intel: Make intel_blit.c take pitches in bytes.
[mesa.git] / src / mesa / drivers / dri / intel / intel_pixel_draw.c
index 5ffa847fd4af62969c41f339c0856575b84f4856..2ec7ed8e269062e69a77e565754e16fade99519f 100644 (file)
 #include "main/image.h"
 #include "main/mtypes.h"
 #include "main/teximage.h"
-#include "main/texenv.h"
 #include "main/texobj.h"
 #include "main/texstate.h"
-#include "main/texparam.h"
-#include "main/varray.h"
-#include "main/attrib.h"
-#include "main/enable.h"
-#include "main/buffers.h"
-#include "main/fbobject.h"
-#include "main/depth.h"
-#include "main/hash.h"
-#include "main/blend.h"
 #include "swrast/swrast.h"
 #include "drivers/common/meta.h"
 
 #include "intel_context.h"
-#include "intel_batchbuffer.h"
-#include "intel_blit.h"
-#include "intel_buffers.h"
-#include "intel_regions.h"
 #include "intel_pixel.h"
-#include "intel_fbo.h"
-
-
-/** XXX compare perf of this vs. _mesa_meta_DrawPixels(STENCIL) */
-static GLboolean
-intel_stencil_drawpixels(GLcontext * ctx,
-                        GLint x, GLint y,
-                        GLsizei width, GLsizei height,
-                        GLenum format,
-                        GLenum type,
-                        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];
-   struct intel_renderbuffer *irb;
-   struct intel_renderbuffer *depth_irb;
-   struct gl_renderbuffer *rb;
-   struct gl_pixelstore_attrib old_unpack;
-   GLstencil *stencil_pixels;
-   int row, y1, y2;
-   GLint old_active_texture;
-   GLboolean rendering_to_fbo = ctx->DrawBuffer->Name != 0;
-
-   if (format != GL_STENCIL_INDEX)
-      return GL_FALSE;
-
-   /* If there's nothing to write, we're done. */
-   if (ctx->Stencil.WriteMask[0] == 0)
-      return GL_TRUE;
-
-   /* Can't do a per-bit writemask while treating stencil as rgba data. */
-   if ((ctx->Stencil.WriteMask[0] & 0xff) != 0xff) {
-      if (INTEL_DEBUG & DEBUG_FALLBACKS)
-        fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
-                "stencil mask enabled\n");
-      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.
-    */
-   if (!ctx->Extensions.EXT_framebuffer_object)
-      return GL_FALSE;
-
-   /* 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.
-    */
-   if (ctx->Texture._EnabledUnits != 0) {
-      if (INTEL_DEBUG & DEBUG_FALLBACKS)
-        fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
-                "texturing enabled\n");
-      return GL_FALSE;
-   }
-
-   /* Can't do textured DrawPixels with a fragment program, unless we were
-    * to generate a new program that sampled our texture and put the results
-    * in the fragment color before the user's program started.
-    */
-   if (ctx->FragmentProgram.Enabled) {
-      if (INTEL_DEBUG & DEBUG_FALLBACKS)
-        fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
-                "fragment program enabled\n");
-      return GL_FALSE;
-   }
-
-   /* Check that we can load in a texture this big. */
-   if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
-       height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
-      if (INTEL_DEBUG & DEBUG_FALLBACKS)
-        fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
-                "bitmap too large (%dx%d)\n",
-                width, height);
-      return GL_FALSE;
-   }
-
-   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);
-   _mesa_Disable(GL_STENCIL_TEST);
-
-   /* Unpack the supplied stencil values into a ubyte buffer. */
-   assert(sizeof(GLstencil) == sizeof(GLubyte));
-   stencil_pixels = _mesa_malloc(width * height * sizeof(GLstencil));
-   for (row = 0; row < height; row++) {
-      GLvoid *source = _mesa_image_address2d(unpack, pixels,
-                                            width, height,
-                                            GL_COLOR_INDEX, type,
-                                            row, 0);
