st_cb_bitmap.c revision 277089b81ae498f598efdc74fafda9873864ee54
1/************************************************************************** 2 * 3 * Copyright 2007 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 portions 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 /* 29 * Authors: 30 * Brian Paul 31 */ 32 33#include "main/imports.h" 34#include "main/image.h" 35#include "main/bufferobj.h" 36#include "main/macros.h" 37#include "main/texformat.h" 38#include "shader/program.h" 39#include "shader/prog_parameter.h" 40#include "shader/prog_print.h" 41 42#include "st_context.h" 43#include "st_atom.h" 44#include "st_atom_constbuf.h" 45#include "st_program.h" 46#include "st_cb_bitmap.h" 47#include "st_cb_program.h" 48#include "st_mesa_to_tgsi.h" 49#include "st_texture.h" 50#include "pipe/p_context.h" 51#include "pipe/p_defines.h" 52#include "pipe/p_inlines.h" 53#include "util/u_tile.h" 54#include "util/u_draw_quad.h" 55#include "util/u_simple_shaders.h" 56#include "shader/prog_instruction.h" 57#include "cso_cache/cso_context.h" 58 59 60 61/** 62 * glBitmaps are drawn as textured quads. The user's bitmap pattern 63 * is stored in a texture image. An alpha8 texture format is used. 64 * The fragment shader samples a bit (texel) from the texture, then 65 * discards the fragment if the bit is off. 66 * 67 * Note that we actually store the inverse image of the bitmap to 68 * simplify the fragment program. An "on" bit gets stored as texel=0x0 69 * and an "off" bit is stored as texel=0xff. Then we kill the 70 * fragment if the negated texel value is less than zero. 71 */ 72 73 74/** 75 * The bitmap cache attempts to accumulate multiple glBitmap calls in a 76 * buffer which is then rendered en mass upon a flush, state change, etc. 77 * A wide, short buffer is used to target the common case of a series 78 * of glBitmap calls being used to draw text. 79 */ 80static GLboolean UseBitmapCache = GL_TRUE; 81 82 83#define BITMAP_CACHE_WIDTH 512 84#define BITMAP_CACHE_HEIGHT 32 85 86struct bitmap_cache 87{ 88 /** Window pos to render the cached image */ 89 GLint xpos, ypos; 90 /** Bounds of region used in window coords */ 91 GLint xmin, ymin, xmax, ymax; 92 93 GLfloat color[4]; 94 95 struct pipe_texture *texture; 96 struct pipe_surface *surf; 97 98 GLboolean empty; 99 100 /** An I8 texture image: */ 101 ubyte *buffer; 102}; 103 104 105 106 107/** 108 * Make fragment program for glBitmap: 109 * Sample the texture and kill the fragment if the bit is 0. 110 * This program will be combined with the user's fragment program. 111 */ 112static struct st_fragment_program * 113make_bitmap_fragment_program(GLcontext *ctx, GLuint samplerIndex) 114{ 115 struct st_fragment_program *stfp; 116 struct gl_program *p; 117 GLuint ic = 0; 118 119 p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0); 120 if (!p) 121 return NULL; 122 123 p->NumInstructions = 3; 124 125 p->Instructions = _mesa_alloc_instructions(p->NumInstructions); 126 if (!p->Instructions) { 127 ctx->Driver.DeleteProgram(ctx, p); 128 return NULL; 129 } 130 _mesa_init_instructions(p->Instructions, p->NumInstructions); 131 132 /* TEX tmp0, fragment.texcoord[0], texture[0], 2D; */ 133 p->Instructions[ic].Opcode = OPCODE_TEX; 134 p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY; 