1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
|
/**************************************************************************
*
* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
**************************************************************************/
/**
* Implementation of glDrawTex() for GL_OES_draw_tex
*/
#include "main/imports.h"
#include "main/image.h"
#include "main/macros.h"
#include "main/mfeatures.h"
#include "program/program.h"
#include "program/prog_print.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_cb_drawtex.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "pipe/p_shader_tokens.h"
#include "util/u_draw_quad.h"
#include "util/u_simple_shaders.h"
#include "cso_cache/cso_context.h"
#if FEATURE_OES_draw_texture
struct cached_shader
{
void *handle;
uint num_attribs;
uint semantic_names[2 + MAX_TEXTURE_UNITS];
uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
};
#define MAX_SHADERS (2 * MAX_TEXTURE_UNITS)
/**
* Simple linear list cache.
* Most of the time there'll only be one cached shader.
*/
static struct cached_shader CachedShaders[MAX_SHADERS];
static GLuint NumCachedShaders = 0;
static void *
lookup_shader(struct pipe_context *pipe,
uint num_attribs,
const uint *semantic_names,
const uint *semantic_indexes)
{
GLuint i, j;
/* look for existing shader with same attributes */
for (i = 0; i < NumCachedShaders; i++) {
if (CachedShaders[i].num_attribs == num_attribs) {
GLboolean match = GL_TRUE;
for (j = 0; j < num_attribs; j++) {
if (semantic_names[j] != CachedShaders[i].semantic_names[j] ||
semantic_indexes[j] != CachedShaders[i].semantic_indexes[j]) {
match = GL_FALSE;
break;
}
}
if (match)
return CachedShaders[i].handle;
}
}
/* not found - create new one now */
if (NumCachedShaders >= MAX_SHADERS) {
return NULL;
}
CachedShaders[i].num_attribs = num_attribs;
for (j = 0; j < num_attribs; j++) {
CachedShaders[i].semantic_names[j] = semantic_names[j];
CachedShaders[i].semantic_indexes[j] = semantic_indexes[j];
}
CachedShaders[i].handle =
util_make_vertex_passthrough_shader(pipe,
num_attribs,
semantic_names,
semantic_indexes);
NumCachedShaders++;
return CachedShaders[i].handle;
}
static void
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;
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];
st_validate_state(st);
/* determine if we need vertex color */
if (ctx->FragmentProgram._Current->Base.InputsRead & FRAG_BIT_COL0)
emitColor = GL_TRUE;
else
emitColor = GL_FALSE;
/* 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) {
numTexCoords++;
}
}
/* total number of attributes per vertex */
numAttribs = 1 + emitColor + numTexCoords;
/* create the vertex buffer */
vbuffer = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER,
PIPE_USAGE_STREAM,
numAttribs * 4 * 4 * sizeof(GLfloat));
/* load vertex buffer */
{
#define SET_ATTRIB(VERT, ATTR, X, Y, Z, W) \
do { \
GLuint k = (((VERT) * numAttribs + (ATTR)) * 4); \
assert(k < 4 * 4 * numAttribs); \
vbuf[k + 0] = X; \
vbuf[k + 1] = Y; \
vbuf[k + 2] = Z; \
vbuf[k + 3] = W; \
} 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);
GLuint attr;
z = CLAMP(z, 0.0f, 1.0f);
/* positions (in clip coords) */
{
const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
const GLfloat fb_width = (GLfloat)fb->Width;
const GLfloat fb_height = (GLfloat)fb->Height;
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);
SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f); /* lower left */
SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f); /* lower right */
SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f); /* upper right */
SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f); /* upper left */
semantic_names[0] = TGSI_SEMANTIC_POSITION;
semantic_indexes[0] = 0;
}
/* colors */
if (emitColor) {
const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
semantic_names[1] = TGSI_SEMANTIC_COLOR;
semantic_indexes[1] = 0;
attr = 2;
}
else {
attr = 1;
}
/* texcoords */
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
const GLfloat wt = (GLfloat) img->Width;
const GLfloat ht = (GLfloat) img->Height;
const GLfloat s0 = obj->CropRect[0] / wt;
const GLfloat t0 = obj->CropRect[1] / ht;
const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;
/*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
SET_ATTRIB(0, attr, s0, t0, 0.0f, 1.0f); /* lower left */
SET_ATTRIB(1, attr, s1, t0, 0.0f, 1.0f); /* lower right */
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_indexes[attr] = 0;
attr++;
}
}
pipe_buffer_unmap(pipe, vbuffer_transfer);
#undef SET_ATTRIB
}
cso_save_viewport(cso);
cso_save_vertex_shader(cso);
cso_save_geometry_shader(cso);
cso_save_vertex_elements(cso);
cso_save_vertex_buffers(cso);
{
void *vs = lookup_shader(pipe, numAttribs,
semantic_names, semantic_indexes);
cso_set_vertex_shader_handle(cso, vs);
}
cso_set_geometry_shader_handle(cso, NULL);
for (i = 0; i < numAttribs; i++) {
velements[i].src_offset = i * 4 * sizeof(float);
velements[i].instance_divisor = 0;
velements[i].vertex_buffer_index = 0;
velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
}
cso_set_vertex_elements(cso, numAttribs, velements);
/* viewport state: viewport matching window dims */
{
const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
const GLfloat width = (GLfloat)fb->Width;
const GLfloat height = (GLfloat)fb->Height;
struct pipe_viewport_state vp;
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, cso, vbuffer,
0, /* offset */
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
numAttribs); /* attribs/vert */
pipe_resource_reference(&vbuffer, NULL);
/* restore state */
cso_restore_viewport(cso);
cso_restore_vertex_shader(cso);
cso_restore_geometry_shader(cso);
cso_restore_vertex_elements(cso);
cso_restore_vertex_buffers(cso);
}
void
st_init_drawtex_functions(struct dd_function_table *functions)
{
functions->DrawTex = st_DrawTex;
}
/**
* Free any cached shaders
*/
void
st_destroy_drawtex(struct st_context *st)
{
GLuint i;
for (i = 0; i < NumCachedShaders; i++) {
cso_delete_vertex_shader(st->cso_context, CachedShaders[i].handle);
}
NumCachedShaders = 0;
}
#endif /* FEATURE_OES_draw_texture */
|