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authorBrian Paul <[email protected]>2016-02-02 17:24:34 -0700
committerBrian Paul <[email protected]>2016-02-09 11:27:48 -0700
commita5799de3dc8ddf0e90c2e64438664df3ce84f5ae (patch)
tree2c4b2c7b37355da7132ffcd51eeee97fb6daa8c1
parent130d34ce65785e27ed3aa8bb9fa9b76995ea61da (diff)
st/mesa: move the setup_bitmap_vertex_data() code into draw_bitmap_quad()
Now all the code to setup the vertex data and draw it is in one place. Reviewed-by: Nicolai Hähnle <[email protected]>
-rw-r--r--src/mesa/state_tracker/st_cb_bitmap.c168
1 files changed, 78 insertions, 90 deletions
diff --git a/src/mesa/state_tracker/st_cb_bitmap.c b/src/mesa/state_tracker/st_cb_bitmap.c
index 31f57c455ec..c26ee7f1a31 100644
--- a/src/mesa/state_tracker/st_cb_bitmap.c
+++ b/src/mesa/state_tracker/st_cb_bitmap.c
@@ -176,77 +176,6 @@ make_bitmap_texture(struct gl_context *ctx, GLsizei width, GLsizei height,
return pt;
}
-static void
-setup_bitmap_vertex_data(struct st_context *st, bool normalized,
- int x, int y, int width, int height,
- float z, const float color[4],
- struct pipe_resource **vbuf,
- unsigned *vbuf_offset)
-{
- const GLfloat fb_width = (GLfloat)st->state.framebuffer.width;
- const GLfloat fb_height = (GLfloat)st->state.framebuffer.height;
- const GLfloat x0 = (GLfloat)x;
- const GLfloat x1 = (GLfloat)(x + width);
- const GLfloat y0 = (GLfloat)y;
- const GLfloat y1 = (GLfloat)(y + height);
- GLfloat sLeft = (GLfloat)0.0, sRight = (GLfloat)1.0;
- GLfloat tTop = (GLfloat)0.0, tBot = (GLfloat)1.0 - tTop;
- 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);
- GLuint i;
- float (*vertices)[3][4]; /**< vertex pos + color + texcoord */
-
- if (!normalized) {
- sRight = (GLfloat) width;
- tBot = (GLfloat) height;
- }
-
- u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]), 4,
- vbuf_offset, vbuf, (void **) &vertices);
- if (!*vbuf) {
- return;
- }
-
- /* Positions are in clip coords since we need to do clipping in case
- * the bitmap quad goes beyond the window bounds.
- */
- vertices[0][0][0] = clip_x0;
- vertices[0][0][1] = clip_y0;
- vertices[0][2][0] = sLeft;
- vertices[0][2][1] = tTop;
-
- vertices[1][0][0] = clip_x1;
- vertices[1][0][1] = clip_y0;
- vertices[1][2][0] = sRight;
- vertices[1][2][1] = tTop;
-
- vertices[2][0][0] = clip_x1;
- vertices[2][0][1] = clip_y1;
- vertices[2][2][0] = sRight;
- vertices[2][2][1] = tBot;
-
- vertices[3][0][0] = clip_x0;
- vertices[3][0][1] = clip_y1;
- vertices[3][2][0] = sLeft;
- vertices[3][2][1] = tBot;
-
- /* same for all verts: */
- for (i = 0; i < 4; i++) {
- vertices[i][0][2] = z;
- vertices[i][0][3] = 1.0f;
- vertices[i][1][0] = color[0];
- vertices[i][1][1] = color[1];
- vertices[i][1][2] = color[2];
- vertices[i][1][3] = color[3];
- vertices[i][2][2] = 0.0; /*R*/
- vertices[i][2][3] = 1.0; /*Q*/
- }
-
- u_upload_unmap(st->uploader);
-}
-
/**
* Setup pipeline state prior to rendering the bitmap textured quad.
