st_cb_bitmap.c revision d2c2e9316d043ab584794a3524f22776deb4c777
1/**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /*
29  * Authors:
30  *   Brian Paul
31  */
32
33#include "main/imports.h"
34#include "main/image.h"
35#include "main/bufferobj.h"
36#include "main/macros.h"
37#include "main/texformat.h"
38#include "shader/program.h"
39#include "shader/prog_parameter.h"
40#include "shader/prog_print.h"
41
42#include "st_context.h"
43#include "st_atom.h"
44#include "st_atom_constbuf.h"
45#include "st_program.h"
46#include "st_cb_bitmap.h"
47#include "st_cb_program.h"
48#include "st_mesa_to_tgsi.h"
49#include "st_texture.h"
50#include "pipe/p_context.h"
51#include "pipe/p_defines.h"
52#include "pipe/p_inlines.h"
53#include "util/u_tile.h"
54#include "util/u_draw_quad.h"
55#include "util/u_simple_shaders.h"
56#include "shader/prog_instruction.h"
57#include "cso_cache/cso_context.h"
58
59
60
61/**
62 * glBitmaps are drawn as textured quads.  The user's bitmap pattern
63 * is stored in a texture image.  An alpha8 texture format is used.
64 * The fragment shader samples a bit (texel) from the texture, then
65 * discards the fragment if the bit is off.
66 *
67 * Note that we actually store the inverse image of the bitmap to
68 * simplify the fragment program.  An "on" bit gets stored as texel=0x0
69 * and an "off" bit is stored as texel=0xff.  Then we kill the
70 * fragment if the negated texel value is less than zero.
71 */
72
73
74/**
75 * The bitmap cache attempts to accumulate multiple glBitmap calls in a
76 * buffer which is then rendered en mass upon a flush, state change, etc.
77 * A wide, short buffer is used to target the common case of a series
78 * of glBitmap calls being used to draw text.
79 */
80static GLboolean UseBitmapCache = GL_TRUE;
81
82
83#define BITMAP_CACHE_WIDTH  512
84#define BITMAP_CACHE_HEIGHT 32
85
86struct bitmap_cache
87{
88   /** Window pos to render the cached image */
89   GLint xpos, ypos;
90   /** Bounds of region used in window coords */
91   GLint xmin, ymin, xmax, ymax;
92
93   GLfloat color[4];
94
95   struct pipe_texture *texture;
96   struct pipe_surface *surf;
97
98   GLboolean empty;
99
100   /** An I8 texture image: */
101   ubyte *buffer;
102};
103
104
105
106
107/**
108 * Make fragment program for glBitmap:
109 *   Sample the texture and kill the fragment if the bit is 0.
110 * This program will be combined with the user's fragment program.
111 */
112static struct st_fragment_program *
113make_bitmap_fragment_program(GLcontext *ctx, GLuint samplerIndex)
114{
115   struct st_fragment_program *stfp;
116   struct gl_program *p;
117   GLuint ic = 0;
118
119   p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
120   if (!p)
121      return NULL;
122
123   p->NumInstructions = 3;
124
125   p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
126   if (!p->Instructions) {
127      ctx->Driver.DeleteProgram(ctx, p);
128      return NULL;
129   }
130   _mesa_init_instructions(p->Instructions, p->NumInstructions);
131
132   /* TEX tmp0, fragment.texcoord[0], texture[0], 2D; */
133   p->Instructions[ic].Opcode = OPCODE_TEX;
134   p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY;
135   p->Instructions[ic].DstReg.Index = 0;
136   p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
137   p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
138   p->Instructions[ic].TexSrcUnit = samplerIndex;
139   p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
140   ic++;
141
142   /* KIL if -tmp0 < 0 # texel=0 -> keep / texel=0 -> discard */
143   p->Instructions[ic].Opcode = OPCODE_KIL;
144   p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
145   p->Instructions[ic].SrcReg[0].Index = 0;
146   p->Instructions[ic].SrcReg[0].NegateBase = NEGATE_XYZW;
147   ic++;
148
149   /* END; */
150   p->Instructions[ic++].Opcode = OPCODE_END;
151
152   assert(ic == p->NumInstructions);
153
154   p->InputsRead = FRAG_BIT_TEX0;
155   p->OutputsWritten = 0x0;
156   p->SamplersUsed = (1 << samplerIndex);
157
158   stfp = (struct st_fragment_program *) p;
159   stfp->Base.UsesKill = GL_TRUE;
160   st_translate_fragment_program(ctx->st, stfp, NULL);
161
162   return stfp;
163}
164
165
166static int
167find_free_bit(uint bitfield)
168{
169   int i;
170   for (i = 0; i < 32; i++) {
171      if ((bitfield & (1 << i)) == 0) {
172         return i;
173      }
174   }
175   return -1;
176}
177
178
179/**
180 * Combine basic bitmap fragment program with the user-defined program.
