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/**************************************************************************
*
* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "util/u_draw_quad.h"
#include "util/u_memory.h"
/**
* Draw a simple vertex buffer / primitive.
* Limited to float[4] vertex attribs, tightly packed.
*/
void
util_draw_vertex_buffer(struct pipe_context *pipe,
struct pipe_resource *vbuf,
uint offset,
uint prim_type,
uint num_verts,
uint num_attribs)
{
struct pipe_vertex_buffer vbuffer;
assert(num_attribs <= PIPE_MAX_ATTRIBS);
/* tell pipe about the vertex buffer */
memset(&vbuffer, 0, sizeof(vbuffer));
vbuffer.buffer = vbuf;
vbuffer.stride = num_attribs * 4 * sizeof(float); /* vertex size */
vbuffer.buffer_offset = offset;
vbuffer.max_index = num_verts - 1;
pipe->set_vertex_buffers(pipe, 1, &vbuffer);
/* note: vertex elements already set by caller */
/* draw */
pipe->draw_arrays(pipe, prim_type, 0, num_verts);
}
/**
* Draw screen-aligned textured quad.
* Note: this isn't especially efficient.
*/
void
util_draw_texquad(struct pipe_context *pipe,
float x0, float y0, float x1, float y1, float z)
{
uint numAttribs = 2, i, j;
uint vertexBytes = 4 * (4 * numAttribs * sizeof(float));
struct pipe_resource *vbuf = NULL;
uint *v = NULL;
v = MALLOC(vertexBytes);
if (v == NULL)
goto out;
/*
* Load vertex buffer
*/
for (i = j = 0; i < 4; i++) {
v[j + 2] = z; /* z */
v[j + 3] = 1.0; /* w */
v[j + 6] = 0.0; /* r */
v[j + 7] = 1.0; /* q */
j += 8;
}
v[0] = x0;
v[1] = y0;
v[4] = 0.0; /*s*/
v[5] = 0.0; /*t*/
v[8] = x1;
v[9] = y0;
v[12] = 1.0;
v[13] = 0.0;
v[16] = x1;
v[17] = y1;
v[20] = 1.0;
v[21] = 1.0;
v[24] = x0;
v[25] = y1;
v[28] = 0.0;
v[29] = 1.0;
vbuf = pipe_user_buffer_create(pipe->screen, v, vertexBytes,
PIPE_BIND_VERTEX_BUFFER);
if (!vbuf)
goto out;
util_draw_vertex_buffer(pipe, vbuf, 0, PIPE_PRIM_TRIANGLE_FAN, 4, 2);
out:
if (vbuf)
pipe_resource_reference(&vbuf, NULL);
if (v)
FREE(v);
}
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