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/matrix.h"
40 #include "main/varray.h"
41 #include "main/attrib.h"
42 #include "main/enable.h"
43 #include "main/buffers.h"
44 #include "main/fbobject.h"
45 #include "main/renderbuffer.h"
46 #include "main/depth.h"
47 #include "main/hash.h"
48 #include "main/blend.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
,
72 GLfloat vertices
[4][4];
73 GLfloat texcoords
[4][2];
75 /* We're going to mess with texturing with no regard to existing texture
76 * state, so if there is some set up we have to bail.
78 if (ctx
->Texture
._EnabledUnits
!= 0)
81 /* Can't do textured DrawPixels with a fragment program, unless we were
82 * to generate a new program that sampled our texture and put the results
83 * in the fragment color before the user's program started.
85 if (ctx
->FragmentProgram
.Enabled
)
88 /* Don't even want to think about it */
89 if (format
== GL_COLOR_INDEX
)
92 /* We don't have a way to generate fragments with stencil values which *
93 * will set the resulting stencil value.
95 if (format
== GL_STENCIL_INDEX
)
98 /* Check that we can load in a texture this big. */
99 if (width
> (1 << (ctx
->Const
.MaxTextureLevels
- 1)) ||
100 height
> (1 << (ctx
->Const
.MaxTextureLevels
- 1))) {
101 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
102 fprintf(stderr
, "glDrawPixels() fallback: bitmap too large (%dx%d)\n",
107 /* To do DEPTH_COMPONENT, we would need to change our setup to not draw to
108 * the color buffer, and sample the texture values into the fragment depth
111 if (format
== GL_DEPTH_COMPONENT
)
114 _mesa_PushAttrib(GL_ENABLE_BIT
| GL_TRANSFORM_BIT
| GL_TEXTURE_BIT
|
116 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT
);
118 /* XXX: pixel store stuff */
119 _mesa_Disable(GL_POLYGON_STIPPLE
);
121 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
);
122 _mesa_Enable(GL_TEXTURE_2D
);
123 _mesa_GenTextures(1, &texname
);
124 _mesa_BindTexture(GL_TEXTURE_2D
, texname
);
125 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
126 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
127 _mesa_TexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
129 _mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
130 _mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
132 _mesa_TexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA
, width
, height
, 0, format
,
135 _mesa_MatrixMode(GL_PROJECTION
);
137 _mesa_LoadIdentity();
138 _mesa_Ortho(0, ctx
->DrawBuffer
->Width
, 0, ctx
->DrawBuffer
->Height
, 1, -1);
140 _mesa_MatrixMode(GL_MODELVIEW
);
142 _mesa_LoadIdentity();
146 vertices
[0][2] = ctx
->Current
.RasterPos
[2];
147 vertices
[0][3] = ctx
->Current
.RasterPos
[3];
148 vertices
[1][0] = x
+ width
* ctx
->Pixel
.ZoomX
;
150 vertices
[1][2] = ctx
->Current
.RasterPos
[2];
151 vertices
[1][3] = ctx
->Current
.RasterPos
[3];
152 vertices
[2][0] = x
+ width
* ctx
->Pixel
.ZoomX
;
153 vertices
[2][1] = y
+ height
* ctx
->Pixel
.ZoomY
;
154 vertices
[2][2] = ctx
->Current
.RasterPos
[2];
155 vertices
[2][3] = ctx
->Current
.RasterPos
[3];
157 vertices
[3][1] = y
+ height
* ctx
->Pixel
.ZoomY
;
158 vertices
[3][2] = ctx
->Current
.RasterPos
[2];
159 vertices
[3][3] = ctx
->Current
.RasterPos
[3];
161 texcoords
[0][0] = 0.0;
162 texcoords
[0][1] = 0.0;
163 texcoords
[1][0] = 1.0;
164 texcoords
[1][1] = 0.0;
165 texcoords
[2][0] = 1.0;
166 texcoords
[2][1] = 1.0;
167 texcoords
[3][0] = 0.0;
168 texcoords
