9545ef4b49db7217f40beddd3a29644a9f2804cf
[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/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"
51
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"
61
62
63 #define FILE_DEBUG_FLAG DEBUG_PIXEL
64
65
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?
72 */
73 static const GLubyte *map_pbo( GLcontext *ctx,
74 GLsizei width, GLsizei height,
75 const struct gl_pixelstore_attrib *unpack,
76 const GLubyte *bitmap )
77 {
78 GLubyte *buf;
79
80 if (!_mesa_validate_pbo_access(2, unpack, width, height, 1,
81 GL_COLOR_INDEX, GL_BITMAP,
82 (GLvoid *) bitmap)) {
83 _mesa_error(ctx, GL_INVALID_OPERATION,"glBitmap(invalid PBO access)");
84 return NULL;
85 }
86
87 buf = (GLubyte *) ctx->Driver.MapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
88 GL_READ_ONLY_ARB,
89 unpack->BufferObj);
90 if (!buf) {
91 _mesa_error(ctx, GL_INVALID_OPERATION, "glBitmap(PBO is mapped)");
92 return NULL;
93 }
94
95 return ADD_POINTERS(buf, bitmap);
96 }
97
98 static GLboolean test_bit( const GLubyte *src, GLuint bit )
99 {
100 return (src[bit/8] & (1<<(bit % 8))) ? 1 : 0;
101 }
102
103 static void set_bit( GLubyte *dest, GLuint bit )
104 {
105 dest[bit/8] |= 1 << (bit % 8);
106 }
107
108 /* Extract a rectangle's worth of data from the bitmap. Called
109 * per-cliprect.
110 */
111 static GLuint get_bitmap_rect(GLsizei width, GLsizei height,
112 const struct gl_pixelstore_attrib *unpack,
113 const GLubyte *bitmap,
114 GLuint x, GLuint y,
115 GLuint w, GLuint h,
116 GLubyte *dest,
117 GLuint row_align,
118 GLboolean invert)
119 {
120 GLuint src_offset = (x + unpack->SkipPixels) & 0x7;
121 GLuint mask = unpack->LsbFirst ? 0 : 7;
122 GLuint bit = 0;
123 GLint row, col;
124 GLint first, last;
125 GLint incr;
126 GLuint count = 0;
127
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);
131
132 if (invert) {
133 first = h-1;
134 last = 0;
135 incr = -1;
136 }
137 else {
138 first = 0;
139 last = h-1;
140 incr = 1;
141 }
142
143 /* Require that dest be pre-zero'd.
144 */
145 for (row = first; row != (last+incr); row += incr) {
146 const GLubyte *rowsrc = _mesa_image_address2d(unpack, bitmap,
147 width, height,
148 GL_COLOR_INDEX, GL_BITMAP,
149 y + row, x);
150
151 for (col = 0; col < w; col++, bit++) {
152 if (test_bit(rowsrc, (col + src_offset) ^ mask)) {
153 set_bit(dest, bit ^ 7);
154 count++;
155 }
156 }
157
158 if (row_align)
159 bit = ALIGN(bit, row_align);
160 }
161
162 return count;
163 }
164
165 /**
166 * Returns the low Y value of the vertical range given, flipped according to
167 * whether the framebuffer is or not.
168 */
169 static inline int
170 y_flip(struct gl_framebuffer *fb, int y, int height)
171 {
172 if (fb->Name != 0)
173 return y;
174 else
175 return fb->Height - y - height;
176 }
177
178 /*
179 * Render a bitmap.
180 */
181 static GLboolean
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 )
187 {
188 struct intel_context *intel = intel_context(ctx);
189 struct intel_region *dst = intel_drawbuf_region(intel);
190 struct gl_framebuffer *fb = ctx->DrawBuffer;
191 GLfloat tmpColor[4];
192 GLubyte ubcolor[4];
193 GLuint color;
194 unsigned int num_cliprects;
195 drm_clip_rect_t *cliprects;
196 int x_off, y_off;
197 GLsizei bitmap_width = width;
198 GLsizei bitmap_height = height;
199
200 /* Update draw buffer bounds */
201 _mesa_update_state(ctx);
202
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.
