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