/************************************************************************** * * 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 "imports.h" #include "st_context.h" #include "st_atom.h" #include "st_cache.h" #include "st_draw.h" #include "st_program.h" #include "st_cb_drawpixels.h" #include "st_cb_texture.h" #include "st_draw.h" #include "st_format.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/tgsi/mesa/mesa_to_tgsi.h" #include "shader/prog_instruction.h" #include "vf/vf.h" /** * Create a simple fragment shader that does a TEX() instruction to get * the fragment color. */ static struct st_fragment_program * make_fragment_shader(struct st_context *st) { static const GLuint outputMapping[2] = { 1, 0 }; GLcontext *ctx = st->ctx; struct st_fragment_program *stfp; struct gl_program *p; GLboolean b; GLuint interpMode[16]; GLuint i; /* XXX temporary */ for (i = 0; i < 16; i++) interpMode[i] = TGSI_INTERPOLATE_LINEAR; p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0); if (!p) return NULL; p->NumInstructions = 2; p->Instructions = _mesa_alloc_instructions(2); if (!p->Instructions) { ctx->Driver.DeleteProgram(ctx, p); return NULL; } _mesa_init_instructions(p->Instructions, 2); /* TEX result.color, fragment.texcoord[0], texture[0], 2D; */ p->Instructions[0].Opcode = OPCODE_TEX; p->Instructions[0].DstReg.File = PROGRAM_OUTPUT; p->Instructions[0].DstReg.Index = FRAG_RESULT_COLR; p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT; p->Instructions[0].SrcReg[0].Index = FRAG_ATTRIB_TEX0; p->Instructions[0].TexSrcUnit = 0; p->Instructions[0].TexSrcTarget = TEXTURE_2D_INDEX; /* END; */ p->Instructions[1].Opcode = OPCODE_END; p->InputsRead = FRAG_BIT_TEX0; p->OutputsWritten = (1 << FRAG_RESULT_COLR); stfp = (struct st_fragment_program *) p; /* compile into tgsi format */ b = tgsi_mesa_compile_fp_program(&stfp->Base, NULL, interpMode, outputMapping, stfp->tokens, ST_FP_MAX_TOKENS); assert(b); return stfp; } /** * Create a simple vertex shader that just passes through the * vertex position and color. */ static struct st_vertex_program * make_vertex_shader(struct st_context *st) { /* Map VERT_RESULT_HPOS to 0, VERT_RESULT_TEX0 to 1 */ static const GLuint outputMapping[] = { 0, 0, 0, 0, 1 }; GLcontext *ctx = st->ctx; struct st_vertex_program *stvp; struct gl_program *p; GLboolean b; p = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0); if (!p) return NULL; p->NumInstructions = 3; p->Instructions = _mesa_alloc_instructions(3); if (!p->Instructions) { ctx->Driver.DeleteProgram(ctx, p); return NULL; } _mesa_init_instructions(p->Instructions, 3); /* MOV result.pos, vertex.pos; */ p->Instructions[0].Opcode = OPCODE_MOV; p->Instructions[0].DstReg.File = PROGRAM_OUTPUT; p->Instructions[0].DstReg.Index = VERT_RESULT_HPOS; p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT; p->Instructions[0].SrcReg[0].Index = VERT_ATTRIB_POS; /* MOV result.color, vertex.color; */ p->Instructions[1].Opcode = OPCODE_MOV; p->Instructions[1].DstReg.File = PROGRAM_OUTPUT; p->Instructions[1].DstReg.Index = VERT_RESULT_TEX0; p->Instructions[1].SrcReg[0].File = PROGRAM_INPUT; p->Instructions[1].SrcReg[0].Index = VERT_ATTRIB_TEX0; /* END; */ p->Instructions[2].Opcode = OPCODE_END; p->InputsRead = VERT_BIT_POS | VERT_BIT_TEX0; p->OutputsWritten = ((1 << VERT_RESULT_TEX0) | (1 << VERT_RESULT_HPOS)); stvp = (struct st_vertex_program *) p; /* compile into tgsi format */ b = tgsi_mesa_compile_vp_program(&stvp->Base, NULL, outputMapping, stvp->tokens, ST_FP_MAX_TOKENS); assert(b); return stvp; } static struct pipe_mipmap_tree * make_mipmap_tree(struct st_context *st, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels) { struct pipe_context *pipe = st->pipe; const struct gl_texture_format *mformat; const GLbitfield flags = PIPE_SURFACE_FLAG_TEXTURE; struct pipe_mipmap_tree *mt; GLuint pipeFormat, cpp; mformat = st_ChooseTextureFormat(st->ctx, GL_RGBA, format, type); assert(mformat); pipeFormat = st_mesa_format_to_pipe_format(mformat->MesaFormat); assert(pipeFormat); cpp = st_sizeof_format(pipeFormat); mt = CALLOC_STRUCT(pipe_mipmap_tree); if (unpack->BufferObj && unpack->BufferObj->Name) { /* mt->region = buffer_object_region(unpack->BufferObj); */ } else { static const GLuint dstImageOffsets = 0; GLboolean success; GLubyte *dest; GLuint pitch; /* allocate texture region/storage */ mt->region = st->pipe->region_alloc(st->pipe, cpp, width, height, flags); pitch = mt->region->pitch; /* map texture region */ dest = pipe->region_map(pipe, mt->region); /* Put image into texture region. * Note that the image is actually going to be upside down in * the texture. We deal with that with texcoords. */ success = mformat->StoreImage(st->ctx, 2, /* dims */ GL_RGBA, /* baseInternalFormat */ mformat, /* gl_texture_format */ dest, /* dest */ 0, 0, 0, /* dstX/Y/Zoffset */ pitch * cpp, /* dstRowStride, bytes */ &dstImageOffsets, /* dstImageOffsets */ width, height, 1, /* size */ format, type, /* src format/type */ pixels, /* data source */ unpack); /* unmap */ pipe->region_unmap(pipe, mt->region); assert(success); } mt->target = PIPE_TEXTURE_2D; mt->internal_format = GL_RGBA; mt->format = pipeFormat; mt->first_level = 0; mt->last_level = 0; mt->width0 = width; mt->height0 = height; mt->depth0 = 1; mt->cpp = cpp; mt->compressed = 0; mt->pitch = mt->region->pitch; mt->depth_pitch = 0; mt->total_height = height; mt->level[0].level_offset = 0; mt->level[0].width = width; mt->level[0].height = height; mt->level[0].depth = 1; mt->level[0].nr_images = 1; mt->level[0].image_offset = NULL; mt->refcount = 1; return mt; } static void free_mipmap_tree(struct pipe_context *pipe, struct pipe_mipmap_tree *mt) { pipe->region_release(pipe, &mt->region); free(mt); } /** * Draw textured quad. * Coords are window coords with y=0=bottom. */ static void draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z, GLfloat x1, GLfloat y1) { static const GLuint attribs[2] = { 0, /* pos */ 8 /* tex0 */ }; GLfloat verts[4][2][4]; /* four verts, two attribs, XYZW */ GLuint i; /* upper-left */ verts[0][0][0] = x0; verts[0][0][1] = y0; verts[0][1][0] = 0.0; verts[0][1][1] = 0.0; /* upper-right */ verts[1][0][0] = x1; verts[1][0][1] = y0; verts[1][1][0] = 1.0; verts[1][1][1] = 0.0; /* lower-right */ verts[2][0][0] = x1; verts[2][0][1] = y1; verts[2][1][0] = 1.0; verts[2][1][1] = 1.0; /* lower-left */ verts[3][0][0] = x0; verts[3][0][1] = y1; verts[3][1][0] = 0.0; verts[3][1][1] = 1.0; /* same for all verts: */ for (i = 0; i < 4; i++) { verts[i][0][2] = z; /*Z*/ verts[i][0][3] = 1.0; /*W*/ verts[i][1][2] = 0.0; /*R*/ verts[i][1][3] = 1.0; /*Q*/ } st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 2, attribs); } static void draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels) { const GLuint unit = 0; struct pipe_context *pipe = ctx->st->pipe; struct pipe_mipmap_tree *mt; GLfloat