135 p->Instructions[ic].DstReg.Index = 0; 136 p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT; 137 p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0; 138 p->Instructions[ic].TexSrcUnit = samplerIndex; 139 p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX; 140 ic++; 141 142 /* KIL if -tmp0 < 0 # texel=0 -> keep / texel=0 -> discard */ 143 p->Instructions[ic].Opcode = OPCODE_KIL; 144 p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY; 145 p->Instructions[ic].SrcReg[0].Index = 0; 146 p->Instructions[ic].SrcReg[0].NegateBase = NEGATE_XYZW; 147 ic++; 148 149 /* END; */ 150 p->Instructions[ic++].Opcode = OPCODE_END; 151 152 assert(ic == p->NumInstructions); 153 154 p->InputsRead = FRAG_BIT_TEX0; 155 p->OutputsWritten = 0x0; 156 p->SamplersUsed = (1 << samplerIndex); 157 158 stfp = (struct st_fragment_program *) p; 159 stfp->Base.UsesKill = GL_TRUE; 160 st_translate_fragment_program(ctx->st, stfp, NULL); 161 162 return stfp; 163} 164 165 166static int 167find_free_bit(uint bitfield) 168{ 169 int i; 170 for (i = 0; i < 32; i++) { 171 if ((bitfield & (1 << i)) == 0) { 172 return i; 173 } 174 } 175 return -1; 176} 177 178 179/** 180 * Combine basic bitmap fragment program with the user-defined program. 181 */ 182static struct st_fragment_program * 183combined_bitmap_fragment_program(GLcontext *ctx) 184{ 185 struct st_context *st = ctx->st; 186 struct st_fragment_program *stfp = st->fp; 187 188 if (!stfp->bitmap_program) { 189 /* 190 * Generate new program which is the user-defined program prefixed 191 * with the bitmap sampler/kill instructions. 192 */ 193 struct st_fragment_program *bitmap_prog; 194 uint sampler; 195 196 sampler = find_free_bit(st->fp->Base.Base.SamplersUsed); 197 bitmap_prog = make_bitmap_fragment_program(ctx, sampler); 198 199 stfp->bitmap_program = (struct st_fragment_program *) 200 _mesa_combine_programs(ctx, 201 &bitmap_prog->Base.Base, &stfp->Base.Base); 202 stfp->bitmap_program->bitmap_sampler = sampler; 203 204 /* done with this after combining */ 205 st_reference_fragprog(st, &bitmap_prog, NULL); 206 207#if 0 208 { 209 struct gl_program *p = &stfp->bitmap_program->Base.Base; 210 printf("Combined bitmap program:\n"); 211 _mesa_print_program(p); 212 printf("InputsRead: 0x%x\n", p->InputsRead); 213 printf("OutputsWritten: 0x%x\n", p->OutputsWritten); 214 _mesa_print_parameter_list(p->Parameters); 215 } 216#endif 217 218 /* translate to TGSI tokens */ 219 st_translate_fragment_program(st, stfp->bitmap_program, NULL); 220 } 221 222 return stfp->bitmap_program; 223} 224 225 226/** 227 * Copy user-provide bitmap bits into texture buffer, expanding 228 * bits into texels. 229 * "On" bits will set texels to 0xff. 230 * "Off" bits will not modify texels. 231 * Note that the image is actually going to be upside down in 232 * the texture. We deal with that with texcoords. 