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/**************************************************************************
*
* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
**************************************************************************/
/**
* Implementation of glDrawTex() for GL_OES_draw_tex
*/
#include "main/imports.h"
#include "main/image.h"
#include "main/macros.h"
#include "main/mfeatures.h"
#include "program/program.h"
#include "program/prog_print.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_cb_drawtex.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "pipe/p_shader_tokens.h"
#include "util/u_draw_quad.h"
#include "util/u_simple_shaders.h"
#include "cso_cache/cso_context.h"
#if FEATURE_OES_draw_texture
struct cached_shader
{
void *handle;
uint num_attribs;
uint semantic_names[2 + MAX_TEXTURE_UNITS];
uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
};
#define MAX_SHADERS (2 * MAX_TEXTURE_UNITS)
/**
* Simple linear list cache.
* Most of the time there'll only be one cached shader.
*/
static struct cached_shader CachedShaders[MAX_SHADERS];
static GLuint NumCachedShaders = 0;
static void *
lookup_shader(struct pipe_context *pipe,
uint num_attribs,
const uint *semantic_names,
const uint *semantic_indexes)
{
GLuint i, j;
/* look for existing shader with same attributes */
for (i = 0; i < NumCachedShaders; i++) {
if (CachedShaders[i].num_attribs == num_attribs) {
GLboolean match = GL_TRUE;
for (j = 0; j < num_attribs; j++) {
if (semantic_names[j] != CachedShaders[i].semantic_names[j] ||
semantic_indexes[j] != CachedShaders[i].semantic_indexes[j]) {
match = GL_FALSE;
break;
}
}
if (match)
return CachedShaders[i].handle;
}
}
/* not found - create new one now */
if (NumCachedShaders >= MAX_SHADERS) {
return NULL;
}
CachedShaders[i].num_attribs = num_attribs;
for (j = 0; j < num_attribs; j++) {
CachedShaders[i].semantic_names[j] = semantic_names[j];
CachedShaders[i].semantic_indexes[j] = semantic_indexes[j];
}
CachedShaders[i].handle =
util_make_vertex_passthrough_shader(pipe,
num_attribs,
semantic_names,
semantic_indexes);
NumCachedShaders++;
return CachedShaders[i].handle;
}
static void
st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
GLfloat width, GLfloat height)
{
struct st_context *st = ctx->st;
struct pipe_context *pipe = st->pipe;
struct cso_context *cso = ctx->st->cso_context;
struct pipe_resource *vbuffer;
struct pipe_transfer *vbuffer_transfer;
GLuint i, numTexCoords, numAttribs;
GLboolean emitColor;
uint semantic_names[2 + MAX_TEXTURE_UNITS];
uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS];
GLbitfield inputs = VERT_BIT_POS;
st_validate_state(st);
/* determine if we need vertex color */
if (ctx->FragmentProgram._Current->Base.InputsRead & FRAG_BIT_COL0)
emitColor = GL_TRUE;
else
emitColor = GL_FALSE;
/* determine how many enabled sets of texcoords */
numTexCoords = 0;
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
inputs |= VERT_BIT_TEX(i);
numTexCoords++;
}
}
/* total number of attributes per vertex */
numAttribs = 1 + emitColor + numTexCoords;
/* create the vertex buffer */
vbuffer = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER,
numAttribs * 4 * 4 * sizeof(GLfloat));
/* load vertex buffer */
{
#define SET_ATTRIB(VERT, ATTR, X, Y, Z, W) \
do { \
GLuint k = (((VERT) * numAttribs + (ATTR)) * 4); \
assert(k < 4 * 4 * numAttribs); \
vbuf[k + 0] = X; \
vbuf[k + 1] = Y; \
vbuf[k + 2] = Z; \
vbuf[k + 3] = W; \
} while (0)
const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
GLfloat *vbuf = (GLfloat *) pipe_buffer_map(pipe, vbuffer,
PIPE_TRANSFER_WRITE,
&vbuffer_transfer);
GLuint attr;
z = CLAMP(z, 0.0f, 1.0f);
/* positions (in clip coords) */
{
const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
const GLfloat fb_width = (GLfloat)fb->Width;
const GLfloat fb_height = (GLfloat)fb->Height;
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);
SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f); /* lower left */
SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f); /* lower right */
SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f); /* upper right */
SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f); /* upper left */
semantic_names[0] = TGSI_SEMANTIC_POSITION;
semantic_indexes[0] = 0;
}
/* colors */
if (emitColor) {
const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
semantic_names[1] = TGSI_SEMANTIC_COLOR;
semantic_indexes[1] = 0;
attr = 2;
}
else {
attr = 1;
}
/* texcoords */
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
const GLfloat wt = (GLfloat) img->Width;
const GLfloat ht = (GLfloat) img->Height;
const GLfloat s0 = obj->CropRect[0] / wt;
const GLfloat t0 = obj->CropRect[1] / ht;
const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;
/*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
SET_ATTRIB(0, attr, s0, t0, 0.0f, 1.0f); /* lower left */
SET_ATTRIB(1, attr, s1, t0, 0.0f, 1.0f); /* lower right */
SET_ATTRIB(2, attr, s1, t1, 0.0f, 1.0f); /* upper right */
SET_ATTRIB(3, attr, s0, t1, 0.0f, 1.0f); /* upper left */
semantic_names[attr] = TGSI_SEMANTIC_GENERIC;
semantic_indexes[attr] = 0;
attr++;
}
}
pipe_buffer_unmap(pipe, vbuffer_transfer);
#undef SET_ATTRIB
}
cso_save_viewport(cso);
cso_save_vertex_shader(cso);
cso_save_vertex_elements(cso);
cso_save_vertex_buffers(cso);
{
void *vs = lookup_shader(pipe, numAttribs,
semantic_names, semantic_indexes);
cso_set_vertex_shader_handle(cso, vs);
}
for (i = 0; i < numAttribs; i++) {
velements[i].src_offset = i * 4 * sizeof(float);
velements[i].instance_divisor = 0;
velements[i].vertex_buffer_index = 0;
velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
}
cso_set_vertex_elements(cso, numAttribs, velements);
/* viewport state: viewport matching window dims */
{
const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
const GLfloat width = (GLfloat)fb->Width;
const GLfloat height = (GLfloat)fb->Height;
struct pipe_viewport_state vp;
vp.scale[0] = 0.5f * width;
vp.scale[1] = height * (invert ? -0.5f : 0.5f);
vp.scale[2] = 1.0f;
vp.scale[3] = 1.0f;
vp.translate[0] = 0.5f * width;
vp.translate[1] = 0.5f * height;
vp.translate[2] = 0.0f;
vp.translate[3] = 0.0f;
cso_set_viewport(cso, &vp);
}
util_draw_vertex_buffer(pipe, cso, vbuffer,
0, /* offset */
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
numAttribs); /* attribs/vert */
pipe_resource_reference(&vbuffer, NULL);
/* restore state */
cso_restore_viewport(cso);
cso_restore_vertex_shader(cso);
cso_restore_vertex_elements(cso);
cso_restore_vertex_buffers(cso);
}
void
st_init_drawtex_functions(struct dd_function_table *functions)
{
functions->DrawTex = st_DrawTex;
}
/**
* Free any cached shaders
*/
void
st_destroy_drawtex(struct st_context *st)
{
GLuint i;
for (i = 0; i < NumCachedShaders; i++) {
cso_delete_vertex_shader(st->cso_context, CachedShaders[i].handle);
}
NumCachedShaders = 0;
}
#endif /* FEATURE_OES_draw_texture */
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