1 /**************************************************************************
3 * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portionsalloc
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.
26 **************************************************************************/
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/polygon.h"
36 #include "main/pixelstore.h"
37 #include "main/polygon.h"
38 #include "main/state.h"
39 #include "main/teximage.h"
40 #include "main/texenv.h"
41 #include "main/texobj.h"
42 #include "main/texstate.h"
43 #include "main/texparam.h"
44 #include "main/varray.h"
45 #include "main/attrib.h"
46 #include "main/enable.h"
47 #include "main/viewport.h"
48 #include "shader/arbprogram.h"
49 #include "glapi/dispatch.h"
50 #include "swrast/swrast.h"
52 #include "intel_screen.h"
53 #include "intel_context.h"
54 #include "intel_batchbuffer.h"
55 #include "intel_blit.h"
56 #include "intel_regions.h"
57 #include "intel_buffer_objects.h"
58 #include "intel_buffers.h"
59 #include "intel_pixel.h"
60 #include "intel_reg.h"
63 #define FILE_DEBUG_FLAG DEBUG_PIXEL
66 /* Unlike the other intel_pixel_* functions, the expectation here is
67 * that the incoming data is not in a PBO. With the XY_TEXT blit
68 * method, there's no benefit haveing it in a PBO, but we could
69 * implement a path based on XY_MONO_SRC_COPY_BLIT which might benefit
70 * PBO bitmaps. I think they are probably pretty rare though - I
71 * wonder if Xgl uses them?
73 static const GLubyte
*map_pbo( GLcontext
*ctx
,
74 GLsizei width
, GLsizei height
,
75 const struct gl_pixelstore_attrib
*unpack
,
76 const GLubyte
*bitmap
)
80 if (!_mesa_validate_pbo_access(2, unpack
, width
, height
, 1,
81 GL_COLOR_INDEX
, GL_BITMAP
,
83 _mesa_error(ctx
, GL_INVALID_OPERATION
,"glBitmap(invalid PBO access)");
87 buf
= (GLubyte
*) ctx
->Driver
.MapBuffer(ctx
, GL_PIXEL_UNPACK_BUFFER_EXT
,
91 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glBitmap(PBO is mapped)");
95 return ADD_POINTERS(buf
, bitmap
);
98 static GLboolean
test_bit( const GLubyte
*src
, GLuint bit
)
100 return (src
[bit
/8] & (1<<(bit
% 8))) ? 1 : 0;
103 static void set_bit( GLubyte
*dest
, GLuint bit
)
105 dest
[bit
/8] |= 1 << (bit
% 8);
108 /* Extract a rectangle's worth of data from the bitmap. Called
111 static GLuint
get_bitmap_rect(GLsizei width
, GLsizei height
,
112 const struct gl_pixelstore_attrib
*unpack
,
113 const GLubyte
*bitmap
,
120 GLuint src_offset
= (x
+ unpack
->SkipPixels
) & 0x7;
121 GLuint mask
= unpack
->LsbFirst
? 0 : 7;
128 if (INTEL_DEBUG
& DEBUG_PIXEL
)
129 _mesa_printf("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n",
130 __FUNCTION__
, x
,y
,w
,h
,width
,height
,unpack
->SkipPixels
, src_offset
, mask
);
143 /* Require that dest be pre-zero'd.
145 for (row
= first
; row
!= (last
+incr
); row
+= incr
) {
146 const GLubyte
*rowsrc
= _mesa_image_address2d(unpack
, bitmap
,
148 GL_COLOR_INDEX
, GL_BITMAP
,
151 for (col
= 0; col
< w
; col
++, bit
++) {
152 if (test_bit(rowsrc
, (col
+ src_offset
) ^ mask
)) {
153 set_bit(dest
, bit
^ 7);
159 bit
= ALIGN(bit
, row_align
);
166 * Returns the low Y value of the vertical range given, flipped according to
167 * whether the framebuffer is or not.
