/**************************************************************************
*
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
* Brian Paul
*/
+#include "main/errors.h"
#include "main/imports.h"
#include "main/image.h"
#include "main/bufferobj.h"
+#include "main/blit.h"
#include "main/format_pack.h"
+#include "main/framebuffer.h"
#include "main/macros.h"
#include "main/mtypes.h"
#include "main/pack.h"
#include "main/pbo.h"
#include "main/readpix.h"
+#include "main/state.h"
#include "main/texformat.h"
#include "main/teximage.h"
#include "main/texstore.h"
#include "st_atom.h"
#include "st_atom_constbuf.h"
+#include "st_cb_bitmap.h"
#include "st_cb_drawpixels.h"
#include "st_cb_readpixels.h"
#include "st_cb_fbo.h"
#include "st_context.h"
#include "st_debug.h"
+#include "st_draw.h"
#include "st_format.h"
#include "st_program.h"
+#include "st_sampler_view.h"
+#include "st_scissor.h"
#include "st_texture.h"
+#include "st_util.h"
+#include "st_nir.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "tgsi/tgsi_ureg.h"
-#include "util/u_draw_quad.h"
#include "util/u_format.h"
#include "util/u_inlines.h"
#include "util/u_math.h"
+#include "util/u_simple_shaders.h"
#include "util/u_tile.h"
-#include "util/u_upload_mgr.h"
#include "cso_cache/cso_context.h"
+#include "compiler/nir/nir_builder.h"
/**
- * Check if the given program is:
- * 0: MOVE result.color, fragment.color;
- * 1: END;
+ * We have a simple glDrawPixels cache to try to optimize the case where the
+ * same image is drawn over and over again. It basically works as follows:
+ *
+ * 1. After we construct a texture map with the image and draw it, we do
+ * not discard the texture. We keep it around, plus we note the
+ * glDrawPixels width, height, format, etc. parameters and keep a copy
+ * of the image in a malloc'd buffer.
+ *
+ * 2. On the next glDrawPixels we check if the parameters match the previous
+ * call. If those match, we check if the image matches the previous image
+ * via a memcmp() call. If everything matches, we re-use the previous
+ * texture, thereby avoiding the cost creating a new texture and copying
+ * the image to it.
+ *
+ * The effectiveness of this cache depends upon:
+ * 1. If the memcmp() finds a difference, it happens relatively quickly.
+ Hopefully, not just the last pixels differ!
+ * 2. If the memcmp() finds no difference, doing that check is faster than
+ * creating and loading a texture.
+ *
+ * Notes:
+ * 1. We don't support any pixel unpacking parameters.
+ * 2. We don't try to cache images in Pixel Buffer Objects.
+ * 3. Instead of saving the whole image, perhaps some sort of reliable
+ * checksum function could be used instead.
*/
-static GLboolean
-is_passthrough_program(const struct gl_fragment_program *prog)
+#define USE_DRAWPIXELS_CACHE 1
+
+static nir_ssa_def *
+sample_via_nir(nir_builder *b, nir_variable *texcoord,
+ const char *name, int sampler)
{
- if (prog->Base.NumInstructions == 2) {
- const struct prog_instruction *inst = prog->Base.Instructions;
- if (inst[0].Opcode == OPCODE_MOV &&
- inst[1].Opcode == OPCODE_END &&
- inst[0].DstReg.File == PROGRAM_OUTPUT &&
- inst[0].DstReg.Index == FRAG_RESULT_COLOR &&
- inst[0].DstReg.WriteMask == WRITEMASK_XYZW &&
- inst[0].SrcReg[0].File == PROGRAM_INPUT &&
- inst[0].SrcReg[0].Index == VARYING_SLOT_COL0 &&
- inst[0].SrcReg[0].Swizzle == SWIZZLE_XYZW) {
- return GL_TRUE;
- }
- }
- return GL_FALSE;
+ const struct glsl_type *sampler2D =
+ glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
+
+ nir_variable *var =
+ nir_variable_create(b->shader, nir_var_uniform, sampler2D, name);
+ var->data.binding = sampler;
+ var->data.explicit_binding = true;
+
+ nir_deref_instr *deref = nir_build_deref_var(b, var);
+
+ nir_tex_instr *tex = nir_tex_instr_create(b->shader, 3);
+ tex->op = nir_texop_tex;
+ tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
+ tex->coord_components = 2;
+ tex->dest_type = nir_type_float;
+ tex->src[0].src_type = nir_tex_src_texture_deref;
+ tex->src[0].src = nir_src_for_ssa(&deref->dest.ssa);
+ tex->src[1].src_type = nir_tex_src_sampler_deref;
+ tex->src[1].src = nir_src_for_ssa(&deref->dest.ssa);
+ tex->src[2].src_type = nir_tex_src_coord;
+ tex->src[2].src =
+ nir_src_for_ssa(nir_channels(b, nir_load_var(b, texcoord),
+ (1 << tex->coord_components) - 1));
+
+ nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
+ nir_builder_instr_insert(b, &tex->instr);
+ return nir_channel(b, &tex->dest.ssa, 0);
}
-
-/**
- * Returns a fragment program which implements the current pixel transfer ops.
