Merge branch 'mesa_7_5_branch'
[mesa.git] / src / mesa / drivers / dri / intel / intel_pixel_draw.c
index 0d66935ad278b6d79058bf64f545ff88cbf48d43..a6b6824164ace78b7347e450b27305de5b9ff011 100644 (file)
@@ -45,6 +45,7 @@
 #include "main/depth.h"
 #include "main/hash.h"
 #include "main/blend.h"
+#include "main/viewport.h"
 #include "glapi/dispatch.h"
 #include "swrast/swrast.h"
 
@@ -70,7 +71,9 @@ intel_texture_drawpixels(GLcontext * ctx,
    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.
@@ -91,10 +94,10 @@ intel_texture_drawpixels(GLcontext * ctx,
       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. */
@@ -117,13 +120,22 @@ intel_texture_drawpixels(GLcontext * ctx,
       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() fallback: NPOT texture\n");
+      return GL_FALSE;
+   }
+
    _mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
-                   GL_CURRENT_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);
@@ -131,14 +143,20 @@ intel_texture_drawpixels(GLcontext * ctx,
    _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);
 
-   intel_meta_set_passthrough_transform(intel);
+   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];
+
+   /* 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.
@@ -147,37 +165,31 @@ intel_texture_drawpixels(GLcontext * ctx,
     */
    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_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
 
-   intel_meta_restore_transform(intel);
+   meta_restore_texcoords(&intel->meta);
+   meta_restore_transform(&intel->meta);
+
+   _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
    _mesa_PopClientAttrib();
    _mesa_PopAttrib();
 
@@ -198,13 +210,14 @@ intel_stencil_drawpixels(GLcontext * ctx,
    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;
@@ -221,6 +234,10 @@ intel_stencil_drawpixels(GLcontext * ctx,
       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.
     */
@@ -258,10 +275,19 @@ intel_stencil_drawpixels(GLcontext * ctx,
       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);
@@ -326,34 +352,37 @@ intel_stencil_drawpixels(GLcontext * ctx,
    ctx->Unpack = old_unpack;
    _mesa_free(stencil_pixels);
 
-   intel_meta_set_passthrough_transform(intel);
+   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);
 
-   intel_meta_restore_transform(intel);
+   _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();
@@ -386,27 +415,6 @@ intelDrawPixels(GLcontext * ctx,
    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);
 }