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/pixelstore.h"
36 #include "main/polygon.h"
37 #include "main/state.h"
38 #include "main/teximage.h"
39 #include "main/texenv.h"
40 #include "main/texobj.h"
41 #include "main/texstate.h"
42 #include "main/texparam.h"
43 #include "main/varray.h"
44 #include "main/attrib.h"
45 #include "main/enable.h"
46 #include "main/viewport.h"
47 #include "shader/arbprogram.h"
48 #include "glapi/dispatch.h"
49 #include "swrast/swrast.h"
51 #include "intel_screen.h"
52 #include "intel_context.h"
53 #include "intel_batchbuffer.h"
54 #include "intel_blit.h"
55 #include "intel_regions.h"
56 #include "intel_buffer_objects.h"
57 #include "intel_buffers.h"
58 #include "intel_pixel.h"
59 #include "intel_reg.h"
62 #define FILE_DEBUG_FLAG DEBUG_PIXEL
65 /* Unlike the other intel_pixel_* functions, the expectation here is
66 * that the incoming data is not in a PBO. With the XY_TEXT blit
67 * method, there's no benefit haveing it in a PBO, but we could
68 * implement a path based on XY_MONO_SRC_COPY_BLIT which might benefit
69 * PBO bitmaps. I think they are probably pretty rare though - I
70 * wonder if Xgl uses them?
72 static const GLubyte
*map_pbo( GLcontext
*ctx
,
73 GLsizei width
, GLsizei height
,
74 const struct gl_pixelstore_attrib
*unpack
,
75 const GLubyte
*bitmap
)
79 if (!_mesa_validate_pbo_access(2, unpack
, width
, height
, 1,
80 GL_COLOR_INDEX
, GL_BITMAP
,
82 _mesa_error(ctx
, GL_INVALID_OPERATION
,"glBitmap(invalid PBO access)");
86 buf
= (GLubyte
*) ctx
->Driver
.MapBuffer(ctx
, GL_PIXEL_UNPACK_BUFFER_EXT
,
90 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glBitmap(PBO is mapped)");
94 return ADD_POINTERS(buf
, bitmap
);
97 static GLboolean
test_bit( const GLubyte
*src
, GLuint bit
)
99 return (src
[bit
/8] & (1<<(bit
% 8))) ? 1 : 0;
102 static void set_bit( GLubyte
*dest
, GLuint bit
)
104 dest
[bit
/8] |= 1 << (bit
% 8);
107 /* Extract a rectangle's worth of data from the bitmap. Called
110 static GLuint
get_bitmap_rect(GLsizei width
, GLsizei height
,
111 const struct gl_pixelstore_attrib
*unpack
,
112 const GLubyte
*bitmap
,
119 GLuint src_offset
= (x
+ unpack
->SkipPixels
) & 0x7;
120 GLuint mask
= unpack
->LsbFirst
? 0 : 7;
127 if (INTEL_DEBUG
& DEBUG_PIXEL
)
128 _mesa_printf("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n",
129 __FUNCTION__
, x
,y
,w
,h
,width
,height
,unpack
->SkipPixels
, src_offset
, mask
);
142 /* Require that dest be pre-zero'd.
144 for (row
= first
; row
!= (last
+incr
); row
+= incr
) {
145 const GLubyte
*rowsrc
= _mesa_image_address2d(unpack
, bitmap
,
147 GL_COLOR_INDEX
, GL_BITMAP
,
150 for (col
= 0; col
< w
; col
++, bit
++) {
151 if (test_bit(rowsrc
, (col
+ src_offset
) ^ mask
)) {
152 set_bit(dest
, bit
^ 7);
158 bit
= ALIGN(bit
, row_align
);
165 * Returns the low Y value of the vertical range given, flipped according to
166 * whether the framebuffer is or not.
169 y_flip(struct gl_framebuffer
*fb
, int y
, int height
)
174 return fb
->Height
- y
- height
;
181 do_blit_bitmap( GLcontext
*ctx
,
182 GLint dstx
, GLint dsty
,
183 GLsizei width
, GLsizei height
,
184 const struct gl_pixelstore_attrib
*unpack
,
185 const GLubyte
*bitmap
)
187 struct intel_context
*intel
= intel_context(ctx
);
188 struct intel_region
*dst
= intel_drawbuf_region(intel
);
189 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
193 unsigned int num_cliprects
;
194 drm_clip_rect_t
*cliprects
;
196 GLsizei bitmap_width
= width
;
197 GLsizei bitmap_height
= height
;
199 /* Update draw buffer bounds */
200 _mesa_update_state(ctx
);
202 if (ctx
->Depth
.Test
) {
203 /* The blit path produces incorrect results when depth testing is on.
204 * It seems the blit Z coord is always 1.0 (the far plane) so fragments
205 * will likely be obscured by other, closer geometry.
