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authorBrian <brian.paul@tungstengraphics.com>2007-09-25 16:52:38 -0600
committerBrian <brian.paul@tungstengraphics.com>2007-09-25 16:52:38 -0600
commitccff14de0d6291aa0866ce5d207af416caec69e7 (patch)
tree0ba9d8139e6749714e7c5fded910bc7eb3b198fa
parent02ea8b81414b50936b8b6b7b8031511e12ef55cd (diff)
Simple implementation of glBitmap rendering.
Create a texture matching the bitmap image and use a fragment program to modulate current raster color by the boolean-valued texture. Need to eventually use fragment culling (see comments in code).
-rw-r--r--src/mesa/state_tracker/st_cb_drawpixels.c364
1 files changed, 320 insertions, 44 deletions
diff --git a/src/mesa/state_tracker/st_cb_drawpixels.c b/src/mesa/state_tracker/st_cb_drawpixels.c
index c30d4ede4a..49120a4dea 100644
--- a/src/mesa/state_tracker/st_cb_drawpixels.c
+++ b/src/mesa/state_tracker/st_cb_drawpixels.c
@@ -55,36 +55,79 @@
* the fragment color.
*/
static struct st_fragment_program *
-make_fragment_shader(struct st_context *st)
+make_fragment_shader(struct st_context *st, GLboolean bitmapMode)
{
GLcontext *ctx = st->ctx;
struct st_fragment_program *stfp;
struct gl_program *p;
+ GLuint ic = 0;
p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
if (!p)
return NULL;
- p->NumInstructions = 2;
- p->Instructions = _mesa_alloc_instructions(2);
+ if (bitmapMode)
+ p->NumInstructions = 3;
+ else
+ p->NumInstructions = 2;
+
+ p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
if (!p->Instructions) {
ctx->Driver.DeleteProgram(ctx, p);
return NULL;
}
- _mesa_init_instructions(p->Instructions, 2);
- /* TEX result.color, fragment.texcoord[0], texture[0], 2D; */
- p->Instructions[0].Opcode = OPCODE_TEX;
- p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
- p->Instructions[0].DstReg.Index = FRAG_RESULT_COLR;
- p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[0].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
- p->Instructions[0].TexSrcUnit = 0;
- p->Instructions[0].TexSrcTarget = TEXTURE_2D_INDEX;
+ _mesa_init_instructions(p->Instructions, p->NumInstructions);
+ if (bitmapMode) {
+ /*
+ * XXX This is temporary
+ * We actually need to cull the fragment if the texture value is zero.
+ * But TGSI doesn't support conditionals yet.
+ * Also, we need to compose this fragment shader with the current
+ * user-provided fragment shader so the fragment program is applied
+ * to the fragments which aren't culled.
+ */
+ /* TEX temp0, fragment.texcoord[0], texture[0], 2D; */
+ p->Instructions[ic].Opcode = OPCODE_TEX;
+ p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY;
+ p->Instructions[ic].DstReg.Index = 0;
+ p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
+ p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
+ p->Instructions[ic].TexSrcUnit = 0;
+ p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
+ ic++;
+ /* MUL result.color, temp0.xxxx, fragment.color */
+ p->Instructions[ic].Opcode = OPCODE_MUL;
+ p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
+ p->Instructions[ic].DstReg.Index = FRAG_RESULT_COLR;
+ p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
+ p->Instructions[ic].SrcReg[0].Index = 0;
+ p->Instructions[ic].SrcReg[0].Swizzle = SWIZZLE_WWWW;
+ p->Instructions[ic].SrcReg[1].File = PROGRAM_INPUT;
+ p->Instructions[ic].SrcReg[1].Index = FRAG_ATTRIB_COL0;
+ ic++;
+ }
+ else {
+ /* DrawPixels mode */
+ /* TEX result.color, fragment.texcoord[0], texture[0], 2D; */
+ p->Instructions[0].Opcode = OPCODE_TEX;
+ p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
+ p->Instructions[0].DstReg.Index = FRAG_RESULT_COLR;
+ p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
+ p->Instructions[0].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
+ p->Instructions[0].TexSrcUnit = 0;
+ p->Instructions[0].TexSrcTarget = TEXTURE_2D_INDEX;
+ ic++;
+ }
/* END; */
- p->Instructions[1].Opcode = OPCODE_END;
+ p->Instructions[ic++].Opcode = OPCODE_END;
+
+ assert(ic == p->NumInstructions);
p->InputsRead = FRAG_BIT_TEX0;
p->OutputsWritten = (1 << FRAG_RESULT_COLR);
+ if (bitmapMode) {
+ p->InputsRead |= FRAG_BIT_COL0;
+ }
stfp = (struct st_fragment_program *) p;
st_translate_fragment_program(st, stfp, NULL,
@@ -96,45 +139,67 @@ make_fragment_shader(struct st_context *st)
/**
* Create a simple vertex shader that just passes through the
- * vertex position and color.
