Merge branch 'const-buffer-changes'
[mesa.git] / src / mesa / drivers / dri / intel / intel_pixel_bitmap.c
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 "shader/arbprogram.h"
46 #include "glapi/dispatch.h"
47 #include "swrast/swrast.h"
48
49 #include "intel_screen.h"
50 #include "intel_context.h"
51 #include "intel_batchbuffer.h"
52 #include "intel_blit.h"
53 #include "intel_regions.h"
54 #include "intel_buffer_objects.h"
55 #include "intel_buffers.h"
56 #include "intel_pixel.h"
57 #include "intel_reg.h"
58
59
60 #define FILE_DEBUG_FLAG DEBUG_PIXEL
61
62
63 /* Unlike the other intel_pixel_* functions, the expectation here is
64 * that the incoming data is not in a PBO. With the XY_TEXT blit
65 * method, there's no benefit haveing it in a PBO, but we could
66 * implement a path based on XY_MONO_SRC_COPY_BLIT which might benefit
67 * PBO bitmaps. I think they are probably pretty rare though - I
68 * wonder if Xgl uses them?
69 */
70 static const GLubyte *map_pbo( GLcontext *ctx,
71 GLsizei width, GLsizei height,
72 const struct gl_pixelstore_attrib *unpack,
73 const GLubyte *bitmap )
74 {
75 GLubyte *buf;
76
77 if (!_mesa_validate_pbo_access(2, unpack, width, height, 1,
78 GL_COLOR_INDEX, GL_BITMAP,
79 (GLvoid *) bitmap)) {
80 _mesa_error(ctx, GL_INVALID_OPERATION,"glBitmap(invalid PBO access)");
81 return NULL;
82 }
83
84 buf = (GLubyte *) ctx->Driver.MapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
85 GL_READ_ONLY_ARB,
86 unpack->BufferObj);
87 if (!buf) {
88 _mesa_error(ctx, GL_INVALID_OPERATION, "glBitmap(PBO is mapped)");
89 return NULL;
90 }
91
92 return ADD_POINTERS(buf, bitmap);
93 }
94
95 static GLboolean test_bit( const GLubyte *src,
96 GLuint bit )
97 {
98 return (src[bit/8] & (1<<(bit % 8))) ? 1 : 0;
99 }
100
101 static GLboolean test_msb_bit(const GLubyte *src, GLuint bit)
102 {
103 return (src[bit/8] & (1<<(7 - (bit % 8)))) ? 1 : 0;
104 }
105
106 static void set_bit( GLubyte *dest,
107 GLuint bit )
108 {
109 dest[bit/8] |= 1 << (bit % 8);
110 }
111
112 /* Extract a rectangle's worth of data from the bitmap. Called
113 * per-cliprect.
114 */
115 static GLuint get_bitmap_rect(GLsizei width, GLsizei height,
116 const struct gl_pixelstore_attrib *unpack,
117 const GLubyte *bitmap,
118 GLuint x, GLuint y,
119 GLuint w, GLuint h,
120 GLubyte *dest,
121 GLuint row_align,
122 GLboolean invert)
123 {
124 GLuint src_offset = (x + unpack->SkipPixels) & 0x7;
125 GLuint mask = unpack->LsbFirst ? 0 : 7;
126 GLuint bit = 0;
127 GLint row, col;
128 GLint first, last;
129 GLint incr;
130 GLuint count = 0;
131
132 if (INTEL_DEBUG & DEBUG_PIXEL)
133 _mesa_printf("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n",
134 __FUNCTION__, x,y,w,h,width,height,unpack->SkipPixels, src_offset, mask);
135
136 if (invert) {
137 first = h-1;
138 last = 0;
139 incr = -1;
140 }
141 else {
142 first = 0;
143 last = h-1;
144 incr = 1;
145 }
146
147 /* Require that dest be pre-zero'd.
148 */
149 for (row = first; row != (last+incr); row += incr) {
150 const GLubyte *rowsrc = _mesa_image_address2d(unpack, bitmap,
151 width, height,
152 GL_COLOR_INDEX, GL_BITMAP,
153 y + row, x);
154
155 for (col = 0; col < w; col++, bit++) {
156 if (test_bit(rowsrc, (col + src_offset) ^ mask)) {
157 set_bit(dest, bit ^ 7);
158 count++;
159 }
160 }
161
162 if (row_align)
163 bit = ALIGN(bit, row_align);
164 }
165
166 return count;
167 }
168
169 /**
170 * Returns the low Y value of the vertical range given, flipped according to
171 * whether the framebuffer is or not.
