intel_pixel_draw.c revision eeeed45c2cf6c876d79ae20a9a96172ece8642fe
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   GLfloat z;
75
76   /* We're going to mess with texturing with no regard to existing texture
77    * state, so if there is some set up we have to bail.
78    */
79   if (ctx->Texture._EnabledUnits != 0) {
80      if (INTEL_DEBUG & DEBUG_FALLBACKS)
81	 fprintf(stderr, "glDrawPixels() fallback: texturing enabled\n");
82      return GL_FALSE;
83   }
84
85   /* Can't do textured DrawPixels with a fragment program, unless we were
86    * to generate a new program that sampled our texture and put the results
87    * in the fragment color before the user's program started.
88    */
89   if (ctx->FragmentProgram.Enabled) {
90      if (INTEL_DEBUG & DEBUG_FALLBACKS)
91	 fprintf(stderr, "glDrawPixels() fallback: fragment program enabled\n");
92      return GL_FALSE;
93   }
94
95   /* We don't have a way to generate fragments with stencil values which *
96    * will set the resulting stencil value.
97    */
98   if (format == GL_STENCIL_INDEX)
99      return GL_FALSE;
100
101   /* Check that we can load in a texture this big. */
102   if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
103       height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
104      if (INTEL_DEBUG & DEBUG_FALLBACKS)
105	 fprintf(stderr, "glDrawPixels() fallback: bitmap too large (%dx%d)\n",
106		 width, height);
107      return GL_FALSE;
108   }
109
110   /* To do DEPTH_COMPONENT, we would need to change our setup to not draw to
111    * the color buffer, and sample the texture values into the fragment depth
112    * in a program.
113    */
114   if (format == GL_DEPTH_COMPONENT) {
115      if (INTEL_DEBUG & DEBUG_FALLBACKS)
116	 fprintf(stderr,
117		 "glDrawPixels() fallback: format == GL_DEPTH_COMPONENT\n");
118      return GL_FALSE;
119   }
120
121   _mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
122		    GL_CURRENT_BIT);
123   _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
124
125   /* XXX: pixel store stuff */
126   _mesa_Disable(GL_POLYGON_STIPPLE);
127
128   _mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
129   _mesa_Enable(GL_TEXTURE_2D);
130   _mesa_GenTextures(1, &texname);
131   _mesa_BindTexture(GL_TEXTURE_2D, texname);
132   _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
133   _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
134   _mesa_TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
135   /*
136   _mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
137   _mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
138   */
139   _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format,
140		    type, pixels);
141
142   intel_meta_set_passthrough_transform(intel);
143
144   /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
145   z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
146
147   /* Create the vertex buffer based on the current raster pos.  The x and y
148    * we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
149    * We also apply the depth.  However, the W component is already multiplied
150    * into ctx->Current.RasterPos[0,1,2] and we can ignore it at this point.
151    */
152   vertices[0][0] = x;
153   vertices[0][1] = y;
154   vertices[0][2] = z;
155   vertices[0][3] = 1.0;
156   vertices[1][0] = x + width * ctx->Pixel.ZoomX;
157   vertices[1][1] = y;
158   vertices[1][2] = z;
159   vertices[1][3] = 1.0;
160   vertices[2][0] = x + width * ctx->Pixel.ZoomX;
161   vertices[2][1] = y + height * ctx->Pixel.ZoomY;
162   vertices[2][2] = z;
163   vertices[2][3] = 1.0;
164   vertices[3][0] = x;
165   vertices[3][1] = y + height * ctx->Pixel.ZoomY;
166   vertices[3][2] = z;
167   vertices[3][3] = 1.0;
168
169   texcoords[0][0] = 0.0;
170   texcoords[0][1] = 0.0;
171   texcoords[1][0] = 1.0;
172   texcoords[1][1] = 0.0;
173   texcoords[2][0] = 1.0;
174   texcoords[2][1] = 1.0;
175   texcoords[3][0] = 0.0;
176   texcoords[3][1] = 1.0;
177
178   _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
