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/************************************************************************** |
* |
* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas. |
* All Rights Reserved. |
* |
**************************************************************************/ |
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/** |
* Implementation of glDrawTex() for GL_OES_draw_tex |
*/ |
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#include "main/imports.h" |
#include "main/image.h" |
#include "main/macros.h" |
#include "program/program.h" |
#include "program/prog_print.h" |
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#include "st_context.h" |
#include "st_atom.h" |
#include "st_cb_drawtex.h" |
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#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_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 |
{ |
void *handle; |
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uint num_attribs; |
uint semantic_names[2 + MAX_TEXTURE_UNITS]; |
uint semantic_indexes[2 + MAX_TEXTURE_UNITS]; |
}; |
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#define MAX_SHADERS (2 * MAX_TEXTURE_UNITS) |
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/** |
* Simple linear list cache. |
* Most of the time there'll only be one cached shader. |
*/ |
static struct cached_shader CachedShaders[MAX_SHADERS]; |
static GLuint NumCachedShaders = 0; |
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static void * |
lookup_shader(struct pipe_context *pipe, |
uint num_attribs, |
const uint *semantic_names, |
const uint *semantic_indexes) |
{ |
GLuint i, j; |
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/* 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 (semantic_names[j] != CachedShaders[i].semantic_names[j] || |
semantic_indexes[j] != CachedShaders[i].semantic_indexes[j]) { |
match = GL_FALSE; |
break; |
} |
} |
if (match) |
return CachedShaders[i].handle; |
} |
} |
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/* not found - create new one now */ |
if (NumCachedShaders >= MAX_SHADERS) { |
return NULL; |
} |
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CachedShaders[i].num_attribs = num_attribs; |
for (j = 0; j < num_attribs; j++) { |
CachedShaders[i].semantic_names[j] = semantic_names[j]; |
CachedShaders[i].semantic_indexes[j] = semantic_indexes[j]; |
} |
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CachedShaders[i].handle = |
util_make_vertex_passthrough_shader(pipe, |
num_attribs, |
semantic_names, |
semantic_indexes); |
NumCachedShaders++; |
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return CachedShaders[i].handle; |
} |
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static 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 = ctx->st->cso_context; |
struct pipe_resource *vbuffer; |
struct pipe_transfer *vbuffer_transfer; |
GLuint i, numTexCoords, numAttribs; |
GLboolean emitColor; |
uint semantic_names[2 + MAX_TEXTURE_UNITS]; |
uint semantic_indexes[2 + MAX_TEXTURE_UNITS]; |
struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS]; |
GLbitfield inputs = VERT_BIT_POS; |
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st_validate_state(st); |
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/* determine if we need vertex color */ |
if (ctx->FragmentProgram._Current->Base.InputsRead & FRAG_BIT_COL0) |
emitColor = GL_TRUE; |
else |
emitColor = GL_FALSE; |
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/* determine how many enabled sets of texcoords */ |
numTexCoords = 0; |
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { |
if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) { |
inputs |= VERT_BIT_TEX(i); |
numTexCoords++; |
} |
} |
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/* total number of attributes per vertex */ |
numAttribs = 1 + emitColor + numTexCoords; |
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/* create the vertex buffer */ |
vbuffer = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER, |
numAttribs * 4 * 4 * sizeof(GLfloat)); |
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/* 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) |
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const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height; |
GLfloat *vbuf = (GLfloat *) pipe_buffer_map(pipe, vbuffer, |
PIPE_TRANSFER_WRITE, |
&vbuffer_transfer); |
GLuint attr; |
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z = CLAMP(z, 0.0f, 1.0f); |
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/* positions (in clip coords) */ |
{ |
const struct gl_framebuffer *fb = st->ctx->DrawBuffer; |
const GLfloat fb_width = (GLfloat)fb->Width; |
const GLfloat fb_height = (GLfloat)fb->Height; |
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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); |
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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 */ |
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semantic_names[0] = TGSI_SEMANTIC_POSITION; |
semantic_indexes[0] = 0; |
} |
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/* 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]); |
semantic_names[1] = TGSI_SEMANTIC_COLOR; |
semantic_indexes[1] = 0; |
attr = 2; |
} |
else { |
attr = 1; |
} |
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/* texcoords */ |
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { |
if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) { |
struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current; |
struct gl_texture_image *img = obj->Image[0][obj->BaseLevel]; |
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; |
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/*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/ |
SET_ATTRIB(0, attr, s0, t0, 0.0f, 1.0f); /* lower left */ |
SET_ATTRIB(1, attr, s1, t0, 0.0f, 1.0f); /* lower right */ |
SET_ATTRIB(2, attr, s1, t1, 0.0f, 1.0f); /* upper right */ |
SET_ATTRIB(3, attr, s0, t1, 0.0f, 1.0f); /* upper left */ |
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semantic_names[attr] = TGSI_SEMANTIC_GENERIC; |
semantic_indexes[attr] = 0; |
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attr++; |
} |
} |
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pipe_buffer_unmap(pipe, vbuffer, vbuffer_transfer); |
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#undef SET_ATTRIB |
} |
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cso_save_viewport(cso); |
cso_save_vertex_shader(cso); |
cso_save_vertex_elements(cso); |
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{ |
void *vs = lookup_shader(pipe, numAttribs, |
semantic_names, semantic_indexes); |
cso_set_vertex_shader_handle(cso, vs); |
} |
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for (i = 0; i < numAttribs; i++) { |
velements[i].src_offset = i * 4 * sizeof(float); |
velements[i].instance_divisor = 0; |
velements[i].vertex_buffer_index = 0; |
velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; |
} |
cso_set_vertex_elements(cso, numAttribs, velements); |
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/* viewport state: viewport matching window dims */ |
{ |
const struct gl_framebuffer *fb = st->ctx->DrawBuffer; |
const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP); |
const GLfloat width = (GLfloat)fb->Width; |
const GLfloat height = (GLfloat)fb->Height; |
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.scale[3] = 1.0f; |
vp.translate[0] = 0.5f * width; |
vp.translate[1] = 0.5f * height; |
vp.translate[2] = 0.0f; |
vp.translate[3] = 0.0f; |
cso_set_viewport(cso, &vp); |
} |
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util_draw_vertex_buffer(pipe, vbuffer, |
0, /* offset */ |
PIPE_PRIM_TRIANGLE_FAN, |
4, /* verts */ |
numAttribs); /* attribs/vert */ |
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pipe_resource_reference(&vbuffer, NULL); |
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/* restore state */ |
cso_restore_viewport(cso); |
cso_restore_vertex_shader(cso); |
cso_restore_vertex_elements(cso); |
} |
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void |
st_init_drawtex_functions(struct dd_function_table *functions) |
{ |
functions->DrawTex = st_DrawTex; |
} |
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/** |
* Free any cached shaders |
*/ |
void |
st_destroy_drawtex(struct st_context *st) |
{ |
GLuint i; |
for (i = 0; i < NumCachedShaders; i++) { |
cso_delete_vertex_shader(st->cso_context, CachedShaders[i].handle); |
} |
NumCachedShaders = 0; |
} |
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#endif /* FEATURE_OES_draw_texture */ |