181 */
182static struct st_fragment_program *
183combined_bitmap_fragment_program(GLcontext *ctx)
184{
185   struct st_context *st = ctx->st;
186   struct st_fragment_program *stfp = st->fp;
187
188   if (!stfp->bitmap_program) {
189      /*
190       * Generate new program which is the user-defined program prefixed
191       * with the bitmap sampler/kill instructions.
192       */
193      struct st_fragment_program *bitmap_prog;
194      uint sampler;
195
196      sampler = find_free_bit(st->fp->Base.Base.SamplersUsed);
197      bitmap_prog = make_bitmap_fragment_program(ctx, sampler);
198
199      stfp->bitmap_program = (struct st_fragment_program *)
200         _mesa_combine_programs(ctx,
201                                &bitmap_prog->Base.Base, &stfp->Base.Base);
202      stfp->bitmap_program->bitmap_sampler = sampler;
203
204      /* done with this after combining */
205      st_reference_fragprog(st, &bitmap_prog, NULL);
206
207#if 0
208      {
209         struct gl_program *p = &stfp->bitmap_program->Base.Base;
210         printf("Combined bitmap program:\n");
211         _mesa_print_program(p);
212         printf("InputsRead: 0x%x\n", p->InputsRead);
213         printf("OutputsWritten: 0x%x\n", p->OutputsWritten);
214         _mesa_print_parameter_list(p->Parameters);
215      }
216#endif
217
218      /* translate to TGSI tokens */
219      st_translate_fragment_program(st, stfp->bitmap_program, NULL);
220   }
221
222   return stfp->bitmap_program;
223}
224
225
226/**
227 * Copy user-provide bitmap bits into texture buffer, expanding
228 * bits into texels.
229 * "On" bits will set texels to 0xff.
230 * "Off" bits will not modify texels.
231 * Note that the image is actually going to be upside down in
232 * the texture.  We deal with that with texcoords.
233 */
234static void
235unpack_bitmap(struct st_context *st,
236              GLint px, GLint py, GLsizei width, GLsizei height,
237              const struct gl_pixelstore_attrib *unpack,
238              const GLubyte *bitmap,
239              ubyte *destBuffer, uint destStride)
240{
241   GLint row, col;
242
243#define SET_PIXEL(COL, ROW) \
244   destBuffer[(py + (ROW)) * destStride + px + (COL)] = 0x0;
245
246   for (row = 0; row < height; row++) {
247      const GLubyte *src = (const GLubyte *) _mesa_image_address2d(unpack,
248                 bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, row, 0);
249
250      if (unpack->LsbFirst) {
251         /* Lsb first */
252         GLubyte mask = 1U << (unpack->SkipPixels & 0x7);
253         for (col = 0; col < width; col++) {
254
255            if (*src & mask) {
256               SET_PIXEL(col, row);
257            }
258
259            if (mask == 128U) {
260               src++;
261               mask = 1U;
262            }
263            else {
264               mask = mask << 1;
265            }
266         }
267
268         /* get ready for next row */
269         if (mask != 1)
270            src++;
271      }
272      else {
273         /* Msb first */
274         GLubyte mask = 128U >> (unpack->SkipPixels & 0x7);
275         for (col = 0; col < width; col++) {
276
277            if (*src & mask) {
278               SET_PIXEL(col, row);
279            }
280
281            if (mask == 1U) {
282               src++;
283               mask = 128U;
284            }
285            else {
286               mask = mask >> 1;
287            }
288         }
289
290         /* get ready for next row */
291         if (mask != 128)
292            src++;
293      }
294
295   } /* row */
296
297#undef SET_PIXEL
298}
299
300
301/**
302 * Create a texture which represents a bitmap image.