[3][1] = 1.0;
170 _mesa_VertexPointer(4, GL_FLOAT
, 4 * sizeof(GLfloat
), &vertices
);
171 _mesa_TexCoordPointer(2, GL_FLOAT
, 2 * sizeof(GLfloat
), &texcoords
);
172 _mesa_Enable(GL_VERTEX_ARRAY
);
173 _mesa_Enable(GL_TEXTURE_COORD_ARRAY
);
174 CALL_DrawArrays(ctx
->Exec
, (GL_TRIANGLE_FAN
, 0, 4));
176 _mesa_MatrixMode(GL_PROJECTION
);
178 _mesa_MatrixMode(GL_MODELVIEW
);
180 _mesa_PopClientAttrib();
183 _mesa_DeleteTextures(1, &texname
);
189 intel_stencil_drawpixels(GLcontext
* ctx
,
191 GLsizei width
, GLsizei height
,
194 const struct gl_pixelstore_attrib
*unpack
,
195 const GLvoid
*pixels
)
197 GLuint texname
, rb_name
, fb_name
, old_fb_name
;
198 GLfloat vertices
[4][2];
199 GLfloat texcoords
[4][2];
200 struct intel_renderbuffer
*irb
;
201 struct intel_renderbuffer
*depth_irb
;
202 struct gl_renderbuffer
*rb
;
203 struct gl_pixelstore_attrib old_unpack
;
204 GLstencil
*stencil_pixels
;
207 if (format
!= GL_STENCIL_INDEX
)
210 /* If there's nothing to write, we're done. */
211 if (ctx
->Stencil
.WriteMask
[0] == 0)
214 /* Can't do a per-bit writemask while treating stencil as rgba data. */
215 if ((ctx
->Stencil
.WriteMask
[0] & 0xff) != 0xff)
218 /* We use FBOs for our wrapping of the depthbuffer into a color
221 if (!ctx
->Extensions
.EXT_framebuffer_object
)
224 /* We're going to mess with texturing with no regard to existing texture
225 * state, so if there is some set up we have to bail.
227 if (ctx
->Texture
._EnabledUnits
!= 0)
230 /* Can't do textured DrawPixels with a fragment program, unless we were
231 * to generate a new program that sampled our texture and put the results
232 * in the fragment color before the user's program started.
234 if (ctx
->FragmentProgram
.Enabled
)
237 /* Check that we can load in a texture this big. */
238 if (width
> (1 << (ctx
->Const
.MaxTextureLevels
- 1)) ||
239 height
> (1 << (ctx
->Const
.MaxTextureLevels
- 1))) {
240 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
241 fprintf(stderr
, "glDrawPixels(STENCIL_IDNEX) fallback: "
242 "bitmap too large (%dx%d)\n",
247 _mesa_PushAttrib(GL_ENABLE_BIT
| GL_TRANSFORM_BIT
| GL_TEXTURE_BIT
|
248 GL_CURRENT_BIT
| GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
249 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT
);
250 old_fb_name
= ctx
->DrawBuffer
->Name
;
252 _mesa_Disable(GL_POLYGON_STIPPLE
);
253 _mesa_Disable(GL_DEPTH_TEST
);
254 _mesa_Disable(GL_STENCIL_TEST
);
256 /* Unpack the supplied stencil values into a ubyte buffer. */
257 assert(sizeof(GLstencil
) == sizeof(GLubyte
));
258 stencil_pixels
= _mesa_malloc(width
* height
* sizeof(GLstencil
));
259 for (row
= 0; row
< height
; row
++) {
260 GLvoid
*source
= _mesa_image_address2d(unpack
, pixels
,
262 GL_COLOR_INDEX
, type
,
264 _mesa_unpack_stencil_span(ctx
, width
, GL_UNSIGNED_BYTE
,
266 row
* width
* sizeof(GLstencil
),
267 type
, source
, unpack
, ctx
->_ImageTransferState
);
270 /* Take the current depth/stencil renderbuffer, and make a new one wrapping
271 * it which will be treated as GL_RGBA8 so we can render to it as a color
274 depth_irb
= intel_get_renderbuffer(ctx
->DrawBuffer
, BUFFER_DEPTH
);
275 irb
= intel_create_renderbuffer(GL_RGBA8
);
277 irb
->Base
.Width
= depth_irb
->Base
.Width
;
278 irb
->Base
.Height
= depth_irb
->Base
.Height
;
279 intel_renderbuffer_set_region(irb
, depth_irb
->region
);
281 /* Create a name for our renderbuffer, which lets us use other mesa
282 * rb functions for convenience.
