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1901 serge 1
/**************************************************************************
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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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 **************************************************************************/
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/**
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 * Implementation of glDrawTex() for GL_OES_draw_tex
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 */
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#include "main/imports.h"
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#include "main/image.h"
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#include "main/macros.h"
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#include "program/program.h"
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#include "program/prog_print.h"
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#include "st_context.h"
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#include "st_atom.h"
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#include "st_cb_drawtex.h"
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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 "pipe/p_shader_tokens.h"
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#include "util/u_draw_quad.h"
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#include "util/u_simple_shaders.h"
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#include "cso_cache/cso_context.h"
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#if FEATURE_OES_draw_texture
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struct cached_shader
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{
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   void *handle;
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   uint num_attribs;
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   uint semantic_names[2 + MAX_TEXTURE_UNITS];
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   uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
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};
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#define MAX_SHADERS (2 * MAX_TEXTURE_UNITS)
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/**
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 * Simple linear list cache.
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 * Most of the time there'll only be one cached shader.
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 */
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static struct cached_shader CachedShaders[MAX_SHADERS];
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static GLuint NumCachedShaders = 0;
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static void *
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lookup_shader(struct pipe_context *pipe,
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              uint num_attribs,
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              const uint *semantic_names,
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              const uint *semantic_indexes)
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{
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   GLuint i, j;
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   /* look for existing shader with same attributes */
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   for (i = 0; i < NumCachedShaders; i++) {
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      if (CachedShaders[i].num_attribs == num_attribs) {
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         GLboolean match = GL_TRUE;
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         for (j = 0; j < num_attribs; j++) {
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            if (semantic_names[j] != CachedShaders[i].semantic_names[j] ||
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                semantic_indexes[j] != CachedShaders[i].semantic_indexes[j]) {
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               match = GL_FALSE;
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               break;
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            }
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         }
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         if (match)
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            return CachedShaders[i].handle;
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      }
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   }
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   /* not found - create new one now */
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   if (NumCachedShaders >= MAX_SHADERS) {
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      return NULL;
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   }
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   CachedShaders[i].num_attribs = num_attribs;
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   for (j = 0; j < num_attribs; j++) {
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      CachedShaders[i].semantic_names[j] = semantic_names[j];
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      CachedShaders[i].semantic_indexes[j] = semantic_indexes[j];
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   }
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   CachedShaders[i].handle =
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      util_make_vertex_passthrough_shader(pipe,
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                                          num_attribs,
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                                          semantic_names,
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                                          semantic_indexes);
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   NumCachedShaders++;
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   return CachedShaders[i].handle;
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}
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static void
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st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
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           GLfloat width, GLfloat height)
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{
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   struct st_context *st = ctx->st;
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   struct pipe_context *pipe = st->pipe;
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   struct cso_context *cso = ctx->st->cso_context;
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   struct pipe_resource *vbuffer;
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   struct pipe_transfer *vbuffer_transfer;
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   GLuint i, numTexCoords, numAttribs;
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   GLboolean emitColor;
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   uint semantic_names[2 + MAX_TEXTURE_UNITS];
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   uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
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   struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS];
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   GLbitfield inputs = VERT_BIT_POS;
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   st_validate_state(st);
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   /* determine if we need vertex color */
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   if (ctx->FragmentProgram._Current->Base.InputsRead & FRAG_BIT_COL0)
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      emitColor = GL_TRUE;
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   else
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      emitColor = GL_FALSE;
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   /* determine how many enabled sets of texcoords */
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   numTexCoords = 0;
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   for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
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      if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
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         inputs |= VERT_BIT_TEX(i);
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         numTexCoords++;
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      }
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   }
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   /* total number of attributes per vertex */
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   numAttribs = 1 + emitColor + numTexCoords;
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   /* create the vertex buffer */
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   vbuffer = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER,
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                                numAttribs * 4 * 4 * sizeof(GLfloat));
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   /* load vertex buffer */
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   {
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#define SET_ATTRIB(VERT, ATTR, X, Y, Z, W)                              \
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      do {                                                              \
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         GLuint k = (((VERT) * numAttribs + (ATTR)) * 4);               \
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         assert(k < 4 * 4 * numAttribs);                                \
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         vbuf[k + 0] = X;                                               \
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         vbuf[k + 1] = Y;                                               \
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         vbuf[k + 2] = Z;                                               \
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         vbuf[k + 3] = W;                                               \
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      } while (0)
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      const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
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      GLfloat *vbuf = (GLfloat *) pipe_buffer_map(pipe, vbuffer,
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                                                  PIPE_TRANSFER_WRITE,
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                                                  &vbuffer_transfer);
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      GLuint attr;
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      z = CLAMP(z, 0.0f, 1.0f);
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      /* positions (in clip coords) */
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      {
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         const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
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         const GLfloat fb_width = (GLfloat)fb->Width;
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         const GLfloat fb_height = (GLfloat)fb->Height;
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         const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
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         const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
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         const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
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         const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
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         SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f);   /* lower left */
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         SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f);   /* lower right */
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         SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f);   /* upper right */
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         SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f);   /* upper left */
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         semantic_names[0] = TGSI_SEMANTIC_POSITION;
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         semantic_indexes[0] = 0;
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      }
182
 
