st_cb_bitmap.c revision 93d101f0c3b2b7b6909d6f98a0d04b978b4ae29a
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_release(screen, &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(pipe->screen, &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_release(screen, &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_release(screen, &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->pipe->screen, &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_release(screen, &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(pipe->screen, &st->bitmap.vbuf, NULL);
832      st->bitmap.vbuf = NULL;
833   }
834
835   if (st->bitmap.cache) {
836      pipe_texture_release(&st->bitmap.cache->texture);
837      _mesa_free(st->bitmap.cache);
838      st->bitmap.cache = NULL;
839   }
840}
841