intel_pixel_bitmap.c revision 4736e1cbbd4e2cf7fa4c67a728d520edc67e920f
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/enums.h"
30#include "main/image.h"
31#include "main/colormac.h"
32#include "main/mtypes.h"
33#include "main/macros.h"
34#include "main/bufferobj.h"
35#include "main/polygon.h"
36#include "main/pixelstore.h"
37#include "main/polygon.h"
38#include "main/state.h"
39#include "main/teximage.h"
40#include "main/texenv.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 "shader/arbprogram.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_buffer_objects.h"
57#include "intel_buffers.h"
58#include "intel_pixel.h"
59#include "intel_reg.h"
60
61
62#define FILE_DEBUG_FLAG DEBUG_PIXEL
63
64
65/* Unlike the other intel_pixel_* functions, the expectation here is
66 * that the incoming data is not in a PBO.  With the XY_TEXT blit
67 * method, there's no benefit haveing it in a PBO, but we could
68 * implement a path based on XY_MONO_SRC_COPY_BLIT which might benefit
69 * PBO bitmaps.  I think they are probably pretty rare though - I
70 * wonder if Xgl uses them?
71 */
72static const GLubyte *map_pbo( GLcontext *ctx,
73			       GLsizei width, GLsizei height,
74			       const struct gl_pixelstore_attrib *unpack,
75			       const GLubyte *bitmap )
76{
77   GLubyte *buf;
78
79   if (!_mesa_validate_pbo_access(2, unpack, width, height, 1,
80				  GL_COLOR_INDEX, GL_BITMAP,
81				  (GLvoid *) bitmap)) {
82      _mesa_error(ctx, GL_INVALID_OPERATION,"glBitmap(invalid PBO access)");
83      return NULL;
84   }
85
86   buf = (GLubyte *) ctx->Driver.MapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
87					   GL_READ_ONLY_ARB,
88					   unpack->BufferObj);
89   if (!buf) {
90      _mesa_error(ctx, GL_INVALID_OPERATION, "glBitmap(PBO is mapped)");
91      return NULL;
92   }
93
94   return ADD_POINTERS(buf, bitmap);
95}
96
97static GLboolean test_bit( const GLubyte *src, GLuint bit )
98{
99   return (src[bit/8] & (1<<(bit % 8))) ? 1 : 0;
100}
101
102static void set_bit( GLubyte *dest, GLuint bit )
103{
104   dest[bit/8] |= 1 << (bit % 8);
105}
106
107/* Extract a rectangle's worth of data from the bitmap.  Called
108 * per-cliprect.
109 */
110static GLuint get_bitmap_rect(GLsizei width, GLsizei height,
111			      const struct gl_pixelstore_attrib *unpack,
112			      const GLubyte *bitmap,
113			      GLuint x, GLuint y,
114			      GLuint w, GLuint h,
115			      GLubyte *dest,
116			      GLuint row_align,
117			      GLboolean invert)
118{
119   GLuint src_offset = (x + unpack->SkipPixels) & 0x7;
120   GLuint mask = unpack->LsbFirst ? 0 : 7;
121   GLuint bit = 0;
122   GLint row, col;
123   GLint first, last;
124   GLint incr;
125   GLuint count = 0;
126
127   if (INTEL_DEBUG & DEBUG_PIXEL)
128      _mesa_printf("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n",
129		   __FUNCTION__, x,y,w,h,width,height,unpack->SkipPixels, src_offset, mask);
130
131   if (invert) {
132      first = h-1;
133      last = 0;
134      incr = -1;
135   }
136   else {
137      first = 0;
138      last = h-1;
139      incr = 1;
140   }
141
142   /* Require that dest be pre-zero'd.
143    */
144   for (row = first; row != (last+incr); row += incr) {
145      const GLubyte *rowsrc = _mesa_image_address2d(unpack, bitmap,
146						    width, height,
147						    GL_COLOR_INDEX, GL_BITMAP,
148						    y + row, x);
149
150      for (col = 0; col < w; col++, bit++) {
151	 if (test_bit(rowsrc, (col + src_offset) ^ mask)) {
152	    set_bit(dest, bit ^ 7);
153	    count++;
154	 }
155      }
156
157      if (row_align)
158	 bit = ALIGN(bit, row_align);
159   }
160
161   return count;
162}
163
164/**
165 * Returns the low Y value of the vertical range given, flipped according to
166 * whether the framebuffer is or not.