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      /* colors */
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      if (emitColor) {
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         const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
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         SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
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         SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
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         SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
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         SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
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         semantic_names[1] = TGSI_SEMANTIC_COLOR;
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         semantic_indexes[1] = 0;
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         attr = 2;
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      }
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      else {
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         attr = 1;
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      }
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      /* texcoords */
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      for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
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         if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
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            struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
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            struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
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            const GLfloat wt = (GLfloat) img->Width;
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            const GLfloat ht = (GLfloat) img->Height;
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            const GLfloat s0 = obj->CropRect[0] / wt;
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            const GLfloat t0 = obj->CropRect[1] / ht;
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            const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
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            const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;
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            /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
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            SET_ATTRIB(0, attr, s0, t0, 0.0f, 1.0f);  /* lower left */
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            SET_ATTRIB(1, attr, s1, t0, 0.0f, 1.0f);  /* lower right */
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            SET_ATTRIB(2, attr, s1, t1, 0.0f, 1.0f);  /* upper right */
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            SET_ATTRIB(3, attr, s0, t1, 0.0f, 1.0f);  /* upper left */
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            semantic_names[attr] = TGSI_SEMANTIC_GENERIC;
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            semantic_indexes[attr] = 0;
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219
            attr++;
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         }
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      }
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      pipe_buffer_unmap(pipe, vbuffer, vbuffer_transfer);
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#undef SET_ATTRIB
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   }
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   cso_save_viewport(cso);
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   cso_save_vertex_shader(cso);
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   cso_save_vertex_elements(cso);
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   {
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      void *vs = lookup_shader(pipe, numAttribs,
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                               semantic_names, semantic_indexes);
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      cso_set_vertex_shader_handle(cso, vs);
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   }
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   for (i = 0; i < numAttribs; i++) {
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      velements[i].src_offset = i * 4 * sizeof(float);
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      velements[i].instance_divisor = 0;
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      velements[i].vertex_buffer_index = 0;
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      velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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   }
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   cso_set_vertex_elements(cso, numAttribs, velements);
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   /* viewport state: viewport matching window dims */
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   {
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      const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
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      const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
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      const GLfloat width = (GLfloat)fb->Width;
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      const GLfloat height = (GLfloat)fb->Height;
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      struct pipe_viewport_state vp;
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      vp.scale[0] =  0.5f * width;
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      vp.scale[1] = height * (invert ? -0.5f : 0.5f);
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      vp.scale[2] = 1.0f;
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      vp.scale[3] = 1.0f;
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      vp.translate[0] = 0.5f * width;
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      vp.translate[1] = 0.5f * height;
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      vp.translate[2] = 0.0f;
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      vp.translate[3] = 0.0f;
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      cso_set_viewport(cso, &vp);
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   }
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   util_draw_vertex_buffer(pipe, vbuffer,
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                           0,  /* offset */
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                           PIPE_PRIM_TRIANGLE_FAN,
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                           4,  /* verts */
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                           numAttribs); /* attribs/vert */
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   pipe_resource_reference(&vbuffer, NULL);
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   /* restore state */
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   cso_restore_viewport(cso);
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   cso_restore_vertex_shader(cso);
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   cso_restore_vertex_elements(cso);
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}
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281
 
282
void
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st_init_drawtex_functions(struct dd_function_table *functions)
284
{
285
   functions->DrawTex = st_DrawTex;
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}
287
 
288
 
289
/**
290
 * Free any cached shaders
291
 */
292
void
293
st_destroy_drawtex(struct st_context *st)
294
{
295
   GLuint i;
296
   for (i = 0; i < NumCachedShaders; i++) {
297
      cso_delete_vertex_shader(st->cso_context, CachedShaders[i].handle);
298
   }
299
   NumCachedShaders = 0;
300
}
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302
 
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#endif /* FEATURE_OES_draw_texture */