intel_pixel_bitmap.c revision dfc7b7212f57080d18c4d1122435c4c4575694c7
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 "main/glheader.h" 29#include "main/arbprogram.h" 30#include "main/enums.h" 31#include "main/image.h" 32#include "main/colormac.h" 33#include "main/mtypes.h" 34#include "main/macros.h" 35#include "main/bufferobj.h" 36#include "main/polygon.h" 37#include "main/pixelstore.h" 38#include "main/polygon.h" 39#include "main/state.h" 40#include "main/teximage.h" 41#include "main/texobj.h" 42#include "main/texstate.h" 43#include "main/texparam.h" 44#include "main/varray.h" 45#include "main/attrib.h" 46#include "main/enable.h" 47#include "main/viewport.h" 48#include "main/context.h" 49#include "swrast/swrast.h" 50 51#include "intel_screen.h" 52#include "intel_context.h" 53#include "intel_batchbuffer.h" 54#include "intel_blit.h" 55#include "intel_regions.h" 56#include "intel_buffers.h" 57#include "intel_pixel.h" 58#include "intel_reg.h" 59 60 61#define FILE_DEBUG_FLAG DEBUG_PIXEL 62 63 64/* Unlike the other intel_pixel_* functions, the expectation here is 65 * that the incoming data is not in a PBO. With the XY_TEXT blit 66 * method, there's no benefit haveing it in a PBO, but we could 67 * implement a path based on XY_MONO_SRC_COPY_BLIT which might benefit 68 * PBO bitmaps. I think they are probably pretty rare though - I 69 * wonder if Xgl uses them? 70 */ 71static const GLubyte *map_pbo( GLcontext *ctx, 72 GLsizei width, GLsizei height, 73 const struct gl_pixelstore_attrib *unpack, 74 const GLubyte *bitmap ) 75{ 76 GLubyte *buf; 77 78 if (!_mesa_validate_pbo_access(2, unpack, width, height, 1, 79 GL_COLOR_INDEX, GL_BITMAP, 80 (GLvoid *) bitmap)) { 81 _mesa_error(ctx, GL_INVALID_OPERATION,"glBitmap(invalid PBO access)"); 82 return NULL; 83 } 84 85 buf = (GLubyte *) ctx->Driver.MapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT, 86 GL_READ_ONLY_ARB, 87 unpack->BufferObj); 88 if (!buf) { 89 _mesa_error(ctx, GL_INVALID_OPERATION, "glBitmap(PBO is mapped)"); 90 return NULL; 91 } 92 93 return ADD_POINTERS(buf, bitmap); 94} 95 96static GLboolean test_bit( const GLubyte *src, GLuint bit ) 97{ 98 return (src[bit/8] & (1<<(bit % 8))) ? 1 : 0; 99} 100 101static void set_bit( GLubyte *dest, GLuint bit ) 102{ 103 dest[bit/8] |= 1 << (bit % 8); 104} 105 106/* Extract a rectangle's worth of data from the bitmap. Called 107 * per chunk of HW-sized bitmap. 108 */ 109static GLuint get_bitmap_rect(GLsizei width, GLsizei height, 110 const struct gl_pixelstore_attrib *unpack, 111 const GLubyte *bitmap, 112 GLuint x, GLuint y, 113 GLuint w, GLuint h, 114 GLubyte *dest, 115 GLuint row_align, 116 GLboolean invert) 117{ 118 GLuint src_offset = (x + unpack->SkipPixels) & 0x7; 119 GLuint mask = unpack->LsbFirst ? 0 : 7; 120 GLuint bit = 0; 121 GLint row, col; 122 GLint first, last; 123 GLint incr; 124 GLuint count = 0; 125 126 if (INTEL_DEBUG & DEBUG_PIXEL) 127 printf("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n", 128 __FUNCTION__, x,y,w,h,width,height,unpack->SkipPixels, src_offset, mask); 129 130 if (invert) { 131 first = h-1; 132 last = 0; 133 incr = -1; 134 } 135 else { 136 first = 0; 137 last = h-1; 138 incr = 1; 139 } 140 141 /* Require that dest be pre-zero'd. 142 */ 143 for (row = first; row != (last+incr); row += incr) { 144 const GLubyte *rowsrc = _mesa_image_address2d(unpack, bitmap, 145 width, height, 146 GL_COLOR_INDEX, GL_BITMAP, 147 y + row, x); 148 149 for (col = 0; col < w; col++, bit++) { 150 if (test_bit(rowsrc, (col + src_offset) ^ mask)) { 151 set_bit(dest, bit ^ 7); 152 count++; 153 } 154 } 155 156 if (row_align) 157 bit = ALIGN(bit, row_align); 158 } 159 160 return count; 161} 162 163/** 164 * Returns the low Y value of the vertical range given, flipped according to 165 * whether the framebuffer is or not. 166 */ 167static INLINE int 168y_flip(struct gl_framebuffer *fb, int y, int height) 169{ 170 if (fb->Name != 0) 171 return y; 172 else 173 return fb->Height - y - height; 174} 175 176/* 177 * Render a bitmap. 