167 */
168static INLINE int
169y_flip(struct gl_framebuffer *fb, int y, int height)
170{
171   if (fb->Name != 0)
172      return y;
173   else
174      return fb->Height - y - height;
175}
176
177/*
178 * Render a bitmap.
179 */
180static GLboolean
181do_blit_bitmap( GLcontext *ctx,
182		GLint dstx, GLint dsty,
183		GLsizei width, GLsizei height,
184		const struct gl_pixelstore_attrib *unpack,
185		const GLubyte *bitmap )
186{
187   struct intel_context *intel = intel_context(ctx);
188   struct intel_region *dst = intel_drawbuf_region(intel);
189   struct gl_framebuffer *fb = ctx->DrawBuffer;
190   GLfloat tmpColor[4];
191   GLubyte ubcolor[4];
192   GLuint color;
193   unsigned int num_cliprects;
194   drm_clip_rect_t *cliprects;
195   int x_off, y_off;
196   GLsizei bitmap_width = width;
197   GLsizei bitmap_height = height;
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_get_cliprects(intel, &cliprects, &num_cliprects, &x_off, &y_off);
239   if (num_cliprects != 0) {
240      GLuint i;
241      GLint orig_dstx = dstx;
242      GLint orig_dsty = dsty;
243
244      /* Clip to buffer bounds and scissor. */
245      if (!_mesa_clip_to_region(fb->_Xmin, fb->_Ymin,
246				fb->_Xmax, fb->_Ymax,
247				&dstx, &dsty, &width, &height))
248            goto out;
249
250      dstx = x_off + dstx;
251      dsty = y_off + y_flip(fb, dsty, height);
252
253      for (i = 0; i < num_cliprects; i++) {
254	 int box_x, box_y, box_w, box_h;
255	 GLint px, py;
256	 GLuint stipple[32];
257
258	 box_x = dstx;
259	 box_y = dsty;
260	 box_w = width;
261	 box_h = height;
262
263	 /* Clip to drawable cliprect */
264         if (!_mesa_clip_to_region(cliprects[i].x1,
265				   cliprects[i].y1,
266				   cliprects[i].x2,
267				   cliprects[i].y2,
268				   &box_x, &box_y, &box_w, &box_h))
269	    continue;
270
271#define DY 32
272#define DX 32
273
274	 /* Then, finally, chop it all into chunks that can be
275	  * digested by hardware:
276	  */
277	 for (py = 0; py < box_h; py += DY) {
278	    for (px = 0; px < box_w; px += DX) {
279	       int h = MIN2(DY, box_h - py);
280	       int w = MIN2(DX, box_w - px);
281	       GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8;
282	       GLenum logic_op = ctx->Color.ColorLogicOpEnabled ?
283		  ctx->Color.LogicOp : GL_COPY;
284
285	       assert(sz <= sizeof(stipple));
286	       memset(stipple, 0, sz);
287
288	       /* May need to adjust this when padding has been introduced in
289		* sz above:
290		*
291		* Have to translate destination coordinates back into source
292		* coordinates.
