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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 #include "main/imports.h"
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 
28 #include "pipe/p_context.h"
29 #include "pipe/p_defines.h"
30 #include "util/u_inlines.h"
31 #include "pipe/p_shader_tokens.h"
32 #include "util/u_draw_quad.h"
33 #include "util/u_simple_shaders.h"
34 #include "util/u_upload_mgr.h"
35 
36 #include "cso_cache/cso_context.h"
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  * XXX This should be per-st_context state.
54  */
55 static struct cached_shader CachedShaders[MAX_SHADERS];
56 static GLuint NumCachedShaders = 0;
57 
58 
59 static void *
lookup_shader(struct pipe_context * pipe,uint num_attribs,const uint * semantic_names,const uint * semantic_indexes)60 lookup_shader(struct pipe_context *pipe,
61               uint num_attribs,
62               const uint *semantic_names,
63               const uint *semantic_indexes)
64 {
65    GLuint i, j;
66 
67    /* look for existing shader with same attributes */
68    for (i = 0; i < NumCachedShaders; i++) {
69       if (CachedShaders[i].num_attribs == num_attribs) {
70          GLboolean match = GL_TRUE;
71          for (j = 0; j < num_attribs; j++) {
72             if (semantic_names[j] != CachedShaders[i].semantic_names[j] ||
73                 semantic_indexes[j] != CachedShaders[i].semantic_indexes[j]) {
74                match = GL_FALSE;
75                break;
76             }
77          }
78          if (match)
79             return CachedShaders[i].handle;
80       }
81    }
82 
83    /* not found - create new one now */
84    if (NumCachedShaders >= MAX_SHADERS) {
85       return NULL;
86    }
87 
88    CachedShaders[i].num_attribs = num_attribs;
89    for (j = 0; j < num_attribs; j++) {
90       CachedShaders[i].semantic_names[j] = semantic_names[j];
91       CachedShaders[i].semantic_indexes[j] = semantic_indexes[j];
92    }
93 
94    CachedShaders[i].handle =
95       util_make_vertex_passthrough_shader(pipe,
96                                           num_attribs,
97                                           semantic_names,
98                                           semantic_indexes, FALSE);
99    NumCachedShaders++;
100 
101    return CachedShaders[i].handle;
102 }
103 
104 
105 static void
st_DrawTex(struct gl_context * ctx,GLfloat x,GLfloat y,GLfloat z,GLfloat width,GLfloat height)106 st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
107            GLfloat width, GLfloat height)
108 {
109    struct st_context *st = ctx->st;
110    struct pipe_context *pipe = st->pipe;
111    struct cso_context *cso = st->cso_context;
112    struct pipe_resource *vbuffer = NULL;
113    GLuint i, numTexCoords, numAttribs;
114    GLboolean emitColor;
115    uint semantic_names[2 + MAX_TEXTURE_UNITS];
116    uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
117    struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS];
118    unsigned offset;
119 
120    st_flush_bitmap_cache(st);
121    st_invalidate_readpix_cache(st);
122 
123    st_validate_state(st, ST_PIPELINE_RENDER);
124 
125    /* determine if we need vertex color */
126    if (ctx->FragmentProgram._Current->info.inputs_read & VARYING_BIT_COL0)
127       emitColor = GL_TRUE;
128    else
129       emitColor = GL_FALSE;
130 
131    /* determine how many enabled sets of texcoords */
132    numTexCoords = 0;
133    for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
134       if (ctx->Texture.Unit[i]._Current &&
135           ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
136          numTexCoords++;
137       }
138    }
139 
140    /* total number of attributes per vertex */
141    numAttribs = 1 + emitColor + numTexCoords;
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 = NULL;
157       GLuint tex_attr;
158 
159       u_upload_alloc(st->uploader, 0,
160                      numAttribs * 4 * 4 * sizeof(GLfloat), 4,
161                      &offset, &vbuffer, (void **) &vbuf);
162       if (!vbuffer) {
163          return;
164       }
165 
166       z = CLAMP(z, 0.0f, 1.0f);
167 
168       /* positions (in clip coords) */
169       {
170          const struct gl_framebuffer *fb = ctx->DrawBuffer;
171          const GLfloat fb_width = (GLfloat)_mesa_geometric_width(fb);
172          const GLfloat fb_height = (GLfloat)_mesa_geometric_height(fb);
173 
174          const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
175          const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
176          const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
177          const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
178 
179          SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f);   /* lower left */
180          SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f);   /* lower right */
181          SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f);   /* upper right */
182          SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f);   /* upper left */
183 
184          semantic_names[0] = TGSI_SEMANTIC_POSITION;
185          semantic_indexes[0] = 0;
186       }
187 
188       /* colors */
189       if (emitColor) {
190          const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
191          SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
192          SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
193          SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
194          SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
195          semantic_names[1] = TGSI_SEMANTIC_COLOR;
196          semantic_indexes[1] = 0;
197          tex_attr = 2;
198       }
199       else {
200          tex_attr = 1;
201       }
202 
203       /* texcoords */
204       for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
205          if (ctx->Texture.Unit[i]._Current &&
206              ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
207             struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
208             const struct gl_texture_image *img = _mesa_base_tex_image(obj);
209             const GLfloat wt = (GLfloat) img->Width;
210             const GLfloat ht = (GLfloat) img->Height;
211             const GLfloat s0 = obj->CropRect[0] / wt;
212             const GLfloat t0 = obj->CropRect[1] / ht;
213             const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
214             const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;
215 
216             /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
217             SET_ATTRIB(0, tex_attr, s0, t0, 0.0f, 1.0f);  /* lower left */
218             SET_ATTRIB(1, tex_attr, s1, t0, 0.0f, 1.0f);  /* lower right */
219             SET_ATTRIB(2, tex_attr, s1, t1, 0.0f, 1.0f);  /* upper right */
220             SET_ATTRIB(3, tex_attr, s0, t1, 0.0f, 1.0f);  /* upper left */
221 
222             semantic_names[tex_attr] = st->needs_texcoord_semantic ?
