intel_pixel_draw.c revision 9b22427911ad27efc1f36faee9462c6082d0417c
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/mtypes.h" 32#include "main/teximage.h" 33#include "main/texenv.h" 34#include "main/texobj.h" 35#include "main/texstate.h" 36#include "main/texparam.h" 37#include "main/varray.h" 38#include "main/attrib.h" 39#include "main/enable.h" 40#include "main/buffers.h" 41#include "main/fbobject.h" 42#include "main/depth.h" 43#include "main/hash.h" 44#include "main/blend.h" 45#include "swrast/swrast.h" 46#include "drivers/common/meta.h" 47 48#include "intel_context.h" 49#include "intel_buffers.h" 50#include "intel_pixel.h" 51#include "intel_fbo.h" 52 53 54/** XXX compare perf of this vs. _mesa_meta_DrawPixels(STENCIL) */ 55static GLboolean 56intel_stencil_drawpixels(GLcontext * ctx, 57 GLint x, GLint y, 58 GLsizei width, GLsizei height, 59 GLenum format, 60 GLenum type, 61 const struct gl_pixelstore_attrib *unpack, 62 const GLvoid *pixels) 63{ 64 struct intel_context *intel = intel_context(ctx); 65 GLuint texname, rb_name, fb_name, old_fb_name; 66 GLfloat vertices[4][2]; 67 struct intel_renderbuffer *irb; 68 struct intel_renderbuffer *depth_irb; 69 struct gl_pixelstore_attrib old_unpack; 70 GLstencil *stencil_pixels; 71 int row, y1, y2; 72 GLint old_active_texture; 73 GLboolean rendering_to_fbo = ctx->DrawBuffer->Name != 0; 74 75 if (format != GL_STENCIL_INDEX) 76 return GL_FALSE; 77 78 /* If there's nothing to write, we're done. */ 79 if (ctx->Stencil.WriteMask[0] == 0) 80 return GL_TRUE; 81 82 /* Can't do a per-bit writemask while treating stencil as rgba data. */ 83 if ((ctx->Stencil.WriteMask[0] & 0xff) != 0xff) { 84 if (INTEL_DEBUG & DEBUG_FALLBACKS) 85 fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: " 86 "stencil mask enabled\n"); 87 return GL_FALSE; 88 } 89 90 /* We don't support stencil testing/ops here */ 91 if (ctx->Stencil._Enabled) 92 return GL_FALSE; 93 94 /* We use FBOs for our wrapping of the depthbuffer into a color 95 * destination. 96 */ 97 if (!ctx->Extensions.EXT_framebuffer_object) 98 return GL_FALSE; 99 100 /* We're going to mess with texturing with no regard to existing texture 101 * state, so if there is some set up we have to bail. 102 */ 103 if (ctx->Texture._EnabledUnits != 0) { 104 if (INTEL_DEBUG & DEBUG_FALLBACKS) 105 fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: " 106 "texturing enabled\n"); 107 return GL_FALSE; 108 } 109 110 /* Can't do textured DrawPixels with a fragment program, unless we were 111 * to generate a new program that sampled our texture and put the results 112 * in the fragment color before the user's program started. 113 */ 114 if (ctx->FragmentProgram.Enabled) { 115 if (INTEL_DEBUG & DEBUG_FALLBACKS) 116 fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: " 117 "fragment program enabled\n"); 118 return GL_FALSE; 119 } 120 121 /* Check that we can load in a texture this big. */ 122 if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) || 123 height > (1 << (ctx->Const.MaxTextureLevels - 1))) { 124 if (INTEL_DEBUG & DEBUG_FALLBACKS) 125 fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: " 126 "bitmap too large (%dx%d)\n", 127 width, height); 128 return GL_FALSE; 129 } 130 131 if (!ctx->Extensions.ARB_texture_non_power_of_two && 132 (!is_power_of_two(width) || !is_power_of_two(height))) { 133 if (INTEL_DEBUG & DEBUG_FALLBACKS) 134 fprintf(stderr, 135 "glDrawPixels(GL_STENCIL_INDEX) fallback: NPOT texture\n"); 136 return GL_FALSE; 137 } 138 139 _mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT | 140 GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 141 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT); 142 old_fb_name = ctx->DrawBuffer->Name; 143 old_active_texture = ctx->Texture.CurrentUnit; 144 145 _mesa_Disable(GL_POLYGON_STIPPLE); 146 _mesa_Disable(GL_DEPTH_TEST); 147 _mesa_Disable(GL_STENCIL_TEST); 148 149 /* Unpack the supplied stencil values into a ubyte buffer. */ 150 assert(sizeof(GLstencil) == sizeof(GLubyte)); 151 stencil_pixels = _mesa_malloc(width * height * sizeof(GLstencil)); 152 for (row = 0; row < height; row++) { 153 GLvoid *source = _mesa_image_address2d(unpack, pixels, 154 width, height, 155 GL_COLOR_INDEX, type, 156 row, 0); 157 _mesa_unpack_stencil_span(ctx, width, GL_UNSIGNED_BYTE, 158 stencil_pixels + 159 row * width * sizeof(GLstencil), 160 type, source, unpack, ctx->_ImageTransferState); 161 } 162 163 /* Take the current depth/stencil renderbuffer, and make a new one wrapping 164 * it which will be treated as GL_RGBA8 so we can render to it as a color 165 * buffer. 