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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.c307
1 files changed, 256 insertions, 51 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c b/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c
index 0565197ea0..1db7f5594e 100644
--- a/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c
+++ b/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c
@@ -32,6 +32,18 @@
#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"
@@ -86,6 +98,11 @@ 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 )
{
@@ -149,8 +166,18 @@ static GLuint get_bitmap_rect(GLsizei width, GLsizei height,
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.
@@ -164,9 +191,26 @@ do_blit_bitmap( GLcontext *ctx,
{
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;
@@ -196,59 +240,38 @@ do_blit_bitmap( GLcontext *ctx,
LOCK_HARDWARE(intel);
- if (intel->driDrawable->numClipRects) {
- __DRIdrawablePrivate *dPriv = intel->driDrawable;
- drm_clip_rect_t *box = dPriv->pClipRects;
- drm_clip_rect_t dest_rect;
- GLint nbox = dPriv->numClipRects;
- GLint srcx = 0, srcy = 0;
- GLint orig_screen_x1, orig_screen_y2;
+ 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;
-
- orig_screen_x1 = dPriv->x + dstx;
- orig_screen_y2 = dPriv->y + (dPriv->h - dsty);
-
- /* Do scissoring in GL coordinates:
- */
- if (ctx->Scissor.Enabled)
- {
- GLint x = ctx->Scissor.X;
- GLint y = ctx->Scissor.Y;
- GLuint w = ctx->Scissor.Width;
- GLuint h = ctx->Scissor.Height;
-
- if (!_mesa_clip_to_region(x, y, x+w-1, y+h-1, &dstx, &dsty, &width, &height))
+ /* 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;
- }
-
- /* Convert from GL to hardware coordinates:
- */
- dsty = dPriv->y + (dPriv->h - dsty - height);
- dstx = dPriv->x + dstx;
- dest_rect.x1 = dstx < 0 ? 0 : dstx;
- dest_rect.y1 = dsty < 0 ? 0 : dsty;
- dest_rect.x2 = dstx + width < 0 ? 0 : dstx + width;
- dest_rect.y2 = dsty + height < 0 ? 0 : dsty + height;
+ dstx = x_off + dstx;
+ dsty = y_off + y_flip(fb, dsty, height);
- for (i = 0; i < nbox; i++) {
- drm_clip_rect_t rect;
- int box_w, box_h;
+ for (i = 0; i < num_cliprects; i++) {
+ int box_x, box_y, box_w, box_h;
GLint px, py;
GLuint stipple[32];
- if (!intel_intersect_cliprects(&rect, &dest_rect, &box[i]))
- continue;
-
- /* Now go back to GL coordinates to figure out what subset of
- * the bitmap we are uploading for this cliprect:
- */
- box_w = rect.x2 - rect.x1;
- box_h = rect.y2 - rect.y1;
- srcx = rect.x1 - orig_screen_x1;
- srcy = orig_screen_y2 - rect.y2;
+ 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
@@ -269,13 +292,19 @@ do_blit_bitmap( GLcontext *ctx,
/* 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(width, height, unpack,
+ if (get_bitmap_rect(bitmap_width, bitmap_height, unpack,
bitmap,
- srcx + px, srcy + py, w, h,
+ -orig_dstx + (box_x + px - x_off),
+ -orig_dsty + y_flip(fb,
+ box_y + py - y_off, h),
+ w, h,
(GLubyte *)stipple,
8,
- GL_TRUE) == 0)
+ fb->Name == 0 ? GL_TRUE : GL_FALSE) == 0)
continue;
/*
@@ -289,8 +318,8 @@ do_blit_bitmap( GLcontext *ctx,
dst->buffer,
0,
dst->tiling,
- rect.x1 + px,
- rect.y2 - (py + h),
+ box_x + px,
+ box_y + py,
w, h,
logic_op);
}
@@ -300,6 +329,8 @@ do_blit_bitmap( GLcontext *ctx,
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 */
@@ -310,9 +341,179 @@ 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;
+ 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
@@ -345,6 +546,10 @@ 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__);