intel_pixel_bitmap.c revision b677c40abbed358984491b8ad3fcecf4742b2823
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/colormac.h" 32#include "main/mtypes.h" 33#include "main/macros.h" 34#include "main/bufferobj.h" 35#include "main/pixelstore.h" 36#include "main/state.h" 37#include "main/teximage.h" 38#include "main/texenv.h" 39#include "main/texobj.h" 40#include "main/texstate.h" 41#include "main/texparam.h" 42#include "main/varray.h" 43#include "main/attrib.h" 44#include "main/enable.h" 45#include "main/viewport.h" 46#include "shader/arbprogram.h" 47#include "glapi/dispatch.h" 48#include "swrast/swrast.h" 49 50#include "intel_screen.h" 51#include "intel_context.h" 52#include "intel_batchbuffer.h" 53#include "intel_blit.h" 54#include "intel_regions.h" 55#include "intel_buffer_objects.h" 56#include "intel_buffers.h" 57#include "intel_pixel.h" 58#include "intel_reg.h" 59 60 61#define FILE_DEBUG_FLAG DEBUG_PIXEL 62 63 64/* Unlike the other intel_pixel_* functions, the expectation here is 65 * that the incoming data is not in a PBO. With the XY_TEXT blit 66 * method, there's no benefit haveing it in a PBO, but we could 67 * implement a path based on XY_MONO_SRC_COPY_BLIT which might benefit 68 * PBO bitmaps. I think they are probably pretty rare though - I 69 * wonder if Xgl uses them? 70 */ 71static const GLubyte *map_pbo( GLcontext *ctx, 72 GLsizei width, GLsizei height, 73 const struct gl_pixelstore_attrib *unpack, 74 const GLubyte *bitmap ) 75{ 76 GLubyte *buf; 77 78 if (!_mesa_validate_pbo_access(2, unpack, width, height, 1, 79 GL_COLOR_INDEX, GL_BITMAP, 80 (GLvoid *) bitmap)) { 81 _mesa_error(ctx, GL_INVALID_OPERATION,"glBitmap(invalid PBO access)"); 82 return NULL; 83 } 84 85 buf = (GLubyte *) ctx->Driver.MapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT, 86 GL_READ_ONLY_ARB, 87 unpack->BufferObj); 88 if (!buf) { 89 _mesa_error(ctx, GL_INVALID_OPERATION, "glBitmap(PBO is mapped)"); 90 return NULL; 91 } 92 93 return ADD_POINTERS(buf, bitmap); 94} 95 96static GLboolean test_bit( const GLubyte *src, 97 GLuint bit ) 98{ 99 return (src[bit/8] & (1<<(bit % 8))) ? 1 : 0; 100} 101 102static GLboolean test_msb_bit(const GLubyte *src, GLuint bit) 103{ 104 return (src[bit/8] & (1<<(7 - (bit % 8)))) ? 1 : 0; 105} 106 107static void set_bit( GLubyte *dest, 108 GLuint bit ) 109{ 110 dest[bit/8] |= 1 << (bit % 8); 111} 112 113/* Extract a rectangle's worth of data from the bitmap. Called 114 * per-cliprect. 115 */ 116static GLuint get_bitmap_rect(GLsizei width, GLsizei height, 117 const struct gl_pixelstore_attrib *unpack, 118 const GLubyte *bitmap, 119 GLuint x, GLuint y, 120 GLuint w, GLuint h, 121 GLubyte *dest, 122 GLuint row_align, 123 GLboolean invert) 124{ 125 GLuint src_offset = (x + unpack->SkipPixels) & 0x7; 126 GLuint mask = unpack->LsbFirst ? 