213 if (_mesa_is_bufferobj(unpack
->BufferObj
)) {
214 bitmap
= map_pbo(ctx
, width
, height
, unpack
, bitmap
);
216 return GL_TRUE
; /* even though this is an error, we're done */
219 COPY_4V(tmpColor
, ctx
->Current
.RasterColor
);
221 if (NEED_SECONDARY_COLOR(ctx
)) {
222 ADD_3V(tmpColor
, tmpColor
, ctx
->Current
.RasterSecondaryColor
);
225 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor
[0], tmpColor
[0]);
226 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor
[1], tmpColor
[1]);
227 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor
[2], tmpColor
[2]);
228 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor
[3], tmpColor
[3]);
231 color
= INTEL_PACKCOLOR565(ubcolor
[0], ubcolor
[1], ubcolor
[2]);
233 color
= INTEL_PACKCOLOR8888(ubcolor
[0], ubcolor
[1],
234 ubcolor
[2], ubcolor
[3]);
236 if (!intel_check_blit_fragment_ops(ctx
, tmpColor
[3] == 1.0F
))
239 LOCK_HARDWARE(intel
);
241 intel_get_cliprects(intel
, &cliprects
, &num_cliprects
, &x_off
, &y_off
);
242 if (num_cliprects
!= 0) {
244 GLint orig_dstx
= dstx
;
245 GLint orig_dsty
= dsty
;
247 /* Clip to buffer bounds and scissor. */
248 if (!_mesa_clip_to_region(fb
->_Xmin
, fb
->_Ymin
,
249 fb
->_Xmax
, fb
->_Ymax
,
250 &dstx
, &dsty
, &width
, &height
))
254 dsty
= y_off
+ y_flip(fb
, dsty
, height
);
256 for (i
= 0; i
< num_cliprects
; i
++) {
257 int box_x
, box_y
, box_w
, box_h
;
266 /* Clip to drawable cliprect */
267 if (!_mesa_clip_to_region(cliprects
[i
].x1
,
271 &box_x
, &box_y
, &box_w
, &box_h
))
277 /* Then, finally, chop it all into chunks that can be
278 * digested by hardware:
280 for (py
= 0; py
< box_h
; py
+= DY
) {
281 for (px
= 0; px
< box_w
; px
+= DX
) {
282 int h
= MIN2(DY
, box_h
- py
);
283 int w
= MIN2(DX
, box_w
- px
);
284 GLuint sz
= ALIGN(ALIGN(w
,8) * h
, 64)/8;
285 GLenum logic_op
= ctx
->Color
.ColorLogicOpEnabled
?
286 ctx
->Color
.LogicOp
: GL_COPY
;
288 assert(sz
<= sizeof(stipple
));
289 memset(stipple
, 0, sz
);
291 /* May need to adjust this when padding has been introduced in
294 * Have to translate destination coordinates back into source
297 if (get_bitmap_rect(bitmap_width
, bitmap_height
, unpack
,
299 -orig_dstx
+ (box_x
+ px
- x_off
),
300 -orig_dsty
+ y_flip(fb
,
301 box_y
+ py
- y_off
, h
),
305 fb
->Name
== 0 ? GL_TRUE
: GL_FALSE
) == 0)
308 if (!intelEmitImmediateColorExpandBlit(intel
,
328 UNLOCK_HARDWARE(intel
);
330 if (INTEL_DEBUG
& DEBUG_SYNC
)
331 intel_batchbuffer_flush(intel
->batch
);
333 if (_mesa_is_bufferobj(unpack
->BufferObj
)) {
334 /* done with PBO so unmap it now */
335 ctx
->Driver
.UnmapBuffer(ctx
, GL_PIXEL_UNPACK_BUFFER_EXT
,
343 intel_texture_bitmap(GLcontext
* ctx
,
344 GLint dst_x
, GLint dst_y
,
345 GLsizei width
, GLsizei height
,
346 const struct gl_pixelstore_attrib
*unpack
,
347 const GLubyte
*bitmap
)
349 struct intel_context
*intel
= intel_context(ctx
);
350 static const char *fp
=
353 "PARAM color=program.local[0];\n"
354 "TEX val, fragment.texcoord[0], texture[0], 2D;\n"
355 "ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n"
357 "MOV result.color, color;\n"
360 GLfloat vertices
[4][4];
361 GLint old_active_texture
;
365 /* We need a fragment program for the KIL effect */
366 if (!ctx
->Extensions
.ARB_fragment_program
||
367 !ctx
->Extensions
.ARB_vertex_program
) {
368 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
370 "glBitmap fallback: No fragment/vertex program support\n");
374 /* We're going to mess with texturing with no regard to existing texture
375 * state, so if there is some set up we have to bail.
377 if (ctx
->Texture
._EnabledUnits
!= 0) {
378 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
379 fprintf(stderr
, "glBitmap fallback: texturing enabled\n");
383 /* Can't do textured DrawPixels with a fragment program, unless we were
384 * to generate a new program that sampled our texture and put the results
385 * in the fragment color before the user's program started.
