   struct pipe_vertex_buffer vbuffer = {0};
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   assert(num_attribs <= PIPE_MAX_ATTRIBS);
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   vbuffer.user_buffer = buffer;
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   vbuffer.stride = num_attribs * 4 * sizeof(float);  /* vertex size */
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   /* note: vertex elements already set by caller */
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   cso_set_vertex_buffers(cso, 0, 1, &vbuffer);
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   cso_draw_arrays(cso, prim_type, 0, num_verts);
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}
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/**
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 * Draw screen-aligned textured quad.
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 * Note: this isn't especially efficient.
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 */
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void
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util_draw_texquad(struct pipe_context *pipe, struct cso_context *cso,
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                  uint vbuf_slot,
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                  float x0, float y0, float x1, float y1, float z)
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{
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   uint numAttribs = 2, i, j;
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   uint vertexBytes = 4 * (4 * numAttribs * sizeof(float));
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   struct pipe_resource *vbuf = NULL;
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   float *v = NULL;
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   v = MALLOC(vertexBytes);
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   if (v == NULL)
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      goto out;
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   /*
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    * Load vertex buffer
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    */
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   for (i = j = 0; i < 4; i++) {
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      v[j + 2] = z;   /* z */
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      v[j + 3] = 1.0; /* w */
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      v[j + 6] = 0.0; /* r */
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      v[j + 7] = 1.0; /* q */
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      j += 8;
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   }
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   v[0] = x0;
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   v[1] = y0;
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   v[4] = 0.0; /*s*/
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   v[5] = 0.0; /*t*/
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   v[8] = x1;
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   v[9] = y0;
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   v[12] = 1.0;
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   v[13] = 0.0;
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   v[16] = x1;
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   v[17] = y1;
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   v[20] = 1.0;
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   v[21] = 1.0;
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   v[24] = x0;
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   v[25] = y1;
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   v[28] = 0.0;
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   v[29] = 1.0;
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   vbuf = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER,
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                             PIPE_USAGE_STAGING, vertexBytes);
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   if (!vbuf)
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      goto out;
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   pipe_buffer_write(pipe, vbuf, 0, vertexBytes, v);
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   util_draw_vertex_buffer(pipe, cso, vbuf, vbuf_slot, 0,
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                           PIPE_PRIM_TRIANGLE_FAN, 4, 2);
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out:
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   if (vbuf)
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      pipe_resource_reference(&vbuf, NULL);
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   FREE(v);
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}