284 _mesa_GenRenderbuffersEXT(1, &rb_name
);
285 irb
->Base
.RefCount
++;
286 _mesa_HashInsert(ctx
->Shared
->RenderBuffers
, rb_name
, &irb
->Base
);
288 /* Bind the new renderbuffer to the color attachment point. */
289 _mesa_GenFramebuffersEXT(1, &fb_name
);
290 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fb_name
);
291 _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT
,
292 GL_COLOR_ATTACHMENT0_EXT
,
295 /* Choose to render to the color attachment. */
296 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
298 _mesa_DepthMask(GL_FALSE
);
299 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_TRUE
);
301 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
);
302 _mesa_Enable(GL_TEXTURE_2D
);
303 _mesa_GenTextures(1, &texname
);
304 _mesa_BindTexture(GL_TEXTURE_2D
, texname
);
305 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
306 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
307 _mesa_TexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
308 old_unpack
= ctx
->Unpack
;
309 ctx
->Unpack
= ctx
->DefaultPacking
;
310 _mesa_TexImage2D(GL_TEXTURE_2D
, 0, GL_INTENSITY
, width
, height
, 0,
311 GL_RED
, GL_UNSIGNED_BYTE
, stencil_pixels
);
312 ctx
->Unpack
= old_unpack
;
313 _mesa_free(stencil_pixels
);
315 _mesa_MatrixMode(GL_PROJECTION
);
317 _mesa_LoadIdentity();
318 _mesa_Ortho(0, ctx
->DrawBuffer
->Width
, 0, ctx
->DrawBuffer
->Height
, 1, -1);
320 _mesa_MatrixMode(GL_MODELVIEW
);
322 _mesa_LoadIdentity();
326 vertices
[1][0] = x
+ width
* ctx
->Pixel
.ZoomX
;
328 vertices
[2][0] = x
+ width
* ctx
->Pixel
.ZoomX
;
329 vertices
[2][1] = y
+ height
* ctx
->Pixel
.ZoomY
;
331 vertices
[3][1] = y
+ height
* ctx
->Pixel
.ZoomY
;
333 texcoords
[0][0] = 0.0;
334 texcoords
[0][1] = 0.0;
335 texcoords
[1][0] = 1.0;
336 texcoords
[1][1] = 0.0;
337 texcoords
[2][0] = 1.0;
338 texcoords
[2][1] = 1.0;
339 texcoords
[3][0] = 0.0;
340 texcoords
[3][1] = 1.0;
342 _mesa_VertexPointer(2, GL_FLOAT
, 2 * sizeof(GLfloat
), &vertices
);
343 _mesa_TexCoordPointer(2, GL_FLOAT
, 2 * sizeof(GLfloat
), &texcoords
);
344 _mesa_Enable(GL_VERTEX_ARRAY
);
345 _mesa_Enable(GL_TEXTURE_COORD_ARRAY
);
346 CALL_DrawArrays(ctx
->Exec
, (GL_TRIANGLE_FAN
, 0, 4));
348 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, old_fb_name
);
350 _mesa_MatrixMode(GL_PROJECTION
);
352 _mesa_MatrixMode(GL_MODELVIEW
);
354 _mesa_PopClientAttrib();
357 _mesa_DeleteTextures(1, &texname
);
358 _mesa_DeleteFramebuffersEXT(1, &fb_name
);
359 _mesa_DeleteRenderbuffersEXT(1, &rb_name
);
365 intelDrawPixels(GLcontext
* ctx
,
367 GLsizei width
, GLsizei height
,
370 const struct gl_pixelstore_attrib
*unpack
,
371 const GLvoid
* pixels
)
373 if (intel_texture_drawpixels(ctx
, x
, y
, width
, height
, format
, type
,
377 if (intel_stencil_drawpixels(ctx
, x
, y
, width
, height
, format
, type
,
381 if (INTEL_DEBUG
& DEBUG_PIXEL
)
382 _mesa_printf("%s: fallback to swrast\n", __FUNCTION__
);
384 if (ctx
->FragmentProgram
._Current
== ctx
->FragmentProgram
._TexEnvProgram
) {
386 * We don't want the i915 texenv program to be applied to DrawPixels.
387 * This is really just a performance optimization (mesa will other-
388 * wise happily run the fragment program on each pixel in the image).
390 struct gl_fragment_program
*fpSave
= ctx
->FragmentProgram
._Current
;
391 /* can't just set current frag prog to 0 here as on buffer resize
392 we'll get new state checks which will segfault. Remains a hack. */
393 ctx
->FragmentProgram
._Current
= NULL
;
394 ctx
->FragmentProgram
._UseTexEnvProgram
= GL_FALSE
;
395 ctx
->FragmentProgram
._Active
= GL_FALSE
;
396 _swrast_DrawPixels( ctx
, x
, y
, width
, height
, format
, type
,
398 ctx
->FragmentProgram
._Current
= fpSave
;
399 ctx
->FragmentProgram
._UseTexEnvProgram
= GL_TRUE
;
400 ctx
->FragmentProgram
._Active
= GL_TRUE
;
401 _swrast_InvalidateState(ctx
, _NEW_PROGRAM
);
404 _swrast_DrawPixels( ctx
, x
, y
, width
, height
, format
, type
,