#include "main/image.h"
#include "main/bufferobj.h"
#include "main/macros.h"
-#include "shader/program.h"
-#include "shader/prog_print.h"
+#include "program/program.h"
+#include "program/prog_print.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_program.h"
#include "st_cb_bitmap.h"
#include "st_texture.h"
-#include "st_inlines.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
+#include "pipe/p_shader_tokens.h"
#include "util/u_inlines.h"
#include "util/u_draw_quad.h"
#include "util/u_simple_shaders.h"
-#include "shader/prog_instruction.h"
+#include "program/prog_instruction.h"
#include "cso_cache/cso_context.h"
+#if FEATURE_drawpix
/**
* glBitmaps are drawn as textured quads. The user's bitmap pattern
* This program will be combined with the user's fragment program.
*/
static struct st_fragment_program *
-make_bitmap_fragment_program(GLcontext *ctx, GLuint samplerIndex)
+make_bitmap_fragment_program(struct gl_context *ctx, GLuint samplerIndex)
{
struct st_context *st = st_context(ctx);
struct st_fragment_program *stfp;
* Combine basic bitmap fragment program with the user-defined program.
*/
static struct st_fragment_program *
-combined_bitmap_fragment_program(GLcontext *ctx)
+combined_bitmap_fragment_program(struct gl_context *ctx)
{
struct st_context *st = st_context(ctx);
struct st_fragment_program *stfp = st->fp;
* Create a texture which represents a bitmap image.
*/
static struct pipe_resource *
-make_bitmap_texture(GLcontext *ctx, GLsizei width, GLsizei height,
+make_bitmap_texture(struct gl_context *ctx, GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap)
{
/**
* Create texture to hold bitmap pattern.
*/
- pt = st_texture_create(st, PIPE_TEXTURE_2D, st->bitmap.tex_format,
+ pt = st_texture_create(st, st->internal_target, st->bitmap.tex_format,
0, width, height, 1,
PIPE_BIND_SAMPLER_VIEW);
if (!pt) {
return NULL;
}
- transfer = st_no_flush_get_tex_transfer(st, pt, 0, 0, 0,
+ transfer = pipe_get_transfer(st->pipe, pt, 0, 0, 0,
PIPE_TRANSFER_WRITE,
0, 0, width, height);
}
static GLuint
-setup_bitmap_vertex_data(struct st_context *st,
+setup_bitmap_vertex_data(struct st_context *st, bool normalized,
int x, int y, int width, int height,
float z, const float color[4])
{
const GLfloat x1 = (GLfloat)(x + width);
const GLfloat y0 = (GLfloat)y;
const GLfloat y1 = (GLfloat)(y + height);
- const GLfloat sLeft = (GLfloat)0.0, sRight = (GLfloat)1.0;
- const GLfloat tTop = (GLfloat)0.0, tBot = (GLfloat)1.0 - tTop;
+ GLfloat sLeft = (GLfloat)0.0, sRight = (GLfloat)1.0;
+ GLfloat tTop = (GLfloat)0.0, tBot = (GLfloat)1.0 - tTop;
const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
+ const GLuint max_slots = 1; /* 4096 / sizeof(st->bitmap.vertices); */
+ GLuint i;
+
+ if(!normalized)
+ {
+ sRight = width;
+ tBot = height;
+ }
/* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
* no_flush) updates to buffers where we know there is no conflict
* price of allocating a new buffer for each bitmap cache-flush to
* avoid synchronous rendering.
