st_cb_drawpixels.c revision 62ef614eb3a9e28c39606657f576e320f158623e
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 "main/state.h" 39#include "shader/program.h" 40#include "shader/prog_parameter.h" 41#include "shader/prog_print.h" 42 43#include "st_context.h" 44#include "st_atom.h" 45#include "st_atom_constbuf.h" 46#include "st_draw.h" 47#include "st_program.h" 48#include "st_cb_drawpixels.h" 49#include "st_cb_readpixels.h" 50#include "st_cb_fbo.h" 51#include "st_cb_texture.h" 52#include "st_draw.h" 53#include "st_format.h" 54#include "st_mesa_to_tgsi.h" 55#include "st_texture.h" 56#include "pipe/p_context.h" 57#include "pipe/p_defines.h" 58#include "pipe/p_inlines.h" 59#include "util/u_tile.h" 60#include "util/u_draw_quad.h" 61#include "shader/prog_instruction.h" 62#include "cso_cache/cso_context.h" 63 64 65/** 66 * Check if the given program is: 67 * 0: MOVE result.color, fragment.color; 68 * 1: END; 69 */ 70static GLboolean 71is_passthrough_program(const struct gl_fragment_program *prog) 72{ 73 if (prog->Base.NumInstructions == 2) { 74 const struct prog_instruction *inst = prog->Base.Instructions; 75 if (inst[0].Opcode == OPCODE_MOV && 76 inst[1].Opcode == OPCODE_END && 77 inst[0].DstReg.File == PROGRAM_OUTPUT && 78 inst[0].DstReg.Index == FRAG_RESULT_COLOR && 79 inst[0].DstReg.WriteMask == WRITEMASK_XYZW && 80 inst[0].SrcReg[0].File == PROGRAM_INPUT && 81 inst[0].SrcReg[0].Index == FRAG_ATTRIB_COL0 && 82 inst[0].SrcReg[0].Swizzle == SWIZZLE_XYZW) { 83 return GL_TRUE; 84 } 85 } 86 return GL_FALSE; 87} 88 89 90 91/** 92 * Make fragment shader for glDraw/CopyPixels. This shader is made 93 * by combining the pixel transfer shader with the user-defined shader. 94 */ 95static struct st_fragment_program * 96combined_drawpix_fragment_program(GLcontext *ctx) 97{ 98 struct st_context *st = ctx->st; 99 struct st_fragment_program *stfp; 100 101 if (st->pixel_xfer.program->serialNo == st->pixel_xfer.xfer_prog_sn 102 && st->fp->serialNo == st->pixel_xfer.user_prog_sn) { 103 /* the pixel tranfer program has not changed and the user-defined 104 * program has not changed, so re-use the combined program. 105 */ 106 stfp = st->pixel_xfer.combined_prog; 107 } 108 else { 109 /* Concatenate the pixel transfer program with the current user- 110 * defined program. 111 */ 112 if (is_passthrough_program(&st->fp->Base)) { 113 stfp = (struct st_fragment_program *) 114 _mesa_clone_program(ctx, &st->pixel_xfer.program->Base.Base); 115 } 116 else { 117#if 0 118 printf("Base program:\n"); 119 _mesa_print_program(&st->fp->Base.Base); 120 printf("DrawPix program:\n"); 121 _mesa_print_program(&st->pixel_xfer.program->Base.Base); 122#endif 123 stfp = (struct st_fragment_program *) 124 _mesa_combine_programs(ctx, 125 &st->pixel_xfer.program->Base.Base, 126 &st->fp->Base.Base); 127 } 128 129#if 0 130 { 131 struct gl_program *p = &stfp->Base.Base; 132 printf("Combined DrawPixels program:\n"); 133 _mesa_print_program(p); 134 printf("InputsRead: 0x%x\n", p->InputsRead); 135 printf("OutputsWritten: 0x%x\n", p->OutputsWritten); 136 _mesa_print_parameter_list(p->Parameters); 137 } 138#endif 139 140 /* translate to TGSI tokens */ 141 st_translate_fragment_program(st, stfp, NULL); 142 143 /* save new program, update serial numbers */ 144 st->pixel_xfer.xfer_prog_sn = st->pixel_xfer.program->serialNo; 145 st->pixel_xfer.user_prog_sn = st->fp->serialNo; 146 st->pixel_xfer.combined_prog_sn = stfp->serialNo; 147 st->pixel_xfer.combined_prog = stfp; 148 } 149 150 /* Ideally we'd have updated the pipe constants during the normal 151 * st/atom mechanism. But we can't since this is specific to glDrawPixels. 