Merge branch 'mesa_7_7_branch'
[mesa.git] / src / mesa / es / state_tracker / st_cb_drawtex.c
1 /**************************************************************************
2 *
3 * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 **************************************************************************/
7
8
9 /**
10 * Implementation of glDrawTex() for GL_OES_draw_tex
11 */
12
13
14
15 #include "main/imports.h"
16 #include "main/image.h"
17 #include "main/bufferobj.h"
18 #include "main/drawtex.h"
19 #include "main/macros.h"
20 #include "main/state.h"
21 #include "main/texformat.h"
22 #include "shader/program.h"
23 #include "shader/prog_parameter.h"
24 #include "shader/prog_print.h"
25
26 #include "st_context.h"
27 #include "st_atom.h"
28 #include "st_atom_constbuf.h"
29 #include "st_draw.h"
30 #include "st_cb_drawtex.h"
31
32 #include "pipe/p_context.h"
33 #include "pipe/p_defines.h"
34 #include "pipe/p_inlines.h"
35 #include "pipe/p_shader_tokens.h"
36 #include "util/u_tile.h"
37 #include "util/u_draw_quad.h"
38 #include "util/u_simple_shaders.h"
39
40 #include "cso_cache/cso_context.h"
41
42
43 struct cached_shader
44 {
45 //struct pipe_shader_state shader;
46 void *handle;
47
48 uint num_attribs;
49 uint semantic_names[2 + MAX_TEXTURE_UNITS];
50 uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
51 };
52
53 #define MAX_SHADERS (2 * MAX_TEXTURE_UNITS)
54
55 /**
56 * Simple linear list cache.
57 * Most of the time there'll only be one cached shader.
58 */
59 static struct cached_shader CachedShaders[MAX_SHADERS];
60 static GLuint NumCachedShaders = 0;
61
62
63 #if FEATURE_OES_draw_texture
64
65
66 static void *
67 lookup_shader(struct pipe_context *pipe,
68 uint num_attribs,
69 const uint *semantic_names,
70 const uint *semantic_indexes)
71 {
72 GLuint i, j;
73
74 /* look for existing shader with same attributes */
75 for (i = 0; i < NumCachedShaders; i++) {
76 if (CachedShaders[i].num_attribs == num_attribs) {
77 GLboolean match = GL_TRUE;
78 for (j = 0; j < num_attribs; j++) {
79 if (semantic_names[j] != CachedShaders[i].semantic_names[j] ||
80 semantic_indexes[j] != CachedShaders[i].semantic_indexes[j]) {
81 match = GL_FALSE;
82 break;
83 }
84 }
85 if (match)
86 return CachedShaders[i].handle;
87 }
88 }
89
90 /* not found - create new one now */
91 if (NumCachedShaders >= MAX_SHADERS) {
92 return NULL;
93 }
94
95 CachedShaders[i].num_attribs = num_attribs;
96 for (j = 0; j < num_attribs; j++) {
97 CachedShaders[i].semantic_names[j] = semantic_names[j];
98 CachedShaders[i].semantic_indexes[j] = semantic_indexes[j];
99 }
100
101 CachedShaders[i].handle =
102 util_make_vertex_passthrough_shader(pipe,
103 num_attribs,
104 semantic_names,
105 semantic_indexes);
106 NumCachedShaders++;
107
108 return CachedShaders[i].handle;
109 }
110
111 static void
112 st_DrawTex(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z,
113 GLfloat width, GLfloat height)
114 {
115 struct st_context *st = ctx->st;
116 struct pipe_context *pipe = st->pipe;
117 struct cso_context *cso = ctx->st->cso_context;
118 struct pipe_buffer *vbuffer;
119 GLuint i, numTexCoords, numAttribs;
120 GLboolean emitColor;
121 uint semantic_names[2 + MAX_TEXTURE_UNITS];
122 uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
123 GLbitfield inputs = VERT_BIT_POS;
124
125 /* determine if we need vertex color */
126 if (ctx->FragmentProgram._Current->Base.InputsRead & FRAG_BIT_COL0)
127 emitColor = GL_TRUE;
128 else
129 emitColor = GL_FALSE;
130
131 /* determine how many enabled sets of texcoords */
132 numTexCoords = 0;
133 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
134 if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
135 inputs |= VERT_BIT_TEX(i);
136 numTexCoords++;
137 }
138 }
139
140 /* total number of attributes per vertex */
141 numAttribs = 1 + emitColor + numTexCoords;
142
143
144 /* create the vertex buffer */
145 vbuffer = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
146 numAttribs * 4 * 4 * sizeof(GLfloat));
147
148 /* load vertex buffer */
149 {
150 #define SET_ATTRIB(VERT, ATTR, X, Y, Z, W) \
151 do { \
152 GLuint k = (((VERT) * numAttribs + (ATTR)) * 4); \
153 assert(k < 4 * 4 * numAttribs); \
154 vbuf[k + 0] = X; \
155 vbuf[k + 1] = Y; \
156 vbuf[k + 2] = Z; \
157 vbuf[k + 3] = W; \