233 */ 234static void 235unpack_bitmap(struct st_context *st, 236 GLint px, GLint py, GLsizei width, GLsizei height, 237 const struct gl_pixelstore_attrib *unpack, 238 const GLubyte *bitmap, 239 ubyte *destBuffer, uint destStride) 240{ 241 GLint row, col; 242 243#define SET_PIXEL(COL, ROW) \ 244 destBuffer[(py + (ROW)) * destStride + px + (COL)] = 0x0; 245 246 for (row = 0; row < height; row++) { 247 const GLubyte *src = (const GLubyte *) _mesa_image_address2d(unpack, 248 bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, row, 0); 249 250 if (unpack->LsbFirst) { 251 /* Lsb first */ 252 GLubyte mask = 1U << (unpack->SkipPixels & 0x7); 253 for (col = 0; col < width; col++) { 254 255 if (*src & mask) { 256 SET_PIXEL(col, row); 257 } 258 259 if (mask == 128U) { 260 src++; 261 mask = 1U; 262 } 263 else { 264 mask = mask << 1; 265 } 266 } 267 268 /* get ready for next row */ 269 if (mask != 1) 270 src++; 271 } 272 else { 273 /* Msb first */ 274 GLubyte mask = 128U >> (unpack->SkipPixels & 0x7); 275 for (col = 0; col < width; col++) { 276 277 if (*src & mask) { 278 SET_PIXEL(col, row); 279 } 280 281 if (mask == 1U) { 282 src++; 283 mask = 128U; 284 } 285 else { 286 mask = mask >> 1; 287 } 288 } 289 290 /* get ready for next row */ 291 if (mask != 128) 292 src++; 293 } 294 295 } /* row */ 296 297#undef SET_PIXEL 298} 299 300 301/** 302 * Create a texture which represents a bitmap image. 303 */ 304static struct pipe_texture * 305make_bitmap_texture(GLcontext *ctx, GLsizei width, GLsizei height, 306 const struct gl_pixelstore_attrib *unpack, 307 const GLubyte *bitmap) 308{ 309 struct pipe_context *pipe = ctx->st->pipe; 310 struct pipe_screen *screen = pipe->screen; 311 struct pipe_surface *surface; 312 ubyte *dest; 313 struct pipe_texture *pt; 314 315 /* PBO source... */ 316 bitmap = _mesa_map_bitmap_pbo(ctx, unpack, bitmap); 317 if (!bitmap) { 318 return NULL; 319 } 320 321 /** 322 * Create texture to hold bitmap pattern. 323 */ 324 pt = st_texture_create(ctx->st, PIPE_TEXTURE_2D, ctx->st->bitmap.tex_format, 325 0, width, height, 1, 0, 326 PIPE_TEXTURE_USAGE_SAMPLER); 327 if (!pt) { 328 _mesa_unmap_bitmap_pbo(ctx, unpack); 329 return NULL; 330 } 331 332 surface = screen->get_tex_surface(screen, pt, 0, 0, 0, 333 PIPE_BUFFER_USAGE_CPU_WRITE); 334 335 /* map texture surface */ 336 dest = screen->surface_map(screen, surface, PIPE_BUFFER_USAGE_CPU_WRITE); 337 338 /* Put image into texture surface */ 339 memset(dest, 0xff, height * surface->stride); 340 unpack_bitmap(ctx->st, 0, 0, width, height, unpack, bitmap, 341 dest, surface->stride); 342 343 _mesa_unmap_bitmap_pbo(ctx, unpack); 344 345 /* Release surface */ 346 screen->surface_unmap(screen, surface); 347 pipe_surface_reference(&surface, NULL); 348 349 return pt; 350} 351 352 353static void 354setup_bitmap_vertex_data(struct st_context *st, 355 int x, int y, int width, int height, 356 float z, const float color[4]) 357{ 358 struct pipe_context *pipe = st->pipe; 359 const struct gl_framebuffer *fb = st->ctx->DrawBuffer; 360 const GLfloat fb_width = (GLfloat)fb->Width; 361 const GLfloat fb_height = (GLfloat)fb->Height; 362 const GLfloat x0 = (GLfloat)x; 363 const GLfloat x1 = (GLfloat)(x + width); 364 const GLfloat y0 = (GLfloat)y; 365 const GLfloat y1 = (GLfloat)(y + height); 366 const GLfloat sLeft = (GLfloat)0.0, sRight = (GLfloat)1.0; 367 const GLfloat tTop = (GLfloat)0.0, tBot = (GLfloat)1.0 - tTop; 368 const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0); 369 const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0); 370 const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0); 371 const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0); 372 GLuint i; 373 void *buf; 374 375 if (!st->bitmap.vbuf) { 376 st->bitmap.