152 */ 153 st_upload_constants(st, stfp->Base.Base.Parameters, PIPE_SHADER_FRAGMENT); 154 155 return stfp; 156} 157 158 159/** 160 * Create fragment shader that does a TEX() instruction to get a Z 161 * value, then writes to FRAG_RESULT_DEPTH. 162 * Pass fragment color through as-is. 163 */ 164static struct st_fragment_program * 165make_fragment_shader_z(struct st_context *st) 166{ 167 GLcontext *ctx = st->ctx; 168 struct gl_program *p; 169 GLuint ic = 0; 170 171 if (st->drawpix.z_shader) { 172 return st->drawpix.z_shader; 173 } 174 175 /* 176 * Create shader now 177 */ 178 p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0); 179 if (!p) 180 return NULL; 181 182 p->NumInstructions = 3; 183 184 p->Instructions = _mesa_alloc_instructions(p->NumInstructions); 185 if (!p->Instructions) { 186 ctx->Driver.DeleteProgram(ctx, p); 187 return NULL; 188 } 189 _mesa_init_instructions(p->Instructions, p->NumInstructions); 190 191 /* TEX result.depth, fragment.texcoord[0], texture[0], 2D; */ 192 p->Instructions[ic].Opcode = OPCODE_TEX; 193 p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT; 194 p->Instructions[ic].DstReg.Index = FRAG_RESULT_DEPTH; 195 p->Instructions[ic].DstReg.WriteMask = WRITEMASK_Z; 196 p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT; 197 p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0; 198 p->Instructions[ic].TexSrcUnit = 0; 199 p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX; 200 ic++; 201 202 /* MOV result.color, fragment.color */ 203 p->Instructions[ic].Opcode = OPCODE_MOV; 204 p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT; 205 p->Instructions[ic].DstReg.Index = FRAG_RESULT_COLOR; 206 p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT; 207 p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_COL0; 208 ic++; 209 210 /* END; */ 211 p->Instructions[ic++].Opcode = OPCODE_END; 212 213 assert(ic == p->NumInstructions); 214 215 p->InputsRead = FRAG_BIT_TEX0 | FRAG_BIT_COL0; 216 p->OutputsWritten = (1 << FRAG_RESULT_COLOR) | (1 << FRAG_RESULT_DEPTH); 217 p->SamplersUsed = 0x1; /* sampler 0 (bit 0) is used */ 218 219 st->drawpix.z_shader = (struct st_fragment_program *) p; 220 st_translate_fragment_program(st, st->drawpix.z_shader, NULL); 221 222 return st->drawpix.z_shader; 223} 224 225 226 227/** 228 * Create a simple vertex shader that just passes through the 229 * vertex position and texcoord (and optionally, color). 230 */ 231static struct st_vertex_program * 232st_make_passthrough_vertex_shader(struct st_context *st, GLboolean passColor) 233{ 234 GLcontext *ctx = st->ctx; 235 struct st_vertex_program *stvp; 236 struct gl_program *p; 237 GLuint ic = 0; 238 239 if (st->drawpix.vert_shaders[passColor]) 240 return st->drawpix.vert_shaders[passColor]; 241 242 /* 243 * Create shader now 244 */ 245 p = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0); 246 if (!p) 247 return NULL; 248 249 if (passColor) 250 p->NumInstructions = 4; 251 else 252 p->NumInstructions = 3; 253 254 p->Instructions = _mesa_alloc_instructions(p->NumInstructions); 255 if (!p->Instructions) { 256 ctx->Driver.DeleteProgram(ctx, p); 257 return NULL; 258 } 259 _mesa_init_instructions(p->Instructions, p->NumInstructions); 260 /* MOV result.pos, vertex.pos; */ 261 p->Instructions[0].Opcode = OPCODE_MOV; 262 p->Instructions[0].DstReg.File = PROGRAM_OUTPUT; 263 