@@ -395,36 +324,95 @@ draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
struct pipe_resource *vbuf = NULL;
- GLuint maxSize;
- GLuint offset;
+ const float fb_width = (float) st->state.framebuffer.width;
+ const float fb_height = (float) st->state.framebuffer.height;
+ const float x0 = (float) x;
+ const float x1 = (float) (x + width);
+ const float y0 = (float) y;
+ const float y1 = (float) (y + height);
+ float sLeft = 0.0f, sRight = 1.0f;
+ float tTop = 0.0f, tBot = 1.0f - tTop;
+ const float clip_x0 = x0 / fb_width * 2.0f - 1.0f;
+ const float clip_y0 = y0 / fb_height * 2.0f - 1.0f;
+ const float clip_x1 = x1 / fb_width * 2.0f - 1.0f;
+ const float clip_y1 = y1 / fb_height * 2.0f - 1.0f;
+ float (*vertices)[3][4]; /**< vertex pos + color + texcoord */
+ unsigned offset, i;
/* limit checks */
- /* XXX if the bitmap is larger than the max texture size, break
- * it up into chunks.
- */
- maxSize = 1 << (pipe->screen->get_param(pipe->screen,
+ {
+ /* XXX if the bitmap is larger than the max texture size, break
+ * it up into chunks.
+ */
+ GLuint maxSize = 1 << (pipe->screen->get_param(pipe->screen,
PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
- assert(width <= (GLsizei)maxSize);
- assert(height <= (GLsizei)maxSize);
+ assert(width <= (GLsizei) maxSize);
+ assert(height <= (GLsizei) maxSize);
+ }
setup_render_state(ctx, sv, color);
/* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
z = z * 2.0f - 1.0f;
- /* draw textured quad */
- setup_bitmap_vertex_data(st, sv->texture->target != PIPE_TEXTURE_RECT,
- x, y, width, height, z, color, &vbuf, &offset);
-
- if (vbuf) {
- util_draw_vertex_buffer(pipe, st->cso_context, vbuf,
- cso_get_aux_vertex_buffer_slot(st->cso_context),
- offset,
- PIPE_PRIM_TRIANGLE_FAN,
- 4, /* verts */
- 3); /* attribs/vert */
+ if (sv->texture->target == PIPE_TEXTURE_RECT) {
+ /* use non-normalized texcoords */
+ sRight = (float) width;
+ tBot = (float) height;
+ }
+
+ u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]), 4,
+ &offset, &vbuf, (void **) &vertices);
+ if (!vbuf) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBitmap");
+ restore_render_state(ctx);
+ return;
+ }
+
+ /* Positions are in clip coords since we need to do clipping in case
+ * the bitmap quad goes beyond the window bounds.
+ */
+ vertices[0][0][0] = clip_x0;
+ vertices[0][0][1] = clip_y0;
+ vertices[0][2][0] = sLeft;
+ vertices[0][2][1] = tTop;
+
+ vertices[1][0][0] = clip_x1;
+ vertices[1][0][1] = clip_y0;
+ vertices[1][2][0] = sRight;
+ vertices[1][2][1] = tTop;
+
+ vertices[2][0][0] = clip_x1;
+ vertices[2][0][1] = clip_y1;
+ vertices[2][2][0] = sRight;
+ vertices[2][2][1] = tBot;
+
+ vertices[3][0][0] = clip_x0;
+ vertices[3][0][1] = clip_y1;
+ vertices[3][2][0] = sLeft;
+ vertices[3][2][1] = tBot;
+
+ /* same for all verts: */
+ for (i = 0; i < 4; i++) {
+ vertices[i][0][2] = z;
+ vertices[i][0][3] = 1.0f;
+ vertices[i][1][0] = color[0];
+ vertices[i][1][1] = color[1];
+ vertices[i][1][2] = color[2];
+ vertices[i][1][3] = color[3];
+ vertices[i][2][2] = 0.0; /*R*/
+ vertices[i][2][3] = 1.0; /*Q*/
}
+ u_upload_unmap(st->uploader);
+
+ util_draw_vertex_buffer(pipe, st->cso_context, vbuf,
+ cso_get_aux_vertex_buffer_slot(st->cso_context),
+ offset,
+ PIPE_PRIM_TRIANGLE_FAN,
+ 4, /* verts */
+ 3); /* attribs/vert */
+
restore_render_state(ctx);
pipe_resource_reference(&vbuf, NULL);