intel_pixel_draw.c revision bfebeffc0045266d354a36968336337e099a9f27
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/macros.h"
33#include "main/bufferobj.h"
34#include "main/teximage.h"
35#include "main/texenv.h"
36#include "main/texobj.h"
37#include "main/texstate.h"
38#include "main/texparam.h"
39#include "main/varray.h"
40#include "main/attrib.h"
41#include "main/enable.h"
42#include "main/buffers.h"
43#include "main/fbobject.h"
44#include "main/renderbuffer.h"
45#include "main/depth.h"
46#include "main/hash.h"
47#include "main/blend.h"
48#include "glapi/dispatch.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_buffers.h"
56#include "intel_regions.h"
57#include "intel_pixel.h"
58#include "intel_buffer_objects.h"
59#include "intel_fbo.h"
60
61static GLboolean
62intel_texture_drawpixels(GLcontext * ctx,
63			 GLint x, GLint y,
64			 GLsizei width, GLsizei height,
65			 GLenum format,
66			 GLenum type,
67			 const struct gl_pixelstore_attrib *unpack,
68			 const GLvoid *pixels)
69{
70   struct intel_context *intel = intel_context(ctx);
71   GLuint texname;
72   GLfloat vertices[4][4];
73   GLfloat texcoords[4][2];
74
75   /* We're going to mess with texturing with no regard to existing texture
76    * state, so if there is some set up we have to bail.
77    */
78   if (ctx->Texture._EnabledUnits != 0) {
79      if (INTEL_DEBUG & DEBUG_FALLBACKS)
80	 fprintf(stderr, "glDrawPixels() fallback: texturing enabled\n");
81      return GL_FALSE;
82   }
83
84   /* Can't do textured DrawPixels with a fragment program, unless we were
85    * to generate a new program that sampled our texture and put the results
86    * in the fragment color before the user's program started.
87    */
88   if (ctx->FragmentProgram.Enabled) {
89      if (INTEL_DEBUG & DEBUG_FALLBACKS)
90	 fprintf(stderr, "glDrawPixels() fallback: fragment program enabled\n");
91      return GL_FALSE;
92   }
93
94   /* We don't have a way to generate fragments with stencil values which *
95    * will set the resulting stencil value.
96    */
97   if (format == GL_STENCIL_INDEX)
98      return GL_FALSE;
99
100   /* Check that we can load in a texture this big. */
101   if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
102       height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
103      if (INTEL_DEBUG & DEBUG_FALLBACKS)
104	 fprintf(stderr, "glDrawPixels() fallback: bitmap too large (%dx%d)\n",
105		 width, height);
106      return GL_FALSE;
107   }
108
109   /* To do DEPTH_COMPONENT, we would need to change our setup to not draw to
110    * the color buffer, and sample the texture values into the fragment depth
111    * in a program.
112    */
113   if (format == GL_DEPTH_COMPONENT) {
114      if (INTEL_DEBUG & DEBUG_FALLBACKS)
115	 fprintf(stderr,
116		 "glDrawPixels() fallback: format == GL_DEPTH_COMPONENT\n");
117      return GL_FALSE;
118   }
119
120   _mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
121		    GL_CURRENT_BIT);
122   _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
123
124   /* XXX: pixel store stuff */
125   _mesa_Disable(GL_POLYGON_STIPPLE);
126
127   _mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
128   _mesa_Enable(GL_TEXTURE_2D);
129   _mesa_GenTextures(1, &texname);
130   _mesa_BindTexture(GL_TEXTURE_2D, texname);
131   _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
132   _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
133   _mesa_TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
134   /*
135   _mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
136   _mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
137   */
138   _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format,
139		    type, pixels);
140
141   intel_meta_set_passthrough_transform(intel);
142
143   /* Create the vertex buffer based on the current raster pos.  The x and y
144    * we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
145    * We also apply the depth.  However, the W component is already multiplied
146    * into ctx->Current.RasterPos[0,1,2] and we can ignore it at this point.
