intel_pixel_bitmap.c revision 412cddf954d35282f913d01d83d3cdb45cf0e2d0
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 "swrast/swrast.h" 49 50#include "intel_screen.h" 51#include "intel_context.h" 52#include "intel_batchbuffer.h" 53#include "intel_blit.h" 54#include "intel_regions.h" 55#include "intel_buffers.h" 56#include "intel_pixel.h" 57#include "intel_reg.h" 58 59 60#define FILE_DEBUG_FLAG DEBUG_PIXEL 61 62 63/* Unlike the other intel_pixel_* functions, the expectation here is 64 * that the incoming data is not in a PBO. With the XY_TEXT blit 65 * method, there's no benefit haveing it in a PBO, but we could 66 * implement a path based on XY_MONO_SRC_COPY_BLIT which might benefit 67 * PBO bitmaps. I think they are probably pretty rare though - I 68 * wonder if Xgl uses them? 69 */ 70static const GLubyte *map_pbo( GLcontext *ctx, 71 GLsizei width, GLsizei height, 72 const struct gl_pixelstore_attrib *unpack, 73 const GLubyte *bitmap ) 74{ 75 GLubyte *buf; 76 77 if (!_mesa_validate_pbo_access(2, unpack, width, height, 1, 78 GL_COLOR_INDEX, GL_BITMAP, 79 (GLvoid *) bitmap)) { 80 _mesa_error(ctx, GL_INVALID_OPERATION,"glBitmap(invalid PBO access)"); 81 return NULL; 82 } 83 84 buf = (GLubyte *) ctx->Driver.MapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT, 85 GL_READ_ONLY_ARB, 86 unpack->BufferObj); 87 if (!buf) { 88 _mesa_error(ctx, GL_INVALID_OPERATION, "glBitmap(PBO is mapped)"); 89 return NULL; 90 } 91 92 return ADD_POINTERS(buf, bitmap); 93} 94 95static GLboolean test_bit( const GLubyte *src, GLuint bit ) 96{ 97 return (src[bit/8] & (1<<(bit % 8))) ? 1 : 0; 98} 99 100static void set_bit( GLubyte *dest, GLuint bit ) 101{ 102 dest[bit/8] |= 1 << (bit % 8); 103} 104 105/* Extract a rectangle's worth of data from the bitmap. Called 106 * per chunk of HW-sized bitmap. 107 */ 108static GLuint get_bitmap_rect(GLsizei width, GLsizei height, 109 const struct gl_pixelstore_attrib *unpack, 110 const GLubyte *bitmap, 111 GLuint x, GLuint y, 112 GLuint w, GLuint h, 113 GLubyte *dest, 114 GLuint row_align, 115 GLboolean invert) 116{ 117 GLuint src_offset = (x + unpack->SkipPixels) & 0x7; 118 GLuint mask = unpack->LsbFirst ? 0 : 7; 119 GLuint bit = 0; 120 GLint row, col; 121 GLint first, last; 122 GLint incr; 123 GLuint count = 0; 124 125 if (INTEL_DEBUG & DEBUG_PIXEL) 126 printf("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n", 127 __FUNCTION__, x,y,w,h,width,height,unpack->SkipPixels, src_offset, mask); 128 129 if (invert) { 130 first = h-1; 131 last = 0; 132 incr = -1; 133 } 134 else { 135 first = 0; 136 last = h-1; 137 incr = 1; 138 } 139 140 /* Require that dest be pre-zero'd. 141 */ 142 for (row = first; row != (last+incr); row += incr) { 143 const GLubyte *rowsrc = _mesa_image_address2d(unpack, bitmap, 144 width, height, 145 GL_COLOR_INDEX, GL_BITMAP, 146 y + row, x); 147 148 for (col = 0; col < w; col++, bit++) { 149 if (test_bit(rowsrc, (col + src_offset) ^ mask)) { 150 set_bit(dest, bit ^ 7); 151 count++; 152 } 153 } 154 155 if (row_align) 156 bit = ALIGN(bit, row_align); 157 } 158 159 return count; 160} 161 162/** 163 * Returns the low Y value of the vertical range given, flipped according to 164 * whether the framebuffer is or not. 165 */ 166static INLINE int 167y_flip(struct gl_framebuffer *fb, int y, int height) 168{ 169 if (fb->Name != 0) 170 return y; 171 else 172 return fb->Height - y - height; 173} 174 175/* 176 * Render a bitmap. 