293		*/
294	       if (get_bitmap_rect(bitmap_width, bitmap_height, unpack,
295				   bitmap,
296				   -orig_dstx + (box_x + px - x_off),
297				   -orig_dsty + y_flip(fb,
298						       box_y + py - y_off, h),
299				   w, h,
300				   (GLubyte *)stipple,
301				   8,
302				   fb->Name == 0 ? GL_TRUE : GL_FALSE) == 0)
303		  continue;
304
305	       if (!intelEmitImmediateColorExpandBlit(intel,
306						      dst->cpp,
307						      (GLubyte *)stipple,
308						      sz,
309						      color,
310						      dst->pitch,
311						      dst->buffer,
312						      0,
313						      dst->tiling,
314						      box_x + px,
315						      box_y + py,
316						      w, h,
317						      logic_op)) {
318		  return GL_FALSE;
319	       }
320	    }
321	 }
322      }
323   }
324out:
325
326   if (INTEL_DEBUG & DEBUG_SYNC)
327      intel_batchbuffer_flush(intel->batch);
328
329   if (_mesa_is_bufferobj(unpack->BufferObj)) {
330      /* done with PBO so unmap it now */
331      ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
332                              unpack->BufferObj);
333   }
334
335   intel_check_front_buffer_rendering(intel);
336
337   return GL_TRUE;
338}
339
340static GLboolean
341intel_texture_bitmap(GLcontext * ctx,
342		     GLint dst_x, GLint dst_y,
343		     GLsizei width, GLsizei height,
344		     const struct gl_pixelstore_attrib *unpack,
345		     const GLubyte *bitmap)
346{
347   struct intel_context *intel = intel_context(ctx);
348   static const char *fp =
349      "!!ARBfp1.0\n"
350      "TEMP val;\n"
351      "PARAM color=program.local[0];\n"
352      "TEX val, fragment.texcoord[0], texture[0], 2D;\n"
353      "ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n"
354      "KIL val;\n"
355      "MOV result.color, color;\n"
356      "END\n";
357   GLuint texname;
358   GLfloat vertices[4][4];
359   GLint old_active_texture;
360   GLubyte *a8_bitmap;
361   GLfloat dst_z;
362
363   /* We need a fragment program for the KIL effect */
364   if (!ctx->Extensions.ARB_fragment_program ||
365       !ctx->Extensions.ARB_vertex_program) {
366      if (INTEL_DEBUG & DEBUG_FALLBACKS)
367	 fprintf(stderr,
368		 "glBitmap fallback: No fragment/vertex program support\n");
369      return GL_FALSE;
370   }
371
372   /* We're going to mess with texturing with no regard to existing texture
373    * state, so if there is some set up we have to bail.
374    */
375   if (ctx->Texture._EnabledUnits != 0) {
376      if (INTEL_DEBUG & DEBUG_FALLBACKS)
377	 fprintf(stderr, "glBitmap fallback: texturing enabled\n");
378      return GL_FALSE;
379   }
380
381   /* Can't do textured DrawPixels with a fragment program, unless we were
382    * to generate a new program that sampled our texture and put the results
383    * in the fragment color before the user's program started.
384    */
385   if (ctx->FragmentProgram.Enabled) {
386      if (INTEL_DEBUG & DEBUG_FALLBACKS)
387	 fprintf(stderr, "glBitmap fallback: fragment program enabled\n");
388      return GL_FALSE;
389   }
390
391   if (ctx->VertexProgram.Enabled) {
392      if (INTEL_DEBUG & DEBUG_FALLBACKS)
393	 fprintf(stderr, "glBitmap fallback: vertex program enabled\n");
394      return GL_FALSE;
395   }
396
397   if (!ctx->Extensions.ARB_texture_non_power_of_two &&
398       (!is_power_of_two(width) || !is_power_of_two(height))) {
399      if (INTEL_DEBUG & DEBUG_FALLBACKS)
400	 fprintf(stderr,
401		 "glBitmap() fallback: NPOT texture\n");
402      return GL_FALSE;
403   }
404
405   if (ctx->Fog.Enabled) {
406      if (INTEL_DEBUG & DEBUG_FALLBACKS)
407	 fprintf(stderr, "glBitmap() fallback: fog\n");
408      return GL_FALSE;
409   }
410
411   /* Check that we can load in a texture this big. */
412   if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
413       height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
414      if (INTEL_DEBUG & DEBUG_FALLBACKS)
415	 fprintf(stderr, "glBitmap fallback: bitmap too large (%dx%d)\n",
416		 width, height);
417      return GL_FALSE;
418   }
419
420   if (_mesa_is_bufferobj(unpack->BufferObj)) {
421      bitmap = map_pbo(ctx, width, height, unpack, bitmap);
422      if (bitmap == NULL)
423	 return GL_TRUE;	/* even though this is an error, we're done */
424   }
425
426   /* Convert the A1 bitmap to an A8 format suitable for glTexImage */
427   a8_bitmap = _mesa_calloc(width * height);
428   _mesa_expand_bitmap(width, height, unpack, bitmap, a8_bitmap, width, 0xff);
429
430   if (_mesa_is_bufferobj(unpack->BufferObj)) {
