1 /**************************************************************************
3 * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
6 **************************************************************************/
10 * Implementation of glDrawTex() for GL_OES_draw_tex
15 #include "main/imports.h"
16 #include "main/image.h"
17 #include "main/macros.h"
18 #include "main/mfeatures.h"
19 #include "program/program.h"
20 #include "program/prog_print.h"
22 #include "st_context.h"
24 #include "st_cb_drawtex.h"
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"
33 #include "cso_cache/cso_context.h"
36 #if FEATURE_OES_draw_texture
44 uint semantic_names
[2 + MAX_TEXTURE_UNITS
];
45 uint semantic_indexes
[2 + MAX_TEXTURE_UNITS
];
48 #define MAX_SHADERS (2 * MAX_TEXTURE_UNITS)
51 * Simple linear list cache.
52 * Most of the time there'll only be one cached shader.
54 static struct cached_shader CachedShaders
[MAX_SHADERS
];
55 static GLuint NumCachedShaders
= 0;
59 lookup_shader(struct pipe_context
*pipe
,
61 const uint
*semantic_names
,
62 const uint
*semantic_indexes
)
66 /* look for existing shader with same attributes */
67 for (i
= 0; i
< NumCachedShaders
; i
++) {
68 if (CachedShaders
[i
].num_attribs
== num_attribs
) {
69 GLboolean match
= GL_TRUE
;
70 for (j
= 0; j
< num_attribs
; j
++) {
71 if (semantic_names
[j
] != CachedShaders
[i
].semantic_names
[j
] ||
72 semantic_indexes
[j
] != CachedShaders
[i
].semantic_indexes
[j
]) {
78 return CachedShaders
[i
].handle
;
82 /* not found - create new one now */
83 if (NumCachedShaders
>= MAX_SHADERS
) {
87 CachedShaders
[i
].num_attribs
= num_attribs
;
88 for (j
= 0; j
< num_attribs
; j
++) {
89 CachedShaders
[i
].semantic_names
[j
] = semantic_names
[j
];
90 CachedShaders
[i
].semantic_indexes
[j
] = semantic_indexes
[j
];
93 CachedShaders
[i
].handle
=
94 util_make_vertex_passthrough_shader(pipe
,
100 return CachedShaders
[i
].handle
;
104 st_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
105 GLfloat width
, GLfloat height
)
107 struct st_context
*st
= ctx
->st
;
108 struct pipe_context
*pipe
= st
->pipe
;
109 struct cso_context
*cso
= ctx
->st
->cso_context
;
110 struct pipe_resource
*vbuffer
;
111 struct pipe_transfer
*vbuffer_transfer
;
112 GLuint i
, numTexCoords
, numAttribs
;
114 uint semantic_names
[2 + MAX_TEXTURE_UNITS
];
115 uint semantic_indexes
[2 + MAX_TEXTURE_UNITS
];
116 struct pipe_vertex_element velements
[2 + MAX_TEXTURE_UNITS
];
117 GLbitfield inputs
= VERT_BIT_POS
;
119 st_validate_state(st
);
121 /* determine if we need vertex color */
122 if (ctx
->FragmentProgram
._Current
->Base
.InputsRead
& FRAG_BIT_COL0
)
125 emitColor
= GL_FALSE
;
127 /* determine how many enabled sets of texcoords */
129 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
130 if (ctx
->Texture
.Unit
[i
]._ReallyEnabled
& TEXTURE_2D_BIT
) {
131 inputs
|= VERT_BIT_TEX(i
);
136 /* total number of attributes per vertex */
137 numAttribs
= 1 + emitColor
+ numTexCoords
;
140 /* create the vertex buffer */
141 vbuffer
= pipe_buffer_create(pipe
->screen
, PIPE_BIND_VERTEX_BUFFER
,
142 numAttribs
* 4 * 4 * sizeof(GLfloat
));
144 /* load vertex buffer */
146 #define SET_ATTRIB(VERT, ATTR, X, Y, Z, W) \
148 GLuint k = (((VERT) * numAttribs + (ATTR)) * 4); \
149 assert(k < 4 * 4 * numAttribs); \
156 const GLfloat x0
= x
, y0
= y
, x1
= x
+ width
, y1
= y
+ height
;
157 GLfloat
*vbuf
= (GLfloat
*) pipe_buffer_map(pipe
, vbuffer
,
162 z
= CLAMP(z
, 0.0f
, 1.0f
);
164 /* positions (in clip coords) */
166 const struct gl_framebuffer
*fb
= st
->ctx
->DrawBuffer
;
167 const GLfloat fb_width
= (GLfloat
)fb
->Width
;
168 const GLfloat fb_height
= (GLfloat
)fb
->Height
;
170 const GLfloat clip_x0
= (GLfloat
)(x0
/ fb_width
* 2.0 - 1.0);
171 const GLfloat clip_y0