p->Instructions[0].DstReg.Index = VERT_RESULT_HPOS; 264 p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT; 265 p->Instructions[0].SrcReg[0].Index = VERT_ATTRIB_POS; 266 /* MOV result.texcoord0, vertex.texcoord0; */ 267 p->Instructions[1].Opcode = OPCODE_MOV; 268 p->Instructions[1].DstReg.File = PROGRAM_OUTPUT; 269 p->Instructions[1].DstReg.Index = VERT_RESULT_TEX0; 270 p->Instructions[1].SrcReg[0].File = PROGRAM_INPUT; 271 p->Instructions[1].SrcReg[0].Index = VERT_ATTRIB_TEX0; 272 ic = 2; 273 if (passColor) { 274 /* MOV result.color0, vertex.color0; */ 275 p->Instructions[ic].Opcode = OPCODE_MOV; 276 p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT; 277 p->Instructions[ic].DstReg.Index = VERT_RESULT_COL0; 278 p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT; 279 p->Instructions[ic].SrcReg[0].Index = VERT_ATTRIB_COLOR0; 280 ic++; 281 } 282 283 /* END; */ 284 p->Instructions[ic].Opcode = OPCODE_END; 285 ic++; 286 287 assert(ic == p->NumInstructions); 288 289 p->InputsRead = VERT_BIT_POS | VERT_BIT_TEX0; 290 p->OutputsWritten = ((1 << VERT_RESULT_TEX0) | 291 (1 << VERT_RESULT_HPOS)); 292 if (passColor) { 293 p->InputsRead |= VERT_BIT_COLOR0; 294 p->OutputsWritten |= (1 << VERT_RESULT_COL0); 295 } 296 297 stvp = (struct st_vertex_program *) p; 298 st_translate_vertex_program(st, stvp, NULL, NULL, NULL); 299 300 st->drawpix.vert_shaders[passColor] = stvp; 301 302 return stvp; 303} 304 305 306static GLenum 307_mesa_base_format(GLenum format) 308{ 309 switch (format) { 310 case GL_DEPTH_COMPONENT: 311 return GL_DEPTH_COMPONENT; 312 case GL_STENCIL_INDEX: 313 return GL_STENCIL_INDEX; 314 default: 315 return GL_RGBA; 316 } 317} 318 319 320/** 321 * Make texture containing an image for glDrawPixels image. 322 * If 'pixels' is NULL, leave the texture image data undefined. 323 */ 324static struct pipe_texture * 325make_texture(struct st_context *st, 326 GLsizei width, GLsizei height, GLenum format, GLenum type, 327 const struct gl_pixelstore_attrib *unpack, 328 const GLvoid *pixels) 329{ 330 GLcontext *ctx = st->ctx; 331 struct pipe_context *pipe = st->pipe; 332 struct pipe_screen *screen = pipe->screen; 333 const struct gl_texture_format *mformat; 334 struct pipe_texture *pt; 335 enum pipe_format pipeFormat; 336 GLuint cpp; 337 GLenum baseFormat; 338 339 baseFormat = _mesa_base_format(format); 340 341 mformat = st_ChooseTextureFormat(ctx, baseFormat, format, type); 342 assert(mformat); 343 344 pipeFormat = st_mesa_format_to_pipe_format(mformat->MesaFormat); 345 assert(pipeFormat); 346 cpp = st_sizeof_format(pipeFormat); 347 348 pixels = _mesa_map_drawpix_pbo(ctx, unpack, pixels); 349 if (!pixels) 350 return NULL; 351 352 pt = st_texture_create(st, PIPE_TEXTURE_2D, pipeFormat, 0, width, height, 353 1, 0, 354 PIPE_TEXTURE_USAGE_SAMPLER); 355 if (!pt) { 356 _mesa_unmap_drawpix_pbo(ctx, unpack); 357 return NULL; 358 } 359 360 { 361 struct pipe_transfer *transfer; 362 static const GLuint dstImageOffsets = 0; 363 GLboolean success; 364 GLubyte *dest; 365 const GLbitfield imageTransferStateSave = ctx->_ImageTransferState; 366 367 /* we'll do pixel transfer in a fragment shader */ 368 ctx->_ImageTransferState = 0x0; 369 370 transfer = screen->get_tex_transfer(screen, pt, 0, 0, 0, 371 PIPE_TRANSFER_WRITE, 0, 0, 372 width, height); 373 374 /* map texture transfer */ 375 dest = screen->transfer_map(screen, transfer); 376 377 /* Put image into texture transfer. 378 * Note that the image is actually going to be upside down in 379 * the texture. We deal with that with texcoords. 