intel_pixel_bitmap.c revision c99fa92ff84e927c82e1231d96921fda9a2b0852
1/**************************************************************************
2 *
3 * Copyright 2006 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 portionsalloc
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#include "glheader.h"
29#include "enums.h"
30#include "image.h"
31#include "colormac.h"
32#include "mtypes.h"
33#include "macros.h"
34#include "bufferobj.h"
35#include "swrast/swrast.h"
36
37#include "intel_screen.h"
38#include "intel_context.h"
39#include "intel_ioctl.h"
40#include "intel_batchbuffer.h"
41#include "intel_blit.h"
42#include "intel_regions.h"
43#include "intel_buffer_objects.h"
44#include "intel_buffers.h"
45#include "intel_pixel.h"
46
47
48
49#define FILE_DEBUG_FLAG DEBUG_PIXEL
50
51
52/* Unlike the other intel_pixel_* functions, the expectation here is
53 * that the incoming data is not in a PBO.  With the XY_TEXT blit
54 * method, there's no benefit haveing it in a PBO, but we could
55 * implement a path based on XY_MONO_SRC_COPY_BLIT which might benefit
56 * PBO bitmaps.  I think they are probably pretty rare though - I
57 * wonder if Xgl uses them?
58 */
59static const GLubyte *map_pbo( GLcontext *ctx,
60			       GLsizei width, GLsizei height,
61			       const struct gl_pixelstore_attrib *unpack,
62			       const GLubyte *bitmap )
63{
64   GLubyte *buf;
65
66   if (!_mesa_validate_pbo_access(2, unpack, width, height, 1,
67				  GL_COLOR_INDEX, GL_BITMAP,
68				  (GLvoid *) bitmap)) {
69      _mesa_error(ctx, GL_INVALID_OPERATION,"glBitmap(invalid PBO access)");
70      return NULL;
71   }
72
73   buf = (GLubyte *) ctx->Driver.MapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
74					   GL_READ_ONLY_ARB,
75					   unpack->BufferObj);
76   if (!buf) {
77      _mesa_error(ctx, GL_INVALID_OPERATION, "glBitmap(PBO is mapped)");
78      return NULL;
79   }
80
81   return ADD_POINTERS(buf, bitmap);
82}
83
84static GLboolean test_bit( const GLubyte *src,
85			    GLuint bit )
86{
87   return (src[bit/8] & (1<<(bit % 8))) ? 1 : 0;
88}
89
90static void set_bit( GLubyte *dest,
91			  GLuint bit )
92{
93   dest[bit/8] |= 1 << (bit % 8);
94}
95
96/* Extract a rectangle's worth of data from the bitmap.  Called
97 * per-cliprect.
98 */
99static GLuint get_bitmap_rect(GLsizei width, GLsizei height,
100			      const struct gl_pixelstore_attrib *unpack,
101			      const GLubyte *bitmap,
102			      GLuint x, GLuint y,
103			      GLuint w, GLuint h,
104			      GLubyte *dest,
105			      GLuint row_align,
106			      GLboolean invert)
107{
108   GLuint src_offset = (x + unpack->SkipPixels) & 0x7;
109   GLuint mask = unpack->LsbFirst ? 0 : 7;
110   GLuint bit = 0;
111   GLint row, col;
112   GLint first, last;
113   GLint incr;
114   GLuint count = 0;
115
116   if (INTEL_DEBUG & DEBUG_PIXEL)
117      _mesa_printf("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n",
118		   __FUNCTION__, x,y,w,h,width,height,unpack->SkipPixels, src_offset, mask);
119
120   if (invert) {
121      first = h-1;
122      last = 0;
123      incr = -1;
124   }
125   else {
126      first = 0;
127      last = h-1;
128      incr = 1;
129   }
130
131   /* Require that dest be pre-zero'd.
