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 "main/viewport.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_buffers.h"
57 #include "intel_regions.h"
58 #include "intel_pixel.h"
59 #include "intel_buffer_objects.h"
60 #include "intel_fbo.h"
63 intel_texture_drawpixels(GLcontext
* ctx
,
65 GLsizei width
, GLsizei height
,
68 const struct gl_pixelstore_attrib
*unpack
,
71 struct intel_context
*intel
= intel_context(ctx
);
73 GLfloat vertices
[4][4];
75 GLint old_active_texture
;
76 GLenum internalFormat
;
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.
81 if (ctx
->Texture
._EnabledUnits
!= 0) {
82 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
83 fprintf(stderr
, "glDrawPixels() fallback: texturing enabled\n");
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.
91 if (ctx
->FragmentProgram
.Enabled
) {
92 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
93 fprintf(stderr
, "glDrawPixels() fallback: fragment program enabled\n");
97 /* We don't have a way to generate fragments with stencil values which
98 * will set the resulting stencil value.
100 if (format
== GL_STENCIL_INDEX
|| format
== GL_DEPTH_STENCIL
)
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",
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
116 if (format
== GL_DEPTH_COMPONENT
) {
117 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
119 "glDrawPixels() fallback: format == GL_DEPTH_COMPONENT\n");
123 if (!ctx
->Extensions
.ARB_texture_non_power_of_two
&&
124 (!is_power_of_two(width
) || !is_power_of_two(height
))) {
125 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
127 "glDrawPixels() fallback: NPOT texture\n");
131 _mesa_PushAttrib(GL_ENABLE_BIT
| GL_TEXTURE_BIT
|
132 GL_CURRENT_BIT
| GL_VIEWPORT_BIT
);
133 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT
);
135 /* XXX: pixel store stuff */
136 _mesa_Disable(GL_POLYGON_STIPPLE
);
138 old_active_texture
= ctx
->Texture
.CurrentUnit
;
139 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
);
140 _mesa_Enable(GL_TEXTURE_2D
);
141 _mesa_GenTextures(1, &texname
);
142 _mesa_BindTexture(GL_TEXTURE_2D
, texname
);
143 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
144 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
145 _mesa_TexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
146 if (type
== GL_ALPHA
)
147 internalFormat
= GL_ALPHA
;
149 internalFormat
= GL_RGBA
;
150 _mesa_TexImage2D(GL_TEXTURE_2D
, 0, internalFormat
, width
, height
, 0, format
,
153 meta_set_passthrough_transform(&intel
->meta
);
155 /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
156 z
= -1.0 + 2.0 * ctx
->Current
.RasterPos
[2];
158 /* RasterPos[2] already takes into account the DepthRange mapping. */
159 _mesa_DepthRange(0.0, 1.0);
161 /* Create the vertex buffer based on the current raster pos. The x and y
162 * we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
163 * We also apply the depth. However, the W component is already multiplied
164 * into ctx->Current.RasterPos[0,1,2] and we can ignore it at this point.
