diff options
-rw-r--r-- | src/mesa/drivers/dri/intel/intel_pixel_draw.c | 210 |
1 files changed, 0 insertions, 210 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_pixel_draw.c b/src/mesa/drivers/dri/intel/intel_pixel_draw.c index a40b232fff..b5576a9c91 100644 --- a/src/mesa/drivers/dri/intel/intel_pixel_draw.c +++ b/src/mesa/drivers/dri/intel/intel_pixel_draw.c @@ -49,203 +49,6 @@ #include "intel_pixel.h" #include "intel_fbo.h" - -/** XXX compare perf of this vs. _mesa_meta_DrawPixels(STENCIL) */ -static GLboolean -intel_stencil_drawpixels(GLcontext * ctx, - GLint x, GLint y, - GLsizei width, GLsizei height, - GLenum format, - GLenum type, - const struct gl_pixelstore_attrib *unpack, - const GLvoid *pixels) -{ - struct intel_context *intel = intel_context(ctx); - GLuint texname, rb_name, fb_name, old_fb_name; - GLfloat vertices[4][2]; - struct intel_renderbuffer *irb; - struct intel_renderbuffer *depth_irb; - struct gl_pixelstore_attrib old_unpack; - GLstencil *stencil_pixels; - int row, y1, y2; - GLint old_active_texture; - GLboolean rendering_to_fbo = ctx->DrawBuffer->Name != 0; - - if (format != GL_STENCIL_INDEX) - return GL_FALSE; - - /* If there's nothing to write, we're done. */ - if (ctx->Stencil.WriteMask[0] == 0) - return GL_TRUE; - - /* Can't do a per-bit writemask while treating stencil as rgba data. */ - if ((ctx->Stencil.WriteMask[0] & 0xff) != 0xff) { - if (INTEL_DEBUG & DEBUG_FALLBACKS) - fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: " - "stencil mask enabled\n"); - return GL_FALSE; - } - - /* We don't support stencil testing/ops here */ - if (ctx->Stencil._Enabled) - return GL_FALSE; - - /* We use FBOs for our wrapping of the depthbuffer into a color - * destination. - */ - if (!ctx->Extensions.EXT_framebuffer_object) - 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, "glDrawPixels(STENCIL_INDEX) 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, "glDrawPixels(STENCIL_INDEX) fallback: " - "fragment 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, "glDrawPixels(STENCIL_INDEX) fallback: " - "bitmap too large (%dx%d)\n", - width, height); - return GL_FALSE; - } - - if (!ctx->Extensions.ARB_texture_non_power_of_two && - (!is_power_of_two(width) || !is_power_of_two(height))) { - if (INTEL_DEBUG & DEBUG_FALLBACKS) - fprintf(stderr, - "glDrawPixels(GL_STENCIL_INDEX) fallback: NPOT texture\n"); - return GL_FALSE; - } - - _mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT | - GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT); - old_fb_name = ctx->DrawBuffer->Name; - old_active_texture = ctx->Texture.CurrentUnit; - - _mesa_Disable(GL_POLYGON_STIPPLE); - _mesa_Disable(GL_DEPTH_TEST); - _mesa_Disable(GL_STENCIL_TEST); - - /* Unpack the supplied stencil values into a ubyte buffer. */ - assert(sizeof(GLstencil) == sizeof(GLubyte)); - stencil_pixels = malloc(width * height * sizeof(GLstencil)); - for (row = 0; row < height; row++) { - GLvoid *source = _mesa_image_address2d(unpack, pixels, - width, height, - GL_COLOR_INDEX, type, - row, 0); - _mesa_unpack_stencil_span(ctx, width, GL_UNSIGNED_BYTE, - stencil_pixels + - row * width * sizeof(GLstencil), - type, source, unpack, ctx->_ImageTransferState); - } - - /* Take the current depth/stencil renderbuffer, and make a new one wrapping - * it which will be treated as GL_RGBA8 so we can render to it as a color - * buffer. - */ - depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH); - irb = intel_create_renderbuffer(MESA_FORMAT_ARGB8888); - irb->Base.Width = depth_irb->Base.Width; - irb->Base.Height = depth_irb->Base.Height; - intel_renderbuffer_set_region(intel, irb, depth_irb->region); - - /* Create a name for our renderbuffer, which lets us use other mesa - * rb functions for convenience. - */ - _mesa_GenRenderbuffersEXT(1, &rb_name); - irb->Base.RefCount++; - _mesa_HashInsert(ctx->Shared->RenderBuffers, rb_name, &irb->Base); - - /* Bind the new renderbuffer to the color attachment point. */ - _mesa_GenFramebuffersEXT(1, &fb_name); - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb_name); - _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, - GL_COLOR_ATTACHMENT0_EXT, - GL_RENDERBUFFER_EXT, - rb_name); - /* Choose to render to the color attachment. */ - _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT); - - _mesa_DepthMask(GL_FALSE); - _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); - - _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_TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - old_unpack = ctx->Unpack; - ctx->Unpack = ctx->DefaultPacking; - _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, width, height, 0, - GL_RED, GL_UNSIGNED_BYTE, stencil_pixels); - ctx->Unpack = old_unpack; - free(stencil_pixels); - - meta_set_passthrough_transform(&intel->meta); - - /* Since we're rendering to the framebuffer as if it was an FBO, - * if it's the window system we have to flip the coordinates. - */ - if (rendering_to_fbo) { - y1 = y; - y2 = y + height * ctx->Pixel.ZoomY; - } else { - y1 = irb->Base.Height - (y + height * ctx->Pixel.ZoomY); - y2 = irb->Base.Height - y; - } - vertices[0][0] = x; - vertices[0][1] = y1; - vertices[1][0] = x + width * ctx->Pixel.ZoomX; - vertices[1][1] = y1; - vertices[2][0] = x + width * ctx->Pixel.ZoomX; - vertices[2][1] = y2; - vertices[3][0] = x; - vertices[3][1] = y2; - - _mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices); - _mesa_Enable(GL_VERTEX_ARRAY); - meta_set_default_texrect(&intel->meta); - - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - - meta_restore_texcoords(&intel->meta); - meta_restore_transform(&intel->meta); - - _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture); - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name); - - _mesa_PopClientAttrib(); - _mesa_PopAttrib(); - - _mesa_DeleteTextures(1, &texname); - _mesa_DeleteFramebuffersEXT(1, &fb_name); - _mesa_DeleteRenderbuffersEXT(1, &rb_name); - - return GL_TRUE; -} - void intelDrawPixels(GLcontext * ctx, GLint x, GLint y, @@ -255,24 +58,11 @@ intelDrawPixels(GLcontext * ctx, const struct gl_pixelstore_attrib *unpack, const GLvoid * pixels) { -#if 0 - /* XXX this function doesn't seem to work reliably even when all - * the pre-requisite conditions are met. - * Note that this function is never hit with conform. - * Fall back to swrast because even the _mesa_meta_DrawPixels() approach - * isn't working because of an apparent stencil bug. - */ - if (intel_stencil_drawpixels(ctx, x, y, width, height, format, type, - unpack, pixels)) - return; -#else - (void) intel_stencil_drawpixels; /* silence warning */ if (format == GL_STENCIL_INDEX) { _swrast_DrawPixels(ctx, x, y, width, height, format, type, unpack, pixels); return; } -#endif _mesa_meta_DrawPixels(ctx, x, y, width, height, format, type, unpack, pixels); 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