Merge remote branch 'main/master' into radeon-rewrite
[mesa.git] / src / mesa / drivers / dri / intel / intel_pixel_draw.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/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"
50
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"
60
61 static GLboolean
62 intel_texture_drawpixels(GLcontext * ctx,
63 GLint x, GLint y,
64 GLsizei width, GLsizei height,
65 GLenum format,
66 GLenum type,
67 const struct gl_pixelstore_attrib *unpack,
68 const GLvoid *pixels)
69 {
70 struct intel_context *intel = intel_context(ctx);
71 GLuint texname;
72 GLfloat vertices[4][4];
73 GLfloat texcoords[4][2];
74 GLfloat z;
75 GLint old_active_texture;
76 GLenum internalFormat;
77
78 /* We're going to mess with texturing with no regard to existing texture
79 * state, so if there is some set up we have to bail.
80 */
81 if (ctx->Texture._EnabledUnits != 0) {
82 if (INTEL_DEBUG & DEBUG_FALLBACKS)
83 fprintf(stderr, "glDrawPixels() fallback: texturing enabled\n");
84 return GL_FALSE;
85 }
86
87 /* Can't do textured DrawPixels with a fragment program, unless we were
88 * to generate a new program that sampled our texture and put the results
89 * in the fragment color before the user's program started.
90 */
91 if (ctx->FragmentProgram.Enabled) {
92 if (INTEL_DEBUG & DEBUG_FALLBACKS)
93 fprintf(stderr, "glDrawPixels() fallback: fragment program enabled\n");
94 return GL_FALSE;
95 }
96
97 /* We don't have a way to generate fragments with stencil values which
98 * will set the resulting stencil value.
99 */
100 if (format == GL_STENCIL_INDEX)
101 return GL_FALSE;
102
103 /* Check that we can load in a texture this big. */
104 if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
105 height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
106 if (INTEL_DEBUG & DEBUG_FALLBACKS)
107 fprintf(stderr, "glDrawPixels() fallback: bitmap too large (%dx%d)\n",
108 width, height);
109 return GL_FALSE;
110 }
111
112 /* To do DEPTH_COMPONENT, we would need to change our setup to not draw to
113 * the color buffer, and sample the texture values into the fragment depth
114 * in a program.
115 */
116 if (format == GL_DEPTH_COMPONENT) {
117 if (INTEL_DEBUG & DEBUG_FALLBACKS)
118 fprintf(stderr,
119 "glDrawPixels() fallback: format == GL_DEPTH_COMPONENT\n");
120 return GL_FALSE;
121 }
122
123 _mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
124 GL_CURRENT_BIT);
125 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
126
127 /* XXX: pixel store stuff */
128 _mesa_Disable(GL_POLYGON_STIPPLE);
129
130 old_active_texture = ctx->Texture.CurrentUnit;
131 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
132 _mesa_Enable(GL_TEXTURE_2D);
133 _mesa_GenTextures(1, &texname);
134 _mesa_BindTexture(GL_TEXTURE_2D, texname);
135 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
136 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
137 _mesa_TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
138 if (type == GL_ALPHA)
139 internalFormat = GL_ALPHA;
140 else
141 internalFormat = GL_RGBA;
142 _mesa_TexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format,
143 type, pixels);
144
145 intel_meta_set_passthrough_transform(intel);
146
147 /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
148 z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
149
150 /* Create the vertex buffer based on the current raster pos. The x and y
151 * we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
152 * We also apply the depth. However, the W component is already multiplied
153 * into ctx->Current.RasterPos[0,1,2] and we can ignore it at this point.