147    */
148   vertices[0][0] = x;
149   vertices[0][1] = y;
150   vertices[0][2] = ctx->Current.RasterPos[2];
151   vertices[0][3] = 1.0;
152   vertices[1][0] = x + width * ctx->Pixel.ZoomX;
153   vertices[1][1] = y;
154   vertices[1][2] = ctx->Current.RasterPos[2];
155   vertices[1][3] = 1.0;
156   vertices[2][0] = x + width * ctx->Pixel.ZoomX;
157   vertices[2][1] = y + height * ctx->Pixel.ZoomY;
158   vertices[2][2] = ctx->Current.RasterPos[2];
159   vertices[2][3] = 1.0;
160   vertices[3][0] = x;
161   vertices[3][1] = y + height * ctx->Pixel.ZoomY;
162   vertices[3][2] = ctx->Current.RasterPos[2];
163   vertices[3][3] = 1.0;
164
165   texcoords[0][0] = 0.0;
166   texcoords[0][1] = 0.0;
167   texcoords[1][0] = 1.0;
168   texcoords[1][1] = 0.0;
169   texcoords[2][0] = 1.0;
170   texcoords[2][1] = 1.0;
171   texcoords[3][0] = 0.0;
172   texcoords[3][1] = 1.0;
173
174   _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
175   _mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
176   _mesa_Enable(GL_VERTEX_ARRAY);
177   _mesa_Enable(GL_TEXTURE_COORD_ARRAY);
178   CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
179
180   intel_meta_restore_transform(intel);
181   _mesa_PopClientAttrib();
182   _mesa_PopAttrib();
183
184   _mesa_DeleteTextures(1, &texname);
185
186   return GL_TRUE;
187}
188
189static GLboolean
190intel_stencil_drawpixels(GLcontext * ctx,
191			 GLint x, GLint y,
192			 GLsizei width, GLsizei height,
193			 GLenum format,
194			 GLenum type,
195			 const struct gl_pixelstore_attrib *unpack,
196			 const GLvoid *pixels)
197{
198   struct intel_context *intel = intel_context(ctx);
199   GLuint texname, rb_name, fb_name, old_fb_name;
200   GLfloat vertices[4][2];
201   GLfloat texcoords[4][2];
202   struct intel_renderbuffer *irb;
203   struct intel_renderbuffer *depth_irb;
204   struct gl_renderbuffer *rb;
205   struct gl_pixelstore_attrib old_unpack;
206   GLstencil *stencil_pixels;
207   int row;
208
209   if (format != GL_STENCIL_INDEX)
210      return GL_FALSE;
211
212   /* If there's nothing to write, we're done. */
213   if (ctx->Stencil.WriteMask[0] == 0)
214      return GL_TRUE;
215
216   /* Can't do a per-bit writemask while treating stencil as rgba data. */
217   if ((ctx->Stencil.WriteMask[0] & 0xff) != 0xff) {
218      if (INTEL_DEBUG & DEBUG_FALLBACKS)
219	 fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
220		 "stencil mask enabled\n");
221      return GL_FALSE;
222   }
223
224   /* We use FBOs for our wrapping of the depthbuffer into a color
225    * destination.
226    */
227   if (!ctx->Extensions.EXT_framebuffer_object)
228      return GL_FALSE;
229
230   /* We're going to mess with texturing with no regard to existing texture
231    * state, so if there is some set up we have to bail.
232    */
233   if (ctx->Texture._EnabledUnits != 0) {
234      if (INTEL_DEBUG & DEBUG_FALLBACKS)
235	 fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
236		 "texturing enabled\n");
237      return GL_FALSE;
238   }
239
240   /* Can't do textured DrawPixels with a fragment program, unless we were
241    * to generate a new program that sampled our texture and put the results
242    * in the fragment color before the user's program started.
243    */
244   if (ctx->FragmentProgram.Enabled) {
245      if (INTEL_DEBUG & DEBUG_FALLBACKS)
246	 fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
247		 "fragment program enabled\n");
248      return GL_FALSE;
249   }
250
251   /* Check that we can load in a texture this big. */
252   if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
253       height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
254      if (INTEL_DEBUG & DEBUG_FALLBACKS)
255	 fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
256		 "bitmap too large (%dx%d)\n",
257		 width, height);
258      return GL_FALSE;
259   }
260
261   _mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
262		    GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
263   _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
264   old_fb_name = ctx->DrawBuffer->Name;
265
266   _mesa_Disable(GL_POLYGON_STIPPLE);
267   _mesa_Disable(GL_DEPTH_TEST);
268   _mesa_Disable(GL_STENCIL_TEST);
269
270   /* Unpack the supplied stencil values into a ubyte buffer. */
271   assert(sizeof(GLstencil) == sizeof(GLubyte));
272   stencil_pixels = _mesa_malloc(width * height * sizeof(GLstencil));
273   for (row = 0; row < height; row++) {
274      GLvoid *source = _mesa_image_address2d(unpack, pixels,
275					     width, height,
276					     GL_COLOR_INDEX, type,
277					     row, 0);
278      _mesa_unpack_stencil_span(ctx, width, GL_UNSIGNED_BYTE,
279				stencil_pixels +
280				row * width * sizeof(GLstencil),
281				type, source, unpack, ctx->_ImageTransferState);
282   }
283
284   /* Take the current depth/stencil renderbuffer, and make a new one wrapping
285    * it which will be treated as GL_RGBA8 so we can render to it as a color
286    * buffer.
287    */
288   depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
289   irb = intel_create_renderbuffer(GL_RGBA8);
290   rb = &irb->Base;
291   irb->Base.Width = depth_irb->Base.Width;
292   irb->Base.Height = depth_irb->Base.Height;
293   intel_renderbuffer_set_region(irb, depth_irb->region);
294
295   /* Create a name for our renderbuffer, which lets us use other mesa
296    * rb functions for convenience.