-      _mesa_unpack_stencil_span(ctx, width, GL_UNSIGNED_BYTE,
-                               stencil_pixels +
-                               row * width * sizeof(GLstencil),
-                               type, source, unpack, ctx->_ImageTransferState);
-   }
-
-   /* Take the current depth/stencil renderbuffer, and make a new one wrapping
-    * it which will be treated as GL_RGBA8 so we can render to it as a color
-    * buffer.
-    */
-   depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
-   irb = intel_create_renderbuffer(GL_RGBA8);
-   rb = &irb->Base;
-   irb->Base.Width = depth_irb->Base.Width;
-   irb->Base.Height = depth_irb->Base.Height;
-   intel_renderbuffer_set_region(irb, depth_irb->region);
-
-   /* Create a name for our renderbuffer, which lets us use other mesa
-    * rb functions for convenience.
-    */
-   _mesa_GenRenderbuffersEXT(1, &rb_name);
-   irb->Base.RefCount++;
-   _mesa_HashInsert(ctx->Shared->RenderBuffers, rb_name, &irb->Base);
-
-   /* Bind the new renderbuffer to the color attachment point. */
-   _mesa_GenFramebuffersEXT(1, &fb_name);
-   _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb_name);
-   _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
-                                   GL_COLOR_ATTACHMENT0_EXT,
-                                   GL_RENDERBUFFER_EXT,
-                                   rb_name);
-   /* Choose to render to the color attachment. */
-   _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
-
-   _mesa_DepthMask(GL_FALSE);
-   _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
-
-   _mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
-   _mesa_Enable(GL_TEXTURE_2D);
-   _mesa_GenTextures(1, &texname);
-   _mesa_BindTexture(GL_TEXTURE_2D, 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);
-   old_unpack = ctx->Unpack;
-   ctx->Unpack = ctx->DefaultPacking;
-   _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, width, height, 0,
-                   GL_RED, GL_UNSIGNED_BYTE, stencil_pixels);
-   ctx->Unpack = old_unpack;
-   _mesa_free(stencil_pixels);
-
-   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] = y1;
-   vertices[1][0] = x + width * ctx->Pixel.ZoomX;
-   vertices[1][1] = y1;
-   vertices[2][0] = x + width * ctx->Pixel.ZoomX;
-   vertices[2][1] = y2;
-   vertices[3][0] = x;
-   vertices[3][1] = y2;
-
-   _mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices);
-   _mesa_Enable(GL_VERTEX_ARRAY);
-   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_PopClientAttrib();
-   _mesa_PopAttrib();
-
-   _mesa_DeleteTextures(1, &texname);
-   _mesa_DeleteFramebuffersEXT(1, &fb_name);
-   _mesa_DeleteRenderbuffersEXT(1, &rb_name);
-
-   return GL_TRUE;
-}
 
 void
-intelDrawPixels(GLcontext * ctx,
+intelDrawPixels(struct gl_context * ctx,
                 GLint x, GLint y,
                 GLsizei width, GLsizei height,
                 GLenum format,
@@ -261,24 +47,11 @@ intelDrawPixels(GLcontext * ctx,
                 const struct gl_pixelstore_attrib *unpack,
                 const GLvoid * pixels)
 {
-#if 0
-   /* XXX this function doesn't seem to work reliably even when all
-    * the pre-requisite conditions are met.
-    * Note that this function is never hit with conform.
-    * Fall back to swrast because even the _mesa_meta_DrawPixels() approach
-    * isn't working because of an apparent stencil bug.
-    */
-   if (intel_stencil_drawpixels(ctx, x, y, width, height, format, type,
-                               unpack, pixels))
-      return;
-#else
-   (void) intel_stencil_drawpixels; /* silence warning */
    if (format == GL_STENCIL_INDEX) {
       _swrast_DrawPixels(ctx, x, y, width, height, format, type,
                          unpack, pixels);
       return;
    }
-#endif
 
    _mesa_meta_DrawPixels(ctx, x, y, width, height, format, type,
                          unpack, pixels);