Merge branch 'mesa_7_5_branch'
[mesa.git] / src / mesa / drivers / dri / intel / intel_pixel_draw.c
index b60dad7460198a7e6b10027714bae907c5a47474..d79d625f770390184f98af59a467f40fa29d03f3 100644 (file)
 #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/buffers.h"
+#include "main/fbobject.h"
+#include "main/renderbuffer.h"
+#include "main/depth.h"
+#include "main/hash.h"
+#include "main/blend.h"
 #include "glapi/dispatch.h"
 #include "swrast/swrast.h"
 
@@ -51,7 +56,7 @@
 #include "intel_regions.h"
 #include "intel_pixel.h"
 #include "intel_buffer_objects.h"
-
+#include "intel_fbo.h"
 
 static GLboolean
 intel_texture_drawpixels(GLcontext * ctx,
@@ -62,47 +67,74 @@ intel_texture_drawpixels(GLcontext * ctx,
                         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.
     */
-   if (ctx->Texture._EnabledUnits != 0)
+   if (ctx->Texture._EnabledUnits != 0) {
+      if (INTEL_DEBUG & DEBUG_FALLBACKS)
+        fprintf(stderr, "glDrawPixels() 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)
-      return GL_FALSE;
-
-   /* Don't even want to think about it */
-   if (format == GL_COLOR_INDEX)
+   if (ctx->FragmentProgram.Enabled) {
+      if (INTEL_DEBUG & DEBUG_FALLBACKS)
+        fprintf(stderr, "glDrawPixels() fallback: fragment program enabled\n");
       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. */
+   if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
+       height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
+      if (INTEL_DEBUG & DEBUG_FALLBACKS)
+        fprintf(stderr, "glDrawPixels() fallback: bitmap too large (%dx%d)\n",
+                width, height);
+      return GL_FALSE;
+   }
+
    /* To do DEPTH_COMPONENT, we would need to change our setup to not draw to
     * the color buffer, and sample the texture values into the fragment depth
     * in a program.
     */
-   if (format == GL_DEPTH_COMPONENT)
+   if (format == GL_DEPTH_COMPONENT) {
+      if (INTEL_DEBUG & DEBUG_FALLBACKS)
+        fprintf(stderr,
+                "glDrawPixels() fallback: format == GL_DEPTH_COMPONENT\n");
+      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_TRANSFORM_BIT | GL_TEXTURE_BIT |
+   _mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
                    GL_CURRENT_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);
@@ -110,58 +142,50 @@ 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);
 
-   _mesa_MatrixMode(GL_PROJECTION);
-   _mesa_PushMatrix();
-   _mesa_LoadIdentity();
-   _mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
+   intel_meta_set_passthrough_transform(intel);
 
-   _mesa_MatrixMode(GL_MODELVIEW);
-   _mesa_PushMatrix();
-   _mesa_LoadIdentity();
+   /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
+   z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
 
+   /* 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.
+    * We also apply the depth.  However, the W component is already multiplied
+    * into ctx->Current.RasterPos[0,1,2] and we can ignore it at this point.
+    */
    vertices[0][0] = x;
    vertices[0][1] = y;
-   vertices[0][2] = ctx->Current.RasterPos[2];
-   vertices[0][3] = ctx->Current.RasterPos[3];
+   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][3] = ctx->Current.RasterPos[3];
+   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][3] = ctx->Current.RasterPos[3];
+   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][3] = ctx->Current.RasterPos[3];
-
-   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][2] = z;
+   vertices[3][3] = 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));
+   intel_meta_set_default_texrect(intel);
 
-   _mesa_MatrixMode(GL_PROJECTION);
-   _mesa_PopMatrix();
-   _mesa_MatrixMode(GL_MODELVIEW);
-   _mesa_PopMatrix();
+   _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+   intel_meta_restore_texcoords(intel);
+   intel_meta_restore_transform(intel);
+
+   _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
    _mesa_PopClientAttrib();
    _mesa_PopAttrib();
 
@@ -170,6 +194,191 @@ intel_texture_drawpixels(GLcontext * ctx,
    return GL_TRUE;
 }
 
+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;
+   GLint old_active_texture;
+
+   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);
+
+   intel_meta_set_passthrough_transform(intel);
+   vertices[0][0] = x;
+   vertices[0][1] = y;
+   vertices[1][0] = x + width * ctx->Pixel.ZoomX;
+   vertices[1][1] = y;
+   vertices[2][0] = x + width * ctx->Pixel.ZoomX;
+   vertices[2][1] = y + height * ctx->Pixel.ZoomY;
+   vertices[3][0] = x;
+   vertices[3][1] = y + height * ctx->Pixel.ZoomY;
+
+   _mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices);
+   _mesa_Enable(GL_VERTEX_ARRAY);
+   intel_meta_set_default_texrect(intel);
+
+   _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+   intel_meta_restore_texcoords(intel);
+   intel_meta_restore_transform(intel);
+
+   _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,
                 GLint x, GLint y,
@@ -183,30 +392,13 @@ intelDrawPixels(GLcontext * ctx,
                                unpack, pixels))
       return;
 
+   if (intel_stencil_drawpixels(ctx, x, y, width, height, format, type,
+                               unpack, pixels))
+      return;
+
    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);
 }