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 uint semantic_names[2 + MAX_TEXTURE_UNITS];
47 uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
48 };
49
50 #define MAX_SHADERS (2 * MAX_TEXTURE_UNITS)
51
52 /**
53 * Simple linear list cache.
54 * Most of the time there'll only be one cached shader.
55 * XXX This should be per-st_context state.
56 */
57 static struct cached_shader CachedShaders[MAX_SHADERS];
58 static GLuint NumCachedShaders = 0;
59
60 static gl_vert_attrib
semantic_to_vert_attrib(unsigned semantic)61 semantic_to_vert_attrib(unsigned semantic)
62 {
63 switch (semantic) {
64 case TGSI_SEMANTIC_POSITION:
65 return VERT_ATTRIB_POS;
66 case TGSI_SEMANTIC_COLOR:
67 return VERT_ATTRIB_COLOR0;
68 case TGSI_SEMANTIC_GENERIC:
69 case TGSI_SEMANTIC_TEXCOORD:
70 return VERT_ATTRIB_GENERIC0;
71 default:
72 unreachable("unhandled semantic");
73 }
74 }
75
76 static gl_varying_slot
semantic_to_varying_slot(unsigned semantic)77 semantic_to_varying_slot(unsigned semantic)
78 {
79 switch (semantic) {
80 case TGSI_SEMANTIC_POSITION:
81 return VARYING_SLOT_POS;
82 case TGSI_SEMANTIC_COLOR:
83 return VARYING_SLOT_COL0;
84 case TGSI_SEMANTIC_GENERIC:
85 case TGSI_SEMANTIC_TEXCOORD:
86 return VARYING_SLOT_TEX0;
87 default:
88 unreachable("unhandled semantic");
89 }
90 }
91
92 static void *
lookup_shader(struct st_context * st,uint num_attribs,const enum tgsi_semantic * semantic_names,const uint * semantic_indexes)93 lookup_shader(struct st_context *st,
94 uint num_attribs,
95 const enum tgsi_semantic *semantic_names,
96 const uint *semantic_indexes)
97 {
98 struct pipe_context *pipe = st->pipe;
99 struct pipe_screen *screen = st->screen;
100 GLuint i, j;
101
102 /* look for existing shader with same attributes */
103 for (i = 0; i < NumCachedShaders; i++) {
104 if (CachedShaders[i].num_attribs == num_attribs) {
105 GLboolean match = GL_TRUE;
106 for (j = 0; j < num_attribs; j++) {
107 if (semantic_names[j] != CachedShaders[i].semantic_names[j] ||
108 semantic_indexes[j] != CachedShaders[i].semantic_indexes[j]) {
109 match = GL_FALSE;
110 break;
111 }
112 }
113 if (match)
114 return CachedShaders[i].handle;
115 }
116 }
117
118 /* not found - create new one now */
119 if (NumCachedShaders >= MAX_SHADERS) {
120 return NULL;
121 }
122
123 CachedShaders[i].num_attribs = num_attribs;
124 for (j = 0; j < num_attribs; j++) {
125 CachedShaders[i].semantic_names[j] = semantic_names[j];
126 CachedShaders[i].semantic_indexes[j] = semantic_indexes[j];
127 }
128
129 enum pipe_shader_ir preferred_ir =
130 screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
131 PIPE_SHADER_CAP_PREFERRED_IR);
132
133 if (preferred_ir == PIPE_SHADER_IR_NIR) {
134 unsigned inputs[2 + MAX_TEXTURE_UNITS];
135 unsigned outputs[2 + MAX_TEXTURE_UNITS];
136
137 for (int j = 0; j < num_attribs; j++) {
138 inputs[j] = semantic_to_vert_attrib(semantic_names[j]);
139 outputs[j] = semantic_to_varying_slot(semantic_names[j]);
140 }
141
142 CachedShaders[i].handle =
143 st_nir_make_passthrough_shader(st, "st/drawtex VS",
144 MESA_SHADER_VERTEX,
145 num_attribs, inputs,
146 outputs, NULL, 0);
147 } else {
148 CachedShaders[i].handle =
149 util_make_vertex_passthrough_shader(pipe,
150 num_attribs,
151 semantic_names,
152 semantic_indexes, FALSE);
153 }
154
155 NumCachedShaders++;
156
157 return CachedShaders[i].handle;
158 }
159
160
161 static void
st_DrawTex(struct gl_context * ctx,GLfloat x,GLfloat y,GLfloat z,GLfloat width,GLfloat height)162 st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
163 GLfloat width, GLfloat height)
164 {
165 struct st_context *st = ctx->st;
166 struct pipe_context *pipe = st->pipe;
167 struct cso_context *cso = st->cso_context;
168 struct pipe_resource *vbuffer = NULL;
169 GLuint i, numTexCoords, numAttribs;
170 GLboolean emitColor;