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX, 377 sizeof(st->bitmap.vertices)); 378 } 379 380 /* Positions are in clip coords since we need to do clipping in case 381 * the bitmap quad goes beyond the window bounds. 382 */ 383 st->bitmap.vertices[0][0][0] = clip_x0; 384 st->bitmap.vertices[0][0][1] = clip_y0; 385 st->bitmap.vertices[0][2][0] = sLeft; 386 st->bitmap.vertices[0][2][1] = tTop; 387 388 st->bitmap.vertices[1][0][0] = clip_x1; 389 st->bitmap.vertices[1][0][1] = clip_y0; 390 st->bitmap.vertices[1][2][0] = sRight; 391 st->bitmap.vertices[1][2][1] = tTop; 392 393 st->bitmap.vertices[2][0][0] = clip_x1; 394 st->bitmap.vertices[2][0][1] = clip_y1; 395 st->bitmap.vertices[2][2][0] = sRight; 396 st->bitmap.vertices[2][2][1] = tBot; 397 398 st->bitmap.vertices[3][0][0] = clip_x0; 399 st->bitmap.vertices[3][0][1] = clip_y1; 400 st->bitmap.vertices[3][2][0] = sLeft; 401 st->bitmap.vertices[3][2][1] = tBot; 402 403 /* same for all verts: */ 404 for (i = 0; i < 4; i++) { 405 st->bitmap.vertices[i][0][2] = z; 406 st->bitmap.vertices[i][0][3] = 1.0; 407 st->bitmap.vertices[i][1][0] = color[0]; 408 st->bitmap.vertices[i][1][1] = color[1]; 409 st->bitmap.vertices[i][1][2] = color[2]; 410 st->bitmap.vertices[i][1][3] = color[3]; 411 st->bitmap.vertices[i][2][2] = 0.0; /*R*/ 412 st->bitmap.vertices[i][2][3] = 1.0; /*Q*/ 413 } 414 415 /* put vertex data into vbuf */ 416 buf = pipe_buffer_map(pipe->screen, st->bitmap.vbuf, PIPE_BUFFER_USAGE_CPU_WRITE); 417 memcpy(buf, st->bitmap.vertices, sizeof(st->bitmap.vertices)); 418 pipe_buffer_unmap(pipe->screen, st->bitmap.vbuf); 419} 420 421 422 423/** 424 * Render a glBitmap by drawing a textured quad 425 */ 426static void 427draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z, 428 GLsizei width, GLsizei height, 429 struct pipe_texture *pt, 430 const GLfloat *color) 431{ 432 struct st_context *st = ctx->st; 433 struct pipe_context *pipe = ctx->st->pipe; 434 struct cso_context *cso = ctx->st->cso_context; 435 struct st_fragment_program *stfp; 436 GLuint maxSize; 437 438 stfp = combined_bitmap_fragment_program(ctx); 439 440 /* As an optimization, Mesa's fragment programs will sometimes get the 441 * primary color from a statevar/constant rather than a varying variable. 442 * when that's the case, we need to ensure that we use the 'color' 443 * parameter and not the current attribute color (which may have changed 444 * through glRasterPos and state validation. 445 * So, we force the proper color here. Not elegant, but it works. 446 */ 447 { 448 GLfloat colorSave[4]; 449 COPY_4V(colorSave, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]); 450 COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color); 451 st_upload_constants(st, stfp->Base.Base.Parameters, PIPE_SHADER_FRAGMENT); 452 COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave); 453 } 454 455 456 /* limit checks */ 457 /* XXX if the bitmap is larger than the max texture size, break 458 * it up into chunks. 