297    */
298   _mesa_GenRenderbuffersEXT(1, &rb_name);
299   irb->Base.RefCount++;
300   _mesa_HashInsert(ctx->Shared->RenderBuffers, rb_name, &irb->Base);
301
302   /* Bind the new renderbuffer to the color attachment point. */
303   _mesa_GenFramebuffersEXT(1, &fb_name);
304   _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb_name);
305   _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
306				    GL_COLOR_ATTACHMENT0_EXT,
307				    GL_RENDERBUFFER_EXT,
308				    rb_name);
309   /* Choose to render to the color attachment. */
310   _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
311
312   _mesa_DepthMask(GL_FALSE);
313   _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
314
315   _mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
316   _mesa_Enable(GL_TEXTURE_2D);
317   _mesa_GenTextures(1, &texname);
318   _mesa_BindTexture(GL_TEXTURE_2D, texname);
319   _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
320   _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
321   _mesa_TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
322   old_unpack = ctx->Unpack;
323   ctx->Unpack = ctx->DefaultPacking;
324   _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, width, height, 0,
325		    GL_RED, GL_UNSIGNED_BYTE, stencil_pixels);
326   ctx->Unpack = old_unpack;
327   _mesa_free(stencil_pixels);
328
329   intel_meta_set_passthrough_transform(intel);
330
331   vertices[0][0] = x;
332   vertices[0][1] = y;
333   vertices[1][0] = x + width * ctx->Pixel.ZoomX;
334   vertices[1][1] = y;
335   vertices[2][0] = x + width * ctx->Pixel.ZoomX;
336   vertices[2][1] = y + height * ctx->Pixel.ZoomY;
337   vertices[3][0] = x;
338   vertices[3][1] = y + height * ctx->Pixel.ZoomY;
339
340   texcoords[0][0] = 0.0;
341   texcoords[0][1] = 0.0;
342   texcoords[1][0] = 1.0;
343   texcoords[1][1] = 0.0;
344   texcoords[2][0] = 1.0;
345   texcoords[2][1] = 1.0;
346   texcoords[3][0] = 0.0;
347   texcoords[3][1] = 1.0;
348
349   _mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices);
350   _mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
351   _mesa_Enable(GL_VERTEX_ARRAY);
352   _mesa_Enable(GL_TEXTURE_COORD_ARRAY);
353   CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
354
355   intel_meta_restore_transform(intel);
356
357   _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name);
358
359   _mesa_PopClientAttrib();
360   _mesa_PopAttrib();
361
362   _mesa_DeleteTextures(1, &texname);
363   _mesa_DeleteFramebuffersEXT(1, &fb_name);
364   _mesa_DeleteRenderbuffersEXT(1, &rb_name);
365
366   return GL_TRUE;
367}
368
369void
370intelDrawPixels(GLcontext * ctx,
371                GLint x, GLint y,
372                GLsizei width, GLsizei height,
373                GLenum format,
374                GLenum type,
375                const struct gl_pixelstore_attrib *unpack,
376                const GLvoid * pixels)
377{
378   if (intel_texture_drawpixels(ctx, x, y, width, height, format, type,
379				unpack, pixels))
380      return;
381
382   if (intel_stencil_drawpixels(ctx, x, y, width, height, format, type,
383				unpack, pixels))
384      return;
385
386   if (INTEL_DEBUG & DEBUG_PIXEL)
387      _mesa_printf("%s: fallback to swrast\n", __FUNCTION__);
388
389   if (ctx->FragmentProgram._Current == ctx->FragmentProgram._TexEnvProgram) {
390      /*
391       * We don't want the i915 texenv program to be applied to DrawPixels.
392       * This is really just a performance optimization (mesa will other-
393       * wise happily run the fragment program on each pixel in the image).
394       */
395      struct gl_fragment_program *fpSave = ctx->FragmentProgram._Current;
396   /* can't just set current frag prog to 0 here as on buffer resize
397      we'll get new state checks which will segfault. Remains a hack. */
398      ctx->FragmentProgram._Current = NULL;
399      ctx->FragmentProgram._UseTexEnvProgram = GL_FALSE;
400      ctx->FragmentProgram._Active = GL_FALSE;
401      _swrast_DrawPixels( ctx, x, y, width, height, format, type,
402                          unpack, pixels );
403      ctx->FragmentProgram._Current = fpSave;
404      ctx->FragmentProgram._UseTexEnvProgram = GL_TRUE;
405      ctx->FragmentProgram._Active = GL_TRUE;
406      _swrast_InvalidateState(ctx, _NEW_PROGRAM);
407   }
408   else {
409      _swrast_DrawPixels( ctx, x, y, width, height, format, type,
410                          unpack, pixels );
411   }
412}
413