132    */
133   for (row = first; row != (last+incr); row += incr) {
134      const GLubyte *rowsrc = _mesa_image_address2d(unpack, bitmap,
135						    width, height,
136						    GL_COLOR_INDEX, GL_BITMAP,
137						    y + row, x);
138
139      for (col = 0; col < w; col++, bit++) {
140	 if (test_bit(rowsrc, (col + src_offset) ^ mask)) {
141	    set_bit(dest, bit ^ 7);
142	    count++;
143	 }
144      }
145
146      if (row_align)
147	 bit = ALIGN(bit, row_align);
148   }
149
150   return count;
151}
152
153
154
155
156/*
157 * Render a bitmap.
158 */
159static GLboolean
160do_blit_bitmap( GLcontext *ctx,
161		GLint dstx, GLint dsty,
162		GLsizei width, GLsizei height,
163		const struct gl_pixelstore_attrib *unpack,
164		const GLubyte *bitmap )
165{
166   struct intel_context *intel = intel_context(ctx);
167   struct intel_region *dst = intel_drawbuf_region(intel);
168   GLfloat tmpColor[4];
169
170   union {
171      GLuint ui;
172      GLubyte ub[4];
173   } color;
174
175   if (!dst)
176       return GL_FALSE;
177
178   if (unpack->BufferObj->Name) {
179      bitmap = map_pbo(ctx, width, height, unpack, bitmap);
180      if (bitmap == NULL)
181	 return GL_TRUE;	/* even though this is an error, we're done */
182   }
183
184   COPY_4V(tmpColor, ctx->Current.RasterColor);
185
186   if (NEED_SECONDARY_COLOR(ctx)) {
187       ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor);
188   }
189
190   UNCLAMPED_FLOAT_TO_CHAN(color.ub[0], tmpColor[2]);
191   UNCLAMPED_FLOAT_TO_CHAN(color.ub[1], tmpColor[1]);
192   UNCLAMPED_FLOAT_TO_CHAN(color.ub[2], tmpColor[0]);
193   UNCLAMPED_FLOAT_TO_CHAN(color.ub[3], tmpColor[3]);
194
195   /* Does zoom apply to bitmaps?
196    */
197   if (!intel_check_blit_fragment_ops(ctx) ||
198       ctx->Pixel.ZoomX != 1.0F ||
199       ctx->Pixel.ZoomY != 1.0F)
200      return GL_FALSE;
201
202   LOCK_HARDWARE(intel);
203
204   if (intel->driDrawable->numClipRects) {
205      __DRIdrawablePrivate *dPriv = intel->driDrawable;
206      drm_clip_rect_t *box = dPriv->pClipRects;
207      drm_clip_rect_t dest_rect;
208      GLint nbox = dPriv->numClipRects;
209      GLint srcx = 0, srcy = 0;
210      GLint orig_screen_x1, orig_screen_y2;
211      GLuint i;
212
213
214      orig_screen_x1 = dPriv->x + dstx;
215      orig_screen_y2 = dPriv->y + (dPriv->h - dsty);
216
217      /* Do scissoring in GL coordinates:
218       */
219      if (ctx->Scissor.Enabled)
220      {
221	 GLint x = ctx->Scissor.X;
222	 GLint y = ctx->Scissor.Y;
223	 GLuint w = ctx->Scissor.Width;
224	 GLuint h = ctx->Scissor.Height;
225
226         if (!_mesa_clip_to_region(x, y, x+w-1, y+h-1, &dstx, &dsty, &width, &height))
227            goto out;
228      }
229
230      /* Convert from GL to hardware coordinates:
231       */
232      dsty = dPriv->y + (dPriv->h - dsty - height);
233      dstx = dPriv->x + dstx;
234
235      dest_rect.x1 = dstx < 0 ? 0 : dstx;
236      dest_rect.y1 = dsty < 0 ? 0 : dsty;
237      dest_rect.x2 = dstx + width < 0 ? 0 : dstx + width;
238      dest_rect.y2 = dsty + height < 0 ? 0 : dsty + height;
239
240      for (i = 0; i < nbox; i++) {
241         drm_clip_rect_t rect;
242	 int box_w, box_h;
243	 GLint px, py;
244	 GLuint stipple[32];
245
246         if (!intel_intersect_cliprects(&rect, &dest_rect, &box[i]))
247            continue;
248
249	 /* Now go back to GL coordinates to figure out what subset of
250	  * the bitmap we are uploading for this cliprect:
251	  */
252	 box_w = rect.x2 - rect.x1;
253	 box_h = rect.y2 - rect.y1;
254	 srcx = rect.x1 - orig_screen_x1;
255	 srcy = orig_screen_y2 - rect.y2;
256
257
258#define DY 32
259#define DX 32
260
261	 /* Then, finally, chop it all into chunks that can be
262	  * digested by hardware:
263	  */
264	 for (py = 0; py < box_h; py += DY) {
265	    for (px = 0; px < box_w; px += DX) {
266	       int h = MIN2(DY, box_h - py);
267	       int w = MIN2(DX, box_w - px);