459 */ 460 maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1); 461 assert(width <= (GLsizei)maxSize); 462 assert(height <= (GLsizei)maxSize); 463 464 cso_save_rasterizer(cso); 465 cso_save_samplers(cso); 466 cso_save_sampler_textures(cso); 467 cso_save_viewport(cso); 468 cso_save_fragment_shader(cso); 469 cso_save_vertex_shader(cso); 470 471 /* rasterizer state: just scissor */ 472 st->bitmap.rasterizer.scissor = ctx->Scissor.Enabled; 473 cso_set_rasterizer(cso, &st->bitmap.rasterizer); 474 475 /* fragment shader state: TEX lookup program */ 476 cso_set_fragment_shader_handle(cso, stfp->driver_shader); 477 478 /* vertex shader state: position + texcoord pass-through */ 479 cso_set_vertex_shader_handle(cso, st->bitmap.vs); 480 481 /* user samplers, plus our bitmap sampler */ 482 { 483 struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS]; 484 uint num = MAX2(stfp->bitmap_sampler + 1, st->state.num_samplers); 485 uint i; 486 for (i = 0; i < st->state.num_samplers; i++) { 487 samplers[i] = &st->state.samplers[i]; 488 } 489 samplers[stfp->bitmap_sampler] = &st->bitmap.sampler; 490 cso_set_samplers(cso, num, (const struct pipe_sampler_state **) samplers); 491 } 492 493 /* user textures, plus the bitmap texture */ 494 { 495 struct pipe_texture *textures[PIPE_MAX_SAMPLERS]; 496 uint num = MAX2(stfp->bitmap_sampler + 1, st->state.num_textures); 497 memcpy(textures, st->state.sampler_texture, sizeof(textures)); 498 textures[stfp->bitmap_sampler] = pt; 499 cso_set_sampler_textures(cso, num, textures); 500 } 501 502 /* viewport state: viewport matching window dims */ 503 { 504 const struct gl_framebuffer *fb = st->ctx->DrawBuffer; 505 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP); 506 const GLfloat width = (GLfloat)fb->Width; 507 const GLfloat height = (GLfloat)fb->Height; 508 struct pipe_viewport_state vp; 509 vp.scale[0] = 0.5f * width; 510 vp.scale[1] = height * (invert ? -0.5f : 0.5f); 511 vp.scale[2] = 1.0f; 512 vp.scale[3] = 1.0f; 513 vp.translate[0] = 0.5f * width; 514 vp.translate[1] = 0.5f * height; 515 vp.translate[2] = 0.0f; 516 vp.translate[3] = 0.0f; 517 cso_set_viewport(cso, &vp); 518 } 519 520 /* draw textured quad */ 521 setup_bitmap_vertex_data(st, x, y, width, height, 522 ctx->Current.RasterPos[2], 523 color); 524 525 util_draw_vertex_buffer(pipe, st->bitmap.vbuf, 526 PIPE_PRIM_TRIANGLE_FAN, 527 4, /* verts */ 528 3); /* attribs/vert */ 529 530 531 /* restore state */ 532 cso_restore_rasterizer(cso); 533 cso_restore_samplers(cso); 534 cso_restore_sampler_textures(cso); 535 cso_restore_viewport(cso); 536 cso_restore_fragment_shader(cso); 537 cso_restore_vertex_shader(cso); 538} 539 540 541static void 542reset_cache(struct st_context *st) 543{ 544 struct pipe_context *pipe = st->pipe; 545 struct pipe_screen *screen = pipe->screen; 546 struct bitmap_cache *cache = st->bitmap.cache; 547 548 //memset(cache->buffer, 0xff, sizeof(cache->buffer)); 549 cache->empty = GL_TRUE; 550 551 cache->xmin = 1000000; 552 cache->xmax = -1000000; 553 cache->ymin = 1000000; 554 cache->ymax = -1000000; 555 556 if (cache->surf) 557 screen->tex_surface_release(screen, &cache->surf); 558 559 assert(!cache->texture); 560 561 /* allocate a new texture */ 562 cache->texture = st_texture_create(st, PIPE_TEXTURE_2D, 563 st->bitmap.tex_format, 0, 564 BITMAP_CACHE_WIDTH, BITMAP_CACHE_HEIGHT, 565 1, 0, 566 PIPE_TEXTURE_USAGE_SAMPLER); 567 568 /* Map the texture surface. 