#include "main/texobj.h"
#include "main/texstate.h"
#include "main/texparam.h"
-#include "main/matrix.h"
#include "main/varray.h"
#include "main/attrib.h"
#include "main/enable.h"
#include "main/depth.h"
#include "main/hash.h"
#include "main/blend.h"
+#include "main/viewport.h"
#include "glapi/dispatch.h"
#include "swrast/swrast.h"
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels)
{
+ struct intel_context *intel = intel_context(ctx);
GLuint texname;
GLfloat vertices[4][4];
- GLfloat texcoords[4][2];
+ GLfloat z;
+ GLint old_active_texture;
+ GLenum internalFormat;
/* We're going to mess with texturing with no regard to existing texture
* state, so if there is some set up we have to bail.
return GL_FALSE;
}
- /* We don't have a way to generate fragments with stencil values which *
+ /* We don't have a way to generate fragments with stencil values which
* will set the resulting stencil value.
*/
- if (format == GL_STENCIL_INDEX)
+ if (format == GL_STENCIL_INDEX || format == GL_DEPTH_STENCIL)
return GL_FALSE;
/* Check that we can load in a texture this big. */
return GL_FALSE;
}
- _mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT | GL_TEXTURE_BIT |
- GL_CURRENT_BIT);
+ if (!ctx->Extensions.ARB_texture_non_power_of_two &&
+ (!is_power_of_two(width) || !is_power_of_two(height))) {
+ if (INTEL_DEBUG & DEBUG_FALLBACKS)
+ fprintf(stderr,
+ "glDrawPixels() fallback: NPOT texture\n");
+ return GL_FALSE;
+ }
+
+ _mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
+ GL_CURRENT_BIT | GL_VIEWPORT_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
/* XXX: pixel store stuff */
_mesa_Disable(GL_POLYGON_STIPPLE);
+ old_active_texture = ctx->Texture.CurrentUnit;
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
_mesa_Enable(GL_TEXTURE_2D);
_mesa_GenTextures(1, &texname);
_mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
_mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
_mesa_TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- /*
- _mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
- _mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
- */
- _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format,
+ if (type == GL_ALPHA)
+ internalFormat = GL_ALPHA;
+ else
+ internalFormat = GL_RGBA;
+ _mesa_TexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format,
type, pixels);
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_PushMatrix();
- _mesa_LoadIdentity();
- _mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
+ meta_set_passthrough_transform(&intel->meta);
+
+ /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
+ z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_PushMatrix();
- _mesa_LoadIdentity();
+ /* RasterPos[2] already takes into account the DepthRange mapping. */
+ _mesa_DepthRange(0.0, 1.0);
/* Create the vertex buffer based on the current raster pos. The x and y
* we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
*/
vertices[0][0] = x;
vertices[0][1] = y;
- vertices[0][2] = ctx->Current.RasterPos[2];
+ vertices[0][2] = z;
vertices[0][3] = 1.0;
vertices[1][0] = x + width * ctx->Pixel.ZoomX;
vertices[1][1] = y;
- vertices[1][2] = ctx->Current.RasterPos[2];
+ vertices[1][2] = z;
vertices[1][3] = 1.0;
vertices[2][0] = x + width * ctx->Pixel.ZoomX;
vertices[2][1] = y + height * ctx->Pixel.ZoomY;
- vertices[2][2] = ctx->Current.RasterPos[2];
+ vertices[2][2] = z;
vertices[2][3] = 1.0;
vertices[3][0] = x;
vertices[3][1] = y + height * ctx->Pixel.ZoomY;
- vertices[3][2] = ctx->Current.RasterPos[2];
+ vertices[3][2] = z;
vertices[3][3] = 1.0;
- texcoords[0][0] = 0.0;
- texcoords[0][1] = 0.0;
- texcoords[1][0] = 1.0;
- texcoords[1][1] = 0.0;
- texcoords[2][0] = 1.0;
- texcoords[2][1] = 1.0;
- texcoords[3][0] = 0.0;
- texcoords[3][1] = 1.0;
-
_mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
- _mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
_mesa_Enable(GL_VERTEX_ARRAY);
- _mesa_Enable(GL_TEXTURE_COORD_ARRAY);
- CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
+ meta_set_default_texrect(&intel->meta);
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_PopMatrix();
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_PopMatrix();
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ meta_restore_texcoords(&intel->meta);
+ meta_restore_transform(&intel->meta);
+
+ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
_mesa_PopClientAttrib();
_mesa_PopAttrib();
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels)
{
+ struct intel_context *intel = intel_context(ctx);
GLuint texname, rb_name, fb_name, old_fb_name;
GLfloat vertices[4][2];
- GLfloat texcoords[4][2];
struct intel_renderbuffer *irb;
struct intel_renderbuffer *depth_irb;
struct gl_renderbuffer *rb;
struct gl_pixelstore_attrib old_unpack;
GLstencil *stencil_pixels;
- int row;
+ int row, y1, y2;
+ GLint old_active_texture;
+ GLboolean rendering_to_fbo = ctx->DrawBuffer->Name != 0;
if (format != GL_STENCIL_INDEX)
return GL_FALSE;
return GL_FALSE;
}
+ /* We don't support stencil testing/ops here */
+ if (ctx->Stencil._Enabled)
+ return GL_FALSE;
+
/* We use FBOs for our wrapping of the depthbuffer into a color
* destination.
