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#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
41struct 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 */
57static struct cached_shader CachedShaders[MAX_SHADERS];
58static GLuint NumCachedShaders = 0;
59
60static gl_vert_attrib
61semantic_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
76static gl_varying_slot
77semantic_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
92static void *
93lookup_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 = pipe->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
161static void
162st_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 pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS];
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 = CLAMP(z, 0.0f, 1.0f);
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                        CSO_BIT_AUX_VERTEX_BUFFER_SLOT));
300
301   {
302      void *vs = lookup_shader(st, numAttribs,
303                               semantic_names, semantic_indexes);
304      cso_set_vertex_shader_handle(cso, vs);
305   }
306   cso_set_tessctrl_shader_handle(cso, NULL);
307   cso_set_tesseval_shader_handle(cso, NULL);
308   cso_set_geometry_shader_handle(cso, NULL);
309
310   for (i = 0; i < numAttribs; i++) {
311      velements[i].src_offset = i * 4 * sizeof(float);
312      velements[i].instance_divisor = 0;
313      velements[i].vertex_buffer_index = 0;
314      velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
315   }
316   cso_set_vertex_elements(cso, numAttribs, velements);
317   cso_set_stream_outputs(cso, 0, NULL, NULL);
318
319   /* viewport state: viewport matching window dims */
320   {
321      const struct gl_framebuffer *fb = ctx->DrawBuffer;
322      const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
323      const GLfloat width = (GLfloat)_mesa_geometric_width(fb);
324      const GLfloat height = (GLfloat)_mesa_geometric_height(fb);
325      struct pipe_viewport_state vp;
326      vp.scale[0] =  0.5f * width;
327      vp.scale[1] = height * (invert ? -0.5f : 0.5f);
328      vp.scale[2] = 1.0f;
329      vp.translate[0] = 0.5f * width;
330      vp.translate[1] = 0.5f * height;
331      vp.translate[2] = 0.0f;
332      cso_set_viewport(cso, &vp);
333   }
334
335   util_draw_vertex_buffer(pipe, cso, vbuffer, 0,
336                           offset,  /* offset */
337                           PIPE_PRIM_TRIANGLE_FAN,
338                           4,  /* verts */
339                           numAttribs); /* attribs/vert */
340
341   pipe_resource_reference(&vbuffer, NULL);
342
343   /* restore state */
344   cso_restore_state(cso);
345}
346
347
348void
349st_init_drawtex_functions(struct dd_function_table *functions)
350{
351   functions->DrawTex = st_DrawTex;
352}
353
354
355/**
356 * Free any cached shaders
357 */
358void
359st_destroy_drawtex(struct st_context *st)
360{
361   GLuint i;
362   for (i = 0; i < NumCachedShaders; i++) {
363      cso_delete_vertex_shader(st->cso_context, CachedShaders[i].handle);
364   }
365   NumCachedShaders = 0;
366}
367