+ * vertex position and texcoord (and color).
*/
static struct st_vertex_program *
-make_vertex_shader(struct st_context *st)
+make_vertex_shader(struct st_context *st, GLboolean passColor)
{
- /* Map VERT_RESULT_HPOS to 0, VERT_RESULT_TEX0 to 1 */
GLcontext *ctx = st->ctx;
struct st_vertex_program *stvp;
struct gl_program *p;
+ GLuint ic = 0;
p = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
if (!p)
return NULL;
- p->NumInstructions = 3;
- p->Instructions = _mesa_alloc_instructions(3);
+ if (passColor)
+ p->NumInstructions = 4;
+ else
+ p->NumInstructions = 3;
+
+ p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
if (!p->Instructions) {
ctx->Driver.DeleteProgram(ctx, p);
return NULL;
}
- _mesa_init_instructions(p->Instructions, 3);
+ _mesa_init_instructions(p->Instructions, p->NumInstructions);
/* MOV result.pos, vertex.pos; */
p->Instructions[0].Opcode = OPCODE_MOV;
p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[0].DstReg.Index = VERT_RESULT_HPOS;
p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[0].SrcReg[0].Index = VERT_ATTRIB_POS;
- /* MOV result.color, vertex.color; */
+ /* MOV result.texcoord0, vertex.texcoord0; */
p->Instructions[1].Opcode = OPCODE_MOV;
p->Instructions[1].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[1].DstReg.Index = VERT_RESULT_TEX0;
p->Instructions[1].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[1].SrcReg[0].Index = VERT_ATTRIB_TEX0;
+ ic = 2;
+ if (passColor) {
+ /* MOV result.color0, vertex.color0; */
+ p->Instructions[ic].Opcode = OPCODE_MOV;
+ p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
+ p->Instructions[ic].DstReg.Index = VERT_RESULT_COL0;
+ p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
+ p->Instructions[ic].SrcReg[0].Index = VERT_ATTRIB_COLOR0;
+ ic++;
+ }
+
/* END; */
- p->Instructions[2].Opcode = OPCODE_END;
+ p->Instructions[ic].Opcode = OPCODE_END;
+ ic++;
+
+ assert(ic == p->NumInstructions);
p->InputsRead = VERT_BIT_POS | VERT_BIT_TEX0;
p->OutputsWritten = ((1 << VERT_RESULT_TEX0) |
(1 << VERT_RESULT_HPOS));
+ if (passColor) {
+ p->InputsRead |= VERT_BIT_COLOR0;
+ p->OutputsWritten |= (1 << VERT_RESULT_COL0);
+ }
stvp = (struct st_vertex_program *) p;
st_translate_vertex_program(st, stvp, NULL,
@@ -255,10 +320,10 @@ draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z,
GLuint i;
/* upper-left */
- verts[0][0][0] = x0;
- verts[0][0][1] = y0;
- verts[0][1][0] = 0.0;
- verts[0][1][1] = 0.0;
+ verts[0][0][0] = x0; /* attr[0].x */
+ verts[0][0][1] = y0; /* attr[0].x */
+ verts[0][1][0] = 0.0; /* attr[1].s */
+ verts[0][1][1] = 0.0; /* attr[1].t */
/* upper-right */
verts[1][0][0] = x1;
@@ -291,9 +356,65 @@ draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z,
static void
+draw_quad_colored(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z,
+ GLfloat x1, GLfloat y1, const GLfloat *color)
+{
+ static const GLuint attribs[3] = {
+ 0, /* pos */
+ 1, /* color */
+ 8 /* tex0 */
+ };
+ GLfloat verts[4][3][4]; /* four verts, three attribs, XYZW */
+ GLuint i;
+
+ /* upper-left */
+ verts[0][0][0] = x0; /* attr[0].x */
+ verts[0][0][1] = y0; /* attr[0].x */
+ verts[0][2][0] = 0.0; /* attr[2].s */