268	       GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8;
269	       GLenum logic_op = ctx->Color.ColorLogicOpEnabled ?
270		  ctx->Color.LogicOp : GL_COPY;
271
272	       assert(sz <= sizeof(stipple));
273	       memset(stipple, 0, sz);
274
275	       /* May need to adjust this when padding has been introduced in
276		* sz above:
277		*/
278	       if (get_bitmap_rect(width, height, unpack,
279				   bitmap,
280				   srcx + px, srcy + py, w, h,
281				   (GLubyte *)stipple,
282				   8,
283				   GL_TRUE) == 0)
284		  continue;
285
286	       /*
287		*/
288	       intelEmitImmediateColorExpandBlit( intel,
289						  dst->cpp,
290						  (GLubyte *)stipple,
291						  sz,
292						  color.ui,
293						  dst->pitch,
294						  dst->buffer,
295						  0,
296						  dst->tiled,
297						  rect.x1 + px,
298						  rect.y2 - (py + h),
299						  w, h,
300						  logic_op);
301	    }
302	 }
303      }
304   out:
305      intel_batchbuffer_flush(intel->batch);
306   }
307   UNLOCK_HARDWARE(intel);
308
309
310   if (unpack->BufferObj->Name) {
311      /* done with PBO so unmap it now */
312      ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
313                              unpack->BufferObj);
314   }
315
316   return GL_TRUE;
317}
318
319
320
321
322
323/* There are a large number of possible ways to implement bitmap on
324 * this hardware, most of them have some sort of drawback.  Here are a
325 * few that spring to mind:
326 *
327 * Blit:
328 *    - XY_MONO_SRC_BLT_CMD
329 *         - use XY_SETUP_CLIP_BLT for cliprect clipping.
330 *    - XY_TEXT_BLT
331 *    - XY_TEXT_IMMEDIATE_BLT
332 *         - blit per cliprect, subject to maximum immediate data size.
333 *    - XY_COLOR_BLT
334 *         - per pixel or run of pixels
335 *    - XY_PIXEL_BLT
336 *         - good for sparse bitmaps
337 *
338 * 3D engine:
339 *    - Point per pixel
340 *    - Translate bitmap to an alpha texture and render as a quad
341 *    - Chop bitmap up into 32x32 squares and render w/polygon stipple.
342 */
343void
344intelBitmap(GLcontext * ctx,
345	    GLint x, GLint y,
346	    GLsizei width, GLsizei height,
347	    const struct gl_pixelstore_attrib *unpack,
348	    const GLubyte * pixels)
349{
350   if (do_blit_bitmap(ctx, x, y, width, height,
351                          unpack, pixels))
352      return;
353
354   if (INTEL_DEBUG & DEBUG_PIXEL)
355      _mesa_printf("%s: fallback to swrast\n", __FUNCTION__);
356
357   _swrast_Bitmap(ctx, x, y, width, height, unpack, pixels);
358}
359