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Diffstat (limited to 'src/mesa/drivers/dri/intel/intel_pixel_bitmap.c')
-rw-r--r--src/mesa/drivers/dri/intel/intel_pixel_bitmap.c557
1 files changed, 557 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
new file mode 100644
index 0000000000..1db7f5594e
--- /dev/null
+++ b/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c
@@ -0,0 +1,557 @@
+/**************************************************************************
+ *
+ * Copyright 2006 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 portionsalloc
+ * 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 "main/glheader.h"
+#include "main/enums.h"
+#include "main/image.h"
+#include "main/colormac.h"
+#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/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"
+#include "intel_context.h"
+#include "intel_batchbuffer.h"
+#include "intel_blit.h"
+#include "intel_regions.h"
+#include "intel_buffer_objects.h"
+#include "intel_buffers.h"
+#include "intel_pixel.h"
+#include "intel_reg.h"
+
+
+#define FILE_DEBUG_FLAG DEBUG_PIXEL
+
+
+/* Unlike the other intel_pixel_* functions, the expectation here is
+ * that the incoming data is not in a PBO. With the XY_TEXT blit
+ * method, there's no benefit haveing it in a PBO, but we could
+ * implement a path based on XY_MONO_SRC_COPY_BLIT which might benefit
+ * PBO bitmaps. I think they are probably pretty rare though - I
+ * wonder if Xgl uses them?
+ */
+static const GLubyte *map_pbo( GLcontext *ctx,
+ GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLubyte *bitmap )
+{
+ GLubyte *buf;
+
+ if (!_mesa_validate_pbo_access(2, unpack, width, height, 1,
+ GL_COLOR_INDEX, GL_BITMAP,
+ (GLvoid *) bitmap)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,"glBitmap(invalid PBO access)");
+ return NULL;
+ }
+
+ buf = (GLubyte *) ctx->Driver.MapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
+ GL_READ_ONLY_ARB,
+ unpack->BufferObj);
+ if (!buf) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glBitmap(PBO is mapped)");
+ return NULL;
+ }
+
+ return ADD_POINTERS(buf, bitmap);
+}
+
+static GLboolean test_bit( const GLubyte *src,
+ GLuint bit )
+{
+ 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 )
+{
+ dest[bit/8] |= 1 << (bit % 8);
+}
+
+/* Extract a rectangle's worth of data from the bitmap. Called
+ * per-cliprect.
+ */
+static GLuint get_bitmap_rect(GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLubyte *bitmap,
+ GLuint x, GLuint y,
+ GLuint w, GLuint h,
+ GLubyte *dest,
+ GLuint row_align,
+ GLboolean invert)
+{
+ GLuint src_offset = (x + unpack->SkipPixels) & 0x7;
+ GLuint mask = unpack->LsbFirst ? 0 : 7;
+ GLuint bit = 0;
+ GLint row, col;
+ GLint first, last;
+ GLint incr;
+ GLuint count = 0;
+
+ if (INTEL_DEBUG & DEBUG_PIXEL)
+ _mesa_printf("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n",
+ __FUNCTION__, x,y,w,h,width,height,unpack->SkipPixels, src_offset, mask);
+
+ if (invert) {
+ first = h-1;
+ last = 0;
+ incr = -1;
+ }
+ else {
+ first = 0;
+ last = h-1;
+ incr = 1;
+ }
+
+ /* Require that dest be pre-zero'd.
+ */
+ for (row = first; row != (last+incr); row += incr) {
+ const GLubyte *rowsrc = _mesa_image_address2d(unpack, bitmap,
+ width, height,
+ GL_COLOR_INDEX, GL_BITMAP,
+ y + row, x);
+
+ for (col = 0; col < w; col++, bit++) {
+ if (test_bit(rowsrc, (col + src_offset) ^ mask)) {
+ set_bit(dest, bit ^ 7);
+ count++;
+ }
+ }
+
+ if (row_align)
+ bit = ALIGN(bit, row_align);
+ }
+
+ return count;
+}
+
+/**
+ * Returns the low Y value of the vertical range given, flipped according to
+ * whether the framebuffer is or not.
+ */
+static inline int
+y_flip(struct gl_framebuffer *fb, int y, int height)
+{
+ if (fb->Name != 0)
+ return y;
+ else
+ return fb->Height - y - height;
+}
+
+/*
+ * Render a bitmap.
+ */
+static GLboolean
+do_blit_bitmap( GLcontext *ctx,
+ GLint dstx, GLint dsty,
+ GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLubyte *bitmap )
+{
+ struct intel_context *intel = intel_context(ctx);
+ struct intel_region *dst = intel_drawbuf_region(intel);
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ GLfloat tmpColor[4];
+ GLubyte ubcolor[4];
+ GLuint color8888, color565;
+ unsigned int num_cliprects;
+ drm_clip_rect_t *cliprects;
+ int x_off, y_off;
+ GLsizei bitmap_width = width;
+ GLsizei bitmap_height = height;
+
+ /* Update draw buffer bounds */
+ _mesa_update_state(ctx);
+
+ if (ctx->Depth.Test) {
+ /* The blit path produces incorrect results when depth testing is on.
+ * It seems the blit Z coord is always 1.0 (the far plane) so fragments
+ * will likely be obscured by other, closer geometry.