+ verts[0][2][1] = 0.0; /* attr[2].t */
+
+ /* upper-right */
+ verts[1][0][0] = x1;
+ verts[1][0][1] = y0;
+ verts[1][2][0] = 1.0;
+ verts[1][2][1] = 0.0;
+
+ /* lower-right */
+ verts[2][0][0] = x1;
+ verts[2][0][1] = y1;
+ verts[2][2][0] = 1.0;
+ verts[2][2][1] = 1.0;
+
+ /* lower-left */
+ verts[3][0][0] = x0;
+ verts[3][0][1] = y1;
+ verts[3][2][0] = 0.0;
+ verts[3][2][1] = 1.0;
+
+ /* same for all verts: */
+ for (i = 0; i < 4; i++) {
+ verts[i][0][2] = z; /*Z*/
+ verts[i][0][3] = 1.0; /*W*/
+ verts[i][1][0] = color[0];
+ verts[i][1][1] = color[1];
+ verts[i][1][2] = color[2];
+ verts[i][1][3] = color[3];
+ verts[i][2][2] = 0.0; /*R*/
+ verts[i][2][3] = 1.0; /*Q*/
+ }
+
+ st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 3, attribs);
+}
+
+
+
+static void
draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
GLsizei width, GLsizei height,
- struct pipe_mipmap_tree *mt)
+ struct pipe_mipmap_tree *mt,
+ struct st_vertex_program *stvp,
+ struct st_fragment_program *stfp,
+ const GLfloat *color)
{
const GLuint unit = 0;
struct pipe_context *pipe = ctx->st->pipe;
@@ -320,22 +441,10 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
}
/* fragment shader state: TEX lookup program */
- {
- static struct st_fragment_program *stfp = NULL;
- if (!stfp) {
- stfp = make_fragment_shader(ctx->st);
- }
- pipe->bind_fs_state(pipe, stfp->fs->data);
- }
+ pipe->bind_fs_state(pipe, stfp->fs->data);
/* vertex shader state: position + texcoord pass-through */
- {
- static struct st_vertex_program *stvp = NULL;
- if (!stvp) {
- stvp = make_vertex_shader(ctx->st);
- }
- pipe->bind_vs_state(pipe, stvp->vs->data);
- }
+ pipe->bind_vs_state(pipe, stvp->vs->data);
/* texture sampling state: */
{
@@ -383,7 +492,10 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
y1 = y + height * ctx->Pixel.ZoomY;
/* draw textured quad */
- draw_quad(ctx, x0, y0, z, x1, y1);
+ if (color)
+ draw_quad_colored(ctx, x0, y0, z, x1, y1, color);
+ else
+ draw_quad(ctx, x0, y0, z, x1, y1);
/* restore GL state */
pipe->bind_rasterizer_state(pipe, ctx->st->state.rasterizer->data);
@@ -514,10 +626,21 @@ st_DrawPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type,
const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels)
{
+ static struct st_fragment_program *stfp = NULL;
+ static struct st_vertex_program *stvp = NULL;
struct st_context *st = ctx->st;
struct pipe_surface *ps;
GLuint bufferFormat;
+ /* create the fragment program if needed */
+ if (!stfp) {
+ stfp = make_fragment_shader(ctx->st, GL_FALSE);
+ }
+ /* and vertex program */
+ if (!stvp) {
+ stvp = make_vertex_shader(ctx->st, GL_FALSE);
+ }
+
st_validate_state(st);
if (format == GL_DEPTH_COMPONENT) {
@@ -540,7 +663,7 @@ st_DrawPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
= make_mipmap_tree(ctx->st, width, height, format, type,
unpack, pixels);
draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2],
- width, height, mt);
+ width, height, mt, stvp, stfp, NULL);
free_mipmap_tree(st->pipe, mt);
}
else {
@@ -550,16 +673,169 @@ st_DrawPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
}
+
+/**
+ * Create a texture which represents a bitmap image.