171 enum tgsi_semantic semantic_names[2 + MAX_TEXTURE_UNITS];
172 uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
173 struct cso_velems_state velems;
174 unsigned offset;
175
176 st_flush_bitmap_cache(st);
177 st_invalidate_readpix_cache(st);
178
179 st_validate_state(st, ST_PIPELINE_META);
180
181 /* determine if we need vertex color */
182 if (ctx->FragmentProgram._Current->info.inputs_read & VARYING_BIT_COL0)
183 emitColor = GL_TRUE;
184 else
185 emitColor = GL_FALSE;
186
187 /* determine how many enabled sets of texcoords */
188 numTexCoords = 0;
189 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
190 if (ctx->Texture.Unit[i]._Current &&
191 ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
192 numTexCoords++;
193 }
194 }
195
196 /* total number of attributes per vertex */
197 numAttribs = 1 + emitColor + numTexCoords;
198
199 /* load vertex buffer */
200 {
201 #define SET_ATTRIB(VERT, ATTR, X, Y, Z, W) \
202 do { \
203 GLuint k = (((VERT) * numAttribs + (ATTR)) * 4); \
204 assert(k < 4 * 4 * numAttribs); \
205 vbuf[k + 0] = X; \
206 vbuf[k + 1] = Y; \
207 vbuf[k + 2] = Z; \
208 vbuf[k + 3] = W; \
209 } while (0)
210
211 const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
212 GLfloat *vbuf = NULL;
213 GLuint tex_attr;
214
215 u_upload_alloc(pipe->stream_uploader, 0,
216 numAttribs * 4 * 4 * sizeof(GLfloat), 4,
217 &offset, &vbuffer, (void **) &vbuf);
218 if (!vbuffer) {
219 return;
220 }
221
222 z = SATURATE(z);
223
224 /* positions (in clip coords) */
225 {
226 const struct gl_framebuffer *fb = ctx->DrawBuffer;
227 const GLfloat fb_width = (GLfloat)_mesa_geometric_width(fb);
228 const GLfloat fb_height = (GLfloat)_mesa_geometric_height(fb);
229
230 const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
231 const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
232 const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
233 const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
234
235 SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f); /* lower left */
236 SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f); /* lower right */
237 SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f); /* upper right */
238 SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f); /* upper left */
239
240 semantic_names[0] = TGSI_SEMANTIC_POSITION;
241 semantic_indexes[0] = 0;
242 }
243
244 /* colors */
245 if (emitColor) {
246 const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
247 SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
248 SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
249 SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
250 SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
251 semantic_names[1] = TGSI_SEMANTIC_COLOR;
252 semantic_indexes[1] = 0;
253 tex_attr = 2;
254 }
255 else {
256 tex_attr = 1;
257 }
258
259 /* texcoords */
260 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
261 if (ctx->Texture.Unit[i]._Current &&
262 ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
263 struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
264 const struct gl_texture_image *img = _mesa_base_tex_image(obj);
265 const GLfloat wt = (GLfloat) img->Width;
266 const GLfloat ht = (GLfloat) img->Height;
267 const GLfloat s0 = obj->CropRect[0] / wt;
268 const GLfloat t0 = obj->CropRect[1] / ht;
269 const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
270 const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;
271
272 /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
273 SET_ATTRIB(0, tex_attr, s0, t0, 0.0f, 1.0f); /* lower left */
274 SET_ATTRIB(1, tex_attr, s1, t0, 0.0f, 1.0f); /* lower right */
275 SET_ATTRIB(2, tex_attr, s1, t1, 0.0f, 1.0f); /* upper right */
276 SET_ATTRIB(3, tex_attr, s0, t1, 0.0f, 1.0f); /* upper left */
277
278 semantic_names[tex_attr] = st->needs_texcoord_semantic ?
