st_cb_bitmap.c revision 5e27cd46c04a9e7b5904cc014bffd0f4daae31fe
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_transfer *trans; 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; 145 146 if (ctx->st->bitmap.tex_format == PIPE_FORMAT_L8_UNORM) 147 p->Instructions[ic].SrcReg[0].Swizzle = SWIZZLE_XXXX; 148 149 p->Instructions[ic].SrcReg[0].Index = 0; 150 p->Instructions[ic].SrcReg[0].NegateBase = NEGATE_XYZW; 151 ic++; 152 153 /* END; */ 154 p->Instructions[ic++].Opcode = OPCODE_END; 155 156 assert(ic == p->NumInstructions); 157 158 p->InputsRead = FRAG_BIT_TEX0; 159 p->OutputsWritten = 0x0; 160 p->SamplersUsed = (1 << samplerIndex); 161 162 stfp = (struct st_fragment_program *) p; 163 stfp->Base.UsesKill = GL_TRUE; 164 165 /* No need to send this incomplete program down to hardware: 166 * 167 * st_translate_fragment_program(ctx->st, stfp, NULL); 168 */ 169 170 return stfp; 171} 172 173 174static int 175find_free_bit(uint bitfield) 176{ 177 int i; 178 for (i = 0; i < 32; i++) { 179 if ((bitfield & (1 << i)) == 0) { 180 return i; 181 } 182 } 183 return -1; 184} 185 186 187/** 188 * Combine basic bitmap fragment program with the user-defined program. 189 */ 190static struct st_fragment_program * 191combined_bitmap_fragment_program(GLcontext *ctx) 192{ 193 struct st_context *st = ctx->st; 194 struct st_fragment_program *stfp = st->fp; 195 196 if (!stfp->bitmap_program) { 197 /* 198 * Generate new program which is the user-defined program prefixed 199 * with the bitmap sampler/kill instructions. 200 */ 201 struct st_fragment_program *bitmap_prog; 202 uint sampler; 203 204 sampler = find_free_bit(st->fp->Base.Base.SamplersUsed); 205 bitmap_prog = make_bitmap_fragment_program(ctx, sampler); 206 207 stfp->bitmap_program = (struct st_fragment_program *) 208 _mesa_combine_programs(ctx, 209 &bitmap_prog->Base.Base, &stfp->Base.Base); 210 stfp->bitmap_program->bitmap_sampler = sampler; 211 212 /* done with this after combining */ 213 st_reference_fragprog(st, &bitmap_prog, NULL); 214 215#if 0 216 { 217 struct gl_program *p = &stfp->bitmap_program->Base.Base; 218 printf("Combined bitmap program:\n"); 219 _mesa_print_program(p); 220 printf("InputsRead: 0x%x\n", p->InputsRead); 221 printf("OutputsWritten: 0x%x\n", p->OutputsWritten); 222 _mesa_print_parameter_list(p->Parameters); 223 } 224#endif 225 226 /* translate to TGSI tokens */ 227 st_translate_fragment_program(st, stfp->bitmap_program, NULL); 228 } 229 230 return stfp->bitmap_program; 231} 232 233 234/** 235 * Copy user-provide bitmap bits into texture buffer, expanding 236 * bits into texels. 237 * "On" bits will set texels to 0xff. 238 * "Off" bits will not modify texels. 239 * Note that the image is actually going to be upside down in 240 * the texture. We deal with that with texcoords. 241 */ 242static void 243unpack_bitmap(struct st_context *st, 244 GLint px, GLint py, GLsizei width, GLsizei height, 245 const struct gl_pixelstore_attrib *unpack, 246 const GLubyte *bitmap, 247 ubyte *destBuffer, uint destStride) 248{ 249 GLint row, col; 250 251#define SET_PIXEL(COL, ROW) \ 252 destBuffer[(py + (ROW)) * destStride + px + (COL)] = 0x0; 253 254 for (row = 0; row < height; row++) { 255 const GLubyte *src = (const GLubyte *) _mesa_image_address2d(unpack, 256 bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, row, 0); 257 258 if (unpack->LsbFirst) { 259 /* Lsb first */ 260 