170 y_flip(struct gl_framebuffer
*fb
, int y
, int height
)
175 return fb
->Height
- y
- height
;
182 do_blit_bitmap( GLcontext
*ctx
,
183 GLint dstx
, GLint dsty
,
184 GLsizei width
, GLsizei height
,
185 const struct gl_pixelstore_attrib
*unpack
,
186 const GLubyte
*bitmap
)
188 struct intel_context
*intel
= intel_context(ctx
);
189 struct intel_region
*dst
= intel_drawbuf_region(intel
);
190 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
194 unsigned int num_cliprects
;
195 drm_clip_rect_t
*cliprects
;
197 GLsizei bitmap_width
= width
;
198 GLsizei bitmap_height
= height
;
200 /* Update draw buffer bounds */
201 _mesa_update_state(ctx
);
203 if (ctx
->Depth
.Test
) {
204 /* The blit path produces incorrect results when depth testing is on.
205 * It seems the blit Z coord is always 1.0 (the far plane) so fragments
206 * will likely be obscured by other, closer geometry.
214 if (_mesa_is_bufferobj(unpack
->BufferObj
)) {
215 bitmap
= map_pbo(ctx
, width
, height
, unpack
, bitmap
);
217 return GL_TRUE
; /* even though this is an error, we're done */
220 COPY_4V(tmpColor
, ctx
->Current
.RasterColor
);
222 if (NEED_SECONDARY_COLOR(ctx
)) {
223 ADD_3V(tmpColor
, tmpColor
, ctx
->Current
.RasterSecondaryColor
);
226 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor
[0], tmpColor
[0]);
227 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor
[1], tmpColor
[1]);
228 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor
[2], tmpColor
[2]);
229 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor
[3], tmpColor
[3]);
232 color
= PACK_COLOR_565(ubcolor
[0], ubcolor
[1], ubcolor
[2]);
234 color
= PACK_COLOR_8888(ubcolor
[3], ubcolor
[0], ubcolor
[1], ubcolor
[2]);
236 if (!intel_check_blit_fragment_ops(ctx
, tmpColor
[3] == 1.0F
))
239 intel_get_cliprects(intel
, &cliprects
, &num_cliprects
, &x_off
, &y_off
);
240 if (num_cliprects
!= 0) {
242 GLint orig_dstx
= dstx
;
243 GLint orig_dsty
= dsty
;
245 /* Clip to buffer bounds and scissor. */
246 if (!_mesa_clip_to_region(fb
->_Xmin
, fb
->_Ymin
,
247 fb
->_Xmax
, fb
->_Ymax
,
248 &dstx
, &dsty
, &width
, &height
))
252 dsty
= y_off
+ y_flip(fb
, dsty
, height
);
254 for (i
= 0; i
< num_cliprects
; i
++) {
255 int box_x
, box_y
, box_w
, box_h
;
264 /* Clip to drawable cliprect */
265 if (!_mesa_clip_to_region(cliprects
[i
].x1
,
269 &box_x
, &box_y
, &box_w
, &box_h
))
275 /* Then, finally, chop it all into chunks that can be
276 * digested by hardware:
278 for (py
= 0; py
< box_h
; py
+= DY
) {
279 for (px
= 0; px
< box_w
; px
+= DX
) {
280 int h
= MIN2(DY
, box_h
- py
);
281 int w
= MIN2(DX
, box_w
- px
);
282 GLuint sz
= ALIGN(ALIGN(w
,8) * h
, 64)/8;
283 GLenum logic_op
= ctx
->Color
.ColorLogicOpEnabled
?
