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  1. /**************************************************************************
  2.  *
  3.  * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
  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 "program/program.h"
  19. #include "program/prog_print.h"
  20.  
  21. #include "st_context.h"
  22. #include "st_atom.h"
  23. #include "st_cb_drawtex.h"
  24.  
  25. #include "pipe/p_context.h"
  26. #include "pipe/p_defines.h"
  27. #include "util/u_inlines.h"
  28. #include "pipe/p_shader_tokens.h"
  29. #include "util/u_draw_quad.h"
  30. #include "util/u_simple_shaders.h"
  31.  
  32. #include "cso_cache/cso_context.h"
  33.  
  34.  
  35. #if FEATURE_OES_draw_texture
  36.  
  37.  
  38. struct cached_shader
  39. {
  40.    void *handle;
  41.  
  42.    uint num_attribs;
  43.    uint semantic_names[2 + MAX_TEXTURE_UNITS];
  44.    uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
  45. };
  46.  
  47. #define MAX_SHADERS (2 * MAX_TEXTURE_UNITS)
  48.  
  49. /**
  50.  * Simple linear list cache.
  51.  * Most of the time there'll only be one cached shader.
  52.  */
  53. static struct cached_shader CachedShaders[MAX_SHADERS];
  54. static GLuint NumCachedShaders = 0;
  55.  
  56.  
  57. static void *
  58. lookup_shader(struct pipe_context *pipe,
  59.               uint num_attribs,
  60.               const uint *semantic_names,
  61.               const uint *semantic_indexes)
  62. {
  63.    GLuint i, j;
  64.  
  65.    /* look for existing shader with same attributes */
  66.    for (i = 0; i < NumCachedShaders; i++) {
  67.       if (CachedShaders[i].num_attribs == num_attribs) {
  68.          GLboolean match = GL_TRUE;
  69.          for (j = 0; j < num_attribs; j++) {
  70.             if (semantic_names[j] != CachedShaders[i].semantic_names[j] ||
  71.                 semantic_indexes[j] != CachedShaders[i].semantic_indexes[j]) {
  72.                match = GL_FALSE;
  73.                break;
  74.             }
  75.          }
  76.          if (match)
  77.             return CachedShaders[i].handle;
  78.       }
  79.    }
  80.  
  81.    /* not found - create new one now */
  82.    if (NumCachedShaders >= MAX_SHADERS) {
  83.       return NULL;
  84.    }
  85.  
  86.    CachedShaders[i].num_attribs = num_attribs;
  87.    for (j = 0; j < num_attribs; j++) {
  88.       CachedShaders[i].semantic_names[j] = semantic_names[j];
  89.       CachedShaders[i].semantic_indexes[j] = semantic_indexes[j];
  90.    }
  91.  
  92.    CachedShaders[i].handle =
  93.       util_make_vertex_passthrough_shader(pipe,
  94.                                           num_attribs,
  95.                                           semantic_names,
  96.                                           semantic_indexes);
  97.    NumCachedShaders++;
  98.  
  99.    return CachedShaders[i].handle;
  100. }
  101.  
  102. static void
  103. st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
  104.            GLfloat width, GLfloat height)
  105. {
  106.    struct st_context *st = ctx->st;
  107.    struct pipe_context *pipe = st->pipe;
  108.    struct cso_context *cso = ctx->st->cso_context;
  109.    struct pipe_resource *vbuffer;
  110.    struct pipe_transfer *vbuffer_transfer;
  111.    GLuint i, numTexCoords, numAttribs;
  112.    GLboolean emitColor;
  113.    uint semantic_names[2 + MAX_TEXTURE_UNITS];
  114.    uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
  115.    struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS];
  116.    GLbitfield inputs = VERT_BIT_POS;
  117.  
  118.    st_validate_state(st);
  119.  
  120.    /* determine if we need vertex color */
  121.    if (ctx->FragmentProgram._Current->Base.InputsRead & FRAG_BIT_COL0)
  122.       emitColor = GL_TRUE;
  123.    else
  124.       emitColor = GL_FALSE;
  125.  
  126.    /* determine how many enabled sets of texcoords */
  127.    numTexCoords = 0;
  128.    for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
  129.       if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
  130.          inputs |= VERT_BIT_TEX(i);
  131.          numTexCoords++;
  132.       }
  133.    }
  134.  
  135.    /* total number of attributes per vertex */
  136.    numAttribs = 1 + emitColor + numTexCoords;
  137.  
  138.  
  139.    /* create the vertex buffer */
  140.    vbuffer = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER,
  141.                                 numAttribs * 4 * 4 * sizeof(GLfloat));
  142.  
  143.    /* load vertex buffer */
  144.    {
  145. #define SET_ATTRIB(VERT, ATTR, X, Y, Z, W)                              \
  146.       do {                                                              \
  147.          GLuint k = (((VERT) * numAttribs + (ATTR)) * 4);               \
  148.          assert(k < 4 * 4 * numAttribs);                                \
  149.          vbuf[k + 0] = X;                                               \
  150.          vbuf[k + 1] = Y;                                               \
  151.          vbuf[k + 2] = Z;                                               \
  152.          vbuf[k + 3] = W;                                               \
  153.       } while (0)
  154.  