569 * Subsequent glBitmap calls will write into the texture image. 570 */ 571 cache->surf = screen->get_tex_surface(screen, cache->texture, 0, 0, 0, 572 PIPE_BUFFER_USAGE_CPU_WRITE); 573 cache->buffer = screen->surface_map(screen, cache->surf, 574 PIPE_BUFFER_USAGE_CPU_WRITE); 575 576 /* init image to all 0xff */ 577 memset(cache->buffer, 0xff, BITMAP_CACHE_WIDTH * BITMAP_CACHE_HEIGHT); 578} 579 580 581/** 582 * If there's anything in the bitmap cache, draw/flush it now. 583 */ 584void 585st_flush_bitmap_cache(struct st_context *st) 586{ 587 if (!st->bitmap.cache->empty) { 588 struct bitmap_cache *cache = st->bitmap.cache; 589 590 if (st->ctx->DrawBuffer) { 591 struct pipe_context *pipe = st->pipe; 592 struct pipe_screen *screen = pipe->screen; 593 594 assert(cache->xmin <= cache->xmax); 595 /* 596 printf("flush size %d x %d at %d, %d\n", 597 cache->xmax - cache->xmin, 598 cache->ymax - cache->ymin, 599 cache->xpos, cache->ypos); 600 */ 601 602 /* The texture surface has been mapped until now. 603 * So unmap and release the texture surface before drawing. 604 */ 605 screen->surface_unmap(screen, cache->surf); 606 cache->buffer = NULL; 607 608 screen->tex_surface_release(screen, &cache->surf); 609 610 draw_bitmap_quad(st->ctx, 611 cache->xpos, 612 cache->ypos, 613 st->ctx->Current.RasterPos[2], 614 BITMAP_CACHE_WIDTH, BITMAP_CACHE_HEIGHT, 615 cache->texture, 616 cache->color); 617 } 618 619 /* release/free the texture */ 620 pipe_texture_reference(&cache->texture, NULL); 621 622 reset_cache(st); 623 } 624} 625 626 627/** 628 * Try to accumulate this glBitmap call in the bitmap cache. 629 * \return GL_TRUE for success, GL_FALSE if bitmap is too large, etc. 630 */ 631static GLboolean 632accum_bitmap(struct st_context *st, 633 GLint x, GLint y, GLsizei width, GLsizei height, 634 const struct gl_pixelstore_attrib *unpack, 635 const GLubyte *bitmap ) 636{ 637 struct bitmap_cache *cache = st->bitmap.cache; 638 int px = -999, py; 639 640 if (width > BITMAP_CACHE_WIDTH || 641 height > BITMAP_CACHE_HEIGHT) 642 return GL_FALSE; /* too big to cache */ 643 644 if (!cache->empty) { 645 px = x - cache->xpos; /* pos in buffer */ 646 py = y - cache->ypos; 647 if (px < 0 || px + width > BITMAP_CACHE_WIDTH || 648 py < 0 || py + height > BITMAP_CACHE_HEIGHT || 649 !TEST_EQ_4V(st->ctx->Current.RasterColor, cache->color)) { 650 /* This bitmap would extend beyond cache bounds, or the bitmap 651 * color is changing 652 * so flush and continue. 653 */ 654 st_flush_bitmap_cache(st); 655 } 656 } 657 658 if (cache->empty) { 659 /* Initialize. Center bitmap vertically in the buffer. */ 660 px = 0; 661 py = (BITMAP_CACHE_HEIGHT - height) / 2; 662 cache->xpos = x; 663 cache->ypos = y - py; 664 cache->empty = GL_FALSE; 665 COPY_4FV(cache->color, st->ctx->Current.RasterColor); 666 } 667 668 assert(px != -999); 669 670 if (x < cache->xmin) 671 cache->xmin = x; 672 if (y < cache->ymin) 673 cache->ymin = y; 674 if (x + width > cache->xmax) 675 cache->xmax = x + width; 676 if (y + height > cache->ymax) 677 cache->ymax = y + height; 678 679 unpack_bitmap(st, px, py, width, height, unpack, bitmap, 680 cache->buffer, BITMAP_CACHE_WIDTH); 681 682 return GL_TRUE; /* accumulated */ 683} 684 685 686 687/** 688 * Called via ctx->Driver.Bitmap() 689 */ 690static void 