0 : 7; 127 GLuint bit = 0; 128 GLint row, col; 129 GLint first, last; 130 GLint incr; 131 GLuint count = 0; 132 133 if (INTEL_DEBUG & DEBUG_PIXEL) 134 _mesa_printf("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n", 135 __FUNCTION__, x,y,w,h,width,height,unpack->SkipPixels, src_offset, mask); 136 137 if (invert) { 138 first = h-1; 139 last = 0; 140 incr = -1; 141 } 142 else { 143 first = 0; 144 last = h-1; 145 incr = 1; 146 } 147 148 /* Require that dest be pre-zero'd. 149 */ 150 for (row = first; row != (last+incr); row += incr) { 151 const GLubyte *rowsrc = _mesa_image_address2d(unpack, bitmap, 152 width, height, 153 GL_COLOR_INDEX, GL_BITMAP, 154 y + row, x); 155 156 for (col = 0; col < w; col++, bit++) { 157 if (test_bit(rowsrc, (col + src_offset) ^ mask)) { 158 set_bit(dest, bit ^ 7); 159 count++; 160 } 161 } 162 163 if (row_align) 164 bit = ALIGN(bit, row_align); 165 } 166 167 return count; 168} 169 170/** 171 * Returns the low Y value of the vertical range given, flipped according to 172 * whether the framebuffer is or not. 173 */ 174static inline int 175y_flip(struct gl_framebuffer *fb, int y, int height) 176{ 177 if (fb->Name != 0) 178 return y; 179 else 180 return fb->Height - y - height; 181} 182 183/* 184 * Render a bitmap. 185 */ 186static GLboolean 187do_blit_bitmap( GLcontext *ctx, 188 GLint dstx, GLint dsty, 189 GLsizei width, GLsizei height, 190 const struct gl_pixelstore_attrib *unpack, 191 const GLubyte *bitmap ) 192{ 193 struct intel_context *intel = intel_context(ctx); 194 struct intel_region *dst = intel_drawbuf_region(intel); 195 struct gl_framebuffer *fb = ctx->DrawBuffer; 196 GLfloat tmpColor[4]; 197 GLubyte ubcolor[4]; 198 GLuint color; 199 unsigned int num_cliprects; 200 drm_clip_rect_t *cliprects; 201 int x_off, y_off; 202 GLsizei bitmap_width = width; 203 GLsizei bitmap_height = height; 204 205 /* Update draw buffer bounds */ 206 _mesa_update_state(ctx); 207 208 if (ctx->Depth.Test) { 209 /* The blit path produces incorrect results when depth testing is on. 210 * It seems the blit Z coord is always 1.0 (the far plane) so fragments 211 * will likely be obscured by other, closer geometry. 212 */ 213 return GL_FALSE; 214 } 215 216 if (!dst) 217 return GL_FALSE; 218 219 if (unpack->BufferObj->Name) { 220 bitmap = map_pbo(ctx, width, height, unpack, bitmap); 221 if (bitmap == NULL) 222 return GL_TRUE; /* even though this is an error, we're done */ 223 } 224 225 COPY_4V(tmpColor, ctx->Current.RasterColor); 226 227 if (NEED_SECONDARY_COLOR(ctx)) { 228 ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor); 229 } 230 231 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[0], tmpColor[0]); 232 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[1], tmpColor[1]); 233 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[2], tmpColor[2]); 234 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[3], tmpColor[3]); 235 236 if (dst->cpp == 2) 237 color = INTEL_PACKCOLOR565(ubcolor[0], ubcolor[1], ubcolor[2]); 238 else 239 color = INTEL_PACKCOLOR8888(ubcolor[0], ubcolor[1], 240 ubcolor[2], ubcolor[3]); 241 242 if (!intel_check_blit_fragment_ops(ctx, tmpColor[3] == 1.0F)) 243 return GL_FALSE; 244 245 LOCK_HARDWARE(intel); 246 247 intel_get_cliprects(intel, &cliprects, &num_cliprects, &x_off, &y_off); 248 if (num_cliprects != 0) { 249 GLuint i; 250 GLint orig_dstx = dstx; 251 GLint orig_dsty = dsty; 252 253 /* Clip to buffer bounds and scissor. */ 254 if (!