summaryrefslogtreecommitdiff
path: root/src/mesa/drivers/dri/intel/intel_pixel_draw.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/mesa/drivers/dri/intel/intel_pixel_draw.c')
-rw-r--r--src/mesa/drivers/dri/intel/intel_pixel_draw.c430
1 files changed, 430 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_pixel_draw.c b/src/mesa/drivers/dri/intel/intel_pixel_draw.c
new file mode 100644
index 0000000000..8ebbc95a1d
--- /dev/null
+++ b/src/mesa/drivers/dri/intel/intel_pixel_draw.c
@@ -0,0 +1,430 @@
+/**************************************************************************
+ *
+ * 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/mtypes.h"
+#include "main/macros.h"
+#include "main/bufferobj.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 "main/buffers.h"
+#include "main/fbobject.h"
+#include "main/renderbuffer.h"
+#include "main/depth.h"
+#include "main/hash.h"
+#include "main/blend.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_buffers.h"
+#include "intel_regions.h"
+#include "intel_pixel.h"
+#include "intel_buffer_objects.h"
+#include "intel_fbo.h"
+
+static GLboolean
+intel_texture_drawpixels(GLcontext * ctx,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum format,
+ GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLvoid *pixels)
+{
+ GLuint texname;
+ GLfloat vertices[4][4];
+ GLfloat texcoords[4][2];
+
+ /* 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() 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() fallback: fragment program enabled\n");
+ return GL_FALSE;
+ }
+
+ /* We don't have a way to generate fragments with stencil values which *
+ * will set the resulting stencil value.
+ */
+ if (format == GL_STENCIL_INDEX)
+ 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() fallback: bitmap too large (%dx%d)\n",
+ width, height);
+ return GL_FALSE;
+ }
+
+ /* To do DEPTH_COMPONENT, we would need to change our setup to not draw to
+ * the color buffer, and sample the texture values into the fragment depth
+ * in a program.
+ */
+ if (format == GL_DEPTH_COMPONENT) {
+ if (INTEL_DEBUG & DEBUG_FALLBACKS)
+ fprintf(stderr,
+ "glDrawPixels() fallback: format == GL_DEPTH_COMPONENT\n");
+ return GL_FALSE;
+ }
+
+ _mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT | GL_TEXTURE_BIT |
+ GL_CURRENT_BIT);
+ _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
+
+ /* XXX: pixel store stuff */
+ _mesa_Disable(GL_POLYGON_STIPPLE);
+
+ _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);
+ /*
+ _mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
+ _mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
+ */
+ _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format,
+ type, pixels);
+
+ _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();
+
+ /* Create the vertex buffer based on the current raster pos. The x and y
+ * we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
+ * We also apply the depth. However, the W component is already multiplied
+ * into ctx->Current.RasterPos[0,1,2] and we can ignore it at this point.
+ */
+ vertices[0][0] = x;
+ vertices[0][1] = y;
+ vertices[0][2] = ctx->Current.RasterPos[2];
+ vertices[0][3] = 1.0;
+ vertices[1][0] = x + width * ctx->Pixel.ZoomX;
+ vertices[1][1] = y;
+ vertices[1][2] = ctx->Current.RasterPos[2];
+ vertices[1][3] = 1.0;
+ vertices[2][0] = x + width * ctx->Pixel.ZoomX;
+ vertices[2][1] = y + height * ctx->Pixel.ZoomY;
+ vertices[2][2] = ctx->Current.RasterPos[2];
+ vertices[2][3] = 1.0;
+ vertices[3][0] = x;
+ vertices[3][1] = y + height * ctx->Pixel.ZoomY;
+ 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));
+
+ _mesa_MatrixMode(GL_PROJECTION);
+ _mesa_PopMatrix();
+ _mesa_MatrixMode(GL_MODELVIEW);
+ _mesa_PopMatrix();
+ _mesa_PopClientAttrib();
+ _mesa_PopAttrib();
+
+ _mesa_DeleteTextures(1, &texname);
+
+ return GL_TRUE;
+}
+
+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)
+{
+ GLuint texname, rb_name, fb_name, old_fb_name;
+ GLfloat vertices[4][2];
+ GLfloat texcoords[4][2];
+ struct intel_renderbuffer *irb;
+ struct intel_renderbuffer *depth_irb;
+ struct gl_renderbuffer *rb;
+ struct gl_pixelstore_attrib old_unpack;
+ GLstencil *stencil_pixels;
+ int row;
+
+ 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 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;
+ }
+
+ _mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_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;
+
+ _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 = _mesa_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(GL_RGBA8);
+ rb = &irb->Base;
+ irb->Base.Width = depth_irb->Base.Width;
+ irb->Base.Height = depth_irb->Base.Height;
+ intel_renderbuffer_set_region(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;
+ _mesa_free(stencil_pixels);
+
+ _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();
+
+ vertices[0][0] = x;
+ vertices[0][1] = y;
+ vertices[1][0] = x + width * ctx->Pixel.ZoomX;
+ vertices[1][1] = y;
+ vertices[2][0] = x + width * ctx->Pixel.ZoomX;
+ vertices[2][1] = y + height * ctx->Pixel.ZoomY;
+ vertices[3][0] = x;
+ vertices[3][1] = y + height * ctx->Pixel.ZoomY;
+
+ 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(2, GL_FLOAT, 2 * 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));
+
+ _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name);
+
+ _mesa_MatrixMode(GL_PROJECTION);
+ _mesa_PopMatrix();
+ _mesa_MatrixMode(GL_MODELVIEW);
+ _mesa_PopMatrix();
+ _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,
+ GLsizei width, GLsizei height,
+ GLenum format,
+ GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLvoid * pixels)
+{
+ if (intel_texture_drawpixels(ctx, x, y, width, height, format, type,
+ unpack, pixels))
+ return;
+
+ if (intel_stencil_drawpixels(ctx, x, y, width, height, format, type,
+ unpack, pixels))
+ return;
+
+ if (INTEL_DEBUG & DEBUG_PIXEL)
+ _mesa_printf("%s: fallback to swrast\n", __FUNCTION__);
+
+ if (ctx->FragmentProgram._Current == ctx->FragmentProgram._TexEnvProgram) {
+ /*
+ * We don't want the i915 texenv program to be applied to DrawPixels.
+ * This is really just a performance optimization (mesa will other-
+ * wise happily run the fragment program on each pixel in the image).
+ */
+ struct gl_fragment_program *fpSave = ctx->FragmentProgram._Current;
+ /* can't just set current frag prog to 0 here as on buffer resize
+ we'll get new state checks which will segfault. Remains a hack. */
+ ctx->FragmentProgram._Current = NULL;
+ ctx->FragmentProgram._UseTexEnvProgram = GL_FALSE;
+ ctx->FragmentProgram._Active = GL_FALSE;
+ _swrast_DrawPixels( ctx, x, y, width, height, format, type,
+ unpack, pixels );
+ ctx->FragmentProgram._Current = fpSave;
+ ctx->FragmentProgram._UseTexEnvProgram = GL_TRUE;
+ ctx->FragmentProgram._Active = GL_TRUE;
+ _swrast_InvalidateState(ctx, _NEW_PROGRAM);
+ }
+ else {
+ _swrast_DrawPixels( ctx, x, y, width, height, format, type,
+ unpack, pixels );
+ }
+}