Merge remote branch 'origin/master' into lp-setup-llvm
[mesa.git] / src / mesa / 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/macros.h"
18 #include "program/program.h"
19 #include "program/prog_print.h"
20
21 #include "st_context.h"
22 #include "st_atom.h"
23 #include "st_cb_drawtex.h"
24
25 #include "pipe/p_context.h"
26 #include "pipe/p_defines.h"
27 #include "util/u_inlines.h"
28 #include "pipe/p_shader_tokens.h"
29 #include "util/u_draw_quad.h"
30 #include "util/u_simple_shaders.h"
31
32 #include "cso_cache/cso_context.h"
33
34
35 #if FEATURE_OES_draw_texture
36
37
38 struct cached_shader
39 {
40 void *handle;
41
42 uint num_attribs;
43 uint semantic_names[2 + MAX_TEXTURE_UNITS];
44 uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
45 };
46
47 #define MAX_SHADERS (2 * MAX_TEXTURE_UNITS)
48
49 /**
50 * Simple linear list cache.
51 * Most of the time there'll only be one cached shader.
52 */
53 static struct cached_shader CachedShaders[MAX_SHADERS];
54 static GLuint NumCachedShaders = 0;
55
56
57 static void *
58 lookup_shader(struct pipe_context *pipe,
59 uint num_attribs,
60 const uint *semantic_names,
61 const uint *semantic_indexes)
62 {
63 GLuint i, j;
64
65 /* look for existing shader with same attributes */
66 for (i = 0; i < NumCachedShaders; i++) {
67 if (CachedShaders[i].num_attribs == num_attribs) {
68 GLboolean match = GL_TRUE;
69 for (j = 0; j < num_attribs; j++) {
70 if (semantic_names[j] != CachedShaders[i].semantic_names[j] ||
71 semantic_indexes[j] != CachedShaders[i].semantic_indexes[j]) {
72 match = GL_FALSE;
73 break;
74 }
75 }
76 if (match)
77 return CachedShaders[i].handle;
78 }
79 }
80
81 /* not found - create new one now */
82 if (NumCachedShaders >= MAX_SHADERS) {
83 return NULL;
84 }
85
86 CachedShaders[i].num_attribs = num_attribs;
87 for (j = 0; j < num_attribs; j++) {
88 CachedShaders[i].semantic_names[j] = semantic_names[j];
89 CachedShaders[i].semantic_indexes[j] = semantic_indexes[j];
90 }
91
92 CachedShaders[i].handle =
93 util_make_vertex_passthrough_shader(pipe,
94 num_attribs,
95 semantic_names,
96 semantic_indexes);
97 NumCachedShaders++;
98
99 return CachedShaders[i].handle;
100 }
101
102 static void
103 st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
104 GLfloat width, GLfloat height)
105 {
106 struct st_context *st = ctx->st;
107 struct pipe_context *pipe = st->pipe;
108 struct cso_context *cso = ctx->st->cso_context;
109 struct pipe_resource *vbuffer;
110 struct pipe_transfer *vbuffer_transfer;
111 GLuint i, numTexCoords, numAttribs;
112 GLboolean emitColor;
113 uint semantic_names[2 + MAX_TEXTURE_UNITS];
114 uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
115 struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS];
116 GLbitfield inputs = VERT_BIT_POS;
117
118 st_validate_state(st);
119
120 /* determine if we need vertex color */
121 if (ctx->FragmentProgram._Current->Base.InputsRead & FRAG_BIT_COL0)
122 emitColor = GL_TRUE;
123 else
124 emitColor = GL_FALSE;
125
126 /* determine how many enabled sets of texcoords */
127 numTexCoords = 0;
128 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
129 if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
130 inputs |= VERT_BIT_TEX(i);
131 numTexCoords++;
132 }
133 }
134
135 /* total number of attributes per vertex */
136 numAttribs = 1 + emitColor + numTexCoords;
137
138
139 /* create the vertex buffer */
140 vbuffer = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER,
141 numAttribs * 4 * 4 * sizeof(GLfloat));
142
143 /* load vertex buffer */
144 {
145 #define SET_ATTRIB(VERT, ATTR, X, Y, Z, W) \
146 do { \
147 GLuint k = (((VERT) * numAttribs + (ATTR)) * 4); \
148 assert(k < 4 * 4 * numAttribs); \
149 vbuf[k + 0] = X; \
150 vbuf[k + 1] = Y; \
151 vbuf[k + 2] = Z; \
152 vbuf[k + 3] = W; \
153 } while (0)
154
155 const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
156 GLfloat *vbuf = (GLfloat *) pipe_buffer_map(pipe, vbuffer,
157 PIPE_TRANSFER_WRITE,
158 &vbuffer_transfer);
159 GLuint attr;
160
161 z = CLAMP(z, 0.0f, 1.0f);
162
163 /* positions (in clip coords) */
164 {
165 const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
166 const GLfloat fb_width = (GLfloat)fb->Width;
167 const GLfloat fb_height = (GLfloat)fb->Height;
