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/macros.h"
18 #include "main/mfeatures.h"
19 #include "program/program.h"
20 #include "program/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 #include "util/u_upload_mgr.h"
33 
34 #include "cso_cache/cso_context.h"
35 
36 
37 #if FEATURE_OES_draw_texture
38 
39 
40 struct cached_shader
41 {
42    void *handle;
43 
44    uint num_attribs;
45    uint semantic_names[2 + MAX_TEXTURE_UNITS];
46    uint semantic_indexes[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  */
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);
99    NumCachedShaders++;
100 
101    return CachedShaders[i].handle;
102 }
103 
104 static void
st_DrawTex(struct gl_context * ctx,GLfloat x,GLfloat y,GLfloat z,GLfloat width,GLfloat height)105 st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
106            GLfloat width, GLfloat height)
107 {
108    struct st_context *st = ctx->st;
109    struct pipe_context *pipe = st->pipe;
110    struct cso_context *cso = ctx->st->cso_context;
111    struct pipe_resource *vbuffer = NULL;
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    unsigned offset;
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          numTexCoords++;
132       }
133    }
134 
135    /* total number of attributes per vertex */
136    numAttribs = 1 + emitColor + numTexCoords;
137 
138    /* load vertex buffer */
139    {
140 #define SET_ATTRIB(VERT, ATTR, X, Y, Z, W)                              \
141       do {                                                              \
142          GLuint k = (((VERT) * numAttribs + (ATTR)) * 4);               \
143          assert(k < 4 * 4 * numAttribs);                                \
144          vbuf[k + 0] = X;                                               \
145          vbuf[k + 1] = Y;                                               \
146          vbuf[k + 2] = Z;                                               \
147          vbuf[k + 3] = W;                                               \
148       } while (0)
149 
150       const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
151       GLfloat *vbuf = NULL;
152       GLuint attr;
153 
154       if (u_upload_alloc(st->uploader, 0,
155                          numAttribs * 4 * 4 * sizeof(GLfloat),
156                          &offset, &vbuffer, (void **) &vbuf) != PIPE_OK) {
157          return;
158       }
159 
160       z = CLAMP(z, 0.0f, 1.0f);
161 
162       /* positions (in clip coords) */
163       {
164          const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
165          const GLfloat fb_width = (GLfloat)fb->Width;
166          const GLfloat fb_height = (GLfloat)fb->Height;
167 
168          const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
169          const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
170          const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
171          const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
172 
173          SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f);   /* lower left */
174          SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f);   /* lower right */
175          SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f);   /* upper right */
176          SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f);   /* upper left */
177 
178          semantic_names[0] = TGSI_SEMANTIC_POSITION;
179          semantic_indexes[0] = 0;
180       }
181 
182       /* colors */
183       if (emitColor) {
184          const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
185          SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
186          SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
187          SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
188          SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
189          semantic_names[1] = TGSI_SEMANTIC_COLOR;
190          semantic_indexes[1] = 0;
191          attr = 2;
192       }
193       else {
194          attr = 1;
195       }
196 
197       /* texcoords */
198       for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
199          if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
200             struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
201             struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
202             const GLfloat wt = (GLfloat) img->Width;
203             const GLfloat ht = (GLfloat) img->Height;
204             const GLfloat s0 = obj->CropRect[0] / wt;
205             const GLfloat t0 = obj->CropRect[1] / ht;
206             const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
207             const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;
208 
209             /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
210             SET_ATTRIB(0, attr, s0, t0, 0.0f, 1.0f);  /* lower left */
211             SET_ATTRIB(1, attr, s1, t0, 0.0f, 1.0f);  /* lower right */
212             SET_ATTRIB(2, attr, s1, t1, 0.0f, 1.0f);  /* upper right */
213             SET_ATTRIB(3, attr, s0, t1, 0.0f, 1.0f);  /* upper left */
214 
215             semantic_names[attr] = TGSI_SEMANTIC_GENERIC;
216             semantic_indexes[attr] = 0;
217 
218             attr++;
219          }
220       }
221 
222       u_upload_unmap(st->uploader);
223 
224 #undef SET_ATTRIB
225    }
226 
227 
228    cso_save_viewport(cso);
229    cso_save_stream_outputs(cso);
230    cso_save_vertex_shader(cso);
231    cso_save_geometry_shader(cso);
232    cso_save_vertex_elements(cso);
233    cso_save_vertex_buffers(cso);
234 
235    {
236       void *vs = lookup_shader(pipe, numAttribs,
237                                semantic_names, semantic_indexes);
238       cso_set_vertex_shader_handle(cso, vs);
239    }
240    cso_set_geometry_shader_handle(cso, NULL);
241 
242    for (i = 0; i < numAttribs; i++) {
243       velements[i].src_offset = i * 4 * sizeof(float);
244       velements[i].instance_divisor = 0;
245       velements[i].vertex_buffer_index = 0;
246       velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
247    }
248    cso_set_vertex_elements(cso, numAttribs, velements);
249    cso_set_stream_outputs(st->cso_context, 0, NULL, 0);
250 
251    /* viewport state: viewport matching window dims */
252    {
253       const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
254       const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
255       const GLfloat width = (GLfloat)fb->Width;
256       const GLfloat height = (GLfloat)fb->Height;
257       struct pipe_viewport_state vp;
258       vp.scale[0] =  0.5f * width;
259       vp.scale[1] = height * (invert ? -0.5f : 0.5f);
260       vp.scale[2] = 1.0f;
261       vp.scale[3] = 1.0f;
262       vp.translate[0] = 0.5f * width;
263       vp.translate[1] = 0.5f * height;
264       vp.translate[2] = 0.0f;
265       vp.translate[3] = 0.0f;
266       cso_set_viewport(cso, &vp);
267    }
268 
269 
270    util_draw_vertex_buffer(pipe, cso, vbuffer,
271                            offset,  /* offset */
272                            PIPE_PRIM_TRIANGLE_FAN,
273                            4,  /* verts */
274                            numAttribs); /* attribs/vert */
275 
276 
277    pipe_resource_reference(&vbuffer, NULL);
278 
279    /* restore state */
280    cso_restore_viewport(cso);
281    cso_restore_vertex_shader(cso);
282    cso_restore_geometry_shader(cso);
283    cso_restore_vertex_elements(cso);
284    cso_restore_vertex_buffers(cso);
285    cso_restore_stream_outputs(cso);
286 }
287 
288 
289 void
st_init_drawtex_functions(struct dd_function_table * functions)290 st_init_drawtex_functions(struct dd_function_table *functions)
291 {
292    functions->DrawTex = st_DrawTex;
293 }
294 
295 
296 /**
297  * Free any cached shaders
298  */
299 void
st_destroy_drawtex(struct st_context * st)300 st_destroy_drawtex(struct st_context *st)
301 {
302    GLuint i;
303    for (i = 0; i < NumCachedShaders; i++) {
304       cso_delete_vertex_shader(st->cso_context, CachedShaders[i].handle);
305    }
306    NumCachedShaders = 0;
307 }
308 
309 
310 #endif /* FEATURE_OES_draw_texture */
311