166 */ 167 depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH); 168 irb = intel_create_renderbuffer(MESA_FORMAT_ARGB8888); 169 irb->Base.Width = depth_irb->Base.Width; 170 irb->Base.Height = depth_irb->Base.Height; 171 intel_renderbuffer_set_region(irb, depth_irb->region); 172 173 /* Create a name for our renderbuffer, which lets us use other mesa 174 * rb functions for convenience. 175 */ 176 _mesa_GenRenderbuffersEXT(1, &rb_name); 177 irb->Base.RefCount++; 178 _mesa_HashInsert(ctx->Shared->RenderBuffers, rb_name, &irb->Base); 179 180 /* Bind the new renderbuffer to the color attachment point. */ 181 _mesa_GenFramebuffersEXT(1, &fb_name); 182 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb_name); 183 _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, 184 GL_COLOR_ATTACHMENT0_EXT, 185 GL_RENDERBUFFER_EXT, 186 rb_name); 187 /* Choose to render to the color attachment. */ 188 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT); 189 190 _mesa_DepthMask(GL_FALSE); 191 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); 192 193 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB); 194 _mesa_Enable(GL_TEXTURE_2D); 195 _mesa_GenTextures(1, &texname); 196 _mesa_BindTexture(GL_TEXTURE_2D, texname); 197 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 198 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 199 _mesa_TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 200 old_unpack = ctx->Unpack; 201 ctx->Unpack = ctx->DefaultPacking; 202 _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, width, height, 0, 203 GL_RED, GL_UNSIGNED_BYTE, stencil_pixels); 204 ctx->Unpack = old_unpack; 205 _mesa_free(stencil_pixels); 206 207 meta_set_passthrough_transform(&intel->meta); 208 209 /* Since we're rendering to the framebuffer as if it was an FBO, 210 * if it's the window system we have to flip the coordinates. 211 */ 212 if (rendering_to_fbo) { 213 y1 = y; 214 y2 = y + height * ctx->Pixel.ZoomY; 215 } else { 216 y1 = irb->Base.Height - (y + height * ctx->Pixel.ZoomY); 217 y2 = irb->Base.Height - y; 218 } 219 vertices[0][0] = x; 220 vertices[0][1] = y1; 221 vertices[1][0] = x + width * ctx->Pixel.ZoomX; 222 vertices[1][1] = y1; 223 vertices[2][0] = x + width * ctx->Pixel.ZoomX; 224 vertices[2][1] = y2; 225 vertices[3][0] = x; 226 vertices[3][1] = y2; 227 228 _mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices); 229 _mesa_Enable(GL_VERTEX_ARRAY); 230 meta_set_default_texrect(&intel->meta); 231 232 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); 233 234 meta_restore_texcoords(&intel->meta); 235 meta_restore_transform(&intel->meta); 236 237 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture); 238 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name); 239 240 _mesa_PopClientAttrib(); 241 _mesa_PopAttrib(); 242 243 _mesa_DeleteTextures(1, &texname); 244 _mesa_DeleteFramebuffersEXT(1, &fb_name); 245 _mesa_DeleteRenderbuffersEXT(1, &rb_name); 246 247 return GL_TRUE; 248} 249 250void 251intelDrawPixels(GLcontext * ctx, 252 GLint x, GLint y, 253 GLsizei width, GLsizei height, 254 GLenum format, 255 GLenum type, 256 const struct gl_pixelstore_attrib *unpack, 257 const GLvoid * pixels) 258{ 259#if 0 260 /* XXX this function doesn't seem to work reliably even when all 261 * the pre-requisite conditions are met. 262 * Note that this function is never hit with conform. 263 * Fall back to swrast because even the _mesa_meta_DrawPixels() approach 264 * isn't working because of an apparent stencil bug. 265 */ 266 if (intel_stencil_drawpixels(ctx, x, y, width, height, format, type, 267 unpack, pixels)) 268 return; 269#else 270 (void) intel_stencil_drawpixels; /* silence warning */ 271 if (format == GL_STENCIL_INDEX) { 272 _swrast_DrawPixels(ctx, x, y, width, height, format, type, 273 unpack, pixels); 274 return; 275 } 276#endif 277 278 _mesa_meta_DrawPixels(ctx, x, y, width, height, format, type, 279 unpack, pixels); 280} 281