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/mtypes.h"
32 #include "main/macros.h"
33 #include "main/bufferobj.h"
34 #include "main/teximage.h"
35 #include "main/texenv.h"
36 #include "main/texobj.h"
37 #include "main/texstate.h"
38 #include "main/texparam.h"
39 #include "main/varray.h"
40 #include "main/attrib.h"
41 #include "main/enable.h"
42 #include "main/buffers.h"
43 #include "main/fbobject.h"
44 #include "main/renderbuffer.h"
45 #include "main/depth.h"
46 #include "main/hash.h"
47 #include "main/blend.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_buffers.h"
56 #include "intel_regions.h"
57 #include "intel_pixel.h"
58 #include "intel_buffer_objects.h"
59 #include "intel_fbo.h"
62 intel_texture_drawpixels(GLcontext
* ctx
,
64 GLsizei width
, GLsizei height
,
67 const struct gl_pixelstore_attrib
*unpack
,
70 struct intel_context
*intel
= intel_context(ctx
);
72 GLfloat vertices
[4][4];
73 GLfloat texcoords
[4][2];
76 /* We're going to mess with texturing with no regard to existing texture
77 * state, so if there is some set up we have to bail.
79 if (ctx
->Texture
._EnabledUnits
!= 0) {
80 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
81 fprintf(stderr
, "glDrawPixels() fallback: texturing enabled\n");
85 /* Can't do textured DrawPixels with a fragment program, unless we were
86 * to generate a new program that sampled our texture and put the results
87 * in the fragment color before the user's program started.
89 if (ctx
->FragmentProgram
.Enabled
) {
90 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
91 fprintf(stderr
, "glDrawPixels() fallback: fragment program enabled\n");
95 /* We don't have a way to generate fragments with stencil values which
96 * will set the resulting stencil value.
98 if (format
== GL_STENCIL_INDEX
)
101 /* Check that we can load in a texture this big. */
102 if (width
> (1 << (ctx
->Const
.MaxTextureLevels
- 1)) ||
103 height
> (1 << (ctx
->Const
.MaxTextureLevels
- 1))) {
104 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
105 fprintf(stderr
, "glDrawPixels() fallback: bitmap too large (%dx%d)\n",
110 /* To do DEPTH_COMPONENT, we would need to change our setup to not draw to
111 * the color buffer, and sample the texture values into the fragment depth
114 if (format
== GL_DEPTH_COMPONENT
) {
115 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
117 "glDrawPixels() fallback: format == GL_DEPTH_COMPONENT\n");
121 _mesa_PushAttrib(GL_ENABLE_BIT
| GL_TEXTURE_BIT
|
123 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT
);
125 /* XXX: pixel store stuff */
126 _mesa_Disable(GL_POLYGON_STIPPLE
);
128 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
);
129 _mesa_Enable(GL_TEXTURE_2D
);
130 _mesa_GenTextures(1, &texname
);
131 _mesa_BindTexture(GL_TEXTURE_2D
, texname
);
132 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
133 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
134 _mesa_TexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
136 _mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
137 _mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
139 _mesa_TexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA
, width
, height
, 0, format
,
142 intel_meta_set_passthrough_transform(intel
);
144 /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
145 z
= -1.0 + 2.0 * ctx
->Current
.RasterPos
[2];
147 /* Create the vertex buffer based on the current raster pos. The x and y
148 * we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
149 * We also apply the depth. However, the W component is already multiplied
150 * into ctx->Current.RasterPos[0,1,2] and we can ignore it at this point.