303 */
304static struct pipe_texture *
305make_bitmap_texture(GLcontext *ctx, GLsizei width, GLsizei height,
306                    const struct gl_pixelstore_attrib *unpack,
307                    const GLubyte *bitmap)
308{
309   struct pipe_context *pipe = ctx->st->pipe;
310   struct pipe_screen *screen = pipe->screen;
311   struct pipe_surface *surface;
312   ubyte *dest;
313   struct pipe_texture *pt;
314
315   /* PBO source... */
316   bitmap = _mesa_map_bitmap_pbo(ctx, unpack, bitmap);
317   if (!bitmap) {
318      return NULL;
319   }
320
321   /**
322    * Create texture to hold bitmap pattern.
323    */
324   pt = st_texture_create(ctx->st, PIPE_TEXTURE_2D, ctx->st->bitmap.tex_format,
325                          0, width, height, 1, 0,
326                          PIPE_TEXTURE_USAGE_SAMPLER);
327   if (!pt) {
328      _mesa_unmap_bitmap_pbo(ctx, unpack);
329      return NULL;
330   }
331
332   surface = screen->get_tex_surface(screen, pt, 0, 0, 0,
333                                     PIPE_BUFFER_USAGE_CPU_WRITE);
334
335   /* map texture surface */
336   dest = screen->surface_map(screen, surface, PIPE_BUFFER_USAGE_CPU_WRITE);
337
338   /* Put image into texture surface */
339   memset(dest, 0xff, height * surface->stride);
340   unpack_bitmap(ctx->st, 0, 0, width, height, unpack, bitmap,
341                 dest, surface->stride);
342
343   _mesa_unmap_bitmap_pbo(ctx, unpack);
344
345   /* Release surface */
346   screen->surface_unmap(screen, surface);
347   pipe_surface_reference(&surface, NULL);
348
349   return pt;
350}
351
352static GLuint
353setup_bitmap_vertex_data(struct st_context *st,
354                         int x, int y, int width, int height,
355                         float z, const float color[4])
356{
357   struct pipe_context *pipe = st->pipe;
358   const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
359   const GLfloat fb_width = (GLfloat)fb->Width;
360   const GLfloat fb_height = (GLfloat)fb->Height;
361   const GLfloat x0 = (GLfloat)x;
362   const GLfloat x1 = (GLfloat)(x + width);
363   const GLfloat y0 = (GLfloat)y;
364   const GLfloat y1 = (GLfloat)(y + height);
365   const GLfloat sLeft = (GLfloat)0.0, sRight = (GLfloat)1.0;
366   const GLfloat tTop = (GLfloat)0.0, tBot = (GLfloat)1.0 - tTop;
367   const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
368   const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
369   const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
370   const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
371   const GLuint max_slots = 4096 / sizeof(st->bitmap.vertices);
372   GLuint i;
373
374   if (st->bitmap.vbuf_slot >= max_slots) {
375      pipe_buffer_reference(pipe->screen, &st->bitmap.vbuf, NULL);
376      st->bitmap.vbuf_slot = 0;
377   }
378
379   if (!st->bitmap.vbuf) {
380      st->bitmap.vbuf = pipe_buffer_create(pipe->screen, 32,
381                                           PIPE_BUFFER_USAGE_VERTEX,
382                                           max_slots * sizeof(st->bitmap.vertices));
383   }
384
385   /* Positions are in clip coords since we need to do clipping in case
386    * the bitmap quad goes beyond the window bounds.