GLubyte mask = 1U << (unpack->SkipPixels & 0x7); 261 for (col = 0; col < width; col++) { 262 263 if (*src & mask) { 264 SET_PIXEL(col, row); 265 } 266 267 if (mask == 128U) { 268 src++; 269 mask = 1U; 270 } 271 else { 272 mask = mask << 1; 273 } 274 } 275 276 /* get ready for next row */ 277 if (mask != 1) 278 src++; 279 } 280 else { 281 /* Msb first */ 282 GLubyte mask = 128U >> (unpack->SkipPixels & 0x7); 283 for (col = 0; col < width; col++) { 284 285 if (*src & mask) { 286 SET_PIXEL(col, row); 287 } 288 289 if (mask == 1U) { 290 src++; 291 mask = 128U; 292 } 293 else { 294 mask = mask >> 1; 295 } 296 } 297 298 /* get ready for next row */ 299 if (mask != 128) 300 src++; 301 } 302 303 } /* row */ 304 305#undef SET_PIXEL 306} 307 308 309/** 310 * Create a texture which represents a bitmap image. 311 */ 312static struct pipe_texture * 313make_bitmap_texture(GLcontext *ctx, GLsizei width, GLsizei height, 314 const struct gl_pixelstore_attrib *unpack, 315 const GLubyte *bitmap) 316{ 317 struct pipe_context *pipe = ctx->st->pipe; 318 struct pipe_screen *screen = pipe->screen; 319 struct pipe_transfer *transfer; 320 ubyte *dest; 321 struct pipe_texture *pt; 322 323 /* PBO source... */ 324 bitmap = _mesa_map_bitmap_pbo(ctx, unpack, bitmap); 325 if (!bitmap) { 326 return NULL; 327 } 328 329 /** 330 * Create texture to hold bitmap pattern. 331 */ 332 pt = st_texture_create(ctx->st, PIPE_TEXTURE_2D, ctx->st->bitmap.tex_format, 333 0, width, height, 1, 0, 334 PIPE_TEXTURE_USAGE_SAMPLER); 335 if (!pt) { 336 _mesa_unmap_bitmap_pbo(ctx, unpack); 337 return NULL; 338 } 339 340 transfer = screen->get_tex_transfer(screen, pt, 0, 0, 0, PIPE_TRANSFER_WRITE, 341 0, 0, width, height); 342 343 dest = screen->transfer_map(screen, transfer); 344 345 /* Put image into texture transfer */ 346 memset(dest, 0xff, height * transfer->stride); 347 unpack_bitmap(ctx->st, 0, 0, width, height, unpack, bitmap, 348 dest, transfer->stride); 349 350 _mesa_unmap_bitmap_pbo(ctx, unpack); 351 352 /* Release transfer */ 353 screen->transfer_unmap(screen, transfer); 354 screen->tex_transfer_destroy(transfer); 355 356 return pt; 357} 358 359static GLuint 360setup_bitmap_vertex_data(struct st_context *st, 361 int x, int y, int width, int height, 362 float z, const float color[4]) 363{ 364 struct pipe_context *pipe = st->pipe; 365 const struct gl_framebuffer *fb = st->ctx->DrawBuffer; 366 const GLfloat fb_width = (GLfloat)fb->Width; 367 const GLfloat fb_height = (GLfloat)fb->Height; 368 const GLfloat x0 = (GLfloat)x; 369 const GLfloat x1 = (GLfloat)(x + width); 370 const GLfloat y0 = (GLfloat)y; 371 const GLfloat y1 = (GLfloat)(y + height); 372 const GLfloat sLeft = (GLfloat)0.0, sRight = (GLfloat)1.0; 373 const GLfloat tTop = (GLfloat)0.0, tBot = (GLfloat)1.0 - tTop; 374 const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0); 375 const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0); 376 const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0); 377 const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0); 378 const GLuint max_slots = 4096 / sizeof(st->bitmap.vertices); 379 GLuint i; 380 381 if (st->bitmap.vbuf_slot >= max_slots) { 382 pipe_buffer_reference(&st->bitmap.vbuf, NULL); 383 st->bitmap.vbuf_slot = 0; 384 } 385 386 if (!st->bitmap.vbuf) { 387 st->bitmap.vbuf = pipe_buffer_create(pipe->screen, 32, 388 PIPE_BUFFER_USAGE_VERTEX, 389 max_slots * sizeof(st->bitmap.vertices)); 390 } 391 392 /* Positions are in clip coords since we need to do clipping in case 393 * the bitmap quad goes beyond the window bounds. 