154 */
155 vertices[0][0] = x;
156 vertices[0][1] = y;
157 vertices[0][2] = z;
158 vertices[0][3] = 1.0;
159 vertices[1][0] = x + width * ctx->Pixel.ZoomX;
160 vertices[1][1] = y;
161 vertices[1][2] = z;
162 vertices[1][3] = 1.0;
163 vertices[2][0] = x + width * ctx->Pixel.ZoomX;
164 vertices[2][1] = y + height * ctx->Pixel.ZoomY;
165 vertices[2][2] = z;
166 vertices[2][3] = 1.0;
167 vertices[3][0] = x;
168 vertices[3][1] = y + height * ctx->Pixel.ZoomY;
169 vertices[3][2] = z;
170 vertices[3][3] = 1.0;
171
172 texcoords[0][0] = 0.0;
173 texcoords[0][1] = 0.0;
174 texcoords[1][0] = 1.0;
175 texcoords[1][1] = 0.0;
176 texcoords[2][0] = 1.0;
177 texcoords[2][1] = 1.0;
178 texcoords[3][0] = 0.0;
179 texcoords[3][1] = 1.0;
180
181 _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
182 _mesa_ClientActiveTextureARB(GL_TEXTURE0);
183 _mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
184 _mesa_Enable(GL_VERTEX_ARRAY);
185 _mesa_Enable(GL_TEXTURE_COORD_ARRAY);
186 CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
187
188 intel_meta_restore_transform(intel);
189
190 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
191 _mesa_PopClientAttrib();
192 _mesa_PopAttrib();
193
194 _mesa_DeleteTextures(1, &texname);
195
196 return GL_TRUE;
197 }
198
199 static GLboolean
200 intel_stencil_drawpixels(GLcontext * ctx,
201 GLint x, GLint y,
202 GLsizei width, GLsizei height,
203 GLenum format,
204 GLenum type,
205 const struct gl_pixelstore_attrib *unpack,
206 const GLvoid *pixels)
207 {
208 struct intel_context *intel = intel_context(ctx);
209 GLuint texname, rb_name, fb_name, old_fb_name;
210 GLfloat vertices[4][2];
211 GLfloat texcoords[4][2];
212 struct intel_renderbuffer *irb;
213 struct intel_renderbuffer *depth_irb;
214 struct gl_renderbuffer *rb;
215 struct gl_pixelstore_attrib old_unpack;
216 GLstencil *stencil_pixels;
217 int row;
218 GLint old_active_texture;
219
220 if (format != GL_STENCIL_INDEX)
221 return GL_FALSE;
222
223 /* If there's nothing to write, we're done. */
224 if (ctx->Stencil.WriteMask[0] == 0)
225 return GL_TRUE;
226
227 /* Can't do a per-bit writemask while treating stencil as rgba data. */
228 if ((ctx->Stencil.WriteMask[0] & 0xff) != 0xff) {
229 if (INTEL_DEBUG & DEBUG_FALLBACKS)
230 fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
231 "stencil mask enabled\n");
232 return GL_FALSE;
233 }
234
235 /* We don't support stencil testing/ops here */
236 if (ctx->Stencil._Enabled)
237 return GL_FALSE;
238
239 /* We use FBOs for our wrapping of the depthbuffer into a color
240 * destination.
241 */
242 if (!ctx->Extensions.EXT_framebuffer_object)
243 return GL_FALSE;
244
245 /* We're going to mess with texturing with no regard to existing texture
246 * state, so if there is some set up we have to bail.
247 */
248 if (ctx->Texture._EnabledUnits != 0) {
249 if (INTEL_DEBUG & DEBUG_FALLBACKS)
250 fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
251 "texturing enabled\n");
252 return GL_FALSE;
253 }
254
255 /* Can't do textured DrawPixels with a fragment program, unless we were
256 * to generate a new program that sampled our texture and put the results
257 * in the fragment color before the user's program started.
258 */
259 if (ctx->FragmentProgram.Enabled) {
260 if (INTEL_DEBUG & DEBUG_FALLBACKS)
261 fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
262 "fragment program enabled\n");
263 return GL_FALSE;
264 }
265
266 /* Check that we can load in a texture this big. */
267 if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
268 height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
269 if (INTEL_DEBUG & DEBUG_FALLBACKS)
270 fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
271 "bitmap too large (%dx%d)\n",
272 width, height);
273 return GL_FALSE;
274 }
275
276 _mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
277 GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
278 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
279 old_fb_name = ctx->DrawBuffer->Name;
280 old_active_texture = ctx->Texture.CurrentUnit;
281
282 _mesa_Disable(GL_POLYGON_STIPPLE);
283 _mesa_Disable(GL_DEPTH_TEST);
284 _mesa_Disable(GL_STENCIL_TEST);
285
286 /* Unpack the supplied stencil values into a ubyte buffer. */
287 assert(sizeof(GLstencil) == sizeof(GLubyte));
288 stencil_pixels = _mesa_malloc(width * height * sizeof(GLstencil));
289 for (row = 0; row < height; row++) {
290 GLvoid *source = _mesa_image_address2d(unpack, pixels,
291 width, height,
292 GL_COLOR_INDEX, type,
293 row, 0);
294 _mesa_unpack_stencil_span(ctx, width, GL_UNSIGNED_BYTE,
295 stencil_pixels +
296 row * width * sizeof(GLstencil),
297 type, source, unpack, ctx->_ImageTransferState);
298 }
299
300 /* Take the current depth/stencil renderbuffer, and make a new one wrapping
301 * it which will be treated as GL_RGBA8 so we can render to it as a color
302 * buffer.
