diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/drivers/dri/intel/intel_pixel_bitmap.c | 181 |
1 files changed, 1 insertions, 180 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c b/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c index 02c0ffce31..3ea1d48d7c 100644 --- a/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c +++ b/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c @@ -309,178 +309,6 @@ 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]; - GLint old_active_texture; - GLubyte *a8_bitmap; - 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; - } - - 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, - "glBitmap() fallback: NPOT texture\n"); - return GL_FALSE; - } - - if (ctx->Fog.Enabled) { - if (INTEL_DEBUG & DEBUG_FALLBACKS) - fprintf(stderr, "glBitmap() fallback: fog\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; - } - - if (_mesa_is_bufferobj(unpack->BufferObj)) { - bitmap = map_pbo(ctx, width, height, unpack, bitmap); - if (bitmap == NULL) - return GL_TRUE; /* even though this is an error, we're done */ - } - - /* Convert the A1 bitmap to an A8 format suitable for glTexImage */ - a8_bitmap = calloc(1, width * height); - _mesa_expand_bitmap(width, height, unpack, bitmap, a8_bitmap, width, 0xff); - - if (_mesa_is_bufferobj(unpack->BufferObj)) { - /* 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_POLYGON_BIT | - GL_TEXTURE_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); - _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL); - - /* 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); - free(a8_bitmap); - - meta_set_fragment_program(&intel->meta, &intel->meta.bitmap_fp, fp); - _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, - ctx->Current.RasterColor); - meta_set_passthrough_vertex_program(&intel->meta); - meta_set_passthrough_transform(&intel->meta); - - /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */ - dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2]; - - /* RasterPos[2] already takes into account the DepthRange mapping. */ - _mesa_DepthRange(0.0, 1.0); - - 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; - - _mesa_VertexPointer(4, GL_FLOAT, 4 * 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); - meta_restore_fragment_program(&intel->meta); - meta_restore_vertex_program(&intel->meta); - - _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture); - _mesa_PopClientAttrib(); - _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: @@ -512,12 +340,5 @@ intelBitmap(GLcontext * ctx, unpack, pixels)) return; - if (intel_texture_bitmap(ctx, x, y, width, height, - unpack, pixels)) - return; - - if (INTEL_DEBUG & DEBUG_PIXEL) - printf("%s: fallback to swrast\n", __FUNCTION__); - - _swrast_Bitmap(ctx, x, y, width, height, unpack, pixels); + _mesa_meta_Bitmap(ctx, x, y, width, height, unpack, pixels); } |