178 */ 179static GLboolean 180do_blit_bitmap( GLcontext *ctx, 181 GLint dstx, GLint dsty, 182 GLsizei width, GLsizei height, 183 const struct gl_pixelstore_attrib *unpack, 184 const GLubyte *bitmap ) 185{ 186 struct intel_context *intel = intel_context(ctx); 187 struct intel_region *dst = intel_drawbuf_region(intel); 188 struct gl_framebuffer *fb = ctx->DrawBuffer; 189 GLfloat tmpColor[4]; 190 GLubyte ubcolor[4]; 191 GLuint color; 192 GLsizei bitmap_width = width; 193 GLsizei bitmap_height = height; 194 GLint px, py; 195 GLuint stipple[32]; 196 GLint orig_dstx = dstx; 197 GLint orig_dsty = dsty; 198 199 /* Update draw buffer bounds */ 200 _mesa_update_state(ctx); 201 202 if (ctx->Depth.Test) { 203 /* The blit path produces incorrect results when depth testing is on. 204 * It seems the blit Z coord is always 1.0 (the far plane) so fragments 205 * will likely be obscured by other, closer geometry. 206 */ 207 return GL_FALSE; 208 } 209 210 if (!dst) 211 return GL_FALSE; 212 213 if (_mesa_is_bufferobj(unpack->BufferObj)) { 214 bitmap = map_pbo(ctx, width, height, unpack, bitmap); 215 if (bitmap == NULL) 216 return GL_TRUE; /* even though this is an error, we're done */ 217 } 218 219 COPY_4V(tmpColor, ctx->Current.RasterColor); 220 221 if (NEED_SECONDARY_COLOR(ctx)) { 222 ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor); 223 } 224 225 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[0], tmpColor[0]); 226 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[1], tmpColor[1]); 227 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[2], tmpColor[2]); 228 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[3], tmpColor[3]); 229 230 if (dst->cpp == 2) 231 color = PACK_COLOR_565(ubcolor[0], ubcolor[1], ubcolor[2]); 232 else 233 color = PACK_COLOR_8888(ubcolor[3], ubcolor[0], ubcolor[1], ubcolor[2]); 234 235 if (!intel_check_blit_fragment_ops(ctx, tmpColor[3] == 1.0F)) 236 return GL_FALSE; 237 238 intel_prepare_render(intel); 239 240 /* Clip to buffer bounds and scissor. */ 241 if (!_mesa_clip_to_region(fb->_Xmin, fb->_Ymin, 242 fb->_Xmax, fb->_Ymax, 243 &dstx, &dsty, &width, &height)) 244 goto out; 245 246 dsty = y_flip(fb, dsty, height); 247 248#define DY 32 249#define DX 32 250 251 /* Chop it all into chunks that can be digested by hardware: */ 252 for (py = 0; py < height; py += DY) { 253 for (px = 0; px < width; px += DX) { 254 int h = MIN2(DY, height - py); 255 int w = MIN2(DX, width - px); 256 GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8; 257 GLenum logic_op = ctx->Color.ColorLogicOpEnabled ? 258 ctx->Color.LogicOp : GL_COPY; 259 260 assert(sz <= sizeof(stipple)); 261 memset(stipple, 0, sz); 262 263 /* May need to adjust this when padding has been introduced in 264 * sz above: 265 * 266 * Have to translate destination coordinates back into source 267 * coordinates. 268 */ 269 if (get_bitmap_rect(bitmap_width, bitmap_height, unpack, 270 bitmap, 271 -orig_dstx + (dstx + px), 272 -orig_dsty + y_flip(fb, dsty + py, h), 273 w, h, 274 (GLubyte *)stipple, 275 8, 276 fb->Name == 0 ? GL_TRUE : GL_FALSE) == 0) 277 continue; 278 279 if (!intelEmitImmediateColorExpandBlit(intel, 280 dst->cpp, 281 (GLubyte *)stipple, 282 sz, 283 color, 284 dst->pitch, 285 dst->buffer, 286 0, 287 dst->tiling, 288 dstx + px, 289 dsty + py, 290 w, h, 291 logic_op)) { 292 return GL_FALSE; 293 } 294 } 295 } 296out: 297 298 if (INTEL_DEBUG & DEBUG_SYNC) 299 intel_batchbuffer_flush(intel->batch); 300 301 if (_mesa_is_bufferobj(unpack->BufferObj)) { 