X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fstate_tracker%2Fst_cb_drawtex.c;h=e6ab77fb521c4bb99025c9549a72cb5b94d27443;hb=c69ef377c8b30ee8d4088cfc586fe4100a5f0e62;hp=c99a8d792ed7445e3f0a09bf61bef6f9e6bb62f8;hpb=3e54d63429fe7ca5db3c75c181abbaf7a7f55724;p=mesa.git diff --git a/src/mesa/state_tracker/st_cb_drawtex.c b/src/mesa/state_tracker/st_cb_drawtex.c index c99a8d792ed..e6ab77fb521 100644 --- a/src/mesa/state_tracker/st_cb_drawtex.c +++ b/src/mesa/state_tracker/st_cb_drawtex.c @@ -1,6 +1,6 @@ /************************************************************************** * - * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas. + * Copyright 2008 VMware, Inc. * All Rights Reserved. * **************************************************************************/ @@ -15,11 +15,13 @@ #include "main/imports.h" #include "main/image.h" #include "main/macros.h" +#include "main/teximage.h" #include "program/program.h" #include "program/prog_print.h" #include "st_context.h" #include "st_atom.h" +#include "st_cb_bitmap.h" #include "st_cb_drawtex.h" #include "pipe/p_context.h" @@ -28,13 +30,11 @@ #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; @@ -93,32 +93,33 @@ lookup_shader(struct pipe_context *pipe, util_make_vertex_passthrough_shader(pipe, num_attribs, semantic_names, - semantic_indexes); + semantic_indexes, FALSE); NumCachedShaders++; return CachedShaders[i].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_flush_bitmap_cache(st); 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; @@ -126,8 +127,8 @@ st_DrawTex(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, /* 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++; } } @@ -135,11 +136,6 @@ st_DrawTex(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, /* 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) \ @@ -153,10 +149,15 @@ st_DrawTex(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, } 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; + + u_upload_alloc(st->uploader, 0, + numAttribs * 4 * 4 * sizeof(GLfloat), 4, + &offset, &vbuffer, (void **) &vbuf); + if (!vbuffer) { + return; + } z = CLAMP(z, 0.0f, 1.0f); @@ -197,9 +198,10 @@ st_DrawTex(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, /* 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 struct gl_texture_image *img = _mesa_base_tex_image(obj); const GLfloat wt = (GLfloat) img->Width; const GLfloat ht = (GLfloat) img->Height; const GLfloat s0 = obj->CropRect[0] / wt; @@ -213,28 +215,38 @@ st_DrawTex(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, 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_tessctrl_shader(cso); + cso_save_tesseval_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_tessctrl_shader_handle(cso, NULL); + cso_set_tesseval_shader_handle(cso, NULL); + cso_set_geometry_shader_handle(cso, NULL); for (i = 0; i < numAttribs; i++) { velements[i].src_offset = i * 4 * sizeof(float); @@ -243,6 +255,7 @@ st_DrawTex(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, 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 */ { @@ -254,17 +267,16 @@ st_DrawTex(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, 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, 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 */ @@ -275,7 +287,12 @@ st_DrawTex(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, /* restore state */ cso_restore_viewport(cso); cso_restore_vertex_shader(cso); + cso_restore_tessctrl_shader(cso); + cso_restore_tesseval_shader(cso); + cso_restore_geometry_shader(cso); cso_restore_vertex_elements(cso); + cso_restore_aux_vertex_buffer_slot(cso); + cso_restore_stream_outputs(cso); } @@ -298,6 +315,3 @@ st_destroy_drawtex(struct st_context *st) } NumCachedShaders = 0; } - - -#endif /* FEATURE_OES_draw_texture */