387    */
388   st->bitmap.vertices[0][0][0] = clip_x0;
389   st->bitmap.vertices[0][0][1] = clip_y0;
390   st->bitmap.vertices[0][2][0] = sLeft;
391   st->bitmap.vertices[0][2][1] = tTop;
392
393   st->bitmap.vertices[1][0][0] = clip_x1;
394   st->bitmap.vertices[1][0][1] = clip_y0;
395   st->bitmap.vertices[1][2][0] = sRight;
396   st->bitmap.vertices[1][2][1] = tTop;
397
398   st->bitmap.vertices[2][0][0] = clip_x1;
399   st->bitmap.vertices[2][0][1] = clip_y1;
400   st->bitmap.vertices[2][2][0] = sRight;
401   st->bitmap.vertices[2][2][1] = tBot;
402
403   st->bitmap.vertices[3][0][0] = clip_x0;
404   st->bitmap.vertices[3][0][1] = clip_y1;
405   st->bitmap.vertices[3][2][0] = sLeft;
406   st->bitmap.vertices[3][2][1] = tBot;
407
408   /* same for all verts: */
409   for (i = 0; i < 4; i++) {
410      st->bitmap.vertices[i][0][2] = z;
411      st->bitmap.vertices[i][0][3] = 1.0;
412      st->bitmap.vertices[i][1][0] = color[0];
413      st->bitmap.vertices[i][1][1] = color[1];
414      st->bitmap.vertices[i][1][2] = color[2];
415      st->bitmap.vertices[i][1][3] = color[3];
416      st->bitmap.vertices[i][2][2] = 0.0; /*R*/
417      st->bitmap.vertices[i][2][3] = 1.0; /*Q*/
418   }
419
420   /* put vertex data into vbuf */
421   {
422      char *buf = pipe_buffer_map(pipe->screen,
423                                  st->bitmap.vbuf,
424                                  PIPE_BUFFER_USAGE_CPU_WRITE);
425
426      memcpy(buf + st->bitmap.vbuf_slot * sizeof st->bitmap.vertices,
427             st->bitmap.vertices,
428             sizeof st->bitmap.vertices);
429
430      pipe_buffer_unmap(pipe->screen, st->bitmap.vbuf);
431   }
432
433   return st->bitmap.vbuf_slot++ * sizeof st->bitmap.vertices;
434}
435
436
437
438/**
439 * Render a glBitmap by drawing a textured quad
440 */
441static void
442draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
443                 GLsizei width, GLsizei height,
444                 struct pipe_texture *pt,
445                 const GLfloat *color)
446{
447   struct st_context *st = ctx->st;
448   struct pipe_context *pipe = ctx->st->pipe;
449   struct cso_context *cso = ctx->st->cso_context;
450   struct st_fragment_program *stfp;
451   GLuint maxSize;
452   GLuint offset;
453
454   stfp = combined_bitmap_fragment_program(ctx);
455
456   /* As an optimization, Mesa's fragment programs will sometimes get the
457    * primary color from a statevar/constant rather than a varying variable.
458    * when that's the case, we need to ensure that we use the 'color'
459    * parameter and not the current attribute color (which may have changed
460    * through glRasterPos and state validation.
461    * So, we force the proper color here.  Not elegant, but it works.
462    */
463   {
464      GLfloat colorSave[4];
465      COPY_4V(colorSave, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
466      COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color);
467      st_upload_constants(st, stfp->Base.Base.Parameters, PIPE_SHADER_FRAGMENT);
468      COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave);
469   }
470
471
472   /* limit checks */
473   /* XXX if the bitmap is larger than the max texture size, break
474    * it up into chunks.