394 */ 395 st->bitmap.vertices[0][0][0] = clip_x0; 396 st->bitmap.vertices[0][0][1] = clip_y0; 397 st->bitmap.vertices[0][2][0] = sLeft; 398 st->bitmap.vertices[0][2][1] = tTop; 399 400 st->bitmap.vertices[1][0][0] = clip_x1; 401 st->bitmap.vertices[1][0][1] = clip_y0; 402 st->bitmap.vertices[1][2][0] = sRight; 403 st->bitmap.vertices[1][2][1] = tTop; 404 405 st->bitmap.vertices[2][0][0] = clip_x1; 406 st->bitmap.vertices[2][0][1] = clip_y1; 407 st->bitmap.vertices[2][2][0] = sRight; 408 st->bitmap.vertices[2][2][1] = tBot; 409 410 st->bitmap.vertices[3][0][0] = clip_x0; 411 st->bitmap.vertices[3][0][1] = clip_y1; 412 st->bitmap.vertices[3][2][0] = sLeft; 413 st->bitmap.vertices[3][2][1] = tBot; 414 415 /* same for all verts: */ 416 for (i = 0; i < 4; i++) { 417 st->bitmap.vertices[i][0][2] = z; 418 st->bitmap.vertices[i][0][3] = 1.0; 419 st->bitmap.vertices[i][1][0] = color[0]; 420 st->bitmap.vertices[i][1][1] = color[1]; 421 st->bitmap.vertices[i][1][2] = color[2]; 422 st->bitmap.vertices[i][1][3] = color[3]; 423 st->bitmap.vertices[i][2][2] = 0.0; /*R*/ 424 st->bitmap.vertices[i][2][3] = 1.0; /*Q*/ 425 } 426 427 /* put vertex data into vbuf */ 428 pipe_buffer_write(pipe->screen, 429 st->bitmap.vbuf, 430 st->bitmap.vbuf_slot * sizeof st->bitmap.vertices, 431 sizeof st->bitmap.vertices, 432 st->bitmap.vertices); 433 434 return st->bitmap.vbuf_slot++ * sizeof st->bitmap.vertices; 435} 436 437 438 439/** 440 * Render a glBitmap by drawing a textured quad 441 */ 442static void 443draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z, 444 GLsizei width, GLsizei height, 445 struct pipe_texture *pt, 446 const GLfloat *color) 447{ 448 struct st_context *st = ctx->st; 449 struct pipe_context *pipe = ctx->st->pipe; 450 struct cso_context *cso = ctx->st->cso_context; 451 struct st_fragment_program *stfp; 452 GLuint maxSize; 453 GLuint offset; 454 455 stfp = combined_bitmap_fragment_program(ctx); 456 457 /* As an optimization, Mesa's fragment programs will sometimes get the 458 * primary color from a statevar/constant rather than a varying variable. 459 * when that's the case, we need to ensure that we use the 'color' 460 * parameter and not the current attribute color (which may have changed 461 * through glRasterPos and state validation. 462 * So, we force the proper color here. Not elegant, but it works. 463 */ 464 { 465 GLfloat colorSave[4]; 466 COPY_4V(colorSave, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]); 467 COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color); 468 st_upload_constants(st, stfp->Base.Base.Parameters, PIPE_SHADER_FRAGMENT); 469 COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave); 470 } 471 472 473 /* limit checks */ 474 /* XXX if the bitmap is larger than the max texture size, break 475 * it up into chunks. 