Subversion Repositories Kolibri OS

Rev

Go to most recent revision | Details | Last modification | View Log | RSS feed

Rev Author Line No. Line
5564 serge 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
}