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