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authorEric Anholt <eric@anholt.net>2008-12-31 00:02:43 -0800
committerEric Anholt <eric@anholt.net>2008-12-31 00:10:29 -0800
commite1a92175542c6645c23cc78f2a4fcd36dd0235e6 (patch)
tree7e7882f6e7dce084461112bbd3bb00fa60a4fe56 /src/mesa/drivers/dri/intel/intel_pixel_bitmap.c
parente8d7db31e2a6784c765911233cb3d888f612837f (diff)
intel: Add support for glBitmap as metaops using GL calls.
This lets us avoid software fallbacks when clients forget to turn some state off (engine demo) or just do crazy things to test conformance (OGLC). This should probably be brought into mesa generic code so other drivers can make use of it. Bug #19016.
Diffstat (limited to 'src/mesa/drivers/dri/intel/intel_pixel_bitmap.c')
-rw-r--r--src/mesa/drivers/dri/intel/intel_pixel_bitmap.c199
1 files changed, 199 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c b/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c
index 5e0e0d29ca..88e181a51f 100644
--- a/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c
+++ b/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c
@@ -32,7 +32,19 @@
#include "main/mtypes.h"
#include "main/macros.h"
#include "main/bufferobj.h"
+#include "main/pixelstore.h"
#include "main/state.h"
+#include "main/teximage.h"
+#include "main/texenv.h"
+#include "main/texobj.h"
+#include "main/texstate.h"
+#include "main/texparam.h"
+#include "main/matrix.h"
+#include "main/varray.h"
+#include "main/attrib.h"
+#include "main/enable.h"
+#include "shader/arbprogram.h"
+#include "glapi/dispatch.h"
#include "swrast/swrast.h"
#include "intel_screen.h"
@@ -87,6 +99,11 @@ static GLboolean test_bit( const GLubyte *src,
return (src[bit/8] & (1<<(bit % 8))) ? 1 : 0;
}
+static GLboolean test_msb_bit(const GLubyte *src, GLuint bit)
+{
+ return (src[bit/8] & (1<<(7 - (bit % 8)))) ? 1 : 0;
+}
+
static void set_bit( GLubyte *dest,
GLuint bit )
{
@@ -317,9 +334,187 @@ out:
return GL_TRUE;
}
+static GLboolean
+intel_texture_bitmap(GLcontext * ctx,
+ GLint dst_x, GLint dst_y,
+ GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLubyte *bitmap)
+{
+ struct intel_context *intel = intel_context(ctx);
+ static const char *fp =
+ "!!ARBfp1.0\n"
+ "TEMP val;\n"
+ "PARAM color=program.local[0];\n"
+ "TEX val, fragment.texcoord[0], texture[0], 2D;\n"
+ "ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n"
+ "KIL val;\n"
+ "MOV result.color, color;\n"
+ "END\n";
+ GLuint texname;
+ GLfloat vertices[4][4];
+ GLfloat texcoords[4][2];
+ GLint old_active_texture;
+ GLubyte *unpacked_bitmap;
+ GLubyte *a8_bitmap;
+ int x, y;
+
+ /* We need a fragment program for the KIL effect */
+ if (!ctx->Extensions.ARB_fragment_program ||
+ !ctx->Extensions.ARB_vertex_program) {
+ if (INTEL_DEBUG & DEBUG_FALLBACKS)
+ fprintf(stderr,
+ "glBitmap fallback: No fragment/vertex program support\n");
+ return GL_FALSE;
+ }
+
+ /* We're going to mess with texturing with no regard to existing texture
+ * state, so if there is some set up we have to bail.
+ */
+ if (ctx->Texture._EnabledUnits != 0) {
+ if (INTEL_DEBUG & DEBUG_FALLBACKS)
+ fprintf(stderr, "glBitmap fallback: texturing enabled\n");
+ return GL_FALSE;
+ }
+
+ /* Can't do textured DrawPixels with a fragment program, unless we were
+ * to generate a new program that sampled our texture and put the results
+ * in the fragment color before the user's program started.