476 */ 477 maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1); 478 assert(width <= (GLsizei)maxSize); 479 assert(height <= (GLsizei)maxSize); 480 481 cso_save_rasterizer(cso); 482 cso_save_samplers(cso); 483 cso_save_sampler_textures(cso); 484 cso_save_viewport(cso); 485 cso_save_fragment_shader(cso); 486 cso_save_vertex_shader(cso); 487 488 /* rasterizer state: just scissor */ 489 st->bitmap.rasterizer.scissor = ctx->Scissor.Enabled; 490 cso_set_rasterizer(cso, &st->bitmap.rasterizer); 491 492 /* fragment shader state: TEX lookup program */ 493 cso_set_fragment_shader_handle(cso, stfp->driver_shader); 494 495 /* vertex shader state: position + texcoord pass-through */ 496 cso_set_vertex_shader_handle(cso, st->bitmap.vs); 497 498 /* user samplers, plus our bitmap sampler */ 499 { 500 struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS]; 501 uint num = MAX2(stfp->bitmap_sampler + 1, st->state.num_samplers); 502 uint i; 503 for (i = 0; i < st->state.num_samplers; i++) { 504 samplers[i] = &st->state.samplers[i]; 505 } 506 samplers[stfp->bitmap_sampler] = &st->bitmap.sampler; 507 cso_set_samplers(cso, num, (const struct pipe_sampler_state **) samplers); 508 } 509 510 /* user textures, plus the bitmap texture */ 511 { 512 struct pipe_texture *textures[PIPE_MAX_SAMPLERS]; 513 uint num = MAX2(stfp->bitmap_sampler + 1, st->state.num_textures); 514 memcpy(textures, st->state.sampler_texture, sizeof(textures)); 515 textures[stfp->bitmap_sampler] = pt; 516 cso_set_sampler_textures(cso, num, textures); 517 } 518 519 /* viewport state: viewport matching window dims */ 520 { 521 const struct gl_framebuffer *fb = st->ctx->DrawBuffer; 522 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP); 523 const GLfloat width = (GLfloat)fb->Width; 524 const GLfloat height = (GLfloat)fb->Height; 525 struct pipe_viewport_state vp; 526 vp.scale[0] = 0.5f * width; 527 vp.scale[1] = height * (invert ? -0.5f : 0.5f); 528 vp.scale[2] = 1.0f; 529 vp.scale[3] = 1.0f; 530 vp.translate[0] = 0.5f * width; 531 vp.translate[1] = 0.5f * height; 532 vp.translate[2] = 0.0f; 533 vp.translate[3] = 0.0f; 534 cso_set_viewport(cso, &vp); 535 } 536 537 /* draw textured quad */ 538 offset = setup_bitmap_vertex_data(st, x, y, width, height, 539 ctx->Current.RasterPos[2], 540 color); 541 542 util_draw_vertex_buffer(pipe, st->bitmap.vbuf, offset, 543 PIPE_PRIM_TRIANGLE_FAN, 544 4, /* verts */ 545 3); /* attribs/vert */ 546 547 548 /* restore state */ 549 cso_restore_rasterizer(cso); 550 cso_restore_samplers(cso); 551 cso_restore_sampler_textures(cso); 552 cso_restore_viewport(cso); 553 cso_restore_fragment_shader(cso); 554 cso_restore_vertex_shader(cso); 555} 556 557 558static void 559reset_cache(struct st_context *st) 560{ 561 struct pipe_context *pipe = st->pipe; 562 struct pipe_screen *screen = pipe->screen; 563 struct bitmap_cache *cache = st->bitmap.cache; 564 565 //memset(cache->buffer, 0xff, sizeof(cache->buffer)); 566 cache->empty = GL_TRUE; 567 568 cache->xmin = 1000000; 569 cache->xmax = -1000000; 570 cache->ymin = 1000000; 571 cache->ymax = -1000000; 572 573 if (cache->trans) 574 screen->tex_transfer_destroy(cache->trans); 575 576 assert(!cache->texture); 577 578 /* allocate a new texture */ 579 cache->texture = st_texture_create(st, PIPE_TEXTURE_2D, 580 st->bitmap.tex_format, 0, 581 BITMAP_CACHE_WIDTH, BITMAP_CACHE_HEIGHT, 582 1, 0, 583 PIPE_TEXTURE_USAGE_SAMPLER); 584 585 /* Map the texture transfer. 586 * Subsequent glBitmap calls will write into the texture image. 