1 /**************************************************************************
2 *
3 * Copyright 2008 VMware, Inc.
4 * All Rights Reserved.
5 *
6 **************************************************************************/
7
8
9 /**
10 * Implementation of glDrawTex() for GL_OES_draw_tex
11 */
12
13
14
15
16 #include "main/image.h"
17 #include "main/macros.h"
18 #include "main/teximage.h"
19 #include "main/framebuffer.h"
20 #include "program/program.h"
21 #include "program/prog_print.h"
22
23 #include "st_context.h"
24 #include "st_atom.h"
25 #include "st_cb_bitmap.h"
26 #include "st_cb_drawtex.h"
27 #include "st_nir.h"
28 #include "st_util.h"
29
30 #include "pipe/p_context.h"
31 #include "pipe/p_defines.h"
32 #include "util/u_inlines.h"
33 #include "pipe/p_shader_tokens.h"
34 #include "util/u_draw_quad.h"
35 #include "util/u_simple_shaders.h"
36 #include "util/u_upload_mgr.h"
37
38 #include "cso_cache/cso_context.h"
39
40
41 struct cached_shader
42 {
43 void *handle;
44
45 uint num_attribs;
46 gl_varying_slot slots[2 + MAX_TEXTURE_UNITS];
47 };
48
49 #define MAX_SHADERS (2 * MAX_TEXTURE_UNITS)
50
51 /**
52 * Simple linear list cache.
53 * Most of the time there'll only be one cached shader.
54 * XXX This should be per-st_context state.
55 */
56 static struct cached_shader CachedShaders[MAX_SHADERS];
57 static GLuint NumCachedShaders = 0;
58
59 static gl_vert_attrib
slot_to_vert_attrib(gl_varying_slot slot)60 slot_to_vert_attrib(gl_varying_slot slot)
61 {
62 switch (slot) {
63 case VARYING_SLOT_POS:
64 return VERT_ATTRIB_POS;
65 case VARYING_SLOT_COL0:
66 return VERT_ATTRIB_COLOR0;
67 case VARYING_SLOT_VAR0:
68 case VARYING_SLOT_TEX0:
69 return VERT_ATTRIB_GENERIC0;
70 default:
71 unreachable("unhandled slot");
72 }
73 }
74
75 static void *
lookup_shader(struct st_context * st,uint num_attribs,const gl_varying_slot * slots)76 lookup_shader(struct st_context *st,
77 uint num_attribs,
78 const gl_varying_slot *slots)
79 {
80 GLuint i, j;
81
82 /* look for existing shader with same attributes */
83 for (i = 0; i < NumCachedShaders; i++) {
84 if (CachedShaders[i].num_attribs == num_attribs) {
85 GLboolean match = GL_TRUE;
86 for (j = 0; j < num_attribs; j++) {
87 if (slots[j] != CachedShaders[i].slots[j]) {
88 match = GL_FALSE;
89 break;
90 }
91 }
92 if (match)
93 return CachedShaders[i].handle;
94 }
95 }
96
97 /* not found - create new one now */
98 if (NumCachedShaders >= MAX_SHADERS) {
99 return NULL;
100 }
101
102 CachedShaders[i].num_attribs = num_attribs;
103 for (j = 0; j < num_attribs; j++)
104 CachedShaders[i].slots[j] = slots[j];
105
106 unsigned inputs[2 + MAX_TEXTURE_UNITS];
107
108 for (int j = 0; j < num_attribs; j++) {
109 inputs[j] = slot_to_vert_attrib(slots[j]);
110 }
111
112 CachedShaders[i].handle =
113 st_nir_make_passthrough_shader(st, "st/drawtex VS",
114 MESA_SHADER_VERTEX,
115 num_attribs, inputs,
116 slots, NULL, 0);
117
118 NumCachedShaders++;
119
120 return CachedShaders[i].handle;
121 }
122
123
124 void
st_DrawTex(struct gl_context * ctx,GLfloat x,GLfloat y,GLfloat z,GLfloat width,GLfloat height)125 st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
126 GLfloat width, GLfloat height)
127 {
128 struct st_context *st = ctx->st;
129 struct pipe_context *pipe = st->pipe;
130 struct cso_context *cso = st->cso_context;
131 struct pipe_resource *vbuffer = NULL;
132 GLuint i, numTexCoords, numAttribs;
133 GLboolean emitColor;
134 gl_varying_slot slots[2 + MAX_TEXTURE_UNITS];
135 struct cso_velems_state velems;
136 unsigned offset;
137
138 st_flush_bitmap_cache(st);