172 */
173 static inline int
174 y_flip(struct gl_framebuffer *fb, int y, int height)
175 {
176 if (fb->Name != 0)
177 return y;
178 else
179 return fb->Height - y - height;
180 }
181
182 /*
183 * Render a bitmap.
184 */
185 static GLboolean
186 do_blit_bitmap( GLcontext *ctx,
187 GLint dstx, GLint dsty,
188 GLsizei width, GLsizei height,
189 const struct gl_pixelstore_attrib *unpack,
190 const GLubyte *bitmap )
191 {
192 struct intel_context *intel = intel_context(ctx);
193 struct intel_region *dst = intel_drawbuf_region(intel);
194 struct gl_framebuffer *fb = ctx->DrawBuffer;
195 GLfloat tmpColor[4];
196 GLubyte ubcolor[4];
197 GLuint color8888, color565;
198 unsigned int num_cliprects;
199 drm_clip_rect_t *cliprects;
200 int x_off, y_off;
201 GLsizei bitmap_width = width;
202 GLsizei bitmap_height = height;
203
204 /* Update draw buffer bounds */
205 _mesa_update_state(ctx);
206
207 if (ctx->Depth.Test) {
208 /* The blit path produces incorrect results when depth testing is on.
209 * It seems the blit Z coord is always 1.0 (the far plane) so fragments
210 * will likely be obscured by other, closer geometry.
211 */
212 return GL_FALSE;
213 }
214
215 if (!dst)
216 return GL_FALSE;
217
218 if (unpack->BufferObj->Name) {
219 bitmap = map_pbo(ctx, width, height, unpack, bitmap);
220 if (bitmap == NULL)
221 return GL_TRUE; /* even though this is an error, we're done */
222 }
223
224 COPY_4V(tmpColor, ctx->Current.RasterColor);
225
226 if (NEED_SECONDARY_COLOR(ctx)) {
227 ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor);
228 }
229
230 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[0], tmpColor[0]);
231 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[1], tmpColor[1]);
232 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[2], tmpColor[2]);
233 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[3], tmpColor[3]);
234
235 color8888 = INTEL_PACKCOLOR8888(ubcolor[0], ubcolor[1], ubcolor[2], ubcolor[3]);
236 color565 = INTEL_PACKCOLOR565(ubcolor[0], ubcolor[1], ubcolor[2]);
237
238 if (!intel_check_blit_fragment_ops(ctx, tmpColor[3] == 1.0F))
239 return GL_FALSE;
240
241 LOCK_HARDWARE(intel);
242
243 intel_get_cliprects(intel, &cliprects, &num_cliprects, &x_off, &y_off);
244 if (num_cliprects != 0) {
245 GLuint i;
246 GLint orig_dstx = dstx;
247 GLint orig_dsty = dsty;
248
249 /* Clip to buffer bounds and scissor. */
250 if (!_mesa_clip_to_region(fb->_Xmin, fb->_Ymin,
251 fb->_Xmax, fb->_Ymax,
252 &dstx, &dsty, &width, &height))
253 goto out;
254
255 dstx = x_off + dstx;
256 dsty = y_off + y_flip(fb, dsty, height);
257
258 for (i = 0; i < num_cliprects; i++) {
259 int box_x, box_y, box_w, box_h;
260 GLint px, py;
261 GLuint stipple[32];
262
263 box_x = dstx;
264 box_y = dsty;
265 box_w = width;
266 box_h = height;
267
268 /* Clip to drawable cliprect */
269 if (!_mesa_clip_to_region(cliprects[i].x1,
270 cliprects[i].y1,
271 cliprects[i].x2,
272 cliprects[i].y2,
273 &box_x, &box_y, &box_w, &box_h))
274 continue;
275
276 #define DY 32
277 #define DX 32
278
279 /* Then, finally, chop it all into chunks that can be
280 * digested by hardware:
281 */
282 for (py = 0; py < box_h; py += DY) {
283 for (px = 0; px < box_w; px += DX) {
284 int h = MIN2(DY, box_h - py);
285 int w = MIN2(DX, box_w - px);
286 GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8;
287 GLenum logic_op = ctx->Color.ColorLogicOpEnabled ?
288 ctx->Color.LogicOp : GL_COPY;
289
290 assert(sz <= sizeof(stipple));
291 memset(stipple, 0, sz);
292
293 /* May need to adjust this when padding has been introduced in
294 * sz above:
295 *
296 * Have to translate destination coordinates back into source
297 * coordinates.