*/
- const GLuint max_slots = 1; /* 4096 / sizeof(st->bitmap.vertices); */
- GLuint i;
-
if (st->bitmap.vbuf_slot >= max_slots) {
pipe_resource_reference(&st->bitmap.vbuf, NULL);
st->bitmap.vbuf_slot = 0;
}
/* put vertex data into vbuf */
- st_no_flush_pipe_buffer_write_nooverlap(st,
+ pipe_buffer_write_nooverlap(st->pipe,
st->bitmap.vbuf,
st->bitmap.vbuf_slot * sizeof st->bitmap.vertices,
sizeof st->bitmap.vertices,
* Render a glBitmap by drawing a textured quad
*/
static void
-draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
+draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
GLsizei width, GLsizei height,
struct pipe_sampler_view *sv,
const GLfloat *color)
for (i = 0; i < st->state.num_samplers; i++) {
samplers[i] = &st->state.samplers[i];
}
- samplers[stfp->bitmap_sampler] = &st->bitmap.sampler;
+ samplers[stfp->bitmap_sampler] = &st->bitmap.samplers[sv->texture->target != PIPE_TEXTURE_RECT];
cso_set_samplers(cso, num, (const struct pipe_sampler_state **) samplers);
}
z = z * 2.0 - 1.0;
/* draw textured quad */
- offset = setup_bitmap_vertex_data(st, x, y, width, height, z, color);
+ offset = setup_bitmap_vertex_data(st, sv->texture->target != PIPE_TEXTURE_RECT, x, y, width, height, z, color);
util_draw_vertex_buffer(pipe, st->bitmap.vbuf, offset,
PIPE_PRIM_TRIANGLE_FAN,
/* Map the texture transfer.
* Subsequent glBitmap calls will write into the texture image.
*/
- cache->trans = st_no_flush_get_tex_transfer(st, cache->texture, 0, 0, 0,
+ cache->trans = pipe_get_transfer(st->pipe, cache->texture, 0, 0, 0,
PIPE_TRANSFER_WRITE, 0, 0,
BITMAP_CACHE_WIDTH,
BITMAP_CACHE_HEIGHT);
* Called via ctx->Driver.Bitmap()
*/
static void
-st_Bitmap(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
+st_Bitmap(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap )
{
struct st_context *st = st_context(ctx);
if (pt) {
struct pipe_sampler_view *sv = st_create_texture_sampler_view(st->pipe, pt);
- assert(pt->target == PIPE_TEXTURE_2D);
+ assert(pt->target == PIPE_TEXTURE_2D || pt->target == PIPE_TEXTURE_RECT);
if (sv) {
draw_bitmap_quad(ctx, x, y, ctx->Current.RasterPos[2],
void
st_init_bitmap(struct st_context *st)
{
- struct pipe_sampler_state *sampler = &st->bitmap.sampler;
+ struct pipe_sampler_state *sampler = &st->bitmap.samplers[0];
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
sampler->min_img_filter = PIPE_TEX_FILTER_NEAREST;
sampler->min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
sampler->mag_img_filter = PIPE_TEX_FILTER_NEAREST;
- sampler->normalized_coords = 1;
+ st->bitmap.samplers[1] = *sampler;
+ st->bitmap.samplers[1].normalized_coords = 1;
/* init baseline rasterizer state once */
memset(&st->bitmap.rasterizer, 0, sizeof(st->bitmap.rasterizer));
st->bitmap.rasterizer.gl_rasterization_rules = 1;
/* find a usable texture format */
- if (screen->is_format_supported(screen, PIPE_FORMAT_I8_UNORM, PIPE_TEXTURE_2D,
+ if (screen->is_format_supported(screen, PIPE_FORMAT_I8_UNORM, PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW, 0)) {
st->bitmap.tex_format = PIPE_FORMAT_I8_UNORM;
}
- else if (screen->is_format_supported(screen, PIPE_FORMAT_A8_UNORM, PIPE_TEXTURE_2D,
+ else if (screen->is_format_supported(screen, PIPE_FORMAT_A8_UNORM, PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW, 0)) {
st->bitmap.tex_format = PIPE_FORMAT_A8_UNORM;
}
- else if (screen->is_format_supported(screen, PIPE_FORMAT_L8_UNORM, PIPE_TEXTURE_2D,
+ else if (screen->is_format_supported(screen, PIPE_FORMAT_L8_UNORM, PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW, 0)) {
st->bitmap.tex_format = PIPE_FORMAT_L8_UNORM;
}
st->bitmap.cache = NULL;
}
}
+
+#endif /* FEATURE_drawpix */