475    */
476   maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
477   assert(width <= (GLsizei)maxSize);
478   assert(height <= (GLsizei)maxSize);
479
480   cso_save_rasterizer(cso);
481   cso_save_samplers(cso);
482   cso_save_sampler_textures(cso);
483   cso_save_viewport(cso);
484   cso_save_fragment_shader(cso);
485   cso_save_vertex_shader(cso);
486
487   /* rasterizer state: just scissor */
488   st->bitmap.rasterizer.scissor = ctx->Scissor.Enabled;
489   cso_set_rasterizer(cso, &st->bitmap.rasterizer);
490
491   /* fragment shader state: TEX lookup program */
492   cso_set_fragment_shader_handle(cso, stfp->driver_shader);
493
494   /* vertex shader state: position + texcoord pass-through */
495   cso_set_vertex_shader_handle(cso, st->bitmap.vs);
496
497   /* user samplers, plus our bitmap sampler */
498   {
499      struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
500      uint num = MAX2(stfp->bitmap_sampler + 1, st->state.num_samplers);
501      uint i;
502      for (i = 0; i < st->state.num_samplers; i++) {
503         samplers[i] = &st->state.samplers[i];
504      }
505      samplers[stfp->bitmap_sampler] = &st->bitmap.sampler;
506      cso_set_samplers(cso, num, (const struct pipe_sampler_state **) samplers);
507   }
508
509   /* user textures, plus the bitmap texture */
510   {
511      struct pipe_texture *textures[PIPE_MAX_SAMPLERS];
512      uint num = MAX2(stfp->bitmap_sampler + 1, st->state.num_textures);
513      memcpy(textures, st->state.sampler_texture, sizeof(textures));
514      textures[stfp->bitmap_sampler] = pt;
515      cso_set_sampler_textures(cso, num, textures);
516   }
517
518   /* viewport state: viewport matching window dims */
519   {
520      const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
521      const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
522      const GLfloat width = (GLfloat)fb->Width;
523      const GLfloat height = (GLfloat)fb->Height;
524      struct pipe_viewport_state vp;
525      vp.scale[0] =  0.5f * width;
526      vp.scale[1] = height * (invert ? -0.5f : 0.5f);
527      vp.scale[2] = 1.0f;
528      vp.scale[3] = 1.0f;
529      vp.translate[0] = 0.5f * width;
530      vp.translate[1] = 0.5f * height;
531      vp.translate[2] = 0.0f;
532      vp.translate[3] = 0.0f;
533      cso_set_viewport(cso, &vp);
534   }
535
536   /* draw textured quad */
537   offset = setup_bitmap_vertex_data(st, x, y, width, height,
538                                     ctx->Current.RasterPos[2],
539                                     color);
540
541   util_draw_vertex_buffer(pipe, st->bitmap.vbuf, offset,
542                           PIPE_PRIM_TRIANGLE_FAN,
543                           4,  /* verts */
544                           3); /* attribs/vert */
545
546
547   /* restore state */
548   cso_restore_rasterizer(cso);
549   cso_restore_samplers(cso);
550   cso_restore_sampler_textures(cso);
551   cso_restore_viewport(cso);
552   cso_restore_fragment_shader(cso);
553   cso_restore_vertex_shader(cso);
554}
555
556
557static void
558reset_cache(struct st_context *st)
559{
560   struct pipe_context *pipe = st->pipe;
561   struct pipe_screen *screen = pipe->screen;
562   struct bitmap_cache *cache = st->bitmap.cache;
563
564   //memset(cache->buffer, 0xff, sizeof(cache->buffer));
565   cache->empty = GL_TRUE;
566
567   cache->xmin = 1000000;
568   cache->xmax = -1000000;
569   cache->ymin = 1000000;
570   cache->ymax = -1000000;
571
572   if (cache->surf)
573      screen->tex_surface_release(screen, &cache->surf);
574
575   assert(!cache->texture);
576
577   /* allocate a new texture */
578   cache->texture = st_texture_create(st, PIPE_TEXTURE_2D,
579                                      st->bitmap.tex_format, 0,
580                                      BITMAP_CACHE_WIDTH, BITMAP_CACHE_HEIGHT,
581                                      1, 0,
582                                      PIPE_TEXTURE_USAGE_SAMPLER);
583
584   /* Map the texture surface.
585    * Subsequent glBitmap calls will write into the texture image.
586    */
587   cache->surf = screen->get_tex_surface(screen, cache->texture, 0, 0, 0,
588                                         PIPE_BUFFER_USAGE_CPU_WRITE);
589   cache->buffer = screen->surface_map(screen, cache->surf,
590                                       PIPE_BUFFER_USAGE_CPU_WRITE);
591
592   /* init image to all 0xff */
593   memset(cache->buffer, 0xff, BITMAP_CACHE_WIDTH * BITMAP_CACHE_HEIGHT);
594}
595
596
597/**
598 * If there's anything in the bitmap cache, draw/flush it now.