298 */
299 if (get_bitmap_rect(bitmap_width, bitmap_height, unpack,
300 bitmap,
301 -orig_dstx + (box_x + px - x_off),
302 -orig_dsty + y_flip(fb,
303 box_y + py - y_off, h),
304 w, h,
305 (GLubyte *)stipple,
306 8,
307 fb->Name == 0 ? GL_TRUE : GL_FALSE) == 0)
308 continue;
309
310 /*
311 */
312 intelEmitImmediateColorExpandBlit( intel,
313 dst->cpp,
314 (GLubyte *)stipple,
315 sz,
316 (dst->cpp == 2) ? color565 : color8888,
317 dst->pitch,
318 dst->buffer,
319 0,
320 dst->tiling,
321 box_x + px,
322 box_y + py,
323 w, h,
324 logic_op);
325 }
326 }
327 }
328 }
329 out:
330 UNLOCK_HARDWARE(intel);
331
332 if (INTEL_DEBUG & DEBUG_SYNC)
333 intel_batchbuffer_flush(intel->batch);
334
335 if (unpack->BufferObj->Name) {
336 /* done with PBO so unmap it now */
337 ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
338 unpack->BufferObj);
339 }
340
341 return GL_TRUE;
342 }
343
344 static GLboolean
345 intel_texture_bitmap(GLcontext * ctx,
346 GLint dst_x, GLint dst_y,
347 GLsizei width, GLsizei height,
348 const struct gl_pixelstore_attrib *unpack,
349 const GLubyte *bitmap)
350 {
351 struct intel_context *intel = intel_context(ctx);
352 static const char *fp =
353 "!!ARBfp1.0\n"
354 "TEMP val;\n"
355 "PARAM color=program.local[0];\n"
356 "TEX val, fragment.texcoord[0], texture[0], 2D;\n"
357 "ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n"
358 "KIL val;\n"
359 "MOV result.color, color;\n"
360 "END\n";
361 GLuint texname;
362 GLfloat vertices[4][4];
363 GLfloat texcoords[4][2];
364 GLint old_active_texture;
365 GLubyte *unpacked_bitmap;
366 GLubyte *a8_bitmap;
367 int x, y;
368 GLfloat dst_z;
369
370 /* We need a fragment program for the KIL effect */
371 if (!ctx->Extensions.ARB_fragment_program ||
372 !ctx->Extensions.ARB_vertex_program) {
373 if (INTEL_DEBUG & DEBUG_FALLBACKS)
374 fprintf(stderr,
375 "glBitmap fallback: No fragment/vertex program support\n");
376 return GL_FALSE;
377 }
378
379 /* We're going to mess with texturing with no regard to existing texture
380 * state, so if there is some set up we have to bail.
381 */
382 if (ctx->Texture._EnabledUnits != 0) {
383 if (INTEL_DEBUG & DEBUG_FALLBACKS)
384 fprintf(stderr, "glBitmap fallback: texturing enabled\n");
385 return GL_FALSE;
386 }
387
388 /* Can't do textured DrawPixels with a fragment program, unless we were
389 * to generate a new program that sampled our texture and put the results
390 * in the fragment color before the user's program started.
391 */
392 if (ctx->FragmentProgram.Enabled) {
393 if (INTEL_DEBUG & DEBUG_FALLBACKS)
394 fprintf(stderr, "glBitmap fallback: fragment program enabled\n");
395 return GL_FALSE;
396 }
397
398 if (ctx->VertexProgram.Enabled) {
399 if (INTEL_DEBUG & DEBUG_FALLBACKS)
400 fprintf(stderr, "glBitmap fallback: vertex program enabled\n");
401 return GL_FALSE;
402 }
403
404 /* Check that we can load in a texture this big. */
405 if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
406 height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
407 if (INTEL_DEBUG & DEBUG_FALLBACKS)
408 fprintf(stderr, "glBitmap fallback: bitmap too large (%dx%d)\n",
409 width, height);
410 return GL_FALSE;
411 }
412
413 /* Convert the A1 bitmap to an A8 format suitable for glTexImage */
414 if (unpack->BufferObj->Name) {
415 bitmap = map_pbo(ctx, width, height, unpack, bitmap);
416 if (bitmap == NULL)
417 return GL_TRUE; /* even though this is an error, we're done */
418 }
419 unpacked_bitmap = _mesa_unpack_bitmap(width, height, bitmap,
420 unpack);
421 a8_bitmap = _mesa_calloc(width * height);
422 for (y = 0; y < height; y++) {
423 for (x = 0; x < width; x++) {
424 if (test_msb_bit(unpacked_bitmap, ALIGN(width, 8) * y + x))
425 a8_bitmap[y * width + x] = 0xff;
426 }
427 }
428 _mesa_free(unpacked_bitmap);
429 if (unpack->BufferObj->Name) {
430 /* done with PBO so unmap it now */
431 ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
432 unpack->BufferObj);
433 }
434
435 /* Save GL state before we start setting up our drawing */
436 _mesa_PushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT |
437 GL_VIEWPORT_BIT);