179   _mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
180   _mesa_Enable(GL_VERTEX_ARRAY);
181   _mesa_Enable(GL_TEXTURE_COORD_ARRAY);
182   CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
183
184   intel_meta_restore_transform(intel);
185   _mesa_PopClientAttrib();
186   _mesa_PopAttrib();
187
188   _mesa_DeleteTextures(1, &texname);
189
190   return GL_TRUE;
191}
192
193static GLboolean
194intel_stencil_drawpixels(GLcontext * ctx,
195			 GLint x, GLint y,
196			 GLsizei width, GLsizei height,
197			 GLenum format,
198			 GLenum type,
199			 const struct gl_pixelstore_attrib *unpack,
200			 const GLvoid *pixels)
201{
202   struct intel_context *intel = intel_context(ctx);
203   GLuint texname, rb_name, fb_name, old_fb_name;
204   GLfloat vertices[4][2];
205   GLfloat texcoords[4][2];
206   struct intel_renderbuffer *irb;
207   struct intel_renderbuffer *depth_irb;
208   struct gl_renderbuffer *rb;
209   struct gl_pixelstore_attrib old_unpack;
210   GLstencil *stencil_pixels;
211   int row;
212
213   if (format != GL_STENCIL_INDEX)
214      return GL_FALSE;
215
216   /* If there's nothing to write, we're done. */
217   if (ctx->Stencil.WriteMask[0] == 0)
218      return GL_TRUE;
219
220   /* Can't do a per-bit writemask while treating stencil as rgba data. */
221   if ((ctx->Stencil.WriteMask[0] & 0xff) != 0xff) {
222      if (INTEL_DEBUG & DEBUG_FALLBACKS)
223	 fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
224		 "stencil mask enabled\n");
225      return GL_FALSE;
226   }
227
228   /* We use FBOs for our wrapping of the depthbuffer into a color
229    * destination.
230    */
231   if (!ctx->Extensions.EXT_framebuffer_object)
232      return GL_FALSE;
233
234   /* We're going to mess with texturing with no regard to existing texture
235    * state, so if there is some set up we have to bail.
236    */
237   if (ctx->Texture._EnabledUnits != 0) {
238      if (INTEL_DEBUG & DEBUG_FALLBACKS)
239	 fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
240		 "texturing enabled\n");
241      return GL_FALSE;
242   }
243
244   /* Can't do textured DrawPixels with a fragment program, unless we were
245    * to generate a new program that sampled our texture and put the results
246    * in the fragment color before the user's program started.
247    */
248   if (ctx->FragmentProgram.Enabled) {
249      if (INTEL_DEBUG & DEBUG_FALLBACKS)
250	 fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
251		 "fragment program enabled\n");
252      return GL_FALSE;
253   }
254
255   /* Check that we can load in a texture this big. */
256   if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
257       height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
258      if (INTEL_DEBUG & DEBUG_FALLBACKS)
259	 fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
260		 "bitmap too large (%dx%d)\n",
261		 width, height);
262      return GL_FALSE;
263   }
264
265   _mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
266		    GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
267   _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
268   old_fb_name = ctx->DrawBuffer->Name;
269
270   _mesa_Disable(GL_POLYGON_STIPPLE);
271   _mesa_Disable(GL_DEPTH_TEST);
272   _mesa_Disable(GL_STENCIL_TEST);
273
274   /* Unpack the supplied stencil values into a ubyte buffer. */
275   assert(sizeof(GLstencil) == sizeof(GLubyte));
276   stencil_pixels = _mesa_malloc(width * height * sizeof(GLstencil));
277   for (row = 0; row < height; row++) {
278      GLvoid *source = _mesa_image_address2d(unpack, pixels,
279					     width, height,
280					     GL_COLOR_INDEX, type,
281					     row, 0);
282      _mesa_unpack_stencil_span(ctx, width, GL_UNSIGNED_BYTE,
283				stencil_pixels +
284				row * width * sizeof(GLstencil),
285				type, source, unpack, ctx->_ImageTransferState);
286   }
287
288   /* Take the current depth/stencil renderbuffer, and make a new one wrapping
289    * it which will be treated as GL_RGBA8 so we can render to it as a color
290    * buffer.
