/************************************************************************** * * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "util/u_inlines.h" #include "util/u_draw_quad.h" #include "util/u_memory.h" #include "cso_cache/cso_context.h" /** * Draw a simple vertex buffer / primitive. * Limited to float[4] vertex attribs, tightly packed. */ void util_draw_vertex_buffer(struct pipe_context *pipe, struct cso_context *cso, struct pipe_resource *vbuf, uint offset, uint prim_type, uint num_verts, uint num_attribs) { struct pipe_vertex_buffer vbuffer; assert(num_attribs <= PIPE_MAX_ATTRIBS); /* tell pipe about the vertex buffer */ memset(&vbuffer, 0, sizeof(vbuffer)); vbuffer.buffer = vbuf; vbuffer.stride = num_attribs * 4 * sizeof(float); /* vertex size */ vbuffer.buffer_offset = offset; if (cso) { cso_set_vertex_buffers(cso, 1, &vbuffer); } else { pipe->set_vertex_buffers(pipe, 1, &vbuffer); } /* note: vertex elements already set by caller */ /* draw */ util_draw_arrays(pipe, prim_type, 0, num_verts); } /** * Draw screen-aligned textured quad. * Note: this isn't especially efficient. */ void util_draw_texquad(struct pipe_context *pipe, struct cso_context *cso, float x0, float y0, float x1, float y1, float z) { uint numAttribs = 2, i, j; uint vertexBytes = 4 * (4 * numAttribs * sizeof(float)); struct pipe_resource *vbuf = NULL; float *v = NULL; v = MALLOC(vertexBytes); if (v == NULL) goto out; /* * Load vertex buffer */ for (i = j = 0; i < 4; i++) { v[j + 2] = z; /* z */ v[j + 3] = 1.0; /* w */ v[j + 6] = 0.0; /* r */ v[j + 7] = 1.0; /* q */ j += 8; } v[0] = x0; v[1] = y0; v[4] = 0.0; /*s*/ v[5] = 0.0; /*t*/ v[8] = x1; v[9] = y0; v[12] = 1.0; v[13] = 0.0; v[16] = x1; v[17] = y1; v[20] = 1.0; v[21] = 1.0; v[24] = x0; v[25] = y1; v[28] = 0.0; v[29] = 1.0; vbuf = pipe_user_buffer_create(pipe->screen, v, vertexBytes, PIPE_BIND_VERTEX_BUFFER); if (!vbuf) goto out; util_draw_vertex_buffer(pipe, cso, vbuf, 0, PIPE_PRIM_TRIANGLE_FAN, 4, 2); out: if (vbuf) pipe_resource_reference(&vbuf, NULL); if (v) FREE(v); }