168
169 const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
170 const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
171 const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
172 const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
173
174 SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f); /* lower left */
175 SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f); /* lower right */
176 SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f); /* upper right */
177 SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f); /* upper left */
178
179 semantic_names[0] = TGSI_SEMANTIC_POSITION;
180 semantic_indexes[0] = 0;
181 }
182
183 /* colors */
184 if (emitColor) {
185 const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
186 SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
187 SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
188 SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
189 SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
190 semantic_names[1] = TGSI_SEMANTIC_COLOR;
191 semantic_indexes[1] = 0;
192 attr = 2;
193 }
194 else {
195 attr = 1;
196 }
197
198 /* texcoords */
199 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
200 if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
201 struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
202 struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
203 const GLfloat wt = (GLfloat) img->Width;
204 const GLfloat ht = (GLfloat) img->Height;
205 const GLfloat s0 = obj->CropRect[0] / wt;
206 const GLfloat t0 = obj->CropRect[1] / ht;
207 const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
208 const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;
209
210 /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
211 SET_ATTRIB(0, attr, s0, t0, 0.0f, 1.0f); /* lower left */
212 SET_ATTRIB(1, attr, s1, t0, 0.0f, 1.0f); /* lower right */
213 SET_ATTRIB(2, attr, s1, t1, 0.0f, 1.0f); /* upper right */
214 SET_ATTRIB(3, attr, s0, t1, 0.0f, 1.0f); /* upper left */
215
216 semantic_names[attr] = TGSI_SEMANTIC_GENERIC;
217 semantic_indexes[attr] = 0;
218
219 attr++;
220 }
221 }
222
223 pipe_buffer_unmap(pipe, vbuffer, vbuffer_transfer);
224
225 #undef SET_ATTRIB
226 }
227
228
229 cso_save_viewport(cso);
230 cso_save_vertex_shader(cso);
231 cso_save_vertex_elements(cso);
232
233 {
234 void *vs = lookup_shader(pipe, numAttribs,
235 semantic_names, semantic_indexes);
236 cso_set_vertex_shader_handle(cso, vs);
237 }
238
239 for (i = 0; i < numAttribs; i++) {
240 velements[i].src_offset = i * 4 * sizeof(float);
241 velements[i].instance_divisor = 0;
242 velements[i].vertex_buffer_index = 0;
243 velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
244 }
245 cso_set_vertex_elements(cso, numAttribs, velements);
246
247 /* viewport state: viewport matching window dims */
248 {
249 const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
250 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
251 const GLfloat width = (GLfloat)fb->Width;
252 const GLfloat height = (GLfloat)fb->Height;
253 struct pipe_viewport_state vp;
254 vp.scale[0] = 0.5f * width;
255 vp.scale[1] = height * (invert ? -0.5f : 0.5f);
256 vp.scale[2] = 1.0f;
257 vp.scale[3] = 1.0f;
258 vp.translate[0] = 0.5f * width;
259 vp.translate[1] = 0.5f * height;
260 vp.translate[2] = 0.0f;
261 vp.translate[3] = 0.0f;
262 cso_set_viewport(cso, &vp);
263 }
264
265
266 util_draw_vertex_buffer(pipe, vbuffer,
267 0, /* offset */
268 PIPE_PRIM_TRIANGLE_FAN,
269 4, /* verts */
270 numAttribs); /* attribs/vert */
271
272
273 pipe_resource_reference(&vbuffer, NULL);
274
275 /* restore state */
276 cso_restore_viewport(cso);
277 cso_restore_vertex_shader(cso);
278 cso_restore_vertex_elements(cso);
279 }
280
281
282 void
283 st_init_drawtex_functions(struct dd_function_table *functions)
284 {
285 functions->DrawTex = st_DrawTex;
286 }
287
288
289 /**
290 * Free any cached shaders
291 */
292 void
293 st_destroy_drawtex(struct st_context *st)
294 {
295 GLuint i;
296 for (i = 0; i < NumCachedShaders; i++) {
297 cso_delete_vertex_shader(st->cso_context, CachedShaders[i].handle);
298 }
299 NumCachedShaders = 0;
300 }
301
302
303 #endif /* FEATURE_OES_draw_texture */