207 */
208 return GL_FALSE;
209 }
210
211 if (!dst)
212 return GL_FALSE;
213
214 if (_mesa_is_bufferobj(unpack->BufferObj)) {
215 bitmap = map_pbo(ctx, width, height, unpack, bitmap);
216 if (bitmap == NULL)
217 return GL_TRUE; /* even though this is an error, we're done */
218 }
219
220 COPY_4V(tmpColor, ctx->Current.RasterColor);
221
222 if (NEED_SECONDARY_COLOR(ctx)) {
223 ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor);
224 }
225
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]);
230
231 if (dst->cpp == 2)
232 color = INTEL_PACKCOLOR565(ubcolor[0], ubcolor[1], ubcolor[2]);
233 else
234 color = INTEL_PACKCOLOR8888(ubcolor[0], ubcolor[1],
235 ubcolor[2], ubcolor[3]);
236
237 if (!intel_check_blit_fragment_ops(ctx, tmpColor[3] == 1.0F))
238 return GL_FALSE;
239
240 LOCK_HARDWARE(intel);
241
242 intel_get_cliprects(intel, &cliprects, &num_cliprects, &x_off, &y_off);
243 if (num_cliprects != 0) {
244 GLuint i;
245 GLint orig_dstx = dstx;
246 GLint orig_dsty = dsty;
247
248 /* Clip to buffer bounds and scissor. */
249 if (!_mesa_clip_to_region(fb->_Xmin, fb->_Ymin,
250 fb->_Xmax, fb->_Ymax,
251 &dstx, &dsty, &width, &height))
252 goto out;
253
254 dstx = x_off + dstx;
255 dsty = y_off + y_flip(fb, dsty, height);
256
257 for (i = 0; i < num_cliprects; i++) {
258 int box_x, box_y, box_w, box_h;
259 GLint px, py;
260 GLuint stipple[32];
261
262 box_x = dstx;
263 box_y = dsty;
264 box_w = width;
265 box_h = height;
266
267 /* Clip to drawable cliprect */
268 if (!_mesa_clip_to_region(cliprects[i].x1,
269 cliprects[i].y1,
270 cliprects[i].x2,
271 cliprects[i].y2,
272 &box_x, &box_y, &box_w, &box_h))
273 continue;
274
275 #define DY 32
276 #define DX 32
277
278 /* Then, finally, chop it all into chunks that can be
279 * digested by hardware:
280 */
281 for (py = 0; py < box_h; py += DY) {
282 for (px = 0; px < box_w; px += DX) {
283 int h = MIN2(DY, box_h - py);
284 int w = MIN2(DX, box_w - px);
285 GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8;
286 GLenum logic_op = ctx->Color.ColorLogicOpEnabled ?
287 ctx->Color.LogicOp : GL_COPY;
288
289 assert(sz <= sizeof(stipple));
290 memset(stipple, 0, sz);
291
292 /* May need to adjust this when padding has been introduced in
293 * sz above:
294 *
295 * Have to translate destination coordinates back into source
296 * coordinates.
