intel: intel_texture_drawpixels() can't handle GL_DEPTH_STENCIL.
[mesa.git] / src / mesa / drivers / dri / intel / intel_pixel_draw.c
index 50518a687925bc17fe33358ce4f4f637c8e8919e..d80069dd58608b3cf0d422b4c309c795ac2da3fd 100644 (file)
@@ -36,7 +36,6 @@
 #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"
@@ -68,31 +67,37 @@ 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. */
@@ -108,16 +113,29 @@ intel_texture_drawpixels(GLcontext * ctx,
     * 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;
+   }
 
-   _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() fallback: NPOT texture\n");
+      return GL_FALSE;
+   }
+
+   _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);
@@ -125,38 +143,39 @@ 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];
+   vertices[3][2] = z;
+   vertices[3][3] = 1.0;
 
    texcoords[0][0] = 0.0;
    texcoords[0][1] = 0.0;
@@ -168,15 +187,15 @@ intel_texture_drawpixels(GLcontext * ctx,
    texcoords[3][1] = 1.0;
 
    _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
+   _mesa_ClientActiveTextureARB(GL_TEXTURE0);
    _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));
+   _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+   intel_meta_restore_transform(intel);
 
-   _mesa_MatrixMode(GL_PROJECTION);
-   _mesa_PopMatrix();
-   _mesa_MatrixMode(GL_MODELVIEW);
-   _mesa_PopMatrix();
+   _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
    _mesa_PopClientAttrib();
    _mesa_PopAttrib();
 
@@ -194,6 +213,7 @@ intel_stencil_drawpixels(GLcontext * ctx,
                         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];
@@ -203,6 +223,7 @@ intel_stencil_drawpixels(GLcontext * ctx,
    struct gl_pixelstore_attrib old_unpack;
    GLstencil *stencil_pixels;
    int row;
+   GLint old_active_texture;
 
    if (format != GL_STENCIL_INDEX)
       return GL_FALSE;
@@ -212,7 +233,15 @@ intel_stencil_drawpixels(GLcontext * ctx,
       return GL_TRUE;
 
    /* Can't do a per-bit writemask while treating stencil as rgba data. */
-   if ((ctx->Stencil.WriteMask[0] & 0xff) != 0xff)
+   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
@@ -224,30 +253,47 @@ intel_stencil_drawpixels(GLcontext * ctx,
    /* 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(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 (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_IDNEX) fallback: "
+        fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
                 "bitmap too large (%dx%d)\n",
                 width, height);
       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);
@@ -312,14 +358,7 @@ intel_stencil_drawpixels(GLcontext * ctx,
    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();
+   intel_meta_set_passthrough_transform(intel);
 
    vertices[0][0] = x;
    vertices[0][1] = y;
@@ -340,17 +379,17 @@ intel_stencil_drawpixels(GLcontext * ctx,
    texcoords[3][1] = 1.0;
 
    _mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices);
+   _mesa_ClientActiveTextureARB(GL_TEXTURE0);
    _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));
+   _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
 
+   intel_meta_restore_transform(intel);
+
+   _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();
 
@@ -381,27 +420,6 @@ 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);
 }