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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 "program/program.h"
  20. #include "program/prog_print.h"
  21.  
  22. #include "st_context.h"
  23. #include "st_atom.h"
  24. #include "st_cb_drawtex.h"
  25.  
  26. #include "pipe/p_context.h"
  27. #include "pipe/p_defines.h"
  28. #include "util/u_inlines.h"
  29. #include "pipe/p_shader_tokens.h"
  30. #include "util/u_draw_quad.h"
  31. #include "util/u_simple_shaders.h"
  32. #include "util/u_upload_mgr.h"
  33.  
  34. #include "cso_cache/cso_context.h"
  35.  
  36.  
  37. struct cached_shader
  38. {
  39.    void *handle;
  40.  
  41.    uint num_attribs;
  42.    uint semantic_names[2 + MAX_TEXTURE_UNITS];
  43.    uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
  44. };
  45.  
  46. #define MAX_SHADERS (2 * MAX_TEXTURE_UNITS)
  47.  
  48. /**
  49.  * Simple linear list cache.
  50.  * Most of the time there'll only be one cached shader.
  51.  */
  52. static struct cached_shader CachedShaders[MAX_SHADERS];
  53. static GLuint NumCachedShaders = 0;
  54.  
  55.  
  56. static void *
  57. lookup_shader(struct pipe_context *pipe,
  58.               uint num_attribs,
  59.               const uint *semantic_names,
  60.               const uint *semantic_indexes)
  61. {
  62.    GLuint i, j;
  63.  
  64.    /* look for existing shader with same attributes */
  65.    for (i = 0; i < NumCachedShaders; i++) {
  66.       if (CachedShaders[i].num_attribs == num_attribs) {
  67.          GLboolean match = GL_TRUE;
  68.          for (j = 0; j < num_attribs; j++) {
  69.             if (semantic_names[j] != CachedShaders[i].semantic_names[j] ||
  70.                 semantic_indexes[j] != CachedShaders[i].semantic_indexes[j]) {
  71.                match = GL_FALSE;
  72.                break;
  73.             }
  74.          }
  75.          if (match)
  76.             return CachedShaders[i].handle;
  77.       }
  78.    }
  79.  
  80.    /* not found - create new one now */
  81.    if (NumCachedShaders >= MAX_SHADERS) {
  82.       return NULL;
  83.    }
  84.  
  85.    CachedShaders[i].num_attribs = num_attribs;
  86.    for (j = 0; j < num_attribs; j++) {
  87.       CachedShaders[i].semantic_names[j] = semantic_names[j];
  88.       CachedShaders[i].semantic_indexes[j] = semantic_indexes[j];
  89.    }
  90.  
  91.    CachedShaders[i].handle =
  92.       util_make_vertex_passthrough_shader(pipe,
  93.                                           num_attribs,
  94.                                           semantic_names,
  95.                                           semantic_indexes, FALSE);
  96.    NumCachedShaders++;
  97.  
  98.    return CachedShaders[i].handle;
  99. }
  100.  
  101. static void
  102. st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
  103.            GLfloat width, GLfloat height)
  104. {
  105.    struct st_context *st = ctx->st;
  106.    struct pipe_context *pipe = st->pipe;
  107.    struct cso_context *cso = ctx->st->cso_context;
  108.    struct pipe_resource *vbuffer = NULL;
  109.    GLuint i, numTexCoords, numAttribs;
  110.    GLboolean emitColor;
  111.    uint semantic_names[2 + MAX_TEXTURE_UNITS];
  112.    uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
  113.    struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS];
  114.    unsigned offset;
  115.  
  116.    st_validate_state(st);
  117.  
  118.    /* determine if we need vertex color */
  119.    if (ctx->FragmentProgram._Current->Base.InputsRead & VARYING_BIT_COL0)
  120.       emitColor = GL_TRUE;
  121.    else
  122.       emitColor = GL_FALSE;
  123.  
  124.    /* determine how many enabled sets of texcoords */
  125.    numTexCoords = 0;
  126.    for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
  127.       if (ctx->Texture.Unit[i]._Current &&
  128.           ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
  129.          numTexCoords++;
  130.       }
  131.    }
  132.  
  133.    /* total number of attributes per vertex */
  134.    numAttribs = 1 + emitColor + numTexCoords;
  135.  
  136.    /* load vertex buffer */
  137.    {
  138. #define SET_ATTRIB(VERT, ATTR, X, Y, Z, W)                              \
  139.       do {                                                              \
  140.          GLuint k = (((VERT) * numAttribs + (ATTR)) * 4);               \
  141.          assert(k < 4 * 4 * numAttribs);                                \
  142.          vbuf[k + 0] = X;                                               \
  143.          vbuf[k + 1] = Y;                                               \
  144.          vbuf[k + 2] = Z;                                               \
  145.          vbuf[k + 3] = W;                                               \
  146.       } while (0)
  147.  
  148.       const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
  149.       GLfloat *vbuf = NULL;
  150.       GLuint attr;
  151.  
  152.       if (u_upload_alloc(st->uploader, 0,
  153.                          numAttribs * 4 * 4 * sizeof(GLfloat),
  154.                          &offset, &vbuffer, (void **) &vbuf) != PIPE_OK) {
  155.          return;
  156.       }
  157.      
  158.       z = CLAMP(z, 0.0f, 1.0f);
  159.  
  160.       /* positions (in clip coords) */
  161.       {
  162.          const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
  163.          const GLfloat fb_width = (GLfloat)fb->Width;
  164.          const GLfloat fb_height = (GLfloat)fb->Height;
  165.  
  166.          const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
  167.          const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
  168.          const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
  169.          const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
  170.  