158 } while (0)
159
160 const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
161 GLfloat *vbuf = (GLfloat *) pipe_buffer_map(pipe->screen, vbuffer,
162 PIPE_BUFFER_USAGE_CPU_WRITE);
163 GLuint attr;
164
165 z = CLAMP(z, 0.0f, 1.0f);
166
167 /* positions (in clip coords) */
168 {
169 const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
170 const GLfloat fb_width = (GLfloat)fb->Width;
171 const GLfloat fb_height = (GLfloat)fb->Height;
172
173 const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
174 const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
175 const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
176 const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
177
178 SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f); /* lower left */
179 SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f); /* lower right */
180 SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f); /* upper right */
181 SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f); /* upper left */
182
183 semantic_names[0] = TGSI_SEMANTIC_POSITION;
184 semantic_indexes[0] = 0;
185 }
186
187 /* colors */
188 if (emitColor) {
189 const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
190 SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
191 SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
192 SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
193 SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
194 semantic_names[1] = TGSI_SEMANTIC_COLOR;
195 semantic_indexes[1] = 0;
196 attr = 2;
197 }
198 else {
199 attr = 1;
200 }
201
202 /* texcoords */
203 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
204 if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
205 struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
206 struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
207 const GLfloat wt = (GLfloat) img->Width;
208 const GLfloat ht = (GLfloat) img->Height;
209 const GLfloat s0 = obj->CropRect[0] / wt;
210 const GLfloat t0 = obj->CropRect[1] / ht;
211 const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
212 const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;
213
214 /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
215 SET_ATTRIB(0, attr, s0, t0, 0.0f, 1.0f); /* lower left */
216 SET_ATTRIB(1, attr, s1, t0, 0.0f, 1.0f); /* lower right */
217 SET_ATTRIB(2, attr, s1, t1, 0.0f, 1.0f); /* upper right */
218 SET_ATTRIB(3, attr, s0, t1, 0.0f, 1.0f); /* upper left */
219
220 semantic_names[attr] = TGSI_SEMANTIC_GENERIC;
221 semantic_indexes[attr] = 0;
222
223 attr++;
224 }
225 }
226
227 pipe_buffer_unmap(pipe->screen, vbuffer);
228
229 #undef SET_ATTRIB
230 }
231
232
233 cso_save_viewport(cso);
234 cso_save_vertex_shader(cso);
235
236 {
237 void *vs = lookup_shader(pipe, numAttribs,
238 semantic_names, semantic_indexes);
239 cso_set_vertex_shader_handle(cso, vs);
240 }
241
242 /* viewport state: viewport matching window dims */
243 {
244 const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
245 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
246 const GLfloat width = (GLfloat)fb->Width;
247 const GLfloat height = (GLfloat)fb->Height;
248 struct pipe_viewport_state vp;
249 vp.scale[0] = 0.5f * width;
250 vp.scale[1] = height * (invert ? -0.5f : 0.5f);
251 vp.scale[2] = 1.0f;
252 vp.scale[3] = 1.0f;
253 vp.translate[0] = 0.5f * width;
254 vp.translate[1] = 0.5f * height;
255 vp.translate[2] = 0.0f;
256 vp.translate[3] = 0.0f;
257 cso_set_viewport(cso, &vp);
258 }
259
260
261 util_draw_vertex_buffer(pipe, vbuffer,
262 0, /* offset */
263 PIPE_PRIM_TRIANGLE_FAN,
264 4, /* verts */
265 numAttribs); /* attribs/vert */
266
267
268 pipe_buffer_reference(&vbuffer, NULL);
269
270 /* restore state */
271 cso_restore_viewport(cso);
272 cso_restore_vertex_shader(cso);
273 }
274
275
276 #endif /* FEATURE_OES_draw_texture */
277
278
279 void
280 st_init_drawtex_functions(struct dd_function_table *functions)
281 {
282 _MESA_INIT_DRAWTEX_FUNCTIONS(functions, st_);
283 }
284
285
286 /**
287 * Free any cached shaders
288 */
289 void
290 st_destroy_drawtex(struct st_context *st)
291 {
292 GLuint i;
293 for (i = 0; i < NumCachedShaders; i++) {
294 cso_delete_vertex_shader(st->cso_context, CachedShaders[i].handle);
295 }
296 NumCachedShaders = 0;
297 }