177 */ 178static GLboolean 179do_blit_bitmap( GLcontext *ctx, 180 GLint dstx, GLint dsty, 181 GLsizei width, GLsizei height, 182 const struct gl_pixelstore_attrib *unpack, 183 const GLubyte *bitmap ) 184{ 185 struct intel_context *intel = intel_context(ctx); 186 struct intel_region *dst = intel_drawbuf_region(intel); 187 struct gl_framebuffer *fb = ctx->DrawBuffer; 188 GLfloat tmpColor[4]; 189 GLubyte ubcolor[4]; 190 GLuint color; 191 GLsizei bitmap_width = width; 192 GLsizei bitmap_height = height; 193 GLint px, py; 194 GLuint stipple[32]; 195 GLint orig_dstx = dstx; 196 GLint orig_dsty = dsty; 197 198 /* Update draw buffer bounds */ 199 _mesa_update_state(ctx); 200 201 if (ctx->Depth.Test) { 202 /* The blit path produces incorrect results when depth testing is on. 203 * It seems the blit Z coord is always 1.0 (the far plane) so fragments 204 * will likely be obscured by other, closer geometry. 205 */ 206 return GL_FALSE; 207 } 208 209 if (!dst) 210 return GL_FALSE; 211 212 if (_mesa_is_bufferobj(unpack->BufferObj)) { 213 bitmap = map_pbo(ctx, width, height, unpack, bitmap); 214 if (bitmap == NULL) 215 return GL_TRUE; /* even though this is an error, we're done */ 216 } 217 218 COPY_4V(tmpColor, ctx->Current.RasterColor); 219 220 if (NEED_SECONDARY_COLOR(ctx)) { 221 ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor); 222 } 223 224 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[0], tmpColor[0]); 225 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[1], tmpColor[1]); 226 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[2], tmpColor[2]); 227 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[3], tmpColor[3]); 228 229 if (dst->cpp == 2) 230 color = PACK_COLOR_565(ubcolor[0], ubcolor[1], ubcolor[2]); 231 else 232 color = PACK_COLOR_8888(ubcolor[3], ubcolor[0], ubcolor[1], ubcolor[2]); 233 234 if (!intel_check_blit_fragment_ops(ctx, tmpColor[3] == 1.0F)) 235 return GL_FALSE; 236 237 intel_prepare_render(intel); 238 239 /* Clip to buffer bounds and scissor. */ 240 if (!_mesa_clip_to_region(fb->_Xmin, fb->_Ymin, 241 fb->_Xmax, fb->_Ymax, 242 &dstx, &dsty, &width, &height)) 243 goto out; 244 245 dsty = y_flip(fb, dsty, height); 246 247#define DY 32 248#define DX 32 249 250 /* Chop it all into chunks that can be digested by hardware: */ 251 for (py = 0; py < height; py += DY) { 252 for (px = 0; px < width; px += DX) { 253 int h = MIN2(DY, height - py); 254 int w = MIN2(DX, width - px); 255 GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8; 256 GLenum logic_op = ctx->Color.ColorLogicOpEnabled ? 257 ctx->Color.LogicOp : GL_COPY; 258 259 assert(sz <= sizeof(stipple)); 260 memset(stipple, 0, sz); 261 262 /* May need to adjust this when padding has been introduced in 263 * sz above: 264 * 265 * Have to translate destination coordinates back into source 266 * coordinates. 267 */ 268 if (get_bitmap_rect(bitmap_width, bitmap_height, unpack, 269 bitmap, 270 -orig_dstx + (dstx + px), 271 -orig_dsty + y_flip(fb, dsty + py, h), 272 w, h, 273 (GLubyte *)stipple, 274 8, 275 fb->Name == 0 ? GL_TRUE : GL_FALSE) == 0) 276 continue; 277 278 if (!intelEmitImmediateColorExpandBlit(intel, 279 dst->cpp, 280 (GLubyte *)stipple, 281 sz, 282 color, 283 dst->pitch, 284 dst->buffer, 285 0, 286 dst->tiling, 287 dstx + px, 288 dsty + py, 289 w, h, 290 logic_op)) { 291 return GL_FALSE; 292 } 293 } 294 } 295out: 296 297 if (INTEL_DEBUG & DEBUG_SYNC) 298 intel_batchbuffer_flush(intel->batch); 299 300 if (_mesa_is_bufferobj(unpack->BufferObj)) { 301 /* done with PBO so unmap it now */ 302 ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT, 303 unpack->BufferObj); 304 } 305 306 intel_check_front_buffer_rendering(intel); 307 308 return GL_TRUE; 309} 310 311static GLboolean 312intel_texture_bitmap(GLcontext * ctx, 313 GLint