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st/mesa: set geometry shader to NULL when doing internal drawing
[android-x86/external-mesa.git] / src / mesa / state_tracker / st_cb_drawtex.c
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
33 #include "cso_cache/cso_context.h"
34
35
36 #if FEATURE_OES_draw_texture
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  */
54 static struct cached_shader CachedShaders[MAX_SHADERS];
55 static GLuint NumCachedShaders = 0;
56
57
58 static void *
59 lookup_shader(struct pipe_context *pipe,
60               uint num_attribs,
61               const uint *semantic_names,
62               const uint *semantic_indexes)
63 {
64    GLuint i, j;
65
66    /* look for existing shader with same attributes */
67    for (i = 0; i < NumCachedShaders; i++) {
68       if (CachedShaders[i].num_attribs == num_attribs) {
69          GLboolean match = GL_TRUE;
70          for (j = 0; j < num_attribs; j++) {
71             if (semantic_names[j] != CachedShaders[i].semantic_names[j] ||
72                 semantic_indexes[j] != CachedShaders[i].semantic_indexes[j]) {
73                match = GL_FALSE;
74                break;
75             }
76          }
77          if (match)
78             return CachedShaders[i].handle;
79       }
80    }
81
82    /* not found - create new one now */
83    if (NumCachedShaders >= MAX_SHADERS) {
84       return NULL;
85    }
86
87    CachedShaders[i].num_attribs = num_attribs;
88    for (j = 0; j < num_attribs; j++) {
89       CachedShaders[i].semantic_names[j] = semantic_names[j];
90       CachedShaders[i].semantic_indexes[j] = semantic_indexes[j];
91    }
92
93    CachedShaders[i].handle =
94       util_make_vertex_passthrough_shader(pipe,
95                                           num_attribs,
96                                           semantic_names,
97                                           semantic_indexes);
98    NumCachedShaders++;
99
100    return CachedShaders[i].handle;
101 }
102
103 static void
104 st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
105            GLfloat width, GLfloat height)
106 {
107    struct st_context *st = ctx->st;
108    struct pipe_context *pipe = st->pipe;
109    struct cso_context *cso = ctx->st->cso_context;
110    struct pipe_resource *vbuffer;
111    struct pipe_transfer *vbuffer_transfer;
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    GLbitfield inputs = VERT_BIT_POS;
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          inputs |= VERT_BIT_TEX(i);
132          numTexCoords++;
133       }
134    }
135
136    /* total number of attributes per vertex */
137    numAttribs = 1 + emitColor + numTexCoords;
138
139
140    /* create the vertex buffer */
141    vbuffer = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER,
142                                 PIPE_USAGE_STREAM,
143                                 numAttribs * 4 * 4 * sizeof(GLfloat));
144
145    /* load vertex buffer */
146    {
147 #define SET_ATTRIB(VERT, ATTR, X, Y, Z, W)                              \
148       do {                                                              \
149          GLuint k = (((VERT) * numAttribs + (ATTR)) * 4);               \
150          assert(k < 4 * 4 * numAttribs);                                \
151          vbuf[k + 0] = X;                                               \
152          vbuf[k + 1] = Y;                                               \
153          vbuf[k + 2] = Z;                                               \
154          vbuf[k + 3] = W;                                               \
155       } while (0)
156
157       const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
158       GLfloat *vbuf = (GLfloat *) pipe_buffer_map(pipe, vbuffer,
159                                                   PIPE_TRANSFER_WRITE,
160                                                   &vbuffer_transfer);
161       GLuint attr;
162       
163       z = CLAMP(z, 0.0f, 1.0f);
164
165       /* positions (in clip coords) */
166       {
167          const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
168          const GLfloat fb_width = (GLfloat)fb->Width;
169          const GLfloat fb_height = (GLfloat)fb->Height;
170
171          const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
172          const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
173          const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
174          const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
175
176          SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f);   /* lower left */
177          SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f);   /* lower right */
178          SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f);   /* upper right */
179          SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f);   /* upper left */
180
181          semantic_names[0] = TGSI_SEMANTIC_POSITION;
182          semantic_indexes[0] = 0;
183       }
184
185       /* colors */
186       if (emitColor) {
187          const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
188          SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
189          SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
190          SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
191          SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
192          semantic_names[1] = TGSI_SEMANTIC_COLOR;
193          semantic_indexes[1] = 0;
194          attr = 2;
195       }
196       else {
197          attr = 1;
198       }
199
200       /* texcoords */
201       for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
202          if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
203             struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
204             struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
205             const GLfloat wt = (GLfloat) img->Width;
206             const GLfloat ht = (GLfloat) img->Height;
207             const GLfloat s0 = obj->CropRect[0] / wt;
208             const GLfloat t0 = obj->CropRect[1] / ht;
209             const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
210             const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;
211
212             /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
213             SET_ATTRIB(0, attr, s0, t0, 0.0f, 1.0f);  /* lower left */
214             SET_ATTRIB(1, attr, s1, t0, 0.0f, 1.0f);  /* lower right */
215             SET_ATTRIB(2, attr, s1, t1, 0.0f, 1.0f);  /* upper right */
216             SET_ATTRIB(3, attr, s0, t1, 0.0f, 1.0f);  /* upper left */
217
218             semantic_names[attr] = TGSI_SEMANTIC_GENERIC;
219             semantic_indexes[attr] = 0;
220
221             attr++;
222          }
223       }
224
225       pipe_buffer_unmap(pipe, vbuffer_transfer);
226
227 #undef SET_ATTRIB
228    }
229
230
231    cso_save_viewport(cso);
232    cso_save_vertex_shader(cso);
233    cso_save_geometry_shader(cso);
234    cso_save_vertex_elements(cso);
235    cso_save_vertex_buffers(cso);
236
237    {
238       void *vs = lookup_shader(pipe, numAttribs,
239                                semantic_names, semantic_indexes);
240       cso_set_vertex_shader_handle(cso, vs);
241    }
242    cso_set_geometry_shader_handle(cso, NULL);
243
244    for (i = 0; i < numAttribs; i++) {
245       velements[i].src_offset = i * 4 * sizeof(float);
246       velements[i].instance_divisor = 0;
247       velements[i].vertex_buffer_index = 0;
248       velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
249    }
250    cso_set_vertex_elements(cso, numAttribs, velements);
251
252    /* viewport state: viewport matching window dims */
253    {
254       const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
255       const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
256       const GLfloat width = (GLfloat)fb->Width;
257       const GLfloat height = (GLfloat)fb->Height;
258       struct pipe_viewport_state vp;
259       vp.scale[0] =  0.5f * width;
260       vp.scale[1] = height * (invert ? -0.5f : 0.5f);
261       vp.scale[2] = 1.0f;
262       vp.scale[3] = 1.0f;
263       vp.translate[0] = 0.5f * width;
264       vp.translate[1] = 0.5f * height;
265       vp.translate[2] = 0.0f;
266       vp.translate[3] = 0.0f;
267       cso_set_viewport(cso, &vp);
268    }
269
270
271    util_draw_vertex_buffer(pipe, cso, vbuffer,
272                            0,  /* offset */
273                            PIPE_PRIM_TRIANGLE_FAN,
274                            4,  /* verts */
275                            numAttribs); /* attribs/vert */
276
277
278    pipe_resource_reference(&vbuffer, NULL);
279
280    /* restore state */
281    cso_restore_viewport(cso);
282    cso_restore_vertex_shader(cso);
283    cso_restore_geometry_shader(cso);
284    cso_restore_vertex_elements(cso);
285    cso_restore_vertex_buffers(cso);
286 }
287
288
289 void
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
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 */