= (GLfloat
)(y0
/ fb_height
* 2.0 - 1.0);
172 const GLfloat clip_x1
= (GLfloat
)(x1
/ fb_width
* 2.0 - 1.0);
173 const GLfloat clip_y1
= (GLfloat
)(y1
/ fb_height
* 2.0 - 1.0);
175 SET_ATTRIB(0, 0, clip_x0
, clip_y0
, z
, 1.0f
); /* lower left */
176 SET_ATTRIB(1, 0, clip_x1
, clip_y0
, z
, 1.0f
); /* lower right */
177 SET_ATTRIB(2, 0, clip_x1
, clip_y1
, z
, 1.0f
); /* upper right */
178 SET_ATTRIB(3, 0, clip_x0
, clip_y1
, z
, 1.0f
); /* upper left */
180 semantic_names
[0] = TGSI_SEMANTIC_POSITION
;
181 semantic_indexes
[0] = 0;
186 const GLfloat
*c
= ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR0
];
187 SET_ATTRIB(0, 1, c
[0], c
[1], c
[2], c
[3]);
188 SET_ATTRIB(1, 1, c
[0], c
[1], c
[2], c
[3]);
189 SET_ATTRIB(2, 1, c
[0], c
[1], c
[2], c
[3]);
190 SET_ATTRIB(3, 1, c
[0], c
[1], c
[2], c
[3]);
191 semantic_names
[1] = TGSI_SEMANTIC_COLOR
;
192 semantic_indexes
[1] = 0;
200 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
201 if (ctx
->Texture
.Unit
[i
]._ReallyEnabled
& TEXTURE_2D_BIT
) {
202 struct gl_texture_object
*obj
= ctx
->Texture
.Unit
[i
]._Current
;
203 struct gl_texture_image
*img
= obj
->Image
[0][obj
->BaseLevel
];
204 const GLfloat wt
= (GLfloat
) img
->Width
;
205 const GLfloat ht
= (GLfloat
) img
->Height
;
206 const GLfloat s0
= obj
->CropRect
[0] / wt
;
207 const GLfloat t0
= obj
->CropRect
[1] / ht
;
208 const GLfloat s1
= (obj
->CropRect
[0] + obj
->CropRect
[2]) / wt
;
209 const GLfloat t1
= (obj
->CropRect
[1] + obj
->CropRect
[3]) / ht
;
211 /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
212 SET_ATTRIB(0, attr
, s0
, t0
, 0.0f
, 1.0f
); /* lower left */
213 SET_ATTRIB(1, attr
, s1
, t0
, 0.0f
, 1.0f
); /* lower right */
214 SET_ATTRIB(2, attr
, s1
, t1
, 0.0f
, 1.0f
); /* upper right */
215 SET_ATTRIB(3, attr
, s0
, t1
, 0.0f
, 1.0f
); /* upper left */
217 semantic_names
[attr
] = TGSI_SEMANTIC_GENERIC
;
218 semantic_indexes
[attr
] = 0;
224 pipe_buffer_unmap(pipe
, vbuffer_transfer
);
230 cso_save_viewport(cso
);
231 cso_save_vertex_shader(cso
);
232 cso_save_vertex_elements(cso
);
235 void *vs
= lookup_shader(pipe
, numAttribs
,
236 semantic_names
, semantic_indexes
);
237 cso_set_vertex_shader_handle(cso
, vs
);
240 for (i
= 0; i
< numAttribs
; i
++) {
241 velements
[i
].src_offset
= i
* 4 * sizeof(float);
242 velements
[i
].instance_divisor
= 0;
243 velements
[i
].vertex_buffer_index
= 0;
244 velements
[i
].src_format
= PIPE_FORMAT_R32G32B32A32_FLOAT
;
246 cso_set_vertex_elements(cso
, numAttribs
, velements
);
248 /* viewport state: viewport matching window dims */
250 const struct gl_framebuffer
*fb
= st
->ctx
->DrawBuffer
;
251 const GLboolean invert
= (st_fb_orientation(fb
) == Y_0_TOP
);
252 const GLfloat width
= (GLfloat
)fb
->Width
;
253 const GLfloat height
= (GLfloat
)fb
->Height
;
254 struct pipe_viewport_state vp
;
255 vp
.scale
[0] = 0.5f
* width
;
256 vp
.scale
[1] = height
* (invert
? -0.5f
: 0.5f
);
259 vp
.translate
[0] = 0.5f
* width
;
260 vp
.translate
[1] = 0.5f
* height
;
261 vp
.translate
[2] = 0.0f
;
262 vp
.translate
[3] = 0.0f
;
263 cso_set_viewport(cso
, &vp
);
267 util_draw_vertex_buffer(pipe
, vbuffer
,
269 PIPE_PRIM_TRIANGLE_FAN
,
271 numAttribs
); /* attribs/vert */
274 pipe_resource_reference(&vbuffer
, NULL
);
277 cso_restore_viewport(cso
);
278 cso_restore_vertex_shader(cso
);
279 cso_restore_vertex_elements(cso
);
284 st_init_drawtex_functions(struct dd_function_table
*functions
)
286 functions
->DrawTex
= st_DrawTex
;
291 * Free any cached shaders
294 st_destroy_drawtex(struct st_context
*st
)
297 for (i
= 0; i
< NumCachedShaders
; i
++) {
298 cso_delete_vertex_shader(st
->cso_context
, CachedShaders
[i
].handle
);
300 NumCachedShaders
= 0;
304 #endif /* FEATURE_OES_draw_texture */