+ */
+ return GL_FALSE;
+ }
+
+ if (!dst)
+ return GL_FALSE;
+
+ 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 */
+ }
+
+ COPY_4V(tmpColor, ctx->Current.RasterColor);
+
+ if (NEED_SECONDARY_COLOR(ctx)) {
+ ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor);
+ }
+
+ UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[0], tmpColor[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[1], tmpColor[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[2], tmpColor[2]);
+ UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[3], tmpColor[3]);
+
+ color8888 = INTEL_PACKCOLOR8888(ubcolor[0], ubcolor[1], ubcolor[2], ubcolor[3]);
+ color565 = INTEL_PACKCOLOR565(ubcolor[0], ubcolor[1], ubcolor[2]);
+
+ if (!intel_check_blit_fragment_ops(ctx, tmpColor[3] == 1.0F))
+ return GL_FALSE;
+
+ LOCK_HARDWARE(intel);
+
+ intel_get_cliprects(intel, &cliprects, &num_cliprects, &x_off, &y_off);
+ if (num_cliprects != 0) {
+ GLuint i;
+ GLint orig_dstx = dstx;
+ GLint orig_dsty = dsty;
+
+ /* Clip to buffer bounds and scissor. */
+ if (!_mesa_clip_to_region(fb->_Xmin, fb->_Ymin,
+ fb->_Xmax, fb->_Ymax,
+ &dstx, &dsty, &width, &height))
+ goto out;
+
+ dstx = x_off + dstx;
+ dsty = y_off + y_flip(fb, dsty, height);
+
+ for (i = 0; i < num_cliprects; i++) {
+ int box_x, box_y, box_w, box_h;
+ GLint px, py;
+ GLuint stipple[32];
+
+ box_x = dstx;
+ box_y = dsty;
+ box_w = width;
+ box_h = height;
+
+ /* Clip to drawable cliprect */
+ if (!_mesa_clip_to_region(cliprects[i].x1,
+ cliprects[i].y1,
+ cliprects[i].x2,
+ cliprects[i].y2,
+ &box_x, &box_y, &box_w, &box_h))
+ continue;
+
+#define DY 32
+#define DX 32
+
+ /* Then, finally, chop it all into chunks that can be
+ * digested by hardware:
+ */
+ for (py = 0; py < box_h; py += DY) {
+ for (px = 0; px < box_w; px += DX) {
+ int h = MIN2(DY, box_h - py);
+ int w = MIN2(DX, box_w - px);
+ GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8;
+ GLenum logic_op = ctx->Color.ColorLogicOpEnabled ?
+ ctx->Color.LogicOp : GL_COPY;
+
+ assert(sz <= sizeof(stipple));
+ memset(stipple, 0, sz);
+
+ /* May need to adjust this when padding has been introduced in
+ * sz above:
+ *
+ * Have to translate destination coordinates back into source
+ * coordinates.
+ */
+ if (get_bitmap_rect(bitmap_width, bitmap_height, unpack,
+ bitmap,
+ -orig_dstx + (box_x + px - x_off),
+ -orig_dsty + y_flip(fb,
+ box_y + py - y_off, h),
+ w, h,
+ (GLubyte *)stipple,
+ 8,
+ fb->Name == 0 ? GL_TRUE : GL_FALSE) == 0)
+ continue;
+
+ /*
+ */
+ intelEmitImmediateColorExpandBlit( intel,
+ dst->cpp,
+ (GLubyte *)stipple,
+ sz,
+ (dst->cpp == 2) ? color565 : color8888,
+ dst->pitch,
+ dst->buffer,
+ 0,
+ dst->tiling,
+ box_x + px,
+ box_y + py,
+ w, h,
+ logic_op);
+ }
+ }
+ }
+ }
+out:
+ UNLOCK_HARDWARE(intel);
+
+ if (INTEL_DEBUG & DEBUG_SYNC)
+ intel_batchbuffer_flush(intel->batch);
+
+ if (unpack->BufferObj->Name) {
+ /* done with PBO so unmap it now */
+ ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
+ unpack->BufferObj);
+ }
+
+ 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;
+ GLfloat dst_z;
+
+ /* 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_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);
+
+ 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);
+ intel_meta_set_passthrough_transform(intel);
+
+ /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
+ dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
+
+ vertices[0][0] = dst_x;
+ vertices[0][1] = dst_y;
+ vertices[0][2] = dst_z;
+ vertices[0][3] = 1.0;
+ vertices[1][0] = dst_x + width;
+ vertices[1][1] = dst_y;
+ vertices[1][2] = dst_z;
+ vertices[1][3] = 1.0;
+ vertices[2][0] = dst_x + width;
+ vertices[2][1] = dst_y + height;
+ vertices[2][2] = dst_z;
+ vertices[2][3] = 1.0;
+ vertices[3][0] = dst_x;
+ vertices[3][1] = dst_y + height;
+ vertices[3][2] = dst_z;
+ 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_ClientActiveTextureARB(GL_TEXTURE0);
+ _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_transform(intel);
+ intel_meta_restore_fragment_program(intel);
+ intel_meta_restore_vertex_program(intel);
+
+ _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
+ * few that spring to mind:
+ *
+ * Blit:
+ * - XY_MONO_SRC_BLT_CMD
+ * - use XY_SETUP_CLIP_BLT for cliprect clipping.
+ * - XY_TEXT_BLT
+ * - XY_TEXT_IMMEDIATE_BLT
+ * - blit per cliprect, subject to maximum immediate data size.
+ * - XY_COLOR_BLT
+ * - per pixel or run of pixels
+ * - XY_PIXEL_BLT
+ * - good for sparse bitmaps
+ *
+ * 3D engine:
+ * - Point per pixel
+ * - Translate bitmap to an alpha texture and render as a quad
+ * - Chop bitmap up into 32x32 squares and render w/polygon stipple.
+ */
+void
+intelBitmap(GLcontext * ctx,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLubyte * pixels)
+{
+ if (do_blit_bitmap(ctx, x, y, width, height,
+ 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__);
+
+ _swrast_Bitmap(ctx, x, y, width, height, unpack, pixels);
+}