/************************************************************************** * * Copyright 2007 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 portions * 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. * **************************************************************************/ /* * Authors: * Brian Paul */ #include "main/imports.h" #include "main/image.h" #include "main/macros.h" #include "main/texformat.h" #include "shader/program.h" #include "shader/prog_parameter.h" #include "shader/prog_print.h" #include "st_context.h" #include "st_atom.h" #include "st_atom_constbuf.h" #include "st_program.h" #include "st_cb_bitmap.h" #include "st_mesa_to_tgsi.h" #include "st_texture.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_inlines.h" #include "pipe/p_winsys.h" #include "util/p_tile.h" #include "util/u_draw_quad.h" #include "util/u_simple_shaders.h" #include "shader/prog_instruction.h" #include "cso_cache/cso_context.h" /** * Make fragment program for glBitmap: * Sample the texture and kill the fragment if the bit is 0. * This program will be combined with the user's fragment program. */ static struct st_fragment_program * make_bitmap_fragment_program(GLcontext *ctx) { struct st_fragment_program *stfp; struct gl_program *p; GLuint ic = 0; p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0); if (!p) return NULL; p->NumInstructions = 5; p->Instructions = _mesa_alloc_instructions(p->NumInstructions); if (!p->Instructions) { ctx->Driver.DeleteProgram(ctx, p); return NULL; } _mesa_init_instructions(p->Instructions, p->NumInstructions); /* TEX tmp0, fragment.texcoord[0], texture[0], 2D; */ p->Instructions[ic].Opcode = OPCODE_TEX; p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY; p->Instructions[ic].DstReg.Index = 0; p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT; p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0; p->Instructions[ic].TexSrcUnit = 0; p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX; ic++; /* SWZ tmp0.x, tmp0.x, 1111; # tmp0.x = 1.0 */ p->Instructions[ic].Opcode = OPCODE_SWZ; p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY; p->Instructions[ic].DstReg.Index = 0; p->Instructions[ic].DstReg.WriteMask = WRITEMASK_X; p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY; p->Instructions[ic].SrcReg[0].Index = 0; p->Instructions[ic].SrcReg[0].Swizzle = MAKE_SWIZZLE4(SWIZZLE_ONE, SWIZZLE_ONE, SWIZZLE_ONE, SWIZZLE_ONE ); ic++; /* SUB tmp0, tmp0.wwww, tmp0.xxxx; # tmp0.w -= 1 */ p->Instructions[ic].Opcode = OPCODE_SUB; p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY; p->Instructions[ic].DstReg.Index = 0; p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY; p->Instructions[ic].SrcReg[0].Index = 0; p->Instructions[ic].SrcReg[0].Swizzle = SWIZZLE_WWWW; p->Instructions[ic].SrcReg[1].File = PROGRAM_TEMPORARY; p->Instructions[ic].SrcReg[1].Index = 0; p->Instructions[ic].SrcReg[1].Swizzle = SWIZZLE_XXXX; /* 1.0 */ ic++; /* KIL if tmp0 < 0 */ p->Instructions[ic].Opcode = OPCODE_KIL; p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY; p->Instructions[ic].SrcReg[0].Index = 0; ic++; /* END; */ p->Instructions[ic++].Opcode = OPCODE_END; assert(ic == p->NumInstructions); p->InputsRead = FRAG_BIT_TEX0; p->OutputsWritten = 0x0; stfp = (struct st_fragment_program *) p; stfp->Base.UsesKill = GL_TRUE; st_translate_fragment_program(ctx->st, stfp, NULL); return stfp; } /** * Combine basic bitmap fragment program with the user-defined program. */ static struct st_fragment_program * combined_bitmap_fragment_program(GLcontext *ctx) { struct st_context *st = ctx->st; struct st_fragment_program *stfp; if (!st->bitmap.program) { /* create the basic bitmap fragment program */ st->bitmap.program = make_bitmap_fragment_program(ctx); } if (st->bitmap.user_prog_sn == st->fp->serialNo) { /* re-use */ stfp = st->bitmap.combined_prog; } else { /* Concatenate the bitmap program with the current user-defined program. */ stfp = (struct st_fragment_program *) _mesa_combine_programs(ctx, &st->bitmap.program->Base.Base, &st->fp->Base.Base); #if 0 { struct gl_program *p = &stfp->Base.Base; printf("Combined bitmap program:\n"); _mesa_print_program(p); printf("InputsRead: 