303 */
304 depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
305 irb = intel_create_renderbuffer(GL_RGBA8);
306 rb = &irb->Base;
307 irb->Base.Width = depth_irb->Base.Width;
308 irb->Base.Height = depth_irb->Base.Height;
309 intel_renderbuffer_set_region(irb, depth_irb->region);
310
311 /* Create a name for our renderbuffer, which lets us use other mesa
312 * rb functions for convenience.
313 */
314 _mesa_GenRenderbuffersEXT(1, &rb_name);
315 irb->Base.RefCount++;
316 _mesa_HashInsert(ctx->Shared->RenderBuffers, rb_name, &irb->Base);
317
318 /* Bind the new renderbuffer to the color attachment point. */
319 _mesa_GenFramebuffersEXT(1, &fb_name);
320 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb_name);
321 _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
322 GL_COLOR_ATTACHMENT0_EXT,
323 GL_RENDERBUFFER_EXT,
324 rb_name);
325 /* Choose to render to the color attachment. */
326 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
327
328 _mesa_DepthMask(GL_FALSE);
329 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
330
331 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
332 _mesa_Enable(GL_TEXTURE_2D);
333 _mesa_GenTextures(1, &texname);
334 _mesa_BindTexture(GL_TEXTURE_2D, texname);
335 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
336 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
337 _mesa_TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
338 old_unpack = ctx->Unpack;
339 ctx->Unpack = ctx->DefaultPacking;
340 _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, width, height, 0,
341 GL_RED, GL_UNSIGNED_BYTE, stencil_pixels);
342 ctx->Unpack = old_unpack;
343 _mesa_free(stencil_pixels);
344
345 intel_meta_set_passthrough_transform(intel);
346
347 vertices[0][0] = x;
348 vertices[0][1] = y;
349 vertices[1][0] = x + width * ctx->Pixel.ZoomX;
350 vertices[1][1] = y;
351 vertices[2][0] = x + width * ctx->Pixel.ZoomX;
352 vertices[2][1] = y + height * ctx->Pixel.ZoomY;
353 vertices[3][0] = x;
354 vertices[3][1] = y + height * ctx->Pixel.ZoomY;
355
356 texcoords[0][0] = 0.0;
357 texcoords[0][1] = 0.0;
358 texcoords[1][0] = 1.0;
359 texcoords[1][1] = 0.0;
360 texcoords[2][0] = 1.0;
361 texcoords[2][1] = 1.0;
362 texcoords[3][0] = 0.0;
363 texcoords[3][1] = 1.0;
364
365 _mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices);
366 _mesa_ClientActiveTextureARB(GL_TEXTURE0);
367 _mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
368 _mesa_Enable(GL_VERTEX_ARRAY);
369 _mesa_Enable(GL_TEXTURE_COORD_ARRAY);
370 CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
371
372 intel_meta_restore_transform(intel);
373
374 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
375 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name);
376
377 _mesa_PopClientAttrib();
378 _mesa_PopAttrib();
379
380 _mesa_DeleteTextures(1, &texname);
381 _mesa_DeleteFramebuffersEXT(1, &fb_name);
382 _mesa_DeleteRenderbuffersEXT(1, &rb_name);
383
384 return GL_TRUE;
385 }
386
387 void
388 intelDrawPixels(GLcontext * ctx,
389 GLint x, GLint y,
390 GLsizei width, GLsizei height,
391 GLenum format,
392 GLenum type,
393 const struct gl_pixelstore_attrib *unpack,
394 const GLvoid * pixels)
395 {
396 if (intel_texture_drawpixels(ctx, x, y, width, height, format, type,
397 unpack, pixels))
398 return;
399
400 if (intel_stencil_drawpixels(ctx, x, y, width, height, format, type,
401 unpack, pixels))
402 return;
403
404 if (INTEL_DEBUG & DEBUG_PIXEL)
405 _mesa_printf("%s: fallback to swrast\n", __FUNCTION__);
406
407 _swrast_DrawPixels(ctx, x, y, width, height, format, type,
408 unpack, pixels);
409 }