dst_x, GLint dst_y, 314 GLsizei width, GLsizei height, 315 const struct gl_pixelstore_attrib *unpack, 316 const GLubyte *bitmap) 317{ 318 struct intel_context *intel = intel_context(ctx); 319 static const char *fp = 320 "!!ARBfp1.0\n" 321 "TEMP val;\n" 322 "PARAM color=program.local[0];\n" 323 "TEX val, fragment.texcoord[0], texture[0], 2D;\n" 324 "ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n" 325 "KIL val;\n" 326 "MOV result.color, color;\n" 327 "END\n"; 328 GLuint texname; 329 GLfloat vertices[4][4]; 330 GLint old_active_texture; 331 GLubyte *a8_bitmap; 332 GLfloat dst_z; 333 334 /* We need a fragment program for the KIL effect */ 335 if (!ctx->Extensions.ARB_fragment_program || 336 !ctx->Extensions.ARB_vertex_program) { 337 if (INTEL_DEBUG & DEBUG_FALLBACKS) 338 fprintf(stderr, 339 "glBitmap fallback: No fragment/vertex program support\n"); 340 return GL_FALSE; 341 } 342 343 /* We're going to mess with texturing with no regard to existing texture 344 * state, so if there is some set up we have to bail. 345 */ 346 if (ctx->Texture._EnabledUnits != 0) { 347 if (INTEL_DEBUG & DEBUG_FALLBACKS) 348 fprintf(stderr, "glBitmap fallback: texturing enabled\n"); 349 return GL_FALSE; 350 } 351 352 /* Can't do textured DrawPixels with a fragment program, unless we were 353 * to generate a new program that sampled our texture and put the results 354 * in the fragment color before the user's program started. 355 */ 356 if (ctx->FragmentProgram.Enabled) { 357 if (INTEL_DEBUG & DEBUG_FALLBACKS) 358 fprintf(stderr, "glBitmap fallback: fragment program enabled\n"); 359 return GL_FALSE; 360 } 361 362 if (ctx->VertexProgram.Enabled) { 363 if (INTEL_DEBUG & DEBUG_FALLBACKS) 364 fprintf(stderr, "glBitmap fallback: vertex program enabled\n"); 365 return GL_FALSE; 366 } 367 368 if (!ctx->Extensions.ARB_texture_non_power_of_two && 369 (!is_power_of_two(width) || !is_power_of_two(height))) { 370 if (INTEL_DEBUG & DEBUG_FALLBACKS) 371 fprintf(stderr, 372 "glBitmap() fallback: NPOT texture\n"); 373 return GL_FALSE; 374 } 375 376 if (ctx->Fog.Enabled) { 377 if (INTEL_DEBUG & DEBUG_FALLBACKS) 378 fprintf(stderr, "glBitmap() fallback: fog\n"); 379 return GL_FALSE; 380 } 381 382 /* Check that we can load in a texture this big. */ 383 if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) || 384 height > (1 << (ctx->Const.MaxTextureLevels - 1))) { 385 if (INTEL_DEBUG & DEBUG_FALLBACKS) 386 fprintf(stderr, "glBitmap fallback: bitmap too large (%dx%d)\n", 387 width, height); 388 return GL_FALSE; 389 } 390 391 if (_mesa_is_bufferobj(unpack->BufferObj)) { 392 bitmap = map_pbo(ctx, width, height, unpack, bitmap); 393 if (bitmap == NULL) 394 return GL_TRUE; /* even though this is an error, we're done */ 395 } 396 397 /* Convert the A1 bitmap to an A8 format suitable for glTexImage */ 398 a8_bitmap = calloc(1, width * height); 399 _mesa_expand_bitmap(width, height, unpack, bitmap, a8_bitmap, width, 0xff); 400 401 if (_mesa_is_bufferobj(unpack->BufferObj)) { 402 /* done with PBO so unmap it now */ 403 ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT, 404 unpack->BufferObj); 405 } 406 407 /* Save GL state before we start setting up our drawing */ 408 _mesa_PushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_POLYGON_BIT | 409 GL_TEXTURE_BIT | GL_VIEWPORT_BIT); 410 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT | 411 GL_CLIENT_PIXEL_STORE_BIT); 412 old_active_texture = ctx->Texture.CurrentUnit; 413 414 _mesa_Disable(GL_POLYGON_STIPPLE); 415 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL); 416 417 /* Upload our bitmap data to an alpha texture */ 418 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB); 419 _mesa_Enable(GL_TEXTURE_2D); 420 _mesa_GenTextures(1, &texname); 421 _mesa_BindTexture(GL_TEXTURE_2D, texname); 422 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 423 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 424 425 _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE); 426 _mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE); 427 _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0); 428 _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0); 429 _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0); 430 _mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 1); 431 _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, 432 GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap); 433 free(a8_bitmap); 434 435 meta_set_fragment_program(&intel->meta, &intel->meta.bitmap_fp, fp); 436 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, 437 ctx->Current.RasterColor); 438 meta_set_passthrough_vertex_program(&intel->meta); 439 meta_set_passthrough_transform(&intel->meta); 440 441 /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */ 442 dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2]; 443 444 /* RasterPos[2] already takes into account the DepthRange mapping. */ 445 _mesa_DepthRange(0.0, 1.0); 446 447 vertices[0][0] = dst_x; 448 vertices[0][1] = dst_y; 449 vertices[0][2] = dst_z; 450 vertices[0][3] = 1.0; 451 vertices[1][0] = dst_x + width; 452 vertices[1][1] = dst_y; 453 vertices[1][2] = dst_z; 454 vertices[1][3] = 1.0; 455 vertices[2][0] = dst_x + width; 456 vertices[2][1] = dst_y + height; 457 vertices[2][2] = dst_z; 458 vertices[2][3] = 1.0; 459 vertices[3][0] = dst_x; 460 vertices[3][1] = dst_y + height; 461 vertices[3][2] = dst_z; 462 vertices[3][3] = 1.0; 463 464 _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices); 465 _mesa_Enable(GL_VERTEX_ARRAY); 466 meta_set_default_texrect(&intel->meta); 467 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); 468 469 meta_restore_texcoords(&intel->meta); 470 meta_restore_transform(&intel->meta); 471 meta_restore_fragment_program(&intel->meta); 472 meta_restore_vertex_program(&intel->meta); 473 474 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture); 475 _mesa_PopClientAttrib(); 476 _mesa_PopAttrib(); 477 478 _mesa_DeleteTextures(1, &texname); 479 480 return GL_TRUE; 481} 482 483/* There are a large number of possible ways to implement bitmap on 484 * this hardware, most of them have some sort of drawback. Here are a 485 * few that spring to mind: 486 * 487 * Blit: 488 * - XY_MONO_SRC_BLT_CMD 489 * - use XY_SETUP_CLIP_BLT for cliprect clipping. 490 * - XY_TEXT_BLT 491 * - XY_TEXT_IMMEDIATE_BLT 492 * - blit per cliprect, subject to maximum immediate data size. 493 * - XY_COLOR_BLT 494 * - per pixel or run of pixels 495 * - XY_PIXEL_BLT 496 * - good for sparse bitmaps 497 * 498 * 3D engine: 499 * - Point per pixel 500 * - Translate bitmap to an alpha texture and render as a quad 501 * - Chop bitmap up into 32x32 squares and render w/polygon stipple. 502 */ 503void 504intelBitmap(GLcontext * ctx, 505 GLint x, GLint y, 506 GLsizei width, GLsizei height, 507 const struct gl_pixelstore_attrib *unpack, 508 const GLubyte * pixels) 509{ 510 if (do_blit_bitmap(ctx, x, y, width, height, 511 unpack, pixels)) 512 return; 513 514 if (intel_texture_bitmap(ctx, x, y, width, height, 515 unpack, pixels)) 516 return; 517 518 if (INTEL_DEBUG & DEBUG_PIXEL) 519 printf("%s: fallback to swrast\n", __FUNCTION__); 520 521 _swrast_Bitmap(ctx, x, y, width, height, unpack, pixels); 522} 523