302 /* done with PBO so unmap it now */ 303 ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT, 304 unpack->BufferObj); 305 } 306 307 intel_check_front_buffer_rendering(intel); 308 309 return GL_TRUE; 310} 311 312static GLboolean 313intel_texture_bitmap(GLcontext * ctx, 314 GLint dst_x, GLint dst_y, 315 GLsizei width, GLsizei height, 316 const struct gl_pixelstore_attrib *unpack, 317 const GLubyte *bitmap) 318{ 319 struct intel_context *intel = intel_context(ctx); 320 static const char *fp = 321 "!!ARBfp1.0\n" 322 "TEMP val;\n" 323 "PARAM color=program.local[0];\n" 324 "TEX val, fragment.texcoord[0], texture[0], 2D;\n" 325 "ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n" 326 "KIL val;\n" 327 "MOV result.color, color;\n" 328 "END\n"; 329 GLuint texname; 330 GLfloat vertices[4][4]; 331 GLint old_active_texture; 332 GLubyte *a8_bitmap; 333 GLfloat dst_z; 334 335 /* We need a fragment program for the KIL effect */ 336 if (!ctx->Extensions.ARB_fragment_program || 337 !ctx->Extensions.ARB_vertex_program) { 338 if (INTEL_DEBUG & DEBUG_FALLBACKS) 339 fprintf(stderr, 340 "glBitmap fallback: No fragment/vertex program support\n"); 341 return GL_FALSE; 342 } 343 344 /* We're going to mess with texturing with no regard to existing texture 345 * state, so if there is some set up we have to bail. 346 */ 347 if (ctx->Texture._EnabledUnits != 0) { 348 if (INTEL_DEBUG & DEBUG_FALLBACKS) 349 fprintf(stderr, "glBitmap fallback: texturing enabled\n"); 350 return GL_FALSE; 351 } 352 353 /* Can't do textured DrawPixels with a fragment program, unless we were 354 * to generate a new program that sampled our texture and put the results 355 * in the fragment color before the user's program started. 356 */ 357 if (ctx->FragmentProgram.Enabled) { 358 if (INTEL_DEBUG & DEBUG_FALLBACKS) 359 fprintf(stderr, "glBitmap fallback: fragment program enabled\n"); 360 return GL_FALSE; 361 } 362 363 if (ctx->VertexProgram.Enabled) { 364 if (INTEL_DEBUG & DEBUG_FALLBACKS) 365 fprintf(stderr, "glBitmap fallback: vertex program enabled\n"); 366 return GL_FALSE; 367 } 368 369 if (!ctx->Extensions.ARB_texture_non_power_of_two && 370 (!is_power_of_two(width) || !is_power_of_two(height))) { 371 if (INTEL_DEBUG & DEBUG_FALLBACKS) 372 fprintf(stderr, 373 "glBitmap() fallback: NPOT texture\n"); 374 return GL_FALSE; 375 } 376 377 if (ctx->Fog.Enabled) { 378 if (INTEL_DEBUG & DEBUG_FALLBACKS) 379 fprintf(stderr, "glBitmap() fallback: fog\n"); 380 return GL_FALSE; 381 } 382 383 /* Check that we can load in a texture this big. */ 384 if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) || 385 height > (1 << (ctx->Const.MaxTextureLevels - 1))) { 386 if (INTEL_DEBUG & DEBUG_FALLBACKS) 387 fprintf(stderr, "glBitmap fallback: bitmap too large (%dx%d)\n", 388 width, height); 389 return GL_FALSE; 390 } 391 392 if (_mesa_is_bufferobj(unpack->BufferObj)) { 393 bitmap = map_pbo(ctx, width, height, unpack, bitmap); 394 if (bitmap == NULL) 395 return GL_TRUE; /* even though this is an error, we're done */ 396 } 397 398 /* Convert the A1 bitmap to an A8 format suitable for glTexImage */ 399 a8_bitmap = calloc(1, width * height); 400 _mesa_expand_bitmap(width, height, unpack, bitmap, a8_bitmap, width, 0xff); 401 402 if (_mesa_is_bufferobj(unpack->BufferObj)) { 403 /* done with PBO so unmap it now */ 404 ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT, 405 unpack->BufferObj); 406 } 407 408 /* Save GL state before we start setting up our drawing */ 409 _mesa_PushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_POLYGON_BIT | 410 GL_TEXTURE_BIT | GL_VIEWPORT_BIT); 411 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT | 412 GL_CLIENT_PIXEL_STORE_BIT); 413 old_active_texture = ctx->Texture.CurrentUnit; 414 415 _mesa_Disable(GL_POLYGON_STIPPLE); 416 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL); 417 418 /* Upload our bitmap data to an alpha texture */ 419 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB); 420 _mesa_Enable(GL_TEXTURE_2D); 421 _mesa_GenTextures(1, &texname); 422 _mesa_BindTexture(GL_TEXTURE_2D, texname); 423 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 424 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 425 426 _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE); 427 _mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE); 428 _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0); 429 _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0); 430 _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0); 431 _mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 1); 432 _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, 433 GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap); 434 free(a8_bitmap); 435 436 meta_set_fragment_program(&intel->meta, &intel->meta.bitmap_fp, fp); 437 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, 438 ctx->Current.RasterColor); 439 meta_set_passthrough_vertex_program(&intel->meta); 440 meta_set_passthrough_transform(&intel->meta); 441 442 /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */ 443 dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2]; 444 445 /* RasterPos[2] already takes into account the DepthRange mapping. */ 446 _mesa_DepthRange(0.0, 1.0); 447 448 vertices[0][0] = dst_x; 449 vertices[0][1] = dst_y; 450 vertices[0][2] = dst_z; 451 vertices[0][3] = 1.0; 452 vertices[1][0] = dst_x + width; 453 vertices[1][1] = dst_y; 454 vertices[1][2] = dst_z; 455 vertices[1][3] = 1.0; 456 vertices[2][0] = dst_x + width; 457 vertices[2][1] = dst_y + height; 458 vertices[2][2] = dst_z; 459 vertices[2][3] = 1.0; 460 vertices[3][0] = dst_x; 461 vertices[3][1] = dst_y + height; 462 vertices[3][2] = dst_z; 463 vertices[3][3] = 1.0; 464 465 _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices); 466 _mesa_Enable(GL_VERTEX_ARRAY); 467 meta_set_default_texrect(&intel->meta); 468 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); 469 470 meta_restore_texcoords(&intel->meta); 471 meta_restore_transform(&intel->meta); 472 meta_restore_fragment_program(&intel->meta); 473 meta_restore_vertex_program(&intel->meta); 474 475 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture); 476 _mesa_PopClientAttrib(); 477 _mesa_PopAttrib(); 478 479 _mesa_DeleteTextures(1, &texname); 480 481 return GL_TRUE; 482} 483 484/* There are a large number of possible ways to implement bitmap on 485 * this hardware, most of them have some sort of drawback. Here are a 486 * few that spring to mind: 487 * 488 * Blit: 489 * - XY_MONO_SRC_BLT_CMD 490 * - use XY_SETUP_CLIP_BLT for cliprect clipping. 491 * - XY_TEXT_BLT 492 * - XY_TEXT_IMMEDIATE_BLT 493 * - blit per cliprect, subject to maximum immediate data size. 494 * - XY_COLOR_BLT 495 * - per pixel or run of pixels 496 * - XY_PIXEL_BLT 497 * - good for sparse bitmaps 498 * 499 * 3D engine: 500 * - Point per pixel 501 * - Translate bitmap to an alpha texture and render as a quad 502 * - Chop bitmap up into 32x32 squares and render w/polygon stipple. 503 */ 504void 505intelBitmap(GLcontext * ctx, 506 GLint x, GLint y, 507 GLsizei width, GLsizei height, 508 const struct gl_pixelstore_attrib *unpack, 509 const GLubyte * pixels) 510{ 511 if (do_blit_bitmap(ctx, x, y, width, height, 512 unpack, pixels)) 513 return; 514 515 if (intel_texture_bitmap(ctx, x, y, width, height, 516 unpack, pixels)) 517 return; 518 519 if (INTEL_DEBUG & DEBUG_PIXEL) 520 printf("%s: fallback to swrast\n", __FUNCTION__); 521 522 _swrast_Bitmap(ctx, x, y, width, height, unpack, pixels); 523} 524