139 st_invalidate_readpix_cache(st);
140
141 st_validate_state(st, ST_PIPELINE_META_STATE_MASK);
142
143 /* determine if we need vertex color */
144 if (ctx->FragmentProgram._Current->info.inputs_read & VARYING_BIT_COL0)
145 emitColor = GL_TRUE;
146 else
147 emitColor = GL_FALSE;
148
149 /* determine how many enabled sets of texcoords */
150 numTexCoords = 0;
151 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
152 if (ctx->Texture.Unit[i]._Current &&
153 ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
154 numTexCoords++;
155 }
156 }
157
158 /* total number of attributes per vertex */
159 numAttribs = 1 + emitColor + numTexCoords;
160
161 /* load vertex buffer */
162 {
163 #define SET_ATTRIB(VERT, ATTR, X, Y, Z, W) \
164 do { \
165 GLuint k = (((VERT) * numAttribs + (ATTR)) * 4); \
166 assert(k < 4 * 4 * numAttribs); \
167 vbuf[k + 0] = X; \
168 vbuf[k + 1] = Y; \
169 vbuf[k + 2] = Z; \
170 vbuf[k + 3] = W; \
171 } while (0)
172
173 const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
174 GLfloat *vbuf = NULL;
175 GLuint tex_attr;
176
177 u_upload_alloc(pipe->stream_uploader, 0,
178 numAttribs * 4 * 4 * sizeof(GLfloat), 4,
179 &offset, &vbuffer, (void **) &vbuf);
180 if (!vbuffer) {
181 return;
182 }
183
184 z = SATURATE(z);
185
186 /* positions (in clip coords) */
187 {
188 const struct gl_framebuffer *fb = ctx->DrawBuffer;
189 const GLfloat fb_width = (GLfloat)_mesa_geometric_width(fb);
190 const GLfloat fb_height = (GLfloat)_mesa_geometric_height(fb);
191
192 const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
193 const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
194 const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
195 const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
196
197 SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f); /* lower left */
198 SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f); /* lower right */
199 SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f); /* upper right */
200 SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f); /* upper left */
201
202 slots[0] = VARYING_SLOT_POS;
203 }
204
205 /* colors */
206 if (emitColor) {
207 const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
208 SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
209 SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
210 SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
211 SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
212 slots[1] = VARYING_SLOT_COL0;
213 tex_attr = 2;
214 }
215 else {
216 tex_attr = 1;
217 }
218
219 /* texcoords */
220 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
221 if (ctx->Texture.Unit[i]._Current &&
222 ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
223 struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
224 const struct gl_texture_image *img = _mesa_base_tex_image(obj);
225 const GLfloat wt = (GLfloat) img->Width;
226 const GLfloat ht = (GLfloat) img->Height;
227 const GLfloat s0 = obj->CropRect[0] / wt;
228 const GLfloat t0 = obj->CropRect[1] / ht;
229 const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
230 const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;
231
232 /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
233 SET_ATTRIB(0, tex_attr, s0, t0, 0.0f, 1.0f); /* lower left */
234 SET_ATTRIB(1, tex_attr, s1, t0, 0.0f, 1.0f); /* lower right */
235 SET_ATTRIB(2, tex_attr, s1, t1, 0.0f, 1.0f); /* upper right */
236 SET_ATTRIB(3, tex_attr, s0, t1, 0.0f, 1.0f); /* upper left */
237
238 slots[tex_attr] = st->needs_texcoord_semantic ?