  155.       const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
  156.       GLfloat *vbuf = (GLfloat *) pipe_buffer_map(pipe, vbuffer,
  157.                                                   PIPE_TRANSFER_WRITE,
  158.                                                   &vbuffer_transfer);
  159.       GLuint attr;
  160.      
  161.       z = CLAMP(z, 0.0f, 1.0f);
  162.  
  163.       /* positions (in clip coords) */
  164.       {
  165.          const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
  166.          const GLfloat fb_width = (GLfloat)fb->Width;
  167.          const GLfloat fb_height = (GLfloat)fb->Height;
  168.  
  169.          const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
  170.          const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
  171.          const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
  172.          const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
  173.  
  174.          SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f);   /* lower left */
  175.          SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f);   /* lower right */
  176.          SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f);   /* upper right */
  177.          SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f);   /* upper left */
  178.  
  179.          semantic_names[0] = TGSI_SEMANTIC_POSITION;
  180.          semantic_indexes[0] = 0;
  181.       }
  182.  
  183.       /* colors */
  184.       if (emitColor) {
  185.          const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
  186.          SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
  187.          SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
  188.          SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
  189.          SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
  190.          semantic_names[1] = TGSI_SEMANTIC_COLOR;
  191.          semantic_indexes[1] = 0;
  192.          attr = 2;
  193.       }
  194.       else {
  195.          attr = 1;
  196.       }
  197.  
  198.       /* texcoords */
  199.       for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
  200.          if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
  201.             struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
  202.             struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
  203.             const GLfloat wt = (GLfloat) img->Width;
  204.             const GLfloat ht = (GLfloat) img->Height;
  205.             const GLfloat s0 = obj->CropRect[0] / wt;
  206.             const GLfloat t0 = obj->CropRect[1] / ht;
  207.             const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
  208.             const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;
  209.  
  210.             /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
  211.             SET_ATTRIB(0, attr, s0, t0, 0.0f, 1.0f);  /* lower left */
  212.             SET_ATTRIB(1, attr, s1, t0, 0.0f, 1.0f);  /* lower right */
  213.             SET_ATTRIB(2, attr, s1, t1, 0.0f, 1.0f);  /* upper right */
  214.             SET_ATTRIB(3, attr, s0, t1, 0.0f, 1.0f);  /* upper left */
  215.  
  216.             semantic_names[attr] = TGSI_SEMANTIC_GENERIC;
  217.             semantic_indexes[attr] = 0;
  218.  
  219.             attr++;
  220.          }
  221.       }
  222.  
  223.       pipe_buffer_unmap(pipe, vbuffer, vbuffer_transfer);
  224.  
  225. #undef SET_ATTRIB
  226.    }
  227.  
  228.  
  229.    cso_save_viewport(cso);
  230.    cso_save_vertex_shader(cso);
  231.    cso_save_vertex_elements(cso);
  232.  
  233.    {
  234.       void *vs = lookup_shader(pipe, numAttribs,
  235.                                semantic_names, semantic_indexes);
  236.       cso_set_vertex_shader_handle(cso, vs);
  237.    }
  238.  
  239.    for (i = 0; i < numAttribs; i++) {
  240.       velements[i].src_offset = i * 4 * sizeof(float);
  241.       velements[i].instance_divisor = 0;
  242.       velements[i].vertex_buffer_index = 0;
  243.       velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
  244.    }
  245.    cso_set_vertex_elements(cso, numAttribs, velements);
  246.  
  247.    /* viewport state: viewport matching window dims */
  248.    {
  249.       const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
  250.       const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
  251.       const GLfloat width = (GLfloat)fb->Width;
  252.       const GLfloat height = (GLfloat)fb->Height;
  253.       struct pipe_viewport_state vp;
  254.       vp.scale[0] =  0.5f * width;
  255.       vp.scale[1] = height * (invert ? -0.5f : 0.5f);
  256.       vp.scale[2] = 1.0f;
  257.       vp.scale[3] = 1.0f;
  258.       vp.translate[0] = 0.5f * width;
  259.       vp.translate[1] = 0.5f * height;
  260.       vp.translate[2] = 0.0f;
  261.       vp.translate[3] = 0.0f;
  262.       cso_set_viewport(cso, &vp);
  263.    }
  264.  
  265.  
  266.    util_draw_vertex_buffer(pipe, vbuffer,
  267.                            0,  /* offset */
  268.                            PIPE_PRIM_TRIANGLE_FAN,
  269.                            4,  /* verts */
  270.                            numAttribs); /* attribs/vert */
  271.  
  272.  
  273.    pipe_resource_reference(&vbuffer, NULL);
  274.  
  275.    /* restore state */
  276.    cso_restore_viewport(cso);
  277.    cso_restore_vertex_shader(cso);
  278.    cso_restore_vertex_elements(cso);
  279. }
  280.  
  281.  
  282. void
  283. st_init_drawtex_functions(struct dd_function_table *functions)
  284. {
  285.    functions->DrawTex = st_DrawTex;
  286. }
  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. }
  301.  
  302.  
  303. #endif /* FEATURE_OES_draw_texture */
  304.