0x%x\n", p->InputsRead); printf("OutputsWritten: 0x%x\n", p->OutputsWritten); _mesa_print_parameter_list(p->Parameters); } #endif /* translate to TGSI tokens */ st_translate_fragment_program(st, stfp, NULL); /* save new program, update serial numbers */ st->bitmap.user_prog_sn = st->fp->serialNo; st->bitmap.combined_prog = stfp; } /* Ideally we'd have updated the pipe constants during the normal * st/atom mechanism. But we can't since this is specific to glBitmap. */ st_upload_constants(st, stfp->Base.Base.Parameters, PIPE_SHADER_FRAGMENT); return stfp; } /** * Create a texture which represents a bitmap image. */ static struct pipe_texture * make_bitmap_texture(GLcontext *ctx, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap) { struct pipe_context *pipe = ctx->st->pipe; struct pipe_screen *screen = pipe->screen; struct pipe_surface *surface; uint format = 0, cpp, comp; ubyte *dest; struct pipe_texture *pt; int row, col; /* find a texture format we know */ if (screen->is_format_supported( screen, PIPE_FORMAT_U_I8, PIPE_TEXTURE )) { format = PIPE_FORMAT_U_I8; cpp = 1; comp = 0; } else if (screen->is_format_supported( screen, PIPE_FORMAT_A8R8G8B8_UNORM, PIPE_TEXTURE )) { format = PIPE_FORMAT_A8R8G8B8_UNORM; cpp = 4; comp = 3; /* alpha channel */ /*XXX little-endian dependency */ } else { /* XXX support more formats */ assert( 0 ); } /** * Create a texture. */ pt = st_texture_create(ctx->st, PIPE_TEXTURE_2D, format, 0, width, height, 1, 0); if (!pt) return NULL; if (unpack->BufferObj && unpack->BufferObj->Name) { /* pt->region = buffer_object_region(unpack->BufferObj); */ printf("st_Bitmap (sourcing from PBO not implemented yet)\n"); } surface = screen->get_tex_surface(screen, pt, 0, 0, 0); /* map texture surface */ dest = pipe_surface_map(surface); /* Put image into texture surface. * Note that the image is actually going to be upside down in * the texture. We deal with that with texcoords. */ for (row = 0; row < height; row++) { const GLubyte *src = (const GLubyte *) _mesa_image_address2d(unpack, bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, row, 0); ubyte *destRow = dest + row * surface->pitch * cpp; if (unpack->LsbFirst) { /* Lsb first */ GLubyte mask = 1U << (unpack->SkipPixels & 0x7); for (col = 0; col < width; col++) { /* set texel to 255 if bit is set */ destRow[comp] = (*src & mask) ? 255 : 0; destRow += cpp; if (mask == 128U) { src++; mask = 1U; } else { mask = mask << 1; } } /* get ready for next row */ if (mask != 1) src++; } else { /* Msb first */ GLubyte mask = 128U >> (unpack->SkipPixels & 0x7); for (col = 0; col < width; col++) { /* set texel to 255 if bit is set */ destRow[comp] =(*src & mask) ? 255 : 0; destRow += cpp; if (mask == 1U) { src++; mask = 128U; } else { mask = mask >> 1; } } /* get ready for next row */ if (mask != 128) src++; } } /* row */ /* Release surface */ pipe_surface_unmap(surface); pipe_surface_reference(&surface, NULL); pipe->texture_update(pipe, pt, 0, 0x1); pt->format = format; return pt; } static void setup_bitmap_vertex_data(struct st_context *st, int x, int y, int width, int height, float z, const float color[4]) { struct pipe_context *pipe = st->pipe; const struct gl_framebuffer *fb = st->ctx->DrawBuffer; const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP); const GLfloat x0 = x; const GLfloat x1 = x + width; const GLfloat y0 = invert ? (fb->Height - y - height) : y; const GLfloat y1 = invert ? (y0 + height) : y + height; const GLfloat bias = st->bitmap_texcoord_bias; const GLfloat xBias = bias / (x1-x0); const GLfloat yBias = bias / (y1-y0); const GLfloat sLeft = 0.0 + xBias, sRight = 1.0 + xBias; const GLfloat tTop = 1.0 - yBias, tBot = 1.0 - tTop - yBias; GLuint i; void *buf; if (!st->bitmap.vbuf) { st->bitmap.vbuf = pipe->winsys->buffer_create(pipe->winsys, 32, PIPE_BUFFER_USAGE_VERTEX, sizeof(st->bitmap.vertices)); } /* positions, texcoords */ st->bitmap.vertices[0][0][0] = x0; st->bitmap.vertices[0][0][1] = y0; st->bitmap.vertices[0][2][0] = sLeft; st->bitmap.vertices[0][2][1] = tTop; st->bitmap.vertices[1][0][0] = x1; st->bitmap.vertices[1][0][1] = y0; st->bitmap.vertices[1][2][0] = sRight; st->bitmap.vertices[1][2][1] = tTop; st->bitmap.vertices[2][0][0] = x1; st->bitmap.vertices[2][0][1] = y1; st->bitmap.vertices[2][2][0] = sRight; st->bitmap.vertices[2][2][1] = tBot; st->bitmap.vertices[3][0][0] = x0; st->bitmap.vertices[3][0][1] = y1; st->bitmap.vertices[3][2][0] = sLeft; st->bitmap.vertices[3][2][1] = tBot; /* same for all verts: */ for (i = 0; i < 4; i++) { st->bitmap.vertices[i][0][2] = z; st->bitmap.vertices[i][0][3] = 1.0; st->bitmap.vertices[i][1][0] = color[0]; st->bitmap.vertices[i][1][1] = color[1]; st->bitmap.vertices[i][1][2] = color[2]; st->bitmap.vertices[i][1][3] = color[3]; st->bitmap.vertices[i][2][2] = 0.0; /*R*/ st->bitmap.vertices[i][2][3] = 1.0; /*Q*/ } /* put vertex data into vbuf */ buf = pipe->winsys->buffer_map(pipe->winsys, st->bitmap.vbuf, PIPE_BUFFER_USAGE_CPU_WRITE); memcpy(buf, st->bitmap.vertices, sizeof(st->bitmap.vertices)); pipe->winsys->buffer_unmap(pipe->winsys, st->bitmap.vbuf); } /** * Render a glBitmap by drawing a textured quad */ static void draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z, GLsizei width, GLsizei height, struct pipe_texture *pt, struct st_fragment_program *stfp) { struct st_context *st = ctx->st; struct pipe_context *pipe = ctx->st->pipe; struct cso_context *cso = ctx->st->cso_context; GLuint maxSize; /* limit checks */ /* XXX if DrawPixels image is larger than max texture size, break * it up into chunks. */ maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1); assert(width <= maxSize); assert(height <= maxSize); cso_save_rasterizer(cso); //cso_save_viewport(cso); /* rasterizer state: just scissor */ { struct pipe_rasterizer_state rasterizer; memset(&rasterizer, 0, sizeof(rasterizer)); if (ctx->Scissor.Enabled) rasterizer.scissor = 1; rasterizer.bypass_clipping = 1; cso_set_rasterizer(cso, &rasterizer); } /* fragment shader state: TEX lookup program */ pipe->bind_fs_state(pipe, stfp->driver_shader); /* vertex shader state: position + texcoord pass-through */ pipe->bind_vs_state(pipe, st->bitmap.vs); /* sampler / texture state */ { struct pipe_sampler_state sampler; memset(&sampler, 0, sizeof(sampler)); sampler.wrap_s = PIPE_TEX_WRAP_CLAMP; sampler.wrap_t = PIPE_TEX_WRAP_CLAMP; sampler.wrap_r = PIPE_TEX_WRAP_CLAMP; sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; sampler.normalized_coords = 1; cso_single_sampler(cso, 0, &sampler); cso_single_sampler_done(cso); pipe->set_sampler_textures(pipe, 1, &pt); } /* draw textured quad */ setup_bitmap_vertex_data(st, x, y, width, height, ctx->Current.RasterPos[2], ctx->Current.RasterColor); util_draw_vertex_buffer(pipe, st->bitmap.vbuf, PIPE_PRIM_TRIANGLE_FAN, 4, /* verts */ 3); /* attribs/vert */ /* restore state */ cso_restore_rasterizer(cso); cso_restore_samplers(cso); //cso_restore_viewport(cso); /* shaders don't go through cso yet */ pipe->bind_fs_state(pipe, st->fp->driver_shader); pipe->bind_vs_state(pipe, st->vp->driver_shader); pipe->set_sampler_textures(pipe, ctx->st->state.num_textures, ctx->st->state.sampler_texture); } static void st_Bitmap(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap ) { struct st_fragment_program *stfp; struct st_context *st = ctx->st; struct pipe_texture *pt; stfp = combined_bitmap_fragment_program(ctx); if (!st->bitmap.vs) { /* create pass-through vertex shader now */ const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, TGSI_SEMANTIC_COLOR, TGSI_SEMANTIC_GENERIC }; const uint semantic_indexes[] = { 0, 0, 0 }; st->bitmap.vs = util_make_vertex_passthrough_shader(st->pipe, 3, semantic_names, semantic_indexes); } st_validate_state(st); pt = make_bitmap_texture(ctx, width, height, unpack, bitmap); if (pt) { draw_bitmap_quad(ctx, x, y, ctx->Current.RasterPos[2], width, height, pt, stfp); pipe_texture_reference(&pt, NULL); } } void st_init_bitmap_functions(struct dd_function_table *functions) { functions->Bitmap = st_Bitmap; } void st_destroy_bitmap(struct st_context *st) { struct pipe_context *pipe = st->pipe; /* XXX free frag shader state */ if (st->bitmap.vs) { pipe->delete_vs_state(pipe, st->bitmap.vs); st->bitmap.vs = NULL; } if (st->bitmap.vbuf) { pipe->winsys->buffer_destroy(pipe->winsys, st->bitmap.vbuf); st->bitmap.vbuf = NULL; } }