284 ctx
->Color
.LogicOp
: GL_COPY
;
286 assert(sz
<= sizeof(stipple
));
287 memset(stipple
, 0, sz
);
289 /* May need to adjust this when padding has been introduced in
292 * Have to translate destination coordinates back into source
295 if (get_bitmap_rect(bitmap_width
, bitmap_height
, unpack
,
297 -orig_dstx
+ (box_x
+ px
- x_off
),
298 -orig_dsty
+ y_flip(fb
,
299 box_y
+ py
- y_off
, h
),
303 fb
->Name
== 0 ? GL_TRUE
: GL_FALSE
) == 0)
306 if (!intelEmitImmediateColorExpandBlit(intel
,
327 if (INTEL_DEBUG
& DEBUG_SYNC
)
328 intel_batchbuffer_flush(intel
->batch
);
330 if (_mesa_is_bufferobj(unpack
->BufferObj
)) {
331 /* done with PBO so unmap it now */
332 ctx
->Driver
.UnmapBuffer(ctx
, GL_PIXEL_UNPACK_BUFFER_EXT
,
336 intel_check_front_buffer_rendering(intel
);
342 intel_texture_bitmap(GLcontext
* ctx
,
343 GLint dst_x
, GLint dst_y
,
344 GLsizei width
, GLsizei height
,
345 const struct gl_pixelstore_attrib
*unpack
,
346 const GLubyte
*bitmap
)
348 struct intel_context
*intel
= intel_context(ctx
);
349 static const char *fp
=
352 "PARAM color=program.local[0];\n"
353 "TEX val, fragment.texcoord[0], texture[0], 2D;\n"
354 "ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n"
356 "MOV result.color, color;\n"
359 GLfloat vertices
[4][4];
360 GLint old_active_texture
;
364 /* We need a fragment program for the KIL effect */
365 if (!ctx
->Extensions
.ARB_fragment_program
||
366 !ctx
->Extensions
.ARB_vertex_program
) {
367 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
369 "glBitmap fallback: No fragment/vertex program support\n");
373 /* We're going to mess with texturing with no regard to existing texture
374 * state, so if there is some set up we have to bail.
376 if (ctx
->Texture
._EnabledUnits
!= 0) {
377 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
378 fprintf(stderr
, "glBitmap fallback: texturing enabled\n");
382 /* Can't do textured DrawPixels with a fragment program, unless we were
383 * to generate a new program that sampled our texture and put the results
384 * in the fragment color before the user's program started.
386 if (ctx
->FragmentProgram
.Enabled
) {
387 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
388 fprintf(stderr
, "glBitmap fallback: fragment program enabled\n");
392 if (ctx
->VertexProgram
.Enabled
) {
393 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
394 fprintf(stderr
, "glBitmap fallback: vertex program enabled\n");
398 if (!ctx
->Extensions
.ARB_texture_non_power_of_two
&&
399 (!is_power_of_two(width
) || !is_power_of_two(height
))) {
400 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
402 "glBitmap() fallback: NPOT texture\n");
406 if (ctx
->Fog
.Enabled
) {
407 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
408 fprintf(stderr
, "glBitmap() fallback: fog\n");
412 /* Check that we can load in a texture this big. */
413 if (width
> (1 << (ctx
->Const
.MaxTextureLevels
- 1)) ||
414 height
> (1 << (ctx
->Const
.MaxTextureLevels
- 1))) {
415 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
416 fprintf(stderr
, "glBitmap fallback: bitmap too large (%dx%d)\n",
421 if (_mesa_is_bufferobj(unpack
->BufferObj
)) {
422 bitmap
= map_pbo(ctx
, width
, height
, unpack
, bitmap
);
424 return GL_TRUE
; /* even though this is an error, we're done */
427 /* Convert the A1 bitmap to an A8 format suitable for glTexImage */
428 a8_bitmap
= _mesa_calloc(width
* height
);
429 _mesa_expand_bitmap(width
, height
, unpack
, bitmap
, a8_bitmap
, width
, 0xff);
431 if (_mesa_is_bufferobj(unpack
->BufferObj
)) {
432 /* done with PBO so unmap it now */
433 ctx
->Driver
.UnmapBuffer(ctx
, GL_PIXEL_UNPACK_BUFFER_EXT
,
437 /* Save GL state before we start setting up our drawing */
438 _mesa_PushAttrib(GL_ENABLE_BIT