169 vertices
[0][3] = 1.0;
170 vertices
[1][0] = x
+ width
* ctx
->Pixel
.ZoomX
;
173 vertices
[1][3] = 1.0;
174 vertices
[2][0] = x
+ width
* ctx
->Pixel
.ZoomX
;
175 vertices
[2][1] = y
+ height
* ctx
->Pixel
.ZoomY
;
177 vertices
[2][3] = 1.0;
179 vertices
[3][1] = y
+ height
* ctx
->Pixel
.ZoomY
;
181 vertices
[3][3] = 1.0;
183 _mesa_VertexPointer(4, GL_FLOAT
, 4 * sizeof(GLfloat
), &vertices
);
184 _mesa_Enable(GL_VERTEX_ARRAY
);
185 meta_set_default_texrect(&intel
->meta
);
187 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
189 meta_restore_texcoords(&intel
->meta
);
190 meta_restore_transform(&intel
->meta
);
192 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
+ old_active_texture
);
193 _mesa_PopClientAttrib();
196 _mesa_DeleteTextures(1, &texname
);
202 intel_stencil_drawpixels(GLcontext
* ctx
,
204 GLsizei width
, GLsizei height
,
207 const struct gl_pixelstore_attrib
*unpack
,
208 const GLvoid
*pixels
)
210 struct intel_context
*intel
= intel_context(ctx
);
211 GLuint texname
, rb_name
, fb_name
, old_fb_name
;
212 GLfloat vertices
[4][2];
213 struct intel_renderbuffer
*irb
;
214 struct intel_renderbuffer
*depth_irb
;
215 struct gl_renderbuffer
*rb
;
216 struct gl_pixelstore_attrib old_unpack
;
217 GLstencil
*stencil_pixels
;
219 GLint old_active_texture
;
220 GLboolean rendering_to_fbo
= ctx
->DrawBuffer
->Name
!= 0;
222 if (format
!= GL_STENCIL_INDEX
)
225 /* If there's nothing to write, we're done. */
226 if (ctx
->Stencil
.WriteMask
[0] == 0)
229 /* Can't do a per-bit writemask while treating stencil as rgba data. */
230 if ((ctx
->Stencil
.WriteMask
[0] & 0xff) != 0xff) {
231 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
232 fprintf(stderr
, "glDrawPixels(STENCIL_INDEX) fallback: "
233 "stencil mask enabled\n");
237 /* We don't support stencil testing/ops here */
238 if (ctx
->Stencil
._Enabled
)
241 /* We use FBOs for our wrapping of the depthbuffer into a color
244 if (!ctx
->Extensions
.EXT_framebuffer_object
)
247 /* We're going to mess with texturing with no regard to existing texture
248 * state, so if there is some set up we have to bail.
250 if (ctx
->Texture
._EnabledUnits
!= 0) {
251 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
252 fprintf(stderr
, "glDrawPixels(STENCIL_INDEX) fallback: "
253 "texturing enabled\n");
257 /* Can't do textured DrawPixels with a fragment program, unless we were
258 * to generate a new program that sampled our texture and put the results
259 * in the fragment color before the user's program started.
261 if (ctx
->FragmentProgram
.Enabled
) {
262 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
263 fprintf(stderr
, "glDrawPixels(STENCIL_INDEX) fallback: "
264 "fragment program enabled\n");
268 /* Check that we can load in a texture this big. */
269 if (width
> (1 << (ctx
->Const
.MaxTextureLevels
- 1)) ||
270 height
> (1 << (ctx
->Const
.MaxTextureLevels
- 1))) {
271 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
272 fprintf(stderr
, "glDrawPixels(STENCIL_INDEX) fallback: "
273 "bitmap too large (%dx%d)\n",
278 if (!ctx
->Extensions
.ARB_texture_non_power_of_two
&&
279 (!is_power_of_two(width
) || !is_power_of_two(height
))) {
280 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
282 "glDrawPixels(GL_STENCIL_INDEX) fallback: NPOT texture\n");
286 _mesa_PushAttrib(GL_ENABLE_BIT
| GL_TEXTURE_BIT
|
287 GL_CURRENT_BIT
| GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
288 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT
);
289 old_fb_name
= ctx
->DrawBuffer
->Name
;
290 old_active_texture
= ctx
->Texture
.CurrentUnit
;
292 _mesa_Disable(GL_POLYGON_STIPPLE
);
293 _mesa_Disable(GL_DEPTH_TEST
);
294 _mesa_Disable(GL_STENCIL_TEST
);
296 /* Unpack the supplied stencil values into a ubyte buffer. */
297 assert(sizeof(GLstencil
) == sizeof(GLubyte
));
298 stencil_pixels
= _mesa_malloc(width
* height
* sizeof(GLstencil
));
299 for (row
= 0; row
< height
; row
++) {
300 GLvoid
*source
= _mesa_image_address2d(unpack
, pixels
,
302 GL_COLOR_INDEX
, type
,
304 _mesa_unpack_stencil_span(ctx
, width
, GL_UNSIGNED_BYTE
,
306 row
* width
* sizeof(GLstencil
),
307 type
, source
, unpack
, ctx
->_ImageTransferState
);
310 /* Take the current depth/stencil renderbuffer, and make a new one wrapping
311 * it which will be treated as GL_RGBA8 so we can render to it as a color
314 depth_irb
= intel_get_renderbuffer(ctx
->DrawBuffer
, BUFFER_DEPTH
);
315 irb
= intel_create_renderbuffer(GL_RGBA8
);
317 irb
->Base
.Width
= depth_irb
->Base
.Width
;
318 irb
->Base
.Height
= depth_irb
->Base
.Height
;
319 intel_renderbuffer_set_region(irb
, depth_irb
->region
);
321 /* Create a name for our renderbuffer, which lets us use other mesa
322 * rb functions for convenience.