297 */
298 if (get_bitmap_rect(bitmap_width, bitmap_height, unpack,
299 bitmap,
300 -orig_dstx + (box_x + px - x_off),
301 -orig_dsty + y_flip(fb,
302 box_y + py - y_off, h),
303 w, h,
304 (GLubyte *)stipple,
305 8,
306 fb->Name == 0 ? GL_TRUE : GL_FALSE) == 0)
307 continue;
308
309 if (!intelEmitImmediateColorExpandBlit(intel,
310 dst->cpp,
311 (GLubyte *)stipple,
312 sz,
313 color,
314 dst->pitch,
315 dst->buffer,
316 0,
317 dst->tiling,
318 box_x + px,
319 box_y + py,
320 w, h,
321 logic_op)) {
322 return GL_FALSE;
323 }
324 }
325 }
326 }
327 }
328 out:
329 UNLOCK_HARDWARE(intel);
330
331 if (INTEL_DEBUG & DEBUG_SYNC)
332 intel_batchbuffer_flush(intel->batch);
333
334 if (_mesa_is_bufferobj(unpack->BufferObj)) {
335 /* done with PBO so unmap it now */
336 ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
337 unpack->BufferObj);
338 }
339
340 intel_check_front_buffer_rendering(intel);
341
342 return GL_TRUE;
343 }
344
345 static GLboolean
346 intel_texture_bitmap(GLcontext * ctx,
347 GLint dst_x, GLint dst_y,
348 GLsizei width, GLsizei height,
349 const struct gl_pixelstore_attrib *unpack,
350 const GLubyte *bitmap)
351 {
352 struct intel_context *intel = intel_context(ctx);
353 static const char *fp =
354 "!!ARBfp1.0\n"
355 "TEMP val;\n"
356 "PARAM color=program.local[0];\n"
357 "TEX val, fragment.texcoord[0], texture[0], 2D;\n"
358 "ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n"
359 "KIL val;\n"
360 "MOV result.color, color;\n"
361 "END\n";
362 GLuint texname;
363 GLfloat vertices[4][4];
364 GLint old_active_texture;
365 GLubyte *a8_bitmap;
366 GLfloat dst_z;
367
368 /* We need a fragment program for the KIL effect */
369 if (!ctx->Extensions.ARB_fragment_program ||
370 !ctx->Extensions.ARB_vertex_program) {
371 if (INTEL_DEBUG & DEBUG_FALLBACKS)
372 fprintf(stderr,
373 "glBitmap fallback: No fragment/vertex program support\n");
374 return GL_FALSE;
375 }
376
377 /* We're going to mess with texturing with no regard to existing texture
378 * state, so if there is some set up we have to bail.
379 */
380 if (ctx->Texture._EnabledUnits != 0) {
381 if (INTEL_DEBUG & DEBUG_FALLBACKS)
382 fprintf(stderr, "glBitmap fallback: texturing enabled\n");
383 return GL_FALSE;
384 }
385
386 /* Can't do textured DrawPixels with a fragment program, unless we were
387 * to generate a new program that sampled our texture and put the results
388 * in the fragment color before the user's program started.
389 */
390 if (ctx->FragmentProgram.Enabled) {
391 if (INTEL_DEBUG & DEBUG_FALLBACKS)
392 fprintf(stderr, "glBitmap fallback: fragment program enabled\n");
393 return GL_FALSE;
394 }
395
396 if (ctx->VertexProgram.Enabled) {
397 if (INTEL_DEBUG & DEBUG_FALLBACKS)
398 fprintf(stderr, "glBitmap fallback: vertex program enabled\n");
399 return GL_FALSE;
400 }
401
402 if (!ctx->Extensions.ARB_texture_non_power_of_two &&
403 (!is_power_of_two(width) || !is_power_of_two(height))) {
404 if (INTEL_DEBUG & DEBUG_FALLBACKS)
405 fprintf(stderr,
406 "glBitmap() fallback: NPOT texture\n");
407 return GL_FALSE;
408 }
409
410 if (ctx->Fog.Enabled) {
411 if (INTEL_DEBUG & DEBUG_FALLBACKS)
412 fprintf(stderr, "glBitmap() fallback: fog\n");
413 return GL_FALSE;
414 }
415
416 /* Check that we can load in a texture this big. */
417 if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
418 height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
419 if (INTEL_DEBUG & DEBUG_FALLBACKS)
420 fprintf(stderr, "glBitmap fallback: bitmap too large (%dx%d)\n",
421 width, height);
422 return GL_FALSE;
423 }
424
425 if (_mesa_is_bufferobj(unpack->BufferObj)) {
426 bitmap = map_pbo(ctx, width, height, unpack, bitmap);
427 if (bitmap == NULL)
428 return GL_TRUE; /* even though this is an error, we're done */
429 }
430
431 /* Convert the A1 bitmap to an A8 format suitable for glTexImage */
432 a8_bitmap = _mesa_calloc(width * height);
433 _mesa_expand_bitmap(width, height, unpack, bitmap, a8_bitmap, width, 0xff);
434
435 if (_mesa_is_bufferobj(unpack->BufferObj)) {
436 /* done with PBO so unmap it now */