| GL_CURRENT_BIT
| GL_POLYGON_BIT
|
439 GL_TEXTURE_BIT
| GL_VIEWPORT_BIT
);
440 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT
|
441 GL_CLIENT_PIXEL_STORE_BIT
);
442 old_active_texture
= ctx
->Texture
.CurrentUnit
;
444 _mesa_Disable(GL_POLYGON_STIPPLE
);
445 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
447 /* Upload our bitmap data to an alpha texture */
448 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
);
449 _mesa_Enable(GL_TEXTURE_2D
);
450 _mesa_GenTextures(1, &texname
);
451 _mesa_BindTexture(GL_TEXTURE_2D
, texname
);
452 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
453 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
455 _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES
, GL_FALSE
);
456 _mesa_PixelStorei(GL_UNPACK_LSB_FIRST
, GL_FALSE
);
457 _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
458 _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS
, 0);
459 _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS
, 0);
460 _mesa_PixelStorei(GL_UNPACK_ALIGNMENT
, 1);
461 _mesa_TexImage2D(GL_TEXTURE_2D
, 0, GL_ALPHA
, width
, height
, 0,
462 GL_ALPHA
, GL_UNSIGNED_BYTE
, a8_bitmap
);
463 _mesa_free(a8_bitmap
);
465 meta_set_fragment_program(&intel
->meta
, &intel
->meta
.bitmap_fp
, fp
);
466 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
467 ctx
->Current
.RasterColor
);
468 meta_set_passthrough_vertex_program(&intel
->meta
);
469 meta_set_passthrough_transform(&intel
->meta
);
471 /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
472 dst_z
= -1.0 + 2.0 * ctx
->Current
.RasterPos
[2];
474 /* RasterPos[2] already takes into account the DepthRange mapping. */
475 _mesa_DepthRange(0.0, 1.0);
477 vertices
[0][0] = dst_x
;
478 vertices
[0][1] = dst_y
;
479 vertices
[0][2] = dst_z
;
480 vertices
[0][3] = 1.0;
481 vertices
[1][0] = dst_x
+ width
;
482 vertices
[1][1] = dst_y
;
483 vertices
[1][2] = dst_z
;
484 vertices
[1][3] = 1.0;
485 vertices
[2][0] = dst_x
+ width
;
486 vertices
[2][1] = dst_y
+ height
;
487 vertices
[2][2] = dst_z
;
488 vertices
[2][3] = 1.0;
489 vertices
[3][0] = dst_x
;
490 vertices
[3][1] = dst_y
+ height
;
491 vertices
[3][2] = dst_z
;
492 vertices
[3][3] = 1.0;
494 _mesa_VertexPointer(4, GL_FLOAT
, 4 * sizeof(GLfloat
), &vertices
);
495 _mesa_Enable(GL_VERTEX_ARRAY
);
496 meta_set_default_texrect(&intel
->meta
);
497 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
499 meta_restore_texcoords(&intel
->meta
);
500 meta_restore_transform(&intel
->meta
);
501 meta_restore_fragment_program(&intel
->meta
);
502 meta_restore_vertex_program(&intel
->meta
);
504 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
+ old_active_texture
);
505 _mesa_PopClientAttrib();
508 _mesa_DeleteTextures(1, &texname
);
513 /* There are a large number of possible ways to implement bitmap on
514 * this hardware, most of them have some sort of drawback. Here are a
515 * few that spring to mind:
518 * - XY_MONO_SRC_BLT_CMD
519 * - use XY_SETUP_CLIP_BLT for cliprect clipping.
521 * - XY_TEXT_IMMEDIATE_BLT
522 * - blit per cliprect, subject to maximum immediate data size.
524 * - per pixel or run of pixels
526 * - good for sparse bitmaps
530 * - Translate bitmap to an alpha texture and render as a quad
531 * - Chop bitmap up into 32x32 squares and render w/polygon stipple.
534 intelBitmap(GLcontext
* ctx
,
536 GLsizei width
, GLsizei height
,
537 const struct gl_pixelstore_attrib
*unpack
,
538 const GLubyte
* pixels
)
540 if (do_blit_bitmap(ctx
, x
, y
, width
, height
,
544 if (intel_texture_bitmap(ctx
, x
, y
, width
, height
,
548 if (INTEL_DEBUG
& DEBUG_PIXEL
)
549 _mesa_printf("%s: fallback to swrast\n", __FUNCTION__
);
551 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, pixels
);