380 */ 381 success = mformat->StoreImage(ctx, 2, /* dims */ 382 baseFormat, /* baseInternalFormat */ 383 mformat, /* gl_texture_format */ 384 dest, /* dest */ 385 0, 0, 0, /* dstX/Y/Zoffset */ 386 transfer->stride, /* dstRowStride, bytes */ 387 &dstImageOffsets, /* dstImageOffsets */ 388 width, height, 1, /* size */ 389 format, type, /* src format/type */ 390 pixels, /* data source */ 391 unpack); 392 393 /* unmap */ 394 screen->transfer_unmap(screen, transfer); 395 screen->tex_transfer_destroy(transfer); 396 397 assert(success); 398 399 /* restore */ 400 ctx->_ImageTransferState = imageTransferStateSave; 401 } 402 403 _mesa_unmap_drawpix_pbo(ctx, unpack); 404 405 return pt; 406} 407 408 409/** 410 * Draw quad with texcoords and optional color. 411 * Coords are window coords with y=0=bottom. 412 * \param color may be null 413 * \param invertTex if true, flip texcoords vertically 414 */ 415static void 416draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z, 417 GLfloat x1, GLfloat y1, const GLfloat *color, 418 GLboolean invertTex) 419{ 420 struct st_context *st = ctx->st; 421 struct pipe_context *pipe = ctx->st->pipe; 422 GLfloat verts[4][3][4]; /* four verts, three attribs, XYZW */ 423 424 /* setup vertex data */ 425 { 426 const struct gl_framebuffer *fb = st->ctx->DrawBuffer; 427 const GLfloat fb_width = (GLfloat) fb->Width; 428 const GLfloat fb_height = (GLfloat) fb->Height; 429 const GLfloat clip_x0 = x0 / fb_width * 2.0f - 1.0f; 430 const GLfloat clip_y0 = y0 / fb_height * 2.0f - 1.0f; 431 const GLfloat clip_x1 = x1 / fb_width * 2.0f - 1.0f; 432 const GLfloat clip_y1 = y1 / fb_height * 2.0f - 1.0f; 433 const GLfloat sLeft = 0.0f, sRight = 1.0f; 434 const GLfloat tTop = invertTex, tBot = 1.0f - tTop; 435 GLuint tex, i; 436 437 /* upper-left */ 438 verts[0][0][0] = clip_x0; /* v[0].attr[0].x */ 439 verts[0][0][1] = clip_y0; /* v[0].attr[0].y */ 440 441 /* upper-right */ 442 verts[1][0][0] = clip_x1; 443 verts[1][0][1] = clip_y0; 444 445 /* lower-right */ 446 verts[2][0][0] = clip_x1; 447 verts[2][0][1] = clip_y1; 448 449 /* lower-left */ 450 verts[3][0][0] = clip_x0; 451 verts[3][0][1] = clip_y1; 452 453 tex = color ? 2 : 1; 454 verts[0][tex][0] = sLeft; /* v[0].attr[tex].s */ 455 verts[0][tex][1] = tTop; /* v[0].attr[tex].t */ 456 verts[1][tex][0] = sRight; 457 verts[1][tex][1] = tTop; 458 verts[2][tex][0] = sRight; 459 verts[2][tex][1] = tBot; 460 verts[3][tex][0] = sLeft; 461 verts[3][tex][1] = tBot; 462 463 /* same for all verts: */ 464 if (color) { 465 for (i = 0; i < 4; i++) { 466 verts[i][0][2] = z; /*Z*/ 467 verts[i][0][3] = 1.0f; /*W*/ 468 verts[i][1][0] = color[0]; 469 verts[i][1][1] = color[1]; 470 verts[i][1][2] = color[2]; 471 verts[i][1][3] = color[3]; 472 verts[i][2][2] = 0.0f; /*R*/ 473 verts[i][2][3] = 1.0f; /*Q*/ 474 } 475 } 476 else { 477 for (i = 0; i < 4; i++) { 478 verts[i][0][2] = z; /*Z*/ 479 verts[i][0][3] = 1.0f; /*W*/ 480 verts[i][1][2] = 0.0f; /*R*/ 481 verts[i][1][3] = 1.0f; /*Q*/ 482 } 483 } 484 } 485 486 { 487 struct pipe_buffer *buf; 488 489 /* allocate/load buffer object with vertex data */ 490 buf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX, 491 sizeof(verts)); 492 pipe_buffer_write(pipe->screen, buf, 0, sizeof(verts), verts); 493 494 util_draw_vertex_buffer(pipe, buf, 0, 495 PIPE_PRIM_QUADS, 496 4, /* verts */ 497 3); /* attribs/vert */ 498 pipe_buffer_reference(&buf, NULL); 499 } 500} 501 502 503 504static void 505draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z, 506 GLsizei width, GLsizei height, 507 GLfloat zoomX, GLfloat zoomY, 508 struct pipe_texture *pt, 509 struct st_vertex_program *stvp, 510 struct st_fragment_program *stfp, 511 const GLfloat *color, 512 GLboolean invertTex) 513{ 514 struct st_context *st = ctx->st; 515 struct pipe_context *pipe = ctx->st->pipe; 516 struct cso_context *cso = ctx->st->cso_context; 517 GLfloat x0, y0, x1, y1; 518 GLsizei maxSize; 519 520 /* limit checks */ 521 /* XXX if DrawPixels image is larger than max texture size, break 522 * it up into chunks. 523 */ 524 maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1); 525 assert(width <= maxSize); 526 assert(height <= maxSize); 527 528 cso_save_rasterizer(cso); 529 cso_save_viewport(cso); 530 cso_save_samplers(cso); 531 cso_save_sampler_textures(cso); 532 cso_save_fragment_shader(cso); 533 cso_save_vertex_shader(cso); 534 535 /* rasterizer state: just scissor */ 536 { 537 struct pipe_rasterizer_state rasterizer; 538 memset(&rasterizer, 0, sizeof(rasterizer)); 539 rasterizer.gl_rasterization_rules = 1; 540 rasterizer.scissor = ctx->Scissor.Enabled; 541 cso_set_rasterizer(cso, &rasterizer); 542 } 543 544 /* fragment shader state: TEX lookup program */ 545 cso_set_fragment_shader_handle(cso, stfp->driver_shader); 546 547 /* vertex shader state: position + texcoord pass-through */ 548 cso_set_vertex_shader_handle(cso, stvp->driver_shader); 549 550 551 /* texture sampling state: */ 552 { 553 struct pipe_sampler_state sampler; 554 memset(&sampler, 0, sizeof(sampler)); 555 sampler.wrap_s = PIPE_TEX_WRAP_CLAMP; 556 sampler.wrap_t = PIPE_TEX_WRAP_CLAMP; 557 sampler.wrap_r = PIPE_TEX_WRAP_CLAMP; 558 sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; 559 sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; 560 sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; 561 sampler.normalized_coords = 1; 562 563 cso_single_sampler(cso, 0, &sampler); 564 if (st->pixel_xfer.pixelmap_enabled) { 565 cso_single_sampler(cso, 1, &sampler); 566 } 567 cso_single_sampler_done(cso); 568 } 569 570 /* viewport state: viewport matching window dims */ 571 { 572 const float width = (float) ctx->DrawBuffer->Width; 573 const float height = (float) ctx->DrawBuffer->Height; 574 struct pipe_viewport_state vp; 575 vp.scale[0] = 0.5f * width; 576 vp.scale[1] = -0.5f * height; 577 vp.scale[2] = 1.0f; 578 vp.scale[3] = 1.0f; 579 vp.translate[0] = 0.5f * width; 580 vp.translate[1] = 0.5f * height; 581 vp.translate[2] = 0.0f; 582 vp.translate[3] = 0.0f; 583 cso_set_viewport(cso, &vp); 584 } 585 586 /* texture state: */ 587 if (st->pixel_xfer.pixelmap_enabled) { 588 struct pipe_texture *textures[2]; 589 textures[0] = pt; 590 textures[1] = st->pixel_xfer.pixelmap_texture; 591 pipe->set_sampler_textures(pipe, 2, textures); 592 } 593 else { 594 pipe->set_sampler_textures(pipe, 1, &pt); 595 } 596 597 /* Compute window coords (y=0=bottom) with pixel zoom. 598 * Recall that these coords are transformed by the current 599 * vertex shader and viewport transformation. 