_mesa_clip_to_region(fb->_Xmin, fb->_Ymin, 255 fb->_Xmax, fb->_Ymax, 256 &dstx, &dsty, &width, &height)) 257 goto out; 258 259 dstx = x_off + dstx; 260 dsty = y_off + y_flip(fb, dsty, height); 261 262 for (i = 0; i < num_cliprects; i++) { 263 int box_x, box_y, box_w, box_h; 264 GLint px, py; 265 GLuint stipple[32]; 266 267 box_x = dstx; 268 box_y = dsty; 269 box_w = width; 270 box_h = height; 271 272 /* Clip to drawable cliprect */ 273 if (!_mesa_clip_to_region(cliprects[i].x1, 274 cliprects[i].y1, 275 cliprects[i].x2, 276 cliprects[i].y2, 277 &box_x, &box_y, &box_w, &box_h)) 278 continue; 279 280#define DY 32 281#define DX 32 282 283 /* Then, finally, chop it all into chunks that can be 284 * digested by hardware: 285 */ 286 for (py = 0; py < box_h; py += DY) { 287 for (px = 0; px < box_w; px += DX) { 288 int h = MIN2(DY, box_h - py); 289 int w = MIN2(DX, box_w - px); 290 GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8; 291 GLenum logic_op = ctx->Color.ColorLogicOpEnabled ? 292 ctx->Color.LogicOp : GL_COPY; 293 294 assert(sz <= sizeof(stipple)); 295 memset(stipple, 0, sz); 296 297 /* May need to adjust this when padding has been introduced in 298 * sz above: 299 * 300 * Have to translate destination coordinates back into source 301 * coordinates. 302 */ 303 if (get_bitmap_rect(bitmap_width, bitmap_height, unpack, 304 bitmap, 305 -orig_dstx + (box_x + px - x_off), 306 -orig_dsty + y_flip(fb, 307 box_y + py - y_off, h), 308 w, h, 309 (GLubyte *)stipple, 310 8, 311 fb->Name == 0 ? GL_TRUE : GL_FALSE) == 0) 312 continue; 313 314 if (!intelEmitImmediateColorExpandBlit(intel, 315 dst->cpp, 316 (GLubyte *)stipple, 317 sz, 318 color, 319 dst->pitch, 320 dst->buffer, 321 0, 322 dst->tiling, 323 box_x + px, 324 box_y + py, 325 w, h, 326 logic_op)) { 327 return GL_FALSE; 328 } 329 } 330 } 331 } 332 } 333out: 334 UNLOCK_HARDWARE(intel); 335 336 if (INTEL_DEBUG & DEBUG_SYNC) 337 intel_batchbuffer_flush(intel->batch); 338 339 if (unpack->BufferObj->Name) { 340 /* done with PBO so unmap it now */ 341 ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT, 342 unpack->BufferObj); 343 } 344 345 return GL_TRUE; 346} 347 348static GLboolean 349intel_texture_bitmap(GLcontext * ctx, 350 GLint dst_x, GLint dst_y, 351 GLsizei width, GLsizei height, 352 const struct gl_pixelstore_attrib *unpack, 353 const GLubyte *bitmap) 354{ 355 struct intel_context *intel = intel_context(ctx); 356 static const char *fp = 357 "!!ARBfp1.0\n" 358 "TEMP val;\n" 359 "PARAM color=program.local[0];\n" 360 "TEX val, fragment.texcoord[0], texture[0], 2D;\n" 361 "ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n" 362 "KIL val;\n" 363 "MOV result.color, color;\n" 364 "END\n"; 365 GLuint texname; 366 GLfloat vertices[4][4]; 367 GLint old_active_texture; 368 GLubyte *unpacked_bitmap; 369 GLubyte *a8_bitmap; 370 int x, y; 371 GLfloat dst_z; 372 373 /* We need a fragment program for the KIL effect */ 374 if (!ctx->Extensions.ARB_fragment_program || 375 !ctx->Extensions.ARB_vertex_program) { 376 if (INTEL_DEBUG & DEBUG_FALLBACKS) 377 fprintf(stderr, 378 "glBitmap fallback: No fragment/vertex program support\n"); 379 return GL_FALSE; 380 } 381 382 /* We're going to mess with texturing with no regard to existing texture 383 * state, so if there is some set up we have to bail. 384 */ 385 if (ctx->Texture._EnabledUnits != 0) { 386 if (INTEL_DEBUG & DEBUG_FALLBACKS) 387 fprintf(stderr, "glBitmap fallback: texturing enabled\n"); 388 return GL_FALSE; 389 } 390 391 /* Can't do textured DrawPixels with a fragment program, unless we were 392 * to generate a new program that sampled our texture and put the results 393 * in the fragment color before the user's program started. 