/************************************************************************** * * 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 "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" 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) 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) return GL_FALSE; /* Don't even want to think about it */ if (format == GL_COLOR_INDEX) 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; /* 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) 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(); vertices[0][0] = x; vertices[0][1] = y; vertices[0][2] = ctx->Current.RasterPos[2]; vertices[0][3] = ctx->Current.RasterPos[3]; vertices[1][0] = x + width * ctx->Pixel.ZoomX; vertices[1][1] = y; vertices[1][2] = ctx->Current.RasterPos[2]; vertices[1][3] = ctx->Current.RasterPos[3]; 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] = ctx->Current.RasterPos[3]; vertices[3][0] = x; vertices[3][1] = y + height * ctx->Pixel.ZoomY; vertices[3][2] = ctx->Current.RasterPos[2]; vertices[3][3] = ctx->Current.RasterPos[3]; 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; } 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_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 ); } }