+ */
+static struct pipe_mipmap_tree *
+create_bitmap_texture(GLcontext *ctx, GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLubyte *bitmap)
+{
+ struct pipe_context *pipe = ctx->st->pipe;
+ const uint flags = PIPE_SURFACE_FLAG_TEXTURE;
+ uint numFormats, i, format = 0, cpp, comp, pitch;
+ const uint *formats = ctx->st->pipe->supported_formats(pipe, &numFormats);
+ ubyte *dest;
+ struct pipe_mipmap_tree *mt;
+ int row, col;
+
+ /* find a texture format we know */
+ for (i = 0; i < numFormats; i++) {
+ switch (formats[i]) {
+ case PIPE_FORMAT_U_I8:
+ format = formats[i];
+ cpp = 1;
+ comp = 0;
+ break;
+ case PIPE_FORMAT_U_A8_R8_G8_B8:
+ format = formats[i];
+ cpp = 4;
+ comp = 3; /* alpha channel */ /*XXX little-endian dependency */
+ break;
+ default:
+ /* XXX support more formats */
+ ;
+ }
+ }
+ assert(format);
+
+ /**
+ * Create a mipmap tree.
+ */
+ mt = CALLOC_STRUCT(pipe_mipmap_tree);
+
+ /* allocate texture region/storage */
+ mt->region = pipe->region_alloc(pipe, cpp, width, height, flags);
+ pitch = mt->region->pitch;
+
+ /* map texture region */
+ dest = pipe->region_map(pipe, mt->region);
+
+ /* Put image into texture region.
+ * Note that the image is actually going to be upside down in
+ * the texture. We deal with that with texcoords.
+ */
+
+ for (row = 0; row < height; row++) {
+ const GLubyte *src = (const GLubyte *) _mesa_image_address2d(unpack,
+ bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, row, 0);
+ ubyte *destRow = dest + row * pitch * cpp;
+
+ if (unpack->LsbFirst) {
+ /* Lsb first */
+ GLubyte mask = 1U << (unpack->SkipPixels & 0x7);
+ assert(0);
+ for (col = 0; col < width; col++) {
+
+ /* set texel to 255 if bit is set */
+ destRow[comp] = 255; //(*src & mask) ? 255 : 0;
+ destRow += cpp;
+
+ if (mask == 128U) {
+ src++;
+ mask = 1U;
+ }
+ else {
+ mask = mask << 1;
+ }
+ }
+
+ /* get ready for next row */
+ if (mask != 1)
+ src++;
+ }
+ else {
+ /* Msb first */
+ GLubyte mask = 128U >> (unpack->SkipPixels & 0x7);
+ for (col = 0; col < width; col++) {
+
+ /* set texel to 255 if bit is set */
+ destRow[comp] =(*src & mask) ? 255 : 0;
+ destRow += cpp;
+
+ if (mask == 1U) {
+ src++;
+ mask = 128U;
+ }
+ else {
+ mask = mask >> 1;
+ }
+ }
+
+ /* get ready for next row */
+ if (mask != 128)
+ src++;
+ }
+
+ } /* row */
+
+ /* unmap */
+ pipe->region_unmap(pipe, mt->region);
+
+ mt->target = PIPE_TEXTURE_2D;
+ mt->internal_format = GL_RGBA;
+ mt->format = format;
+ mt->first_level = 0;
+ mt->last_level = 0;
+ mt->width0 = width;
+ mt->height0 = height;
+ mt->depth0 = 1;
+ mt->cpp = cpp;
+ mt->compressed = 0;
+ mt->pitch = mt->region->pitch;
+ mt->depth_pitch = 0;
+ mt->total_height = height;
+ mt->level[0].level_offset = 0;
+ mt->level[0].width = width;
+ mt->level[0].height = height;
+ mt->level[0].depth = 1;
+ mt->level[0].nr_images = 1;
+ mt->level[0].image_offset = NULL;
+ mt->refcount = 1;
+
+ return mt;
+}
+
+
+
static void
st_Bitmap(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap )
{
+ static struct st_vertex_program *stvp = NULL;
+ static struct st_fragment_program *stfp = NULL;
struct st_context *st = ctx->st;
+ struct pipe_mipmap_tree *mt;
+
+ /* create the fragment program if needed */
+ if (!stfp) {
+ stfp = make_fragment_shader(ctx->st, GL_TRUE);
+ }
+ /* and vertex program */
+ if (!stvp) {
+ stvp = make_vertex_shader(ctx->st, GL_TRUE);
+ }
st_validate_state(st);
- fprintf(stderr, "st_Bitmap not implemented yet\n");
- /* XXX to do */
+ mt = create_bitmap_texture(ctx, width, height, unpack, bitmap);
+
+ draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2],
+ width, height, mt, stvp, stfp,
+ ctx->Current.RasterColor);
+
+ free_mipmap_tree(st->pipe, mt);
}