From: Brian Paul Date: Wed, 3 Feb 2016 00:24:34 +0000 (-0700) Subject: st/mesa: move the setup_bitmap_vertex_data() code into draw_bitmap_quad() X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=a5799de3dc8ddf0e90c2e64438664df3ce84f5ae;p=mesa.git st/mesa: move the setup_bitmap_vertex_data() code into draw_bitmap_quad() Now all the code to setup the vertex data and draw it is in one place. Reviewed-by: Nicolai Hähnle --- diff --git a/src/mesa/state_tracker/st_cb_bitmap.c b/src/mesa/state_tracker/st_cb_bitmap.c index 31f57c455ec..c26ee7f1a31 100644 --- a/src/mesa/state_tracker/st_cb_bitmap.c +++ b/src/mesa/state_tracker/st_cb_bitmap.c @@ -176,77 +176,6 @@ make_bitmap_texture(struct gl_context *ctx, GLsizei width, GLsizei height, return pt; } -static void -setup_bitmap_vertex_data(struct st_context *st, bool normalized, - int x, int y, int width, int height, - float z, const float color[4], - struct pipe_resource **vbuf, - unsigned *vbuf_offset) -{ - const GLfloat fb_width = (GLfloat)st->state.framebuffer.width; - const GLfloat fb_height = (GLfloat)st->state.framebuffer.height; - const GLfloat x0 = (GLfloat)x; - const GLfloat x1 = (GLfloat)(x + width); - const GLfloat y0 = (GLfloat)y; - const GLfloat y1 = (GLfloat)(y + height); - GLfloat sLeft = (GLfloat)0.0, sRight = (GLfloat)1.0; - GLfloat tTop = (GLfloat)0.0, tBot = (GLfloat)1.0 - tTop; - 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); - GLuint i; - float (*vertices)[3][4]; /**< vertex pos + color + texcoord */ - - if (!normalized) { - sRight = (GLfloat) width; - tBot = (GLfloat) height; - } - - u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]), 4, - vbuf_offset, vbuf, (void **) &vertices); - if (!*vbuf) { - return; - } - - /* Positions are in clip coords since we need to do clipping in case - * the bitmap quad goes beyond the window bounds. - */ - vertices[0][0][0] = clip_x0; - vertices[0][0][1] = clip_y0; - vertices[0][2][0] = sLeft; - vertices[0][2][1] = tTop; - - vertices[1][0][0] = clip_x1; - vertices[1][0][1] = clip_y0; - vertices[1][2][0] = sRight; - vertices[1][2][1] = tTop; - - vertices[2][0][0] = clip_x1; - vertices[2][0][1] = clip_y1; - vertices[2][2][0] = sRight; - vertices[2][2][1] = tBot; - - vertices[3][0][0] = clip_x0; - vertices[3][0][1] = clip_y1; - vertices[3][2][0] = sLeft; - vertices[3][2][1] = tBot; - - /* same for all verts: */ - for (i = 0; i < 4; i++) { - vertices[i][0][2] = z; - vertices[i][0][3] = 1.0f; - vertices[i][1][0] = color[0]; - vertices[i][1][1] = color[1]; - vertices[i][1][2] = color[2]; - vertices[i][1][3] = color[3]; - vertices[i][2][2] = 0.0; /*R*/ - vertices[i][2][3] = 1.0; /*Q*/ - } - - u_upload_unmap(st->uploader); -} - /** * Setup pipeline state prior to rendering the bitmap textured quad. @@ -395,36 +324,95 @@ draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z, struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct pipe_resource *vbuf = NULL; - GLuint maxSize; - GLuint offset; + const float fb_width = (float) st->state.framebuffer.width; + const float fb_height = (float) st->state.framebuffer.height; + const float x0 = (float) x; + const float x1 = (float) (x + width); + const float y0 = (float) y; + const float y1 = (float) (y + height); + float sLeft = 0.0f, sRight = 1.0f; + float tTop = 0.0f, tBot = 1.0f - tTop; + const float clip_x0 = x0 / fb_width * 2.0f - 1.0f; + const float clip_y0 = y0 / fb_height * 2.0f - 1.0f; + const float clip_x1 = x1 / fb_width * 2.0f - 1.0f; + const float clip_y1 = y1 / fb_height * 2.0f - 1.0f; + float (*vertices)[3][4]; /**< vertex pos + color + texcoord */ + unsigned offset, i; /* limit checks */ - /* XXX if the bitmap is larger than the max texture size, break - * it up into chunks. - */ - maxSize = 1 << (pipe->screen->get_param(pipe->screen, + { + /* XXX if the bitmap is larger than the max texture size, break + * it up into chunks. + */ + GLuint maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1); - assert(width <= (GLsizei)maxSize); - assert(height <= (GLsizei)maxSize); + assert(width <= (GLsizei) maxSize); + assert(height <= (GLsizei) maxSize); + } setup_render_state(ctx, sv, color); /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */ z = z * 2.0f - 1.0f; - /* draw textured quad */ - setup_bitmap_vertex_data(st, sv->texture->target != PIPE_TEXTURE_RECT, - x, y, width, height, z, color, &vbuf, &offset); - - if (vbuf) { - util_draw_vertex_buffer(pipe, st->cso_context, vbuf, - cso_get_aux_vertex_buffer_slot(st->cso_context), - offset, - PIPE_PRIM_TRIANGLE_FAN, - 4, /* verts */ - 3); /* attribs/vert */ + if (sv->texture->target == PIPE_TEXTURE_RECT) { + /* use non-normalized texcoords */ + sRight = (float) width; + tBot = (float) height; + } + + u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]), 4, + &offset, &vbuf, (void **) &vertices); + if (!vbuf) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBitmap"); + restore_render_state(ctx); + return; + } + + /* Positions are in clip coords since we need to do clipping in case + * the bitmap quad goes beyond the window bounds. + */ + vertices[0][0][0] = clip_x0; + vertices[0][0][1] = clip_y0; + vertices[0][2][0] = sLeft; + vertices[0][2][1] = tTop; + + vertices[1][0][0] = clip_x1; + vertices[1][0][1] = clip_y0; + vertices[1][2][0] = sRight; + vertices[1][2][1] = tTop; + + vertices[2][0][0] = clip_x1; + vertices[2][0][1] = clip_y1; + vertices[2][2][0] = sRight; + vertices[2][2][1] = tBot; + + vertices[3][0][0] = clip_x0; + vertices[3][0][1] = clip_y1; + vertices[3][2][0] = sLeft; + vertices[3][2][1] = tBot; + + /* same for all verts: */ + for (i = 0; i < 4; i++) { + vertices[i][0][2] = z; + vertices[i][0][3] = 1.0f; + vertices[i][1][0] = color[0]; + vertices[i][1][1] = color[1]; + vertices[i][1][2] = color[2]; + vertices[i][1][3] = color[3]; + vertices[i][2][2] = 0.0; /*R*/ + vertices[i][2][3] = 1.0; /*Q*/ } + u_upload_unmap(st->uploader); + + util_draw_vertex_buffer(pipe, st->cso_context, vbuf, + cso_get_aux_vertex_buffer_slot(st->cso_context), + offset, + PIPE_PRIM_TRIANGLE_FAN, + 4, /* verts */ + 3); /* attribs/vert */ + restore_render_state(ctx); pipe_resource_reference(&vbuf, NULL);