239 VARYING_SLOT_TEX0 : VARYING_SLOT_VAR0;
240
241 tex_attr++;
242 }
243 }
244
245 u_upload_unmap(pipe->stream_uploader);
246
247 #undef SET_ATTRIB
248 }
249
250 cso_save_state(cso, (CSO_BIT_VIEWPORT |
251 CSO_BIT_STREAM_OUTPUTS |
252 CSO_BIT_VERTEX_SHADER |
253 CSO_BIT_TESSCTRL_SHADER |
254 CSO_BIT_TESSEVAL_SHADER |
255 CSO_BIT_GEOMETRY_SHADER |
256 CSO_BIT_VERTEX_ELEMENTS));
257
258 {
259 void *vs = lookup_shader(st, numAttribs, slots);
260 cso_set_vertex_shader_handle(cso, vs);
261 }
262 cso_set_tessctrl_shader_handle(cso, NULL);
263 cso_set_tesseval_shader_handle(cso, NULL);
264 cso_set_geometry_shader_handle(cso, NULL);
265
266 for (i = 0; i < numAttribs; i++) {
267 velems.velems[i].src_offset = i * 4 * sizeof(float);
268 velems.velems[i].instance_divisor = 0;
269 velems.velems[i].vertex_buffer_index = 0;
270 velems.velems[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
271 velems.velems[i].dual_slot = false;
272 velems.velems[i].src_stride = numAttribs * 4 * sizeof(float);
273 }
274 velems.count = numAttribs;
275
276 cso_set_vertex_elements(cso, &velems);
277 cso_set_stream_outputs(cso, 0, NULL, NULL);
278
279 /* viewport state: viewport matching window dims */
280 {
281 const struct gl_framebuffer *fb = ctx->DrawBuffer;
282 const GLboolean invert = (_mesa_fb_orientation(fb) == Y_0_TOP);
283 const GLfloat width = (GLfloat)_mesa_geometric_width(fb);
284 const GLfloat height = (GLfloat)_mesa_geometric_height(fb);
285 struct pipe_viewport_state vp;
286 vp.scale[0] = 0.5f * width;
287 vp.scale[1] = height * (invert ? -0.5f : 0.5f);
288 vp.scale[2] = 1.0f;
289 vp.translate[0] = 0.5f * width;
290 vp.translate[1] = 0.5f * height;
291 vp.translate[2] = 0.0f;
292 vp.swizzle_x = PIPE_VIEWPORT_SWIZZLE_POSITIVE_X;
293 vp.swizzle_y = PIPE_VIEWPORT_SWIZZLE_POSITIVE_Y;
294 vp.swizzle_z = PIPE_VIEWPORT_SWIZZLE_POSITIVE_Z;
295 vp.swizzle_w = PIPE_VIEWPORT_SWIZZLE_POSITIVE_W;
296 cso_set_viewport(cso, &vp);
297 }
298
299 util_draw_vertex_buffer(pipe, cso, vbuffer,
300 offset, true,
301 MESA_PRIM_TRIANGLE_FAN,
302 4, /* verts */
303 numAttribs); /* attribs/vert */
304
305 /* restore state */
306 cso_restore_state(cso, 0);
307 ctx->Array.NewVertexElements = true;
308 ctx->NewDriverState |= ST_NEW_VERTEX_ARRAYS;
309 }
310
311 /**
312 * Free any cached shaders
313 */
314 void
st_destroy_drawtex(struct st_context * st)315 st_destroy_drawtex(struct st_context *st)
316 {
317 GLuint i;
318 for (i = 0; i < NumCachedShaders; i++) {
319 st->pipe->delete_vs_state(st->pipe, CachedShaders[i].handle);
320 }
321 NumCachedShaders = 0;
322 }
323