431      /* done with PBO so unmap it now */
432      ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
433                              unpack->BufferObj);
434   }
435
436   /* Save GL state before we start setting up our drawing */
437   _mesa_PushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_POLYGON_BIT |
438                    GL_TEXTURE_BIT | GL_VIEWPORT_BIT);
439   _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT |
440			  GL_CLIENT_PIXEL_STORE_BIT);
441   old_active_texture = ctx->Texture.CurrentUnit;
442
443   _mesa_Disable(GL_POLYGON_STIPPLE);
444   _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
445
446   /* Upload our bitmap data to an alpha texture */
447   _mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
448   _mesa_Enable(GL_TEXTURE_2D);
449   _mesa_GenTextures(1, &texname);
450   _mesa_BindTexture(GL_TEXTURE_2D, texname);
451   _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
452   _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
453
454   _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
455   _mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
456   _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
457   _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
458   _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
459   _mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 1);
460   _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0,
461		    GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap);
462   _mesa_free(a8_bitmap);
463
464   meta_set_fragment_program(&intel->meta, &intel->meta.bitmap_fp, fp);
465   _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
466				     ctx->Current.RasterColor);
467   meta_set_passthrough_vertex_program(&intel->meta);
468   meta_set_passthrough_transform(&intel->meta);
469
470   /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
471   dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
472
473   /* RasterPos[2] already takes into account the DepthRange mapping. */
474   _mesa_DepthRange(0.0, 1.0);
475
476   vertices[0][0] = dst_x;
477   vertices[0][1] = dst_y;
478   vertices[0][2] = dst_z;
479   vertices[0][3] = 1.0;
480   vertices[1][0] = dst_x + width;
481   vertices[1][1] = dst_y;
482   vertices[1][2] = dst_z;
483   vertices[1][3] = 1.0;
484   vertices[2][0] = dst_x + width;
485   vertices[2][1] = dst_y + height;
486   vertices[2][2] = dst_z;
487   vertices[2][3] = 1.0;
488   vertices[3][0] = dst_x;
489   vertices[3][1] = dst_y + height;
490   vertices[3][2] = dst_z;
491   vertices[3][3] = 1.0;
492
493   _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
494   _mesa_Enable(GL_VERTEX_ARRAY);
495   meta_set_default_texrect(&intel->meta);
496   _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
497
498   meta_restore_texcoords(&intel->meta);
499   meta_restore_transform(&intel->meta);
500   meta_restore_fragment_program(&intel->meta);
501   meta_restore_vertex_program(&intel->meta);
502
503   _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
504   _mesa_PopClientAttrib();
505   _mesa_PopAttrib();
506
507   _mesa_DeleteTextures(1, &texname);
508
509   return GL_TRUE;
510}
511
512/* There are a large number of possible ways to implement bitmap on
513 * this hardware, most of them have some sort of drawback.  Here are a
514 * few that spring to mind:
515 *
516 * Blit:
517 *    - XY_MONO_SRC_BLT_CMD
518 *         - use XY_SETUP_CLIP_BLT for cliprect clipping.
519 *    - XY_TEXT_BLT
520 *    - XY_TEXT_IMMEDIATE_BLT
521 *         - blit per cliprect, subject to maximum immediate data size.
522 *    - XY_COLOR_BLT
523 *         - per pixel or run of pixels
524 *    - XY_PIXEL_BLT
525 *         - good for sparse bitmaps
526 *
527 * 3D engine:
528 *    - Point per pixel
529 *    - Translate bitmap to an alpha texture and render as a quad
530 *    - Chop bitmap up into 32x32 squares and render w/polygon stipple.
531 */
532void
533intelBitmap(GLcontext * ctx,
534	    GLint x, GLint y,
535	    GLsizei width, GLsizei height,
536	    const struct gl_pixelstore_attrib *unpack,
537	    const GLubyte * pixels)
538{
539   if (do_blit_bitmap(ctx, x, y, width, height,
540                          unpack, pixels))
541      return;
542
543   if (intel_texture_bitmap(ctx, x, y, width, height,
544			    unpack, pixels))
545      return;
546
547   if (INTEL_DEBUG & DEBUG_PIXEL)
548      _mesa_printf("%s: fallback to swrast\n", __FUNCTION__);
549
550   _swrast_Bitmap(ctx, x, y, width, height, unpack, pixels);
551}
552