155 vertices
[0][3] = 1.0;
156 vertices
[1][0] = x
+ width
* ctx
->Pixel
.ZoomX
;
159 vertices
[1][3] = 1.0;
160 vertices
[2][0] = x
+ width
* ctx
->Pixel
.ZoomX
;
161 vertices
[2][1] = y
+ height
* ctx
->Pixel
.ZoomY
;
163 vertices
[2][3] = 1.0;
165 vertices
[3][1] = y
+ height
* ctx
->Pixel
.ZoomY
;
167 vertices
[3][3] = 1.0;
169 texcoords
[0][0] = 0.0;
170 texcoords
[0][1] = 0.0;
171 texcoords
[1][0] = 1.0;
172 texcoords
[1][1] = 0.0;
173 texcoords
[2][0] = 1.0;
174 texcoords
[2][1] = 1.0;
175 texcoords
[3][0] = 0.0;
176 texcoords
[3][1] = 1.0;
178 _mesa_VertexPointer(4, GL_FLOAT
, 4 * sizeof(GLfloat
), &vertices
);
179 _mesa_TexCoordPointer(2, GL_FLOAT
, 2 * sizeof(GLfloat
), &texcoords
);
180 _mesa_Enable(GL_VERTEX_ARRAY
);
181 _mesa_Enable(GL_TEXTURE_COORD_ARRAY
);
182 CALL_DrawArrays(ctx
->Exec
, (GL_TRIANGLE_FAN
, 0, 4));
184 intel_meta_restore_transform(intel
);
185 _mesa_PopClientAttrib();
188 _mesa_DeleteTextures(1, &texname
);
194 intel_stencil_drawpixels(GLcontext
* ctx
,
196 GLsizei width
, GLsizei height
,
199 const struct gl_pixelstore_attrib
*unpack
,
200 const GLvoid
*pixels
)
202 struct intel_context
*intel
= intel_context(ctx
);
203 GLuint texname
, rb_name
, fb_name
, old_fb_name
;
204 GLfloat vertices
[4][2];
205 GLfloat texcoords
[4][2];
206 struct intel_renderbuffer
*irb
;
207 struct intel_renderbuffer
*depth_irb
;
208 struct gl_renderbuffer
*rb
;
209 struct gl_pixelstore_attrib old_unpack
;
210 GLstencil
*stencil_pixels
;
213 if (format
!= GL_STENCIL_INDEX
)
216 /* If there's nothing to write, we're done. */
217 if (ctx
->Stencil
.WriteMask
[0] == 0)
220 /* Can't do a per-bit writemask while treating stencil as rgba data. */
221 if ((ctx
->Stencil
.WriteMask
[0] & 0xff) != 0xff) {
222 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
223 fprintf(stderr
, "glDrawPixels(STENCIL_INDEX) fallback: "
224 "stencil mask enabled\n");
228 /* We don't support stencil testing/ops here */
229 if (ctx
->Stencil
.Enabled
)
232 /* We use FBOs for our wrapping of the depthbuffer into a color
235 if (!ctx
->Extensions
.EXT_framebuffer_object
)
238 /* We're going to mess with texturing with no regard to existing texture
239 * state, so if there is some set up we have to bail.
241 if (ctx
->Texture
._EnabledUnits
!= 0) {
242 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
243 fprintf(stderr
, "glDrawPixels(STENCIL_INDEX) fallback: "
244 "texturing enabled\n");
248 /* Can't do textured DrawPixels with a fragment program, unless we were
249 * to generate a new program that sampled our texture and put the results
250 * in the fragment color before the user's program started.
252 if (ctx
->FragmentProgram
.Enabled
) {
253 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
254 fprintf(stderr
, "glDrawPixels(STENCIL_INDEX) fallback: "
255 "fragment program enabled\n");
259 /* Check that we can load in a texture this big. */
260 if (width
> (1 << (ctx
->Const
.MaxTextureLevels
- 1)) ||
261 height
> (1 << (ctx
->Const
.MaxTextureLevels
- 1))) {
262 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
263 fprintf(stderr
, "glDrawPixels(STENCIL_INDEX) fallback: "
264 "bitmap too large (%dx%d)\n",
269 _mesa_PushAttrib(GL_ENABLE_BIT
| GL_TEXTURE_BIT
|
270 GL_CURRENT_BIT
| GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
271 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT
);
272 old_fb_name
= ctx
->DrawBuffer
->Name
;
274 _mesa_Disable(GL_POLYGON_STIPPLE
);
275 _mesa_Disable(GL_DEPTH_TEST
);
276 _mesa_Disable(GL_STENCIL_TEST
);
278 /* Unpack the supplied stencil values into a ubyte buffer. */
279 assert(sizeof(GLstencil
) == sizeof(GLubyte
));
280 stencil_pixels
= _mesa_malloc(width
* height
* sizeof(GLstencil
));
281 for (row
= 0; row
< height
; row
++) {
282 GLvoid
*source
= _mesa_image_address2d(unpack
, pixels
,
284 GL_COLOR_INDEX
, type
,
286 _mesa_unpack_stencil_span(ctx
, width
, GL_UNSIGNED_BYTE
,
288 row
* width
* sizeof(GLstencil
),
289 type
, source
, unpack
, ctx
->_ImageTransferState
);
292 /* Take the current depth/stencil renderbuffer, and make a new one wrapping
293 * it which will be treated as GL_RGBA8 so we can render to it as a color
296 depth_irb
= intel_get_renderbuffer(ctx
->DrawBuffer
, BUFFER_DEPTH
);
297 irb
= intel_create_renderbuffer(GL_RGBA8
);
299 irb
->Base
.Width
= depth_irb
->Base
.Width
;
300 irb
->Base
.Height
= depth_irb
->Base
.Height
;
301 intel_renderbuffer_set_region(irb
, depth_irb
->region
);
303 /* Create a name for our renderbuffer, which lets us use other mesa
304 * rb functions for convenience.