223                TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC;
224             /* XXX: should this use semantic index i instead of 0 ? */
225             semantic_indexes[tex_attr] = 0;
226 
227             tex_attr++;
228          }
229       }
230 
231       u_upload_unmap(st->uploader);
232 
233 #undef SET_ATTRIB
234    }
235 
236    cso_save_state(cso, (CSO_BIT_VIEWPORT |
237                         CSO_BIT_STREAM_OUTPUTS |
238                         CSO_BIT_VERTEX_SHADER |
239                         CSO_BIT_TESSCTRL_SHADER |
240                         CSO_BIT_TESSEVAL_SHADER |
241                         CSO_BIT_GEOMETRY_SHADER |
242                         CSO_BIT_VERTEX_ELEMENTS |
243                         CSO_BIT_AUX_VERTEX_BUFFER_SLOT));
244 
245    {
246       void *vs = lookup_shader(pipe, numAttribs,
247                                semantic_names, semantic_indexes);
248       cso_set_vertex_shader_handle(cso, vs);
249    }
250    cso_set_tessctrl_shader_handle(cso, NULL);
251    cso_set_tesseval_shader_handle(cso, NULL);
252    cso_set_geometry_shader_handle(cso, NULL);
253 
254    for (i = 0; i < numAttribs; i++) {
255       velements[i].src_offset = i * 4 * sizeof(float);
256       velements[i].instance_divisor = 0;
257       velements[i].vertex_buffer_index = 0;
258       velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
259    }
260    cso_set_vertex_elements(cso, numAttribs, velements);
261    cso_set_stream_outputs(cso, 0, NULL, NULL);
262 
263    /* viewport state: viewport matching window dims */
264    {
265       const struct gl_framebuffer *fb = ctx->DrawBuffer;
266       const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
267       const GLfloat width = (GLfloat)_mesa_geometric_width(fb);
268       const GLfloat height = (GLfloat)_mesa_geometric_height(fb);
269       struct pipe_viewport_state vp;
270       vp.scale[0] =  0.5f * width;
271       vp.scale[1] = height * (invert ? -0.5f : 0.5f);
272       vp.scale[2] = 1.0f;
273       vp.translate[0] = 0.5f * width;
274       vp.translate[1] = 0.5f * height;
275       vp.translate[2] = 0.0f;
276       cso_set_viewport(cso, &vp);
277    }
278 
279    util_draw_vertex_buffer(pipe, cso, vbuffer,
280 			   cso_get_aux_vertex_buffer_slot(cso),
281                            offset,  /* offset */
282                            PIPE_PRIM_TRIANGLE_FAN,
283                            4,  /* verts */
284                            numAttribs); /* attribs/vert */
285 
286    pipe_resource_reference(&vbuffer, NULL);
287 
288    /* restore state */
289    cso_restore_state(cso);
290 }
291 
292 
293 void
st_init_drawtex_functions(struct dd_function_table * functions)294 st_init_drawtex_functions(struct dd_function_table *functions)
295 {
296    functions->DrawTex = st_DrawTex;
297 }
298 
299 
300 /**
301  * Free any cached shaders
302  */
303 void
st_destroy_drawtex(struct st_context * st)304 st_destroy_drawtex(struct st_context *st)
305 {
306    GLuint i;
307    for (i = 0; i < NumCachedShaders; i++) {
308       cso_delete_vertex_shader(st->cso_context, CachedShaders[i].handle);
309    }
310    NumCachedShaders = 0;
311 }
312