*/
return GL_FALSE;
}
- _mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT | GL_TEXTURE_BIT |
+ if (!ctx->Extensions.ARB_texture_non_power_of_two &&
+ (!is_power_of_two(width) || !is_power_of_two(height))) {
+ if (INTEL_DEBUG & DEBUG_FALLBACKS)
+ fprintf(stderr,
+ "glDrawPixels(GL_STENCIL_INDEX) fallback: NPOT texture\n");
+ return GL_FALSE;
+ }
+
+ _mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
old_fb_name = ctx->DrawBuffer->Name;
+ old_active_texture = ctx->Texture.CurrentUnit;
_mesa_Disable(GL_POLYGON_STIPPLE);
_mesa_Disable(GL_DEPTH_TEST);
ctx->Unpack = old_unpack;
_mesa_free(stencil_pixels);
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_PushMatrix();
- _mesa_LoadIdentity();
- _mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
-
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_PushMatrix();
- _mesa_LoadIdentity();
+ meta_set_passthrough_transform(&intel->meta);
+ /* Since we're rendering to the framebuffer as if it was an FBO,
+ * if it's the window system we have to flip the coordinates.
+ */
+ if (rendering_to_fbo) {
+ y1 = y;
+ y2 = y + height * ctx->Pixel.ZoomY;
+ } else {
+ y1 = irb->Base.Height - (y + height * ctx->Pixel.ZoomY);
+ y2 = irb->Base.Height - y;
+ }
vertices[0][0] = x;
- vertices[0][1] = y;
+ vertices[0][1] = y1;
vertices[1][0] = x + width * ctx->Pixel.ZoomX;
- vertices[1][1] = y;
+ vertices[1][1] = y1;
vertices[2][0] = x + width * ctx->Pixel.ZoomX;
- vertices[2][1] = y + height * ctx->Pixel.ZoomY;
+ vertices[2][1] = y2;
vertices[3][0] = x;
- vertices[3][1] = y + height * ctx->Pixel.ZoomY;
-
- texcoords[0][0] = 0.0;
- texcoords[0][1] = 0.0;
- texcoords[1][0] = 1.0;
- texcoords[1][1] = 0.0;
- texcoords[2][0] = 1.0;
- texcoords[2][1] = 1.0;
- texcoords[3][0] = 0.0;
- texcoords[3][1] = 1.0;
+ vertices[3][1] = y2;
_mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices);
- _mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
_mesa_Enable(GL_VERTEX_ARRAY);
- _mesa_Enable(GL_TEXTURE_COORD_ARRAY);
- CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
+ meta_set_default_texrect(&intel->meta);
+
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ meta_restore_texcoords(&intel->meta);
+ meta_restore_transform(&intel->meta);
+
+ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name);
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_PopMatrix();
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_PopMatrix();
_mesa_PopClientAttrib();
_mesa_PopAttrib();
if (INTEL_DEBUG & DEBUG_PIXEL)
_mesa_printf("%s: fallback to swrast\n", __FUNCTION__);
- if (ctx->FragmentProgram._Current == ctx->FragmentProgram._TexEnvProgram) {
- /*
- * We don't want the i915 texenv program to be applied to DrawPixels.
- * This is really just a performance optimization (mesa will other-
- * wise happily run the fragment program on each pixel in the image).
- */
- struct gl_fragment_program *fpSave = ctx->FragmentProgram._Current;
- /* can't just set current frag prog to 0 here as on buffer resize
- we'll get new state checks which will segfault. Remains a hack. */
- ctx->FragmentProgram._Current = NULL;
- ctx->FragmentProgram._UseTexEnvProgram = GL_FALSE;
- ctx->FragmentProgram._Active = GL_FALSE;
- _swrast_DrawPixels( ctx, x, y, width, height, format, type,
- unpack, pixels );
- ctx->FragmentProgram._Current = fpSave;
- ctx->FragmentProgram._UseTexEnvProgram = GL_TRUE;
- ctx->FragmentProgram._Active = GL_TRUE;
- _swrast_InvalidateState(ctx, _NEW_PROGRAM);
- }
- else {
- _swrast_DrawPixels( ctx, x, y, width, height, format, type,
- unpack, pixels );
- }
+ _swrast_DrawPixels(ctx, x, y, width, height, format, type,
+ unpack, pixels);
}