394 */ 395 if (ctx->FragmentProgram.Enabled) { 396 if (INTEL_DEBUG & DEBUG_FALLBACKS) 397 fprintf(stderr, "glBitmap fallback: fragment program enabled\n"); 398 return GL_FALSE; 399 } 400 401 if (ctx->VertexProgram.Enabled) { 402 if (INTEL_DEBUG & DEBUG_FALLBACKS) 403 fprintf(stderr, "glBitmap fallback: vertex program enabled\n"); 404 return GL_FALSE; 405 } 406 407 if (!ctx->Extensions.ARB_texture_non_power_of_two && 408 (!is_power_of_two(width) || !is_power_of_two(height))) { 409 if (INTEL_DEBUG & DEBUG_FALLBACKS) 410 fprintf(stderr, 411 "glBitmap() fallback: NPOT texture\n"); 412 return GL_FALSE; 413 } 414 415 if (ctx->Fog.Enabled) { 416 if (INTEL_DEBUG & DEBUG_FALLBACKS) 417 fprintf(stderr, "glBitmap() fallback: fog\n"); 418 return GL_FALSE; 419 } 420 421 /* Check that we can load in a texture this big. */ 422 if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) || 423 height > (1 << (ctx->Const.MaxTextureLevels - 1))) { 424 if (INTEL_DEBUG & DEBUG_FALLBACKS) 425 fprintf(stderr, "glBitmap fallback: bitmap too large (%dx%d)\n", 426 width, height); 427 return GL_FALSE; 428 } 429 430 /* Convert the A1 bitmap to an A8 format suitable for glTexImage */ 431 if (unpack->BufferObj->Name) { 432 bitmap = map_pbo(ctx, width, height, unpack, bitmap); 433 if (bitmap == NULL) 434 return GL_TRUE; /* even though this is an error, we're done */ 435 } 436 unpacked_bitmap = _mesa_unpack_bitmap(width, height, bitmap, 437 unpack); 438 a8_bitmap = _mesa_calloc(width * height); 439 for (y = 0; y < height; y++) { 440 for (x = 0; x < width; x++) { 441 if (test_msb_bit(unpacked_bitmap, ALIGN(width, 8) * y + x)) 442 a8_bitmap[y * width + x] = 0xff; 443 } 444 } 445 _mesa_free(unpacked_bitmap); 446 if (unpack->BufferObj->Name) { 447 /* done with PBO so unmap it now */ 448 ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT, 449 unpack->BufferObj); 450 } 451 452 /* Save GL state before we start setting up our drawing */ 453 _mesa_PushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | 454 GL_VIEWPORT_BIT); 455 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT | 456 GL_CLIENT_PIXEL_STORE_BIT); 457 old_active_texture = ctx->Texture.CurrentUnit; 458 459 _mesa_Disable(GL_POLYGON_STIPPLE); 460 461 /* Upload our bitmap data to an alpha texture */ 462 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB); 463 _mesa_Enable(GL_TEXTURE_2D); 464 _mesa_GenTextures(1, &texname); 465 _mesa_BindTexture(GL_TEXTURE_2D, texname); 466 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 467 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 468 469 _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE); 470 _mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE); 471 _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0); 472 _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0); 473 _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0); 474 _mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 1); 475 _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, 476 GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap); 477 _mesa_free(a8_bitmap); 478 479 intel_meta_set_fragment_program(intel, &intel->meta.bitmap_fp, fp); 480 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, 481 ctx->Current.RasterColor); 482 intel_meta_set_passthrough_vertex_program(intel); 483 intel_meta_set_passthrough_transform(intel); 484 485 /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */ 486 dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2]; 487 488 /* RasterPos[2] already takes into account the DepthRange mapping. */ 489 _mesa_DepthRange(0.0, 1.0); 490 491 vertices[0][0] = dst_x; 492 vertices[0][1] = dst_y; 493 vertices[0][2] = dst_z; 494 vertices[0][3] = 1.0; 495 vertices[1][0] = dst_x + width; 496 vertices[1][1] = dst_y; 497 vertices[1][2] = dst_z; 498 vertices[1][3] = 1.0; 499 vertices[2][0] = dst_x + width; 500 vertices[2][1] = dst_y + height; 501 vertices[2][2] = dst_z; 502 vertices[2][3] = 1.0; 503 vertices[3][0] = dst_x; 504 vertices[3][1] = dst_y + height; 505 vertices[3][2] = dst_z; 506 vertices[3][3] = 1.0; 507 508 _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices); 509 _mesa_Enable(GL_VERTEX_ARRAY); 510 intel_meta_set_default_texrect(intel); 511 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); 512 513 intel_meta_restore_texcoords(intel); 514 intel_meta_restore_transform(intel); 515 intel_meta_restore_fragment_program(intel); 516 intel_meta_restore_vertex_program(intel); 517 518 _mesa_PopClientAttrib(); 519 _mesa_Disable(GL_TEXTURE_2D); /* asserted that it was disabled at entry */ 520 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture); 521 _mesa_PopAttrib(); 522 523 _mesa_DeleteTextures(1, &texname); 524 525 return GL_TRUE; 526} 527 528/* There are a large number of possible ways to implement bitmap on 529 * this hardware, most of them have some sort of drawback. Here are a 530 * few that spring to mind: 531 * 532 * Blit: 533 * - XY_MONO_SRC_BLT_CMD 534 * - use XY_SETUP_CLIP_BLT for cliprect clipping. 535 * - XY_TEXT_BLT 536 * - XY_TEXT_IMMEDIATE_BLT 537 * - blit per cliprect, subject to maximum immediate data size. 538 * - XY_COLOR_BLT 539 * - per pixel or run of pixels 540 * - XY_PIXEL_BLT 541 * - good for sparse bitmaps 542 * 543 * 3D engine: 544 * - Point per pixel 545 * - Translate bitmap to an alpha texture and render as a quad 546 * - Chop bitmap up into 32x32 squares and render w/polygon stipple. 547 */ 548void 549intelBitmap(GLcontext * ctx, 550 GLint x, GLint y, 551 GLsizei width, GLsizei height, 552 const struct gl_pixelstore_attrib *unpack, 553 const GLubyte * pixels) 554{ 555 if (do_blit_bitmap(ctx, x, y, width, height, 556 unpack, pixels)) 557 return; 558 559 if (intel_texture_bitmap(ctx, x, y, width, height, 560 unpack, pixels)) 561 return; 562 563 if (INTEL_DEBUG & DEBUG_PIXEL) 564 _mesa_printf("%s: fallback to swrast\n", __FUNCTION__); 565 566 _swrast_Bitmap(ctx, x, y, width, height, unpack, pixels); 567} 568