437 ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
438 unpack->BufferObj);
439 }
440
441 /* Save GL state before we start setting up our drawing */
442 _mesa_PushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_POLYGON_BIT |
443 GL_TEXTURE_BIT | GL_VIEWPORT_BIT);
444 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT |
445 GL_CLIENT_PIXEL_STORE_BIT);
446 old_active_texture = ctx->Texture.CurrentUnit;
447
448 _mesa_Disable(GL_POLYGON_STIPPLE);
449 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
450
451 /* Upload our bitmap data to an alpha texture */
452 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
453 _mesa_Enable(GL_TEXTURE_2D);
454 _mesa_GenTextures(1, &texname);
455 _mesa_BindTexture(GL_TEXTURE_2D, texname);
456 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
457 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
458
459 _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
460 _mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
461 _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
462 _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
463 _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
464 _mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 1);
465 _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0,
466 GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap);
467 _mesa_free(a8_bitmap);
468
469 meta_set_fragment_program(&intel->meta, &intel->meta.bitmap_fp, fp);
470 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
471 ctx->Current.RasterColor);
472 meta_set_passthrough_vertex_program(&intel->meta);
473 meta_set_passthrough_transform(&intel->meta);
474
475 /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
476 dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
477
478 /* RasterPos[2] already takes into account the DepthRange mapping. */
479 _mesa_DepthRange(0.0, 1.0);
480
481 vertices[0][0] = dst_x;
482 vertices[0][1] = dst_y;
483 vertices[0][2] = dst_z;
484 vertices[0][3] = 1.0;
485 vertices[1][0] = dst_x + width;
486 vertices[1][1] = dst_y;
487 vertices[1][2] = dst_z;
488 vertices[1][3] = 1.0;
489 vertices[2][0] = dst_x + width;
490 vertices[2][1] = dst_y + height;
491 vertices[2][2] = dst_z;
492 vertices[2][3] = 1.0;
493 vertices[3][0] = dst_x;
494 vertices[3][1] = dst_y + height;
495 vertices[3][2] = dst_z;
496 vertices[3][3] = 1.0;
497
498 _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
499 _mesa_Enable(GL_VERTEX_ARRAY);
500 meta_set_default_texrect(&intel->meta);
501 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
502
503 meta_restore_texcoords(&intel->meta);
504 meta_restore_transform(&intel->meta);
505 meta_restore_fragment_program(&intel->meta);
506 meta_restore_vertex_program(&intel->meta);
507
508 _mesa_PopClientAttrib();
509 _mesa_PopAttrib();
510
511 _mesa_DeleteTextures(1, &texname);
512
513 return GL_TRUE;
514 }
515
516 /* There are a large number of possible ways to implement bitmap on
517 * this hardware, most of them have some sort of drawback. Here are a
518 * few that spring to mind:
519 *
520 * Blit:
521 * - XY_MONO_SRC_BLT_CMD
522 * - use XY_SETUP_CLIP_BLT for cliprect clipping.
523 * - XY_TEXT_BLT
524 * - XY_TEXT_IMMEDIATE_BLT
525 * - blit per cliprect, subject to maximum immediate data size.
526 * - XY_COLOR_BLT
527 * - per pixel or run of pixels
528 * - XY_PIXEL_BLT
529 * - good for sparse bitmaps
530 *
531 * 3D engine:
532 * - Point per pixel
533 * - Translate bitmap to an alpha texture and render as a quad
534 * - Chop bitmap up into 32x32 squares and render w/polygon stipple.
535 */
536 void
537 intelBitmap(GLcontext * ctx,
538 GLint x, GLint y,
539 GLsizei width, GLsizei height,
540 const struct gl_pixelstore_attrib *unpack,
541 const GLubyte * pixels)
542 {
543 if (do_blit_bitmap(ctx, x, y, width, height,
544 unpack, pixels))
545 return;
546
547 if (intel_texture_bitmap(ctx, x, y, width, height,
548 unpack, pixels))
549 return;
550
551 if (INTEL_DEBUG & DEBUG_PIXEL)
552 _mesa_printf("%s: fallback to swrast\n", __FUNCTION__);
553
554 _swrast_Bitmap(ctx, x, y, width, height, unpack, pixels);
555 }