324 _mesa_GenRenderbuffersEXT(1, &rb_name
);
325 irb
->Base
.RefCount
++;
326 _mesa_HashInsert(ctx
->Shared
->RenderBuffers
, rb_name
, &irb
->Base
);
328 /* Bind the new renderbuffer to the color attachment point. */
329 _mesa_GenFramebuffersEXT(1, &fb_name
);
330 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fb_name
);
331 _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT
,
332 GL_COLOR_ATTACHMENT0_EXT
,
335 /* Choose to render to the color attachment. */
336 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
338 _mesa_DepthMask(GL_FALSE
);
339 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_TRUE
);
341 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
);
342 _mesa_Enable(GL_TEXTURE_2D
);
343 _mesa_GenTextures(1, &texname
);
344 _mesa_BindTexture(GL_TEXTURE_2D
, texname
);
345 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
346 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
347 _mesa_TexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
348 old_unpack
= ctx
->Unpack
;
349 ctx
->Unpack
= ctx
->DefaultPacking
;
350 _mesa_TexImage2D(GL_TEXTURE_2D
, 0, GL_INTENSITY
, width
, height
, 0,
351 GL_RED
, GL_UNSIGNED_BYTE
, stencil_pixels
);
352 ctx
->Unpack
= old_unpack
;
353 _mesa_free(stencil_pixels
);
355 meta_set_passthrough_transform(&intel
->meta
);
357 /* Since we're rendering to the framebuffer as if it was an FBO,
358 * if it's the window system we have to flip the coordinates.
360 if (rendering_to_fbo
) {
362 y2
= y
+ height
* ctx
->Pixel
.ZoomY
;
364 y1
= irb
->Base
.Height
- (y
+ height
* ctx
->Pixel
.ZoomY
);
365 y2
= irb
->Base
.Height
- y
;
369 vertices
[1][0] = x
+ width
* ctx
->Pixel
.ZoomX
;
371 vertices
[2][0] = x
+ width
* ctx
->Pixel
.ZoomX
;
376 _mesa_VertexPointer(2, GL_FLOAT
, 2 * sizeof(GLfloat
), &vertices
);
377 _mesa_Enable(GL_VERTEX_ARRAY
);
378 meta_set_default_texrect(&intel
->meta
);
380 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
382 meta_restore_texcoords(&intel
->meta
);
383 meta_restore_transform(&intel
->meta
);
385 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
+ old_active_texture
);
386 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, old_fb_name
);
388 _mesa_PopClientAttrib();
391 _mesa_DeleteTextures(1, &texname
);
392 _mesa_DeleteFramebuffersEXT(1, &fb_name
);
393 _mesa_DeleteRenderbuffersEXT(1, &rb_name
);
399 intelDrawPixels(GLcontext
* ctx
,
401 GLsizei width
, GLsizei height
,
404 const struct gl_pixelstore_attrib
*unpack
,
405 const GLvoid
* pixels
)
407 if (intel_texture_drawpixels(ctx
, x
, y
, width
, height
, format
, type
,
411 if (intel_stencil_drawpixels(ctx
, x
, y
, width
, height
, format
, type
,
415 if (INTEL_DEBUG
& DEBUG_PIXEL
)
416 _mesa_printf("%s: fallback to swrast\n", __FUNCTION__
);
418 _swrast_DrawPixels(ctx
, x
, y
, width
, height
, format
, type
,