599 */
600void
601st_flush_bitmap_cache(struct st_context *st)
602{
603   if (!st->bitmap.cache->empty) {
604      struct bitmap_cache *cache = st->bitmap.cache;
605
606      if (st->ctx->DrawBuffer) {
607         struct pipe_context *pipe = st->pipe;
608         struct pipe_screen *screen = pipe->screen;
609
610         assert(cache->xmin <= cache->xmax);
611
612/*         printf("flush size %d x %d  at %d, %d\n",
613                cache->xmax - cache->xmin,
614                cache->ymax - cache->ymin,
615                cache->xpos, cache->ypos);
616*/
617
618         /* The texture surface has been mapped until now.
619          * So unmap and release the texture surface before drawing.
620          */
621         screen->surface_unmap(screen, cache->surf);
622         cache->buffer = NULL;
623
624         screen->tex_surface_release(screen, &cache->surf);
625
626         draw_bitmap_quad(st->ctx,
627                          cache->xpos,
628                          cache->ypos,
629                          st->ctx->Current.RasterPos[2],
630                          BITMAP_CACHE_WIDTH, BITMAP_CACHE_HEIGHT,
631                          cache->texture,
632                          cache->color);
633      }
634
635      /* release/free the texture */
636      pipe_texture_reference(&cache->texture, NULL);
637
638      reset_cache(st);
639   }
640}
641
642/* Flush bitmap cache and release vertex buffer.
643 */
644void
645st_flush_bitmap( struct st_context *st )
646{
647   st_flush_bitmap_cache(st);
648
649   /* Release vertex buffer to avoid synchronous rendering if we were
650    * to map it in the next frame.
651    */
652   pipe_buffer_reference(st->pipe->screen, &st->bitmap.vbuf, NULL);
653   st->bitmap.vbuf_slot = 0;
654}
655
656
657/**
658 * Try to accumulate this glBitmap call in the bitmap cache.
659 * \return  GL_TRUE for success, GL_FALSE if bitmap is too large, etc.
660 */
661static GLboolean
662accum_bitmap(struct st_context *st,
663             GLint x, GLint y, GLsizei width, GLsizei height,
664             const struct gl_pixelstore_attrib *unpack,
665             const GLubyte *bitmap )
666{
667   struct bitmap_cache *cache = st->bitmap.cache;
668   int px = -999, py;
669
670   if (width > BITMAP_CACHE_WIDTH ||
671       height > BITMAP_CACHE_HEIGHT)
672      return GL_FALSE; /* too big to cache */
673
674   if (!cache->empty) {
675      px = x - cache->xpos;  /* pos in buffer */
676      py = y - cache->ypos;
677      if (px < 0 || px + width > BITMAP_CACHE_WIDTH ||
678          py < 0 || py + height > BITMAP_CACHE_HEIGHT ||
679          !TEST_EQ_4V(st->ctx->Current.RasterColor, cache->color)) {
680         /* This bitmap would extend beyond cache bounds, or the bitmap
681          * color is changing
682          * so flush and continue.