691st_Bitmap(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, 692 const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap ) 693{ 694 struct st_context *st = ctx->st; 695 struct pipe_texture *pt; 696 697 if (width == 0 || height == 0) 698 return; 699 700 st_validate_state(st); 701 702 if (!st->bitmap.vs) { 703 /* create pass-through vertex shader now */ 704 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, 705 TGSI_SEMANTIC_COLOR, 706 TGSI_SEMANTIC_GENERIC }; 707 const uint semantic_indexes[] = { 0, 0, 0 }; 708 st->bitmap.vs = util_make_vertex_passthrough_shader(st->pipe, 3, 709 semantic_names, 710 semantic_indexes, 711 &st->bitmap.vert_shader); 712 } 713 714 if (UseBitmapCache && accum_bitmap(st, x, y, width, height, unpack, bitmap)) 715 return; 716 717 pt = make_bitmap_texture(ctx, width, height, unpack, bitmap); 718 if (pt) { 719 assert(pt->target == PIPE_TEXTURE_2D); 720 draw_bitmap_quad(ctx, x, y, ctx->Current.RasterPos[2], 721 width, height, pt, 722 st->ctx->Current.RasterColor); 723 /* release/free the texture */ 724 pipe_texture_reference(&pt, NULL); 725 } 726} 727 728 729/** Per-context init */ 730void 731st_init_bitmap_functions(struct dd_function_table *functions) 732{ 733 functions->Bitmap = st_Bitmap; 734} 735 736 737/** Per-context init */ 738void 739st_init_bitmap(struct st_context *st) 740{ 741 struct pipe_sampler_state *sampler = &st->bitmap.sampler; 742 struct pipe_context *pipe = st->pipe; 743 struct pipe_screen *screen = pipe->screen; 744 745 /* init sampler state once */ 746 memset(sampler, 0, sizeof(*sampler)); 747 sampler->wrap_s = PIPE_TEX_WRAP_CLAMP; 748 sampler->wrap_t = PIPE_TEX_WRAP_CLAMP; 749 sampler->wrap_r = PIPE_TEX_WRAP_CLAMP; 750 sampler->min_img_filter = PIPE_TEX_FILTER_NEAREST; 751 sampler->min_mip_filter = PIPE_TEX_MIPFILTER_NONE; 752 sampler->mag_img_filter = PIPE_TEX_FILTER_NEAREST; 753 sampler->normalized_coords = 1; 754 755 /* init baseline rasterizer state once */ 756 memset(&st->bitmap.rasterizer, 0, sizeof(st->bitmap.rasterizer)); 757 st->bitmap.rasterizer.gl_rasterization_rules = 1; 758 st->bitmap.rasterizer.bypass_vs = 1; 759 760 /* find a usable texture format */ 761 if (screen->is_format_supported(screen, PIPE_FORMAT_I8_UNORM, PIPE_TEXTURE_2D, 762 PIPE_TEXTURE_USAGE_SAMPLER, 0)) { 763 st->bitmap.tex_format = PIPE_FORMAT_I8_UNORM; 764 } 765 else { 766 /* XXX support more formats */ 767 assert(0); 768 } 769 770 /* alloc bitmap cache object */ 771 st->bitmap.cache = CALLOC_STRUCT(bitmap_cache); 772 773 reset_cache(st); 774} 775 776 777/** Per-context tear-down */ 778void 779st_destroy_bitmap(struct st_context *st) 780{ 781 struct pipe_context *pipe = st->pipe; 782 struct pipe_screen *screen = pipe->screen; 783 struct bitmap_cache *cache = st->bitmap.cache; 784 785 screen->surface_unmap(screen, cache->surf); 786 screen->tex_surface_release(screen, &cache->surf); 787 788 if (st->bitmap.vs) { 789 cso_delete_vertex_shader(st->cso_context, st->bitmap.vs); 790 st->bitmap.vs = NULL; 791 } 792 793 if (st->bitmap.vbuf) { 794 pipe_buffer_destroy(pipe->screen, st->bitmap.vbuf); 795 st->bitmap.vbuf = NULL; 796 } 797 798 if (st->bitmap.cache) { 799 pipe_texture_release(&st->bitmap.cache->texture); 800 FREE(st->bitmap.cache); 801 st->bitmap.cache = NULL; 802 } 803} 804