600 */ 601 x0 = (GLfloat) x; 602 x1 = x + width * ctx->Pixel.ZoomX; 603 y0 = (GLfloat) y; 604 y1 = y + height * ctx->Pixel.ZoomY; 605 606 draw_quad(ctx, x0, y0, z, x1, y1, color, invertTex); 607 608 /* restore state */ 609 cso_restore_rasterizer(cso); 610 cso_restore_viewport(cso); 611 cso_restore_samplers(cso); 612 cso_restore_sampler_textures(cso); 613 cso_restore_fragment_shader(cso); 614 cso_restore_vertex_shader(cso); 615} 616 617 618static void 619draw_stencil_pixels(GLcontext *ctx, GLint x, GLint y, 620 GLsizei width, GLsizei height, GLenum type, 621 const struct gl_pixelstore_attrib *unpack, 622 const GLvoid *pixels) 623{ 624 struct st_context *st = ctx->st; 625 struct pipe_context *pipe = st->pipe; 626 struct pipe_screen *screen = pipe->screen; 627 struct st_renderbuffer *strb; 628 struct pipe_transfer *pt; 629 const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0; 630 GLint skipPixels; 631 ubyte *stmap; 632 633 pipe->flush(pipe, PIPE_FLUSH_RENDER_CACHE, NULL); 634 635 strb = st_renderbuffer(ctx->DrawBuffer-> 636 Attachment[BUFFER_STENCIL].Renderbuffer); 637 pt = screen->get_tex_transfer(screen, strb->texture, 0, 0, 0, 638 PIPE_TRANSFER_WRITE, x, y, 639 width, height); 640 641 stmap = screen->transfer_map(screen, pt); 642 643 /* if width > MAX_WIDTH, have to process image in chunks */ 644 skipPixels = 0; 645 while (skipPixels < width) { 646 const GLint spanX = skipPixels; 647 const GLint spanWidth = MIN2(width - skipPixels, MAX_WIDTH); 648 GLint row; 649 for (row = 0; row < height; row++) { 650 GLint spanY = row; 651 GLubyte values[MAX_WIDTH]; 652 GLenum destType = GL_UNSIGNED_BYTE; 653 const GLvoid *source = _mesa_image_address2d(unpack, pixels, 654 width, height, 655 GL_COLOR_INDEX, type, 656 row, skipPixels); 657 _mesa_unpack_stencil_span(ctx, spanWidth, destType, values, 658 type, source, unpack, 659 ctx->_ImageTransferState); 660 if (zoom) { 661 /* 662 _swrast_write_zoomed_stencil_span(ctx, 0, 0, spanWidth, 663 spanX, spanY, values); 664 */ 665 } 666 else { 667 if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) { 668 spanY = height - spanY - 1; 669 } 670 671 switch (pt->format) { 672 case PIPE_FORMAT_S8_UNORM: 673 { 674 ubyte *dest = stmap + spanY * pt->stride + spanX; 675 memcpy(dest, values, spanWidth); 676 } 677 break; 678 case PIPE_FORMAT_S8Z24_UNORM: 679 { 680 uint *dest = (uint *) (stmap + spanY * pt->stride + spanX*4); 681 GLint k; 682 for (k = 0; k < spanWidth; k++) { 683 uint p = dest[k]; 684 p = (p & 0xffffff) | (values[k] << 24); 685 dest[k] = p; 686 } 687 } 688 break; 689 default: 690 assert(0); 691 } 692 } 693 } 694 skipPixels += spanWidth; 695 } 696 697 /* unmap the stencil buffer */ 698 screen->transfer_unmap(screen, pt); 699 screen->tex_transfer_destroy(pt); 700} 701 702 703/** 704 * Called via ctx->Driver.DrawPixels() 705 */ 706static void 707st_DrawPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, 708 GLenum format, GLenum type, 709 const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels) 710{ 711 struct st_fragment_program *stfp; 712 struct st_vertex_program *stvp; 713 struct st_context *st = ctx->st; 714 struct pipe_surface *ps; 715 GLuint bufferFormat; 716 const GLfloat *color; 717 718 if (format == GL_STENCIL_INDEX) { 719 draw_stencil_pixels(ctx, x, y, width, height, type, unpack, pixels); 720 return; 721 } 722 723 _mesa_set_vp_override( ctx, TRUE ); 724 _mesa_update_state( ctx ); 725 726 st_validate_state(st); 727 728 if (format == GL_DEPTH_COMPONENT) { 729 ps = st->state.framebuffer.zsbuf; 730 stfp = make_fragment_shader_z(ctx->st); 731 stvp = st_make_passthrough_vertex_shader(ctx->st, GL_TRUE); 732 color = ctx->Current.RasterColor; 733 } 734 else if (format == GL_STENCIL_INDEX) { 735 ps = st->state.framebuffer.zsbuf; 736 /* XXX special case - can't use texture map */ 737 color = NULL; 738 } 739 else { 740 ps = st->state.framebuffer.cbufs[0]; 741 stfp = combined_drawpix_fragment_program(ctx); 