387 if (ctx
->FragmentProgram
.Enabled
) {
388 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
389 fprintf(stderr
, "glBitmap fallback: fragment program enabled\n");
393 if (ctx
->VertexProgram
.Enabled
) {
394 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
395 fprintf(stderr
, "glBitmap fallback: vertex program enabled\n");
399 if (!ctx
->Extensions
.ARB_texture_non_power_of_two
&&
400 (!is_power_of_two(width
) || !is_power_of_two(height
))) {
401 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
403 "glBitmap() fallback: NPOT texture\n");
407 if (ctx
->Fog
.Enabled
) {
408 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
409 fprintf(stderr
, "glBitmap() fallback: fog\n");
413 /* Check that we can load in a texture this big. */
414 if (width
> (1 << (ctx
->Const
.MaxTextureLevels
- 1)) ||
415 height
> (1 << (ctx
->Const
.MaxTextureLevels
- 1))) {
416 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
417 fprintf(stderr
, "glBitmap fallback: bitmap too large (%dx%d)\n",
422 if (_mesa_is_bufferobj(unpack
->BufferObj
)) {
423 bitmap
= map_pbo(ctx
, width
, height
, unpack
, bitmap
);
425 return GL_TRUE
; /* even though this is an error, we're done */
428 /* Convert the A1 bitmap to an A8 format suitable for glTexImage */
429 a8_bitmap
= _mesa_calloc(width
* height
);
430 _mesa_expand_bitmap(width
, height
, unpack
, bitmap
, a8_bitmap
, width
, 0xff);
432 if (_mesa_is_bufferobj(unpack
->BufferObj
)) {
433 /* done with PBO so unmap it now */
434 ctx
->Driver
.UnmapBuffer(ctx
, GL_PIXEL_UNPACK_BUFFER_EXT
,
438 /* Save GL state before we start setting up our drawing */
439 _mesa_PushAttrib(GL_ENABLE_BIT
| GL_CURRENT_BIT
| GL_POLYGON_BIT
|
440 GL_TEXTURE_BIT
| GL_VIEWPORT_BIT
);
441 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT
|
442 GL_CLIENT_PIXEL_STORE_BIT
);
443 old_active_texture
= ctx
->Texture
.CurrentUnit
;
445 _mesa_Disable(GL_POLYGON_STIPPLE
);
446 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
448 /* Upload our bitmap data to an alpha texture */
449 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
);
450 _mesa_Enable(GL_TEXTURE_2D
);
451 _mesa_GenTextures(1, &texname
);
452 _mesa_BindTexture(GL_TEXTURE_2D
, texname
);
453 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
454 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
456 _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES
, GL_FALSE
);
457 _mesa_PixelStorei(GL_UNPACK_LSB_FIRST
, GL_FALSE
);
458 _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
459 _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS
, 0);
460 _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS
, 0);
461 _mesa_PixelStorei(GL_UNPACK_ALIGNMENT
, 1);
462 _mesa_TexImage2D(GL_TEXTURE_2D
, 0, GL_ALPHA
, width
, height
, 0,
463 GL_ALPHA
, GL_UNSIGNED_BYTE
, a8_bitmap
);
464 _mesa_free(a8_bitmap
);
466 meta_set_fragment_program(&intel
->meta
, &intel
->meta
.bitmap_fp
, fp
);
467 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
468 ctx
->Current
.RasterColor
);
469 meta_set_passthrough_vertex_program(&intel
->meta
);
470 meta_set_passthrough_transform(&intel
->meta
);
472 /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
473 dst_z
= -1.0 + 2.0 * ctx
->Current
.RasterPos
[2];
475 /* RasterPos[2] already takes into account the DepthRange mapping. */
476 _mesa_DepthRange(0.0, 1.0);
478 vertices
[0][0] = dst_x
;
479 vertices
[0][1] = dst_y
;
480 vertices
[0][2] = dst_z
;
481 vertices
[0][3] = 1.0;
482 vertices
[1][0] = dst_x
+ width
;
483 vertices
[1][1] = dst_y
;
484 vertices
[1][2] = dst_z
;
485 vertices
[1][3] = 1.0;
486 vertices
[2][0] = dst_x
+ width
;
487 vertices
[2][1] = dst_y
+ height
;
488 vertices
[2][2] = dst_z
;
489 vertices
[2][3] = 1.0;
490 vertices
[3][0] = dst_x
;
491 vertices
[3][1] = dst_y
+ height
;
492 vertices
[3][2] = dst_z
;
493 vertices
[3][3] = 1.0;
495 _mesa_VertexPointer(4, GL_FLOAT
, 4 * sizeof(GLfloat
), &vertices
);
496 _mesa_Enable(GL_VERTEX_ARRAY
);
497 meta_set_default_texrect(&intel
->meta
);
498 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
500 meta_restore_texcoords(&intel
->meta
);
501 meta_restore_transform(&intel
->meta
);
502 meta_restore_fragment_program(&intel
->meta
);
503 meta_restore_vertex_program(&intel
->meta
);
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
);