291    */
292   depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
293   irb = intel_create_renderbuffer(GL_RGBA8);
294   rb = &irb->Base;
295   irb->Base.Width = depth_irb->Base.Width;
296   irb->Base.Height = depth_irb->Base.Height;
297   intel_renderbuffer_set_region(irb, depth_irb->region);
298
299   /* Create a name for our renderbuffer, which lets us use other mesa
300    * rb functions for convenience.
301    */
302   _mesa_GenRenderbuffersEXT(1, &rb_name);
303   irb->Base.RefCount++;
304   _mesa_HashInsert(ctx->Shared->RenderBuffers, rb_name, &irb->Base);
305
306   /* Bind the new renderbuffer to the color attachment point. */
307   _mesa_GenFramebuffersEXT(1, &fb_name);
308   _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb_name);
309   _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
310				    GL_COLOR_ATTACHMENT0_EXT,
311				    GL_RENDERBUFFER_EXT,
312				    rb_name);
313   /* Choose to render to the color attachment. */
314   _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
315
316   _mesa_DepthMask(GL_FALSE);
317   _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
318
319   _mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
320   _mesa_Enable(GL_TEXTURE_2D);
321   _mesa_GenTextures(1, &texname);
322   _mesa_BindTexture(GL_TEXTURE_2D, texname);
323   _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
324   _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
325   _mesa_TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
326   old_unpack = ctx->Unpack;
327   ctx->Unpack = ctx->DefaultPacking;
328   _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, width, height, 0,
329		    GL_RED, GL_UNSIGNED_BYTE, stencil_pixels);
330   ctx->Unpack = old_unpack;
331   _mesa_free(stencil_pixels);
332
333   intel_meta_set_passthrough_transform(intel);
334
335   vertices[0][0] = x;
336   vertices[0][1] = y;
337   vertices[1][0] = x + width * ctx->Pixel.ZoomX;
338   vertices[1][1] = y;
339   vertices[2][0] = x + width * ctx->Pixel.ZoomX;
340   vertices[2][1] = y + height * ctx->Pixel.ZoomY;
341   vertices[3][0] = x;
342   vertices[3][1] = y + height * ctx->Pixel.ZoomY;
343
344   texcoords[0][0] = 0.0;
345   texcoords[0][1] = 0.0;
346   texcoords[1][0] = 1.0;
347   texcoords[1][1] = 0.0;
348   texcoords[2][0] = 1.0;
349   texcoords[2][1] = 1.0;
350   texcoords[3][0] = 0.0;
351   texcoords[3][1] = 1.0;
352
353   _mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices);
354   _mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
355   _mesa_Enable(GL_VERTEX_ARRAY);
356   _mesa_Enable(GL_TEXTURE_COORD_ARRAY);
357   CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
358
359   intel_meta_restore_transform(intel);
360
361   _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name);
362
363   _mesa_PopClientAttrib();
364   _mesa_PopAttrib();
365
366   _mesa_DeleteTextures(1, &texname);
367   _mesa_DeleteFramebuffersEXT(1, &fb_name);
368   _mesa_DeleteRenderbuffersEXT(1, &rb_name);
369
370   return GL_TRUE;
371}
372
373void
374intelDrawPixels(GLcontext * ctx,
375                GLint x, GLint y,
376                GLsizei width, GLsizei height,
377                GLenum format,
378                GLenum type,
379                const struct gl_pixelstore_attrib *unpack,
380                const GLvoid * pixels)
381{
382   if (intel_texture_drawpixels(ctx, x, y, width, height, format, type,
383				unpack, pixels))
384      return;
385
386   if (intel_stencil_drawpixels(ctx, x, y, width, height, format, type,
387				unpack, pixels))
388      return;
389
390   if (INTEL_DEBUG & DEBUG_PIXEL)
391      _mesa_printf("%s: fallback to swrast\n", __FUNCTION__);
392
393   _swrast_DrawPixels(ctx, x, y, width, height, format, type,
394		      unpack, pixels);
395}
396