742 stvp = st_make_passthrough_vertex_shader(ctx->st, GL_FALSE); 743 color = NULL; 744 } 745 746 bufferFormat = ps->format; 747 748 /* draw with textured quad */ 749 { 750 struct pipe_texture *pt 751 = make_texture(ctx->st, width, height, format, type, unpack, pixels); 752 if (pt) { 753 draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2], 754 width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY, 755 pt, stvp, stfp, color, GL_FALSE); 756 pipe_texture_reference(&pt, NULL); 757 } 758 } 759 760 _mesa_set_vp_override( ctx, FALSE ); 761} 762 763 764 765static void 766copy_stencil_pixels(GLcontext *ctx, GLint srcx, GLint srcy, 767 GLsizei width, GLsizei height, 768 GLint dstx, GLint dsty) 769{ 770 struct st_renderbuffer *rbDraw = st_renderbuffer(ctx->DrawBuffer->_StencilBuffer); 771 struct pipe_screen *screen = ctx->st->pipe->screen; 772 struct pipe_transfer *ptDraw; 773 ubyte *drawMap; 774 ubyte *buffer; 775 int i; 776 777 buffer = _mesa_malloc(width * height * sizeof(ubyte)); 778 if (!buffer) { 779 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyPixels(stencil)"); 780 return; 781 } 782 783 /* this will do stencil pixel transfer ops */ 784 st_read_stencil_pixels(ctx, srcx, srcy, width, height, GL_UNSIGNED_BYTE, 785 &ctx->DefaultPacking, buffer); 786 787 ptDraw = screen->get_tex_transfer(screen, rbDraw->texture, 0, 0, 0, 788 PIPE_TRANSFER_WRITE, dstx, dsty, 789 width, height); 790 791 assert(ptDraw->block.width == 1); 792 assert(ptDraw->block.height == 1); 793 794 /* map the stencil buffer */ 795 drawMap = screen->transfer_map(screen, ptDraw); 796 797 /* draw */ 798 /* XXX PixelZoom not handled yet */ 799 for (i = 0; i < height; i++) { 800 ubyte *dst; 801 const ubyte *src; 802 int y; 803 804 y = i; 805 806 if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) { 807 y = height - y - 1; 808 } 809 810 dst = drawMap + y * ptDraw->stride; 811 src = buffer + i * width; 812 813 switch (ptDraw->format) { 814 case PIPE_FORMAT_S8Z24_UNORM: 815 { 816 uint *dst4 = (uint *) dst; 817 int j; 818 for (j = 0; j < width; j++) { 819 *dst4 = (*dst4 & 0xffffff) | (src[j] << 24); 820 dst4++; 821 } 822 } 823 break; 824 case PIPE_FORMAT_S8_UNORM: 825 memcpy(dst, src, width); 826 break; 827 default: 828 assert(0); 829 } 830 } 831 832 _mesa_free(buffer); 833 834 /* unmap the stencil buffer */ 835 screen->transfer_unmap(screen, ptDraw); 836 screen->tex_transfer_destroy(ptDraw); 837} 838 839 840static void 841st_CopyPixels(GLcontext *ctx, GLint srcx, GLint srcy, 842 GLsizei width, GLsizei height, 843 GLint dstx, GLint dsty, GLenum type) 844{ 845 struct st_context *st = ctx->st; 846 struct pipe_context *pipe = st->pipe; 847 struct pipe_screen *screen = pipe->screen; 848 struct st_renderbuffer *rbRead; 849 struct st_vertex_program *stvp; 850 struct st_fragment_program *stfp; 851 struct pipe_texture *pt; 852 GLfloat *color; 853 enum pipe_format srcFormat, texFormat; 854 855 /* make sure rendering has completed */ 856 pipe->flush(pipe, PIPE_FLUSH_RENDER_CACHE, NULL); 857 858 st_validate_state(st); 859 860 if (type == GL_STENCIL) { 861 /* can't use texturing to do stencil */ 862 copy_stencil_pixels(ctx, srcx, srcy, width, height, dstx, dsty); 863 return; 864 } 865 866 if (type == GL_COLOR) { 867 rbRead = st_get_color_read_renderbuffer(ctx); 868 color = NULL; 869 stfp = combined_drawpix_fragment_program(ctx); 870 stvp = st_make_passthrough_vertex_shader(ctx->st, GL_FALSE); 871 } 872 else { 873 assert(type == GL_DEPTH); 874 rbRead = st_renderbuffer(ctx->ReadBuffer->_DepthBuffer); 875 color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0]; 876 stfp = make_fragment_shader_z(ctx->st); 877 stvp = st_make_passthrough_vertex_shader(ctx->st, GL_TRUE); 878 } 879 880 srcFormat = rbRead->texture->format; 881 882 if (screen->is_format_supported(screen, srcFormat, PIPE_TEXTURE_2D, 883 PIPE_TEXTURE_USAGE_SAMPLER, 0)) { 884 texFormat = srcFormat; 885 } 886 else { 887 /* srcFormat can't be used as a texture format */ 888 if (type == GL_DEPTH) { 889 texFormat = st_choose_format(pipe, GL_DEPTH_COMPONENT, PIPE_TEXTURE_2D, 890 PIPE_TEXTURE_USAGE_DEPTH_STENCIL); 891 assert(texFormat != PIPE_FORMAT_NONE); /* XXX no depth texture formats??? */ 892 } 893 else { 894 /* default color format */ 895 texFormat = st_choose_format(pipe, GL_RGBA, PIPE_TEXTURE_2D, 896 PIPE_TEXTURE_USAGE_SAMPLER); 897 assert(texFormat != PIPE_FORMAT_NONE); 898 } 899 } 900 901 pt = st_texture_create(ctx->st, PIPE_TEXTURE_2D, texFormat, 0, 902 width, height, 1, 0, 903 PIPE_TEXTURE_USAGE_SAMPLER); 904 if (!pt) 905 return; 906 907 if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) { 908 srcy = ctx->DrawBuffer->Height - srcy - height; 909 } 910 911 if (srcFormat == texFormat) { 912 /* copy source framebuffer surface into mipmap/texture */ 913 struct pipe_surface *psRead = screen->get_tex_surface(screen, 914 rbRead->texture, 0, 0, 0, 915 PIPE_BUFFER_USAGE_GPU_READ); 916 struct pipe_surface *psTex = screen->get_tex_surface(screen, pt, 0, 0, 0, 917 PIPE_BUFFER_USAGE_GPU_WRITE ); 918 pipe->surface_copy(pipe, 919 FALSE, 920 psTex, /* dest */ 921 0, 0, /* destx/y */ 922 psRead, 923 srcx, srcy, width, height); 924 pipe_surface_reference(&psRead, NULL); 925 pipe_surface_reference(&psTex, NULL); 926 } 927 else { 928 /* CPU-based fallback/conversion */ 929 struct pipe_transfer *ptRead = 930 screen->get_tex_transfer(screen, rbRead->texture, 0, 0, 0, 931 PIPE_TRANSFER_READ, srcx, srcy, width, 932 height); 933 934 struct pipe_transfer *ptTex = 935 screen->get_tex_transfer(screen, pt, 0, 0, 0, PIPE_TRANSFER_WRITE, 936 0, 0, width, height); 937 938 if (type == GL_COLOR) { 939 /* alternate path using get/put_tile() */ 940 GLfloat *buf = (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat)); 941 942 pipe_get_tile_rgba(ptRead, 0, 0, width, height, buf); 943 pipe_put_tile_rgba(ptTex, 0, 0, width, height, buf); 944 945 _mesa_free(buf); 946 } 947 else { 948 /* GL_DEPTH */ 949 GLuint *buf = (GLuint *) _mesa_malloc(width * height * sizeof(GLuint)); 950 pipe_get_tile_z(ptRead, 0, 0, width, height, buf); 951 pipe_put_tile_z(ptTex, 0, 0, width, height, buf); 952 _mesa_free(buf); 953 } 954 955 screen->tex_transfer_destroy(ptRead); 956 screen->tex_transfer_destroy(ptTex); 957 } 958 959 /* draw textured quad */ 960 draw_textured_quad(ctx, dstx, dsty, ctx->Current.RasterPos[2], 961 width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY, 962 pt, stvp, stfp, color, GL_TRUE); 963 964 pipe_texture_reference(&pt, NULL); 965} 966 967 968 969void st_init_drawpixels_functions(struct dd_function_table *functions) 970{ 971 functions->DrawPixels = st_DrawPixels; 972 functions->CopyPixels = st_CopyPixels; 973} 974 975 976void 977st_destroy_drawpix(struct st_context *st) 978{ 979 st_reference_fragprog(st, &st->drawpix.z_shader, NULL); 980 st_reference_fragprog(st, &st->pixel_xfer.combined_prog, NULL); 981 st_reference_vertprog(st, &st->drawpix.vert_shaders[0], NULL); 982 st_reference_vertprog(st, &st->drawpix.vert_shaders[1], NULL); 983} 984