/**************************************************************************
*
- * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2008 VMware, Inc.
* All Rights Reserved.
*
**************************************************************************/
#include "main/imports.h"
#include "main/image.h"
-#include "main/bufferobj.h"
#include "main/macros.h"
-#include "shader/program.h"
-#include "shader/prog_print.h"
+#include "program/program.h"
+#include "program/prog_print.h"
#include "st_context.h"
#include "st_atom.h"
#include "pipe/p_shader_tokens.h"
#include "util/u_draw_quad.h"
#include "util/u_simple_shaders.h"
+#include "util/u_upload_mgr.h"
#include "cso_cache/cso_context.h"
-#if FEATURE_OES_draw_texture
-
-
struct cached_shader
{
void *handle;
}
static void
-st_DrawTex(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z,
+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;
+ struct pipe_resource *vbuffer = NULL;
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;
+ unsigned offset;
st_validate_state(st);
/* determine if we need vertex color */
- if (ctx->FragmentProgram._Current->Base.InputsRead & FRAG_BIT_COL0)
+ if (ctx->FragmentProgram._Current->Base.InputsRead & VARYING_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);
+ if (ctx->Texture.Unit[i]._Current &&
+ ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
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) \
} 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);
+ GLfloat *vbuf = NULL;
GLuint attr;
+
+ if (u_upload_alloc(st->uploader, 0,
+ numAttribs * 4 * 4 * sizeof(GLfloat),
+ &offset, &vbuffer, (void **) &vbuf) != PIPE_OK) {
+ return;
+ }
z = CLAMP(z, 0.0f, 1.0f);
/* texcoords */
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
- if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
+ if (ctx->Texture.Unit[i]._Current &&
+ ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
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;
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_names[attr] = st->needs_texcoord_semantic ?
+ TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC;
+ /* XXX: should this use semantic index i instead of 0 ? */
semantic_indexes[attr] = 0;
attr++;
}
}
- pipe_buffer_unmap(pipe, vbuffer, vbuffer_transfer);
+ u_upload_unmap(st->uploader);
#undef SET_ATTRIB
}
cso_save_viewport(cso);
+ cso_save_stream_outputs(cso);
cso_save_vertex_shader(cso);
+ cso_save_geometry_shader(cso);
cso_save_vertex_elements(cso);
+ cso_save_aux_vertex_buffer_slot(cso);
{
void *vs = lookup_shader(pipe, numAttribs,
semantic_names, semantic_indexes);
cso_set_vertex_shader_handle(cso, vs);
}
+ cso_set_geometry_shader_handle(cso, NULL);
for (i = 0; i < numAttribs; i++) {
velements[i].src_offset = i * 4 * sizeof(float);
velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
}
cso_set_vertex_elements(cso, numAttribs, velements);
+ cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
/* viewport state: viewport matching window dims */
{
}
- util_draw_vertex_buffer(pipe, vbuffer,
- 0, /* offset */
+ util_draw_vertex_buffer(pipe, cso, vbuffer,
+ cso_get_aux_vertex_buffer_slot(cso),
+ offset, /* offset */
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
numAttribs); /* attribs/vert */
/* restore state */
cso_restore_viewport(cso);
cso_restore_vertex_shader(cso);
+ cso_restore_geometry_shader(cso);
cso_restore_vertex_elements(cso);
+ cso_restore_aux_vertex_buffer_slot(cso);
+ cso_restore_stream_outputs(cso);
}
}
NumCachedShaders = 0;
}
-
-
-#endif /* FEATURE_OES_draw_texture */