x0, y0, x1, y1; GLuint maxWidth, maxHeight; /* limit checks */ /* XXX if DrawPixels image is larger than max texture size, break * it up into chunks. */ pipe->max_texture_size(pipe, PIPE_TEXTURE_2D, &maxWidth, &maxHeight, NULL); assert(width <= maxWidth); assert(height <= maxHeight); /* setup state: just scissor */ { struct pipe_rasterizer_state setup; struct pipe_rasterizer_state *cached; memset(&setup, 0, sizeof(setup)); if (ctx->Scissor.Enabled) setup.scissor = 1; cached = st_cached_rasterizer_state(ctx->st, &setup); pipe->bind_rasterizer_state(pipe, cached); } /* fragment shader state: TEX lookup program */ { static struct st_fragment_program *stfp = NULL; struct pipe_shader_state fs; struct pipe_shader_state *cached; if (!stfp) { stfp = make_fragment_shader(ctx->st); } memset(&fs, 0, sizeof(fs)); fs.inputs_read = stfp->Base.Base.InputsRead; fs.tokens = &stfp->tokens[0]; cached = st_cached_shader_state(ctx->st, &fs); pipe->bind_fs_state(pipe, cached); } /* vertex shader state: position + texcoord pass-through */ { static struct st_vertex_program *stvp = NULL; struct pipe_shader_state vs; struct pipe_shader_state *cached; if (!stvp) { stvp = make_vertex_shader(ctx->st); } memset(&vs, 0, sizeof(vs)); vs.inputs_read = stvp->Base.Base.InputsRead; vs.outputs_written = stvp->Base.Base.OutputsWritten; vs.tokens = &stvp->tokens[0]; cached = st_cached_shader_state(ctx->st, &vs); pipe->bind_vs_state(pipe, cached); } /* texture sampling state: */ { struct pipe_sampler_state sampler; memset(&sampler, 0, sizeof(sampler)); sampler.wrap_s = PIPE_TEX_WRAP_REPEAT; sampler.wrap_t = PIPE_TEX_WRAP_REPEAT; sampler.wrap_r = PIPE_TEX_WRAP_REPEAT; sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; const struct pipe_sampler_state *state = st_cached_sampler_state(ctx->st, &sampler); pipe->bind_sampler_state(pipe, unit, state); } /* viewport state: viewport matching window dims */ { const float width = ctx->DrawBuffer->Width; const float height = ctx->DrawBuffer->Height; struct pipe_viewport_state vp; vp.scale[0] = 0.5 * width; vp.scale[1] = -0.5 * height; vp.scale[2] = 0.5; vp.scale[3] = 1.0; vp.translate[0] = 0.5 * width; vp.translate[1] = 0.5 * height; vp.translate[2] = 0.5; vp.translate[3] = 0.0; pipe->set_viewport_state(pipe, &vp); } /* mipmap tree state: */ { mt = make_mipmap_tree(ctx->st, width, height, format, type, unpack, pixels); pipe->set_texture_state(pipe, unit, mt); } /* Compute window coords (y=0=bottom) with pixel zoom. * Recall that these coords are transformed by the current * vertex shader and viewport transformation. */ x0 = x; x1 = x + width * ctx->Pixel.ZoomX; y0 = y; y1 = y + height * ctx->Pixel.ZoomY; /* draw textured quad */ draw_quad(ctx, x0, y0, z, x1, y1); /* restore GL state */ pipe->bind_rasterizer_state(pipe, ctx->st->state.rasterizer); pipe->bind_fs_state(pipe, ctx->st->state.fs); pipe->bind_vs_state(pipe, ctx->st->state.vs); pipe->set_texture_state(pipe, unit, ctx->st->state.texture[unit]); pipe->bind_sampler_state(pipe, unit, ctx->st->state.sampler[unit]); pipe->set_viewport_state(pipe, &ctx->st->state.viewport); free_mipmap_tree(pipe, mt); } /** * Check if a GL format/type combination is a match to the given pipe format. * XXX probably move this to a re-usable place. */ static GLboolean compatible_formats(GLenum format, GLenum type, GLuint pipeFormat) { static const GLuint one = 1; GLubyte littleEndian = *((GLubyte *) &one); if (pipeFormat == PIPE_FORMAT_U_R8_G8_B8_A8 && format == GL_RGBA && type == GL_UNSIGNED_BYTE && !littleEndian) { return GL_TRUE; } else if (pipeFormat == PIPE_FORMAT_U_R8_G8_B8_A8 && format == GL_ABGR_EXT && type == GL_UNSIGNED_BYTE && littleEndian) { return GL_TRUE; } else if (pipeFormat == PIPE_FORMAT_U_A8_R8_G8_B8 && format == GL_BGRA && type == GL_UNSIGNED_BYTE && littleEndian) { return GL_TRUE; } else if (pipeFormat == PIPE_FORMAT_U_R5_G6_B5 && format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) { /* endian don't care */ return GL_TRUE; } else if (pipeFormat == PIPE_FORMAT_U_R5_G6_B5 && format == GL_BGR && type == GL_UNSIGNED_SHORT_5_6_5_REV) { /* endian don't care */ return GL_TRUE; } else if (pipeFormat == PIPE_FORMAT_U_S8 && format == GL_STENCIL_INDEX && type == GL_UNSIGNED_BYTE) { return GL_TRUE; } else if (pipeFormat == PIPE_FORMAT_U_Z32 && format == GL_DEPTH_COMPONENT && type == GL_UNSIGNED_INT) { return GL_TRUE; } /* XXX add more cases */ else { return GL_FALSE; } } /** * Check if any per-fragment ops are enabled. * XXX probably move this to a re-usable place. */ static GLboolean any_fragment_ops(const struct st_context *st) { if (st->state.alpha_test.enabled || st->state.blend->blend_enable || st->state.blend->logicop_enable || st->state.depth_stencil->depth.enabled) /* XXX more checks */ return GL_TRUE; else return GL_FALSE; } /** * Check if any pixel transfer ops are enabled. * XXX probably move this to a re-usable place. */ static GLboolean any_pixel_transfer_ops(const struct st_context *st) { if (st->ctx->Pixel.RedScale != 1.0 || st->ctx->Pixel.RedBias != 0.0 || st->ctx->Pixel.GreenScale != 1.0 || st->ctx->Pixel.GreenBias != 0.0 || st->ctx->Pixel.BlueScale != 1.0 || st->ctx->Pixel.BlueBias != 0.0 || st->ctx->Pixel.AlphaScale != 1.0 || st->ctx->Pixel.AlphaBias != 0.0 || st->ctx->Pixel.MapColorFlag) /* XXX more checks */ return GL_TRUE; else return GL_FALSE; } /** * Draw image with a blit, or other non-textured quad method. */ static void draw_blit(struct st_context *st, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) { } /** * Called via ctx->Driver.DrawPixels() */ static void st_DrawPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels) { struct st_context *st = ctx->st; struct pipe_surface *ps; GLuint bufferFormat; st_validate_state(st); if (format == GL_DEPTH_COMPONENT) { ps = st->state.framebuffer.zbuf; } else if (format == GL_STENCIL_INDEX) { ps = st->state.framebuffer.sbuf; } else { ps = st->state.framebuffer.cbufs[0]; } bufferFormat = ps->format; if (any_fragment_ops(st) || any_pixel_transfer_ops(st) || !compatible_formats(format, type, ps->format)) { /* textured quad */ draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2], width, height, format, type, unpack, pixels); } else { /* blit */ draw_blit(st, width, height, format, type, pixels); } } 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_context *st = ctx->st; st_validate_state(st); fprintf(stderr, "st_Bitmap not implemented yet\n"); /* XXX to do */ } static void st_CopyPixels(GLcontext *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty, GLenum type) { struct st_context *st = ctx->st; st_validate_state(st); fprintf(stderr, "st_CopyPixels not implemented yet\n"); /* XXX to do */ } void st_init_drawpixels_functions(struct dd_function_table *functions) { functions->DrawPixels = st_DrawPixels; functions->CopyPixels = st_CopyPixels; functions->Bitmap = st_Bitmap; }