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