683          */
684         st_flush_bitmap_cache(st);
685      }
686   }
687
688   if (cache->empty) {
689      /* Initialize.  Center bitmap vertically in the buffer. */
690      px = 0;
691      py = (BITMAP_CACHE_HEIGHT - height) / 2;
692      cache->xpos = x;
693      cache->ypos = y - py;
694      cache->empty = GL_FALSE;
695      COPY_4FV(cache->color, st->ctx->Current.RasterColor);
696   }
697
698   assert(px != -999);
699
700   if (x < cache->xmin)
701      cache->xmin = x;
702   if (y < cache->ymin)
703      cache->ymin = y;
704   if (x + width > cache->xmax)
705      cache->xmax = x + width;
706   if (y + height > cache->ymax)
707      cache->ymax = y + height;
708
709   unpack_bitmap(st, px, py, width, height, unpack, bitmap,
710                 cache->buffer, BITMAP_CACHE_WIDTH);
711
712   return GL_TRUE; /* accumulated */
713}
714
715
716
717/**
718 * Called via ctx->Driver.Bitmap()
719 */
720static void
721st_Bitmap(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
722          const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap )
723{
724   struct st_context *st = ctx->st;
725   struct pipe_texture *pt;
726
727   if (width == 0 || height == 0)
728      return;
729
730   st_validate_state(st);
731
732   if (!st->bitmap.vs) {
733      /* create pass-through vertex shader now */
734      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
735                                      TGSI_SEMANTIC_COLOR,
736                                      TGSI_SEMANTIC_GENERIC };
737      const uint semantic_indexes[] = { 0, 0, 0 };
738      st->bitmap.vs = util_make_vertex_passthrough_shader(st->pipe, 3,
739                                                          semantic_names,
740                                                          semantic_indexes,
741                                                          &st->bitmap.vert_shader);
742   }
743
744   if (UseBitmapCache && accum_bitmap(st, x, y, width, height, unpack, bitmap))
745      return;
746
747   pt = make_bitmap_texture(ctx, width, height, unpack, bitmap);
748   if (pt) {
749      assert(pt->target == PIPE_TEXTURE_2D);
750      draw_bitmap_quad(ctx, x, y, ctx->Current.RasterPos[2],
751                       width, height, pt,
752                       st->ctx->Current.RasterColor);
753      /* release/free the texture */
754      pipe_texture_reference(&pt, NULL);
755   }
756}
757
758
759/** Per-context init */
760void
761st_init_bitmap_functions(struct dd_function_table *functions)
762{
763   functions->Bitmap = st_Bitmap;
764}
765
766
767/** Per-context init */
768void
769st_init_bitmap(struct st_context *st)
770{
771   struct pipe_sampler_state *sampler = &st->bitmap.sampler;
772   struct pipe_context *pipe = st->pipe;
773   struct pipe_screen *screen = pipe->screen;
774
775   /* init sampler state once */
776   memset(sampler, 0, sizeof(*sampler));
777   sampler->wrap_s = PIPE_TEX_WRAP_CLAMP;
778   sampler->wrap_t = PIPE_TEX_WRAP_CLAMP;
779   sampler->wrap_r = PIPE_TEX_WRAP_CLAMP;
780   sampler->min_img_filter = PIPE_TEX_FILTER_NEAREST;
781   sampler->min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
782   sampler->mag_img_filter = PIPE_TEX_FILTER_NEAREST;
783   sampler->normalized_coords = 1;
784
785   /* init baseline rasterizer state once */
786   memset(&st->bitmap.rasterizer, 0, sizeof(st->bitmap.rasterizer));
787   st->bitmap.rasterizer.gl_rasterization_rules = 1;
788   st->bitmap.rasterizer.bypass_vs = 1;
789
790   /* find a usable texture format */
791   if (screen->is_format_supported(screen, PIPE_FORMAT_I8_UNORM, PIPE_TEXTURE_2D,
792                                   PIPE_TEXTURE_USAGE_SAMPLER, 0)) {
793      st->bitmap.tex_format = PIPE_FORMAT_I8_UNORM;
794   }
795   else {
796      /* XXX support more formats */
797      assert(0);
798   }
799
800   /* alloc bitmap cache object */
801   st->bitmap.cache = CALLOC_STRUCT(bitmap_cache);
802
803   reset_cache(st);
804}
805
806
807/** Per-context tear-down */
808void
809st_destroy_bitmap(struct st_context *st)
810{
811   struct pipe_context *pipe = st->pipe;
812   struct pipe_screen *screen = pipe->screen;
813   struct bitmap_cache *cache = st->bitmap.cache;
814
815   screen->surface_unmap(screen, cache->surf);
816   screen->tex_surface_release(screen, &cache->surf);
817
818   if (st->bitmap.vs) {
819      cso_delete_vertex_shader(st->cso_context, st->bitmap.vs);
820      st->bitmap.vs = NULL;
821   }
822
823   if (st->bitmap.vbuf) {
824      pipe_buffer_destroy(pipe->screen, st->bitmap.vbuf);
825      st->bitmap.vbuf = NULL;
826   }
827
828   if (st->bitmap.cache) {
829      pipe_texture_release(&st->bitmap.cache->texture);
830      FREE(st->bitmap.cache);
831      st->bitmap.cache = NULL;
832   }
833}
834