438 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT |
439 GL_CLIENT_PIXEL_STORE_BIT);
440 old_active_texture = ctx->Texture.CurrentUnit;
441
442 _mesa_Disable(GL_POLYGON_STIPPLE);
443
444 /* Upload our bitmap data to an alpha texture */
445 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
446 _mesa_Enable(GL_TEXTURE_2D);
447 _mesa_GenTextures(1, &texname);
448 _mesa_BindTexture(GL_TEXTURE_2D, texname);
449 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
450 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
451
452 _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
453 _mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
454 _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
455 _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
456 _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
457 _mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 1);
458 _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0,
459 GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap);
460 _mesa_free(a8_bitmap);
461
462 intel_meta_set_fragment_program(intel, &intel->meta.bitmap_fp, fp);
463 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
464 ctx->Current.RasterColor);
465 intel_meta_set_passthrough_vertex_program(intel);
466 intel_meta_set_passthrough_transform(intel);
467
468 /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
469 dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
470
471 vertices[0][0] = dst_x;
472 vertices[0][1] = dst_y;
473 vertices[0][2] = dst_z;
474 vertices[0][3] = 1.0;
475 vertices[1][0] = dst_x + width;
476 vertices[1][1] = dst_y;
477 vertices[1][2] = dst_z;
478 vertices[1][3] = 1.0;
479 vertices[2][0] = dst_x + width;
480 vertices[2][1] = dst_y + height;
481 vertices[2][2] = dst_z;
482 vertices[2][3] = 1.0;
483 vertices[3][0] = dst_x;
484 vertices[3][1] = dst_y + height;
485 vertices[3][2] = dst_z;
486 vertices[3][3] = 1.0;
487
488 texcoords[0][0] = 0.0;
489 texcoords[0][1] = 0.0;
490 texcoords[1][0] = 1.0;
491 texcoords[1][1] = 0.0;
492 texcoords[2][0] = 1.0;
493 texcoords[2][1] = 1.0;
494 texcoords[3][0] = 0.0;
495 texcoords[3][1] = 1.0;
496
497 _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
498 _mesa_ClientActiveTextureARB(GL_TEXTURE0);
499 _mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
500 _mesa_Enable(GL_VERTEX_ARRAY);
501 _mesa_Enable(GL_TEXTURE_COORD_ARRAY);
502 CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
503
504 intel_meta_restore_transform(intel);
505 intel_meta_restore_fragment_program(intel);
506 intel_meta_restore_vertex_program(intel);
507
508 _mesa_PopClientAttrib();
509 _mesa_Disable(GL_TEXTURE_2D); /* asserted that it was disabled at entry */
510 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
511 _mesa_PopAttrib();
512
513 _mesa_DeleteTextures(1, &texname);
514
515 return GL_TRUE;
516 }
517
518 /* There are a large number of possible ways to implement bitmap on
519 * this hardware, most of them have some sort of drawback. Here are a
520 * few that spring to mind:
521 *
522 * Blit:
523 * - XY_MONO_SRC_BLT_CMD
524 * - use XY_SETUP_CLIP_BLT for cliprect clipping.
525 * - XY_TEXT_BLT
526 * - XY_TEXT_IMMEDIATE_BLT
527 * - blit per cliprect, subject to maximum immediate data size.
528 * - XY_COLOR_BLT
529 * - per pixel or run of pixels
530 * - XY_PIXEL_BLT
531 * - good for sparse bitmaps
532 *
533 * 3D engine:
534 * - Point per pixel
535 * - Translate bitmap to an alpha texture and render as a quad
536 * - Chop bitmap up into 32x32 squares and render w/polygon stipple.
537 */
538 void
539 intelBitmap(GLcontext * ctx,
540 GLint x, GLint y,
541 GLsizei width, GLsizei height,
542 const struct gl_pixelstore_attrib *unpack,
543 const GLubyte * pixels)
544 {
545 if (do_blit_bitmap(ctx, x, y, width, height,
546 unpack, pixels))
547 return;
548
549 if (intel_texture_bitmap(ctx, x, y, width, height,
550 unpack, pixels))
551 return;
552
553 if (INTEL_DEBUG & DEBUG_PIXEL)
554 _mesa_printf("%s: fallback to swrast\n", __FUNCTION__);
555
556 _swrast_Bitmap(ctx, x, y, width, height, unpack, pixels);
557 }