306 _mesa_GenRenderbuffersEXT(1, &rb_name
);
307 irb
->Base
.RefCount
++;
308 _mesa_HashInsert(ctx
->Shared
->RenderBuffers
, rb_name
, &irb
->Base
);
310 /* Bind the new renderbuffer to the color attachment point. */
311 _mesa_GenFramebuffersEXT(1, &fb_name
);
312 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fb_name
);
313 _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT
,
314 GL_COLOR_ATTACHMENT0_EXT
,
317 /* Choose to render to the color attachment. */
318 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
320 _mesa_DepthMask(GL_FALSE
);
321 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_TRUE
);
323 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
);
324 _mesa_Enable(GL_TEXTURE_2D
);
325 _mesa_GenTextures(1, &texname
);
326 _mesa_BindTexture(GL_TEXTURE_2D
, texname
);
327 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
328 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
329 _mesa_TexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
330 old_unpack
= ctx
->Unpack
;
331 ctx
->Unpack
= ctx
->DefaultPacking
;
332 _mesa_TexImage2D(GL_TEXTURE_2D
, 0, GL_INTENSITY
, width
, height
, 0,
333 GL_RED
, GL_UNSIGNED_BYTE
, stencil_pixels
);
334 ctx
->Unpack
= old_unpack
;
335 _mesa_free(stencil_pixels
);
337 intel_meta_set_passthrough_transform(intel
);
341 vertices
[1][0] = x
+ width
* ctx
->Pixel
.ZoomX
;
343 vertices
[2][0] = x
+ width
* ctx
->Pixel
.ZoomX
;
344 vertices
[2][1] = y
+ height
* ctx
->Pixel
.ZoomY
;
346 vertices
[3][1] = y
+ height
* ctx
->Pixel
.ZoomY
;
348 texcoords
[0][0] = 0.0;
349 texcoords
[0][1] = 0.0;
350 texcoords
[1][0] = 1.0;
351 texcoords
[1][1] = 0.0;
352 texcoords
[2][0] = 1.0;
353 texcoords
[2][1] = 1.0;
354 texcoords
[3][0] = 0.0;
355 texcoords
[3][1] = 1.0;
357 _mesa_VertexPointer(2, GL_FLOAT
, 2 * sizeof(GLfloat
), &vertices
);
358 _mesa_TexCoordPointer(2, GL_FLOAT
, 2 * sizeof(GLfloat
), &texcoords
);
359 _mesa_Enable(GL_VERTEX_ARRAY
);
360 _mesa_Enable(GL_TEXTURE_COORD_ARRAY
);
361 CALL_DrawArrays(ctx
->Exec
, (GL_TRIANGLE_FAN
, 0, 4));
363 intel_meta_restore_transform(intel
);
365 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, old_fb_name
);
367 _mesa_PopClientAttrib();
370 _mesa_DeleteTextures(1, &texname
);
371 _mesa_DeleteFramebuffersEXT(1, &fb_name
);
372 _mesa_DeleteRenderbuffersEXT(1, &rb_name
);
378 intelDrawPixels(GLcontext
* ctx
,
380 GLsizei width
, GLsizei height
,
383 const struct gl_pixelstore_attrib
*unpack
,
384 const GLvoid
* pixels
)
386 if (intel_texture_drawpixels(ctx
, x
, y
, width
, height
, format
, type
,
390 if (intel_stencil_drawpixels(ctx
, x
, y
, width
, height
, format
, type
,
394 if (INTEL_DEBUG
& DEBUG_PIXEL
)
395 _mesa_printf("%s: fallback to swrast\n", __FUNCTION__
);
397 _swrast_DrawPixels(ctx
, x
, y
, width
, height
, format
, type
,