279 TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC;
280 /* XXX: should this use semantic index i instead of 0 ? */
281 semantic_indexes[tex_attr] = 0;
282
283 tex_attr++;
284 }
285 }
286
287 u_upload_unmap(pipe->stream_uploader);
288
289 #undef SET_ATTRIB
290 }
291
292 cso_save_state(cso, (CSO_BIT_VIEWPORT |
293 CSO_BIT_STREAM_OUTPUTS |
294 CSO_BIT_VERTEX_SHADER |
295 CSO_BIT_TESSCTRL_SHADER |
296 CSO_BIT_TESSEVAL_SHADER |
297 CSO_BIT_GEOMETRY_SHADER |
298 CSO_BIT_VERTEX_ELEMENTS));
299
300 {
301 void *vs = lookup_shader(st, numAttribs,
302 semantic_names, semantic_indexes);
303 cso_set_vertex_shader_handle(cso, vs);
304 }
305 cso_set_tessctrl_shader_handle(cso, NULL);
306 cso_set_tesseval_shader_handle(cso, NULL);
307 cso_set_geometry_shader_handle(cso, NULL);
308
309 for (i = 0; i < numAttribs; i++) {
310 velems.velems[i].src_offset = i * 4 * sizeof(float);
311 velems.velems[i].instance_divisor = 0;
312 velems.velems[i].vertex_buffer_index = 0;
313 velems.velems[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
314 velems.velems[i].dual_slot = false;
315 }
316 velems.count = numAttribs;
317
318 cso_set_vertex_elements(cso, &velems);
319 cso_set_stream_outputs(cso, 0, NULL, NULL);
320
321 /* viewport state: viewport matching window dims */
322 {
323 const struct gl_framebuffer *fb = ctx->DrawBuffer;
324 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
325 const GLfloat width = (GLfloat)_mesa_geometric_width(fb);
326 const GLfloat height = (GLfloat)_mesa_geometric_height(fb);
327 struct pipe_viewport_state vp;
328 vp.scale[0] = 0.5f * width;
329 vp.scale[1] = height * (invert ? -0.5f : 0.5f);
330 vp.scale[2] = 1.0f;
331 vp.translate[0] = 0.5f * width;
332 vp.translate[1] = 0.5f * height;
333 vp.translate[2] = 0.0f;
334 vp.swizzle_x = PIPE_VIEWPORT_SWIZZLE_POSITIVE_X;
335 vp.swizzle_y = PIPE_VIEWPORT_SWIZZLE_POSITIVE_Y;
336 vp.swizzle_z = PIPE_VIEWPORT_SWIZZLE_POSITIVE_Z;
337 vp.swizzle_w = PIPE_VIEWPORT_SWIZZLE_POSITIVE_W;
338 cso_set_viewport(cso, &vp);
339 }
340
341 util_draw_vertex_buffer(pipe, cso, vbuffer, 0,
342 offset, /* offset */
343 PIPE_PRIM_TRIANGLE_FAN,
344 4, /* verts */
345 numAttribs); /* attribs/vert */
346 st->last_num_vbuffers = MAX2(st->last_num_vbuffers, 1);
347
348 pipe_resource_reference(&vbuffer, NULL);
349
350 /* restore state */
351 cso_restore_state(cso, 0);
352 st->dirty |= ST_NEW_VERTEX_ARRAYS;
353 }
354
355
356 void
st_init_drawtex_functions(struct dd_function_table * functions)357 st_init_drawtex_functions(struct dd_function_table *functions)
358 {
359 functions->DrawTex = st_DrawTex;
360 }
361
362
363 /**
364 * Free any cached shaders
365 */
366 void
st_destroy_drawtex(struct st_context * st)367 st_destroy_drawtex(struct st_context *st)
368 {
369 GLuint i;
370 for (i = 0; i < NumCachedShaders; i++) {
371 st->pipe->delete_vs_state(st->pipe, CachedShaders[i].handle);
372 }
373 NumCachedShaders = 0;
374 }
375