587 */ 588 cache->trans = screen->get_tex_transfer(screen, cache->texture, 0, 0, 0, 589 PIPE_TRANSFER_WRITE, 0, 0, 590 BITMAP_CACHE_WIDTH, 591 BITMAP_CACHE_HEIGHT); 592 cache->buffer = screen->transfer_map(screen, cache->trans); 593 594 /* init image to all 0xff */ 595 memset(cache->buffer, 0xff, cache->trans->stride * BITMAP_CACHE_HEIGHT); 596} 597 598 599/** 600 * If there's anything in the bitmap cache, draw/flush it now. 601 */ 602void 603st_flush_bitmap_cache(struct st_context *st) 604{ 605 if (!st->bitmap.cache->empty) { 606 struct bitmap_cache *cache = st->bitmap.cache; 607 608 if (st->ctx->DrawBuffer) { 609 struct pipe_context *pipe = st->pipe; 610 struct pipe_screen *screen = pipe->screen; 611 612 assert(cache->xmin <= cache->xmax); 613 614/* printf("flush size %d x %d at %d, %d\n", 615 cache->xmax - cache->xmin, 616 cache->ymax - cache->ymin, 617 cache->xpos, cache->ypos); 618*/ 619 620 /* The texture transfer has been mapped until now. 621 * So unmap and release the texture transfer before drawing. 622 */ 623 screen->transfer_unmap(screen, cache->trans); 624 cache->buffer = NULL; 625 626 screen->tex_transfer_destroy(cache->trans); 627 628 draw_bitmap_quad(st->ctx, 629 cache->xpos, 630 cache->ypos, 631 st->ctx->Current.RasterPos[2], 632 BITMAP_CACHE_WIDTH, BITMAP_CACHE_HEIGHT, 633 cache->texture, 634 cache->color); 635 } 636 637 /* release/free the texture */ 638 pipe_texture_reference(&cache->texture, NULL); 639 640 reset_cache(st); 641 } 642} 643 644/* Flush bitmap cache and release vertex buffer. 645 */ 646void 647st_flush_bitmap( struct st_context *st ) 648{ 649 st_flush_bitmap_cache(st); 650 651 /* Release vertex buffer to avoid synchronous rendering if we were 652 * to map it in the next frame. 653 */ 654 pipe_buffer_reference(&st->bitmap.vbuf, NULL); 655 st->bitmap.vbuf_slot = 0; 656} 657 658 659/** 660 * Try to accumulate this glBitmap call in the bitmap cache. 661 * \return GL_TRUE for success, GL_FALSE if bitmap is too large, etc. 662 */ 663static GLboolean 664accum_bitmap(struct st_context *st, 665 GLint x, GLint y, GLsizei width, GLsizei height, 666 const struct gl_pixelstore_attrib *unpack, 667 const GLubyte *bitmap ) 668{ 669 struct bitmap_cache *cache = st->bitmap.cache; 670 int px = -999, py; 671 672 if (width > BITMAP_CACHE_WIDTH || 673 height > BITMAP_CACHE_HEIGHT) 674 return GL_FALSE; /* too big to cache */ 675 676 if (!cache->empty) { 677 px = x - cache->xpos; /* pos in buffer */ 678 py = y - cache->ypos; 679 if (px < 0 || px + width > BITMAP_CACHE_WIDTH || 680 py < 0 || py + height > BITMAP_CACHE_HEIGHT || 681 !TEST_EQ_4V(st->ctx->Current.RasterColor, cache->color)) { 682 /* This bitmap would extend beyond cache bounds, or the bitmap 683 * color is changing 684 * so flush and continue. 685 */ 686 st_flush_bitmap_cache(st); 687 } 688 } 689 690 if (cache->empty) { 691 /* Initialize. Center bitmap vertically in the buffer. */ 692 px = 0; 693 py = (BITMAP_CACHE_HEIGHT - height) / 2; 694 cache->xpos = x; 695 cache->ypos = y - py; 696 cache->empty = GL_FALSE; 697 COPY_4FV(cache->color, st->ctx->Current.RasterColor); 698 } 699 700 assert(px != -999); 701 702 if (x < cache->xmin) 703 cache->xmin = x; 704 if (y < cache->ymin) 705 cache->ymin = y; 706 if (x + width > cache->xmax) 707 cache->xmax = x + width; 708 if (y + height > cache->ymax) 709 cache->ymax = y + height; 710 711 unpack_bitmap(st, px, py, width, height, unpack, bitmap, 712 cache->buffer, BITMAP_CACHE_WIDTH); 713 714 return GL_TRUE; /* accumulated */ 715} 716 717 718 719/** 720 * Called via ctx->Driver.Bitmap() 721 */ 722static void 723st_Bitmap(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, 724 const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap ) 725{ 726 struct st_context *st = ctx->st; 727 struct pipe_texture *pt; 728 729 if (width == 0 || height == 0) 730 return; 731 732 st_validate_state(st); 733 734 if (!st->bitmap.vs) { 735 /* create pass-through vertex shader now */ 736 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, 737 TGSI_SEMANTIC_COLOR, 738 TGSI_SEMANTIC_GENERIC }; 739 const uint semantic_indexes[] = { 0, 0, 0 }; 740 st->bitmap.vs = util_make_vertex_passthrough_shader(st->pipe, 3, 741 semantic_names, 742 semantic_indexes, 743 &st->bitmap.vert_shader); 744 } 745 746 if (UseBitmapCache && accum_bitmap(st, x, y, width, height, unpack, bitmap)) 747 return; 748 749 pt = make_bitmap_texture(ctx, width, height, unpack, bitmap); 750 if (pt) { 751 assert(pt->target == PIPE_TEXTURE_2D); 752 draw_bitmap_quad(ctx, x, y, ctx->Current.RasterPos[2], 753 width, height, pt, 754 st->ctx->Current.RasterColor); 755 /* release/free the texture */ 756 pipe_texture_reference(&pt, NULL); 757 } 758} 759 760 761/** Per-context init */ 762void 763st_init_bitmap_functions(struct dd_function_table *functions) 764{ 765 functions->Bitmap = st_Bitmap; 766} 767 768 769/** Per-context init */ 770void 771st_init_bitmap(struct st_context *st) 772{ 773 struct pipe_sampler_state *sampler = &st->bitmap.sampler; 774 struct pipe_context *pipe = st->pipe; 775 struct pipe_screen *screen = pipe->screen; 776 777 /* init sampler state once */ 778 memset(sampler, 0, sizeof(*sampler)); 779 sampler->wrap_s = PIPE_TEX_WRAP_CLAMP; 780 sampler->wrap_t = PIPE_TEX_WRAP_CLAMP; 781 sampler->wrap_r = PIPE_TEX_WRAP_CLAMP; 782 sampler->min_img_filter = PIPE_TEX_FILTER_NEAREST; 783 sampler->min_mip_filter = PIPE_TEX_MIPFILTER_NONE; 784 sampler->mag_img_filter = PIPE_TEX_FILTER_NEAREST; 785 sampler->normalized_coords = 1; 786 787 /* init baseline rasterizer state once */ 788 memset(&st->bitmap.rasterizer, 0, sizeof(st->bitmap.rasterizer)); 789 st->bitmap.rasterizer.gl_rasterization_rules = 1; 790 st->bitmap.rasterizer.bypass_vs = 1; 791 792 /* find a usable texture format */ 793 if (screen->is_format_supported(screen, PIPE_FORMAT_I8_UNORM, PIPE_TEXTURE_2D, 794 PIPE_TEXTURE_USAGE_SAMPLER, 0)) { 795 st->bitmap.tex_format = PIPE_FORMAT_I8_UNORM; 796 } 797 else if (screen->is_format_supported(screen, PIPE_FORMAT_L8_UNORM, PIPE_TEXTURE_2D, 798 PIPE_TEXTURE_USAGE_SAMPLER, 0)) { 799 st->bitmap.tex_format = PIPE_FORMAT_L8_UNORM; 800 } 801 else { 802 /* XXX support more formats */ 803 assert(0); 804 } 805 806 /* alloc bitmap cache object */ 807 st->bitmap.cache = ST_CALLOC_STRUCT(bitmap_cache); 808 809 reset_cache(st); 810} 811 812 813/** Per-context tear-down */ 814void 815st_destroy_bitmap(struct st_context *st) 816{ 817 struct pipe_context *pipe = st->pipe; 818 struct pipe_screen *screen = pipe->screen; 819 struct bitmap_cache *cache = st->bitmap.cache; 820 821 screen->transfer_unmap(screen, cache->trans); 822 screen->tex_transfer_destroy(cache->trans); 823 824 if (st->bitmap.vs) { 825 cso_delete_vertex_shader(st->cso_context, st->bitmap.vs); 826 st->bitmap.vs = NULL; 827 } 828 util_free_shader(&st->bitmap.vert_shader); 829 830 if (st->bitmap.vbuf) { 831 pipe_buffer_reference(&st->bitmap.vbuf, NULL); 832 st->bitmap.vbuf = NULL; 833 } 834 835 if (st->bitmap.cache) { 836 pipe_texture_reference(&st->bitmap.cache->texture, NULL); 837 _mesa_free(st->bitmap.cache); 838 st->bitmap.cache = NULL; 839 } 840} 841