+ */
+ if (ctx->FragmentProgram.Enabled) {
+ if (INTEL_DEBUG & DEBUG_FALLBACKS)
+ fprintf(stderr, "glBitmap fallback: fragment program enabled\n");
+ return GL_FALSE;
+ }
+
+ if (ctx->VertexProgram.Enabled) {
+ if (INTEL_DEBUG & DEBUG_FALLBACKS)
+ fprintf(stderr, "glBitmap fallback: vertex program enabled\n");
+ return GL_FALSE;
+ }
+
+ /* Check that we can load in a texture this big. */
+ if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
+ height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
+ if (INTEL_DEBUG & DEBUG_FALLBACKS)
+ fprintf(stderr, "glBitmap fallback: bitmap too large (%dx%d)\n",
+ width, height);
+ return GL_FALSE;
+ }
+ /* Convert the A1 bitmap to an A8 format suitable for glTexImage */
+ if (unpack->BufferObj->Name) {
+ bitmap = map_pbo(ctx, width, height, unpack, bitmap);
+ if (bitmap == NULL)
+ return GL_TRUE; /* even though this is an error, we're done */
+ }
+ unpacked_bitmap = _mesa_unpack_bitmap(width, height, bitmap,
+ unpack);
+ a8_bitmap = _mesa_calloc(width * height);
+ for (y = 0; y < height; y++) {
+ for (x = 0; x < width; x++) {
+ if (test_msb_bit(unpacked_bitmap, ALIGN(width, 8) * y + x))
+ a8_bitmap[y * width + x] = 0xff;
+ }
+ }
+ _mesa_free(unpacked_bitmap);
+ if (unpack->BufferObj->Name) {
+ /* done with PBO so unmap it now */
+ ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
+ unpack->BufferObj);
+ }
+ /* Save GL state before we start setting up our drawing */
+ _mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT | GL_CURRENT_BIT |
+ GL_VIEWPORT_BIT);
+ _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT |
+ GL_CLIENT_PIXEL_STORE_BIT);
+ old_active_texture = ctx->Texture.CurrentUnit;
+
+ _mesa_Disable(GL_POLYGON_STIPPLE);
+
+ /* Upload our bitmap data to an alpha texture */
+ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
+ _mesa_Enable(GL_TEXTURE_2D);
+ _mesa_GenTextures(1, &texname);
+ _mesa_BindTexture(GL_TEXTURE_2D, texname);
+ _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
+ _mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
+ _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
+ _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
+ _mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0,
+ GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap);
+ _mesa_free(a8_bitmap);
+
+ _mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
+ _mesa_MatrixMode(GL_PROJECTION);
+ _mesa_PushMatrix();
+ _mesa_LoadIdentity();
+ _mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
+
+ _mesa_MatrixMode(GL_MODELVIEW);
+ _mesa_PushMatrix();
+ _mesa_LoadIdentity();
+
+ intel_meta_set_fragment_program(intel, &intel->meta.bitmap_fp, fp);
+ _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
+ ctx->Current.RasterColor);
+ intel_meta_set_passthrough_vertex_program(intel);
+
+ vertices[0][0] = dst_x;
+ vertices[0][1] = dst_y;
+ vertices[0][2] = ctx->Current.RasterPos[2];
+ vertices[0][3] = 1.0;
+ vertices[1][0] = dst_x + width;
+ vertices[1][1] = dst_y;
+ vertices[1][2] = ctx->Current.RasterPos[2];
+ vertices[1][3] = 1.0;
+ vertices[2][0] = dst_x + width;
+ vertices[2][1] = dst_y + height;
+ vertices[2][2] = ctx->Current.RasterPos[2];
+ vertices[2][3] = 1.0;
+ vertices[3][0] = dst_x;
+ vertices[3][1] = dst_y + height;
+ vertices[3][2] = ctx->Current.RasterPos[2];
+ vertices[3][3] = 1.0;
+
+ texcoords[0][0] = 0.0;
+ texcoords[0][1] = 0.0;
+ texcoords[1][0] = 1.0;
+ texcoords[1][1] = 0.0;
+ texcoords[2][0] = 1.0;
+ texcoords[2][1] = 1.0;
+ texcoords[3][0] = 0.0;
+ texcoords[3][1] = 1.0;
+
+ _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
+ _mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
+ _mesa_Enable(GL_VERTEX_ARRAY);
+ _mesa_Enable(GL_TEXTURE_COORD_ARRAY);
+ CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
+
+ intel_meta_restore_fragment_program(intel);
+ intel_meta_restore_vertex_program(intel);
+
+ _mesa_MatrixMode(GL_PROJECTION);
+ _mesa_PopMatrix();
+ _mesa_MatrixMode(GL_MODELVIEW);
+ _mesa_PopMatrix();
+
+ _mesa_PopClientAttrib();
+ _mesa_Disable(GL_TEXTURE_2D); /* asserted that it was disabled at entry */
+ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
+ _mesa_PopAttrib();
+
+ _mesa_DeleteTextures(1, &texname);
+ return GL_TRUE;
+}
/* There are a large number of possible ways to implement bitmap on
* this hardware, most of them have some sort of drawback. Here are a
@@ -352,6 +547,10 @@ intelBitmap(GLcontext * ctx,
unpack, pixels))
return;
+ if (intel_texture_bitmap(ctx, x, y, width, height,
+ unpack, pixels))
+ return;
+
if (INTEL_DEBUG & DEBUG_PIXEL)
_mesa_printf("%s: fallback to swrast\n", __FUNCTION__);