  171.          SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f);   /* lower left */
  172.          SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f);   /* lower right */
  173.          SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f);   /* upper right */
  174.          SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f);   /* upper left */
  175.  
  176.          semantic_names[0] = TGSI_SEMANTIC_POSITION;
  177.          semantic_indexes[0] = 0;
  178.       }
  179.  
  180.       /* colors */
  181.       if (emitColor) {
  182.          const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
  183.          SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
  184.          SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
  185.          SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
  186.          SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
  187.          semantic_names[1] = TGSI_SEMANTIC_COLOR;
  188.          semantic_indexes[1] = 0;
  189.          attr = 2;
  190.       }
  191.       else {
  192.          attr = 1;
  193.       }
  194.  
  195.       /* texcoords */
  196.       for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
  197.          if (ctx->Texture.Unit[i]._Current &&
  198.              ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
  199.             struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
  200.             const struct gl_texture_image *img = _mesa_base_tex_image(obj);
  201.             const GLfloat wt = (GLfloat) img->Width;
  202.             const GLfloat ht = (GLfloat) img->Height;
  203.             const GLfloat s0 = obj->CropRect[0] / wt;
  204.             const GLfloat t0 = obj->CropRect[1] / ht;
  205.             const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
  206.             const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;
  207.  
  208.             /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
  209.             SET_ATTRIB(0, attr, s0, t0, 0.0f, 1.0f);  /* lower left */
  210.             SET_ATTRIB(1, attr, s1, t0, 0.0f, 1.0f);  /* lower right */
  211.             SET_ATTRIB(2, attr, s1, t1, 0.0f, 1.0f);  /* upper right */
  212.             SET_ATTRIB(3, attr, s0, t1, 0.0f, 1.0f);  /* upper left */
  213.  
  214.             semantic_names[attr] = st->needs_texcoord_semantic ?
  215.                TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC;
  216.             /* XXX: should this use semantic index i instead of 0 ? */
  217.             semantic_indexes[attr] = 0;
  218.  
  219.             attr++;
  220.          }
  221.       }
  222.  
  223.       u_upload_unmap(st->uploader);
  224.  
  225. #undef SET_ATTRIB
  226.    }
  227.  
  228.  
  229.    cso_save_viewport(cso);
  230.    cso_save_stream_outputs(cso);
  231.    cso_save_vertex_shader(cso);
  232.    cso_save_tessctrl_shader(cso);
  233.    cso_save_tesseval_shader(cso);
  234.    cso_save_geometry_shader(cso);
  235.    cso_save_vertex_elements(cso);
  236.    cso_save_aux_vertex_buffer_slot(cso);
  237.  
  238.    {
  239.       void *vs = lookup_shader(pipe, numAttribs,
  240.                                semantic_names, semantic_indexes);
  241.       cso_set_vertex_shader_handle(cso, vs);
  242.    }
  243.    cso_set_tessctrl_shader_handle(cso, NULL);
  244.    cso_set_tesseval_shader_handle(cso, NULL);
  245.    cso_set_geometry_shader_handle(cso, NULL);
  246.  
  247.    for (i = 0; i < numAttribs; i++) {
  248.       velements[i].src_offset = i * 4 * sizeof(float);
  249.       velements[i].instance_divisor = 0;
  250.       velements[i].vertex_buffer_index = 0;
  251.       velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
  252.    }
  253.    cso_set_vertex_elements(cso, numAttribs, velements);
  254.    cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
  255.  
  256.    /* viewport state: viewport matching window dims */
  257.    {
  258.       const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
  259.       const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
  260.       const GLfloat width = (GLfloat)fb->Width;
  261.       const GLfloat height = (GLfloat)fb->Height;
  262.       struct pipe_viewport_state vp;
  263.       vp.scale[0] =  0.5f * width;
  264.       vp.scale[1] = height * (invert ? -0.5f : 0.5f);
  265.       vp.scale[2] = 1.0f;
  266.       vp.translate[0] = 0.5f * width;
  267.       vp.translate[1] = 0.5f * height;
  268.       vp.translate[2] = 0.0f;
  269.       cso_set_viewport(cso, &vp);
  270.    }
  271.  
  272.  
  273.    util_draw_vertex_buffer(pipe, cso, vbuffer,
  274.                            cso_get_aux_vertex_buffer_slot(cso),
  275.                            offset,  /* offset */
  276.                            PIPE_PRIM_TRIANGLE_FAN,
  277.                            4,  /* verts */
  278.                            numAttribs); /* attribs/vert */
  279.  
  280.  
  281.    pipe_resource_reference(&vbuffer, NULL);
  282.  
  283.    /* restore state */
  284.    cso_restore_viewport(cso);
  285.    cso_restore_vertex_shader(cso);
  286.    cso_restore_tessctrl_shader(cso);
  287.    cso_restore_tesseval_shader(cso);
  288.    cso_restore_geometry_shader(cso);
  289.    cso_restore_vertex_elements(cso);
  290.    cso_restore_aux_vertex_buffer_slot(cso);
  291.    cso_restore_stream_outputs(cso);
  292. }
  293.  
  294.  
  295. void
  296. st_init_drawtex_functions(struct dd_function_table *functions)
  297. {
  298.    functions->DrawTex = st_DrawTex;
  299. }
  300.  
  301.  
  302. /**
  303.  * Free any cached shaders
  304.  */
  305. void
  306. st_destroy_drawtex(struct st_context *st)
  307. {
  308.    GLuint i;
  309.    for (i = 0; i < NumCachedShaders; i++) {
  310.       cso_delete_vertex_shader(st->cso_context, CachedShaders[i].handle);
  311.    }
  312.    NumCachedShaders = 0;
  313. }
  314.