- */
-static struct gl_fragment_program *
-get_glsl_pixel_transfer_program(struct st_context *st,
- struct st_fragment_program *orig)
+static void *
+make_drawpix_z_stencil_program_nir(struct st_context *st,
+ bool write_depth,
+ bool write_stencil)
{
- int pixelMaps = 0, scaleAndBias = 0;
- struct gl_context *ctx = st->ctx;
- struct st_fragment_program *fp = (struct st_fragment_program *)
- ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
+ struct nir_builder b;
+ const nir_shader_compiler_options *options =
+ st->ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT].NirOptions;
- if (!fp)
- return NULL;
+ nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, options);
- if (ctx->Pixel.RedBias != 0.0 || ctx->Pixel.RedScale != 1.0 ||
- ctx->Pixel.GreenBias != 0.0 || ctx->Pixel.GreenScale != 1.0 ||
- ctx->Pixel.BlueBias != 0.0 || ctx->Pixel.BlueScale != 1.0 ||
- ctx->Pixel.AlphaBias != 0.0 || ctx->Pixel.AlphaScale != 1.0) {
- scaleAndBias = 1;
- }
+ nir_variable *texcoord =
+ nir_variable_create(b.shader, nir_var_shader_in, glsl_vec_type(2),
+ "texcoord");
+ texcoord->data.location = VARYING_SLOT_TEX0;
- pixelMaps = ctx->Pixel.MapColorFlag;
+ if (write_depth) {
+ nir_variable *out =
+ nir_variable_create(b.shader, nir_var_shader_out, glsl_float_type(),
+ "gl_FragDepth");
+ out->data.location = FRAG_RESULT_DEPTH;
+ nir_ssa_def *depth = sample_via_nir(&b, texcoord, "depth", 0);
+ nir_store_var(&b, out, depth, 0x1);
+
+ /* Also copy color */
+ nir_variable *color_in =
+ nir_variable_create(b.shader, nir_var_shader_in, glsl_vec_type(4),
+ "v_color");
+ color_in->data.location = VARYING_SLOT_COL0;
+
+ nir_variable *color_out =
+ nir_variable_create(b.shader, nir_var_shader_out, glsl_vec_type(4),
+ "gl_FragColor");
+ color_out->data.location = FRAG_RESULT_COLOR;
+ nir_copy_var(&b, color_out, color_in);
+ }
- if (pixelMaps) {
- /* create the colormap/texture now if not already done */
- if (!st->pixel_xfer.pixelmap_texture) {
- st->pixel_xfer.pixelmap_texture = st_create_color_map_texture(ctx);
- st->pixel_xfer.pixelmap_sampler_view =
- st_create_texture_sampler_view(st->pipe,
- st->pixel_xfer.pixelmap_texture);
- }
+ if (write_stencil) {
+ nir_variable *out =
+ nir_variable_create(b.shader, nir_var_shader_out, glsl_uint_type(),
+ "gl_FragStencilRefARB");
+ out->data.location = FRAG_RESULT_STENCIL;
+ nir_ssa_def *stencil = sample_via_nir(&b, texcoord, "stencil", 1);
+ nir_store_var(&b, out, stencil, 0x1);
}
- get_pixel_transfer_visitor(fp, orig->glsl_to_tgsi,
- scaleAndBias, pixelMaps);
+ char name[14];
+ snprintf(name, 14, "drawpixels %s%s",
+ write_depth ? "Z" : "", write_stencil ? "S" : "");
- return &fp->Base;
+ return st_nir_finish_builtin_shader(st, b.shader, name);
}
-/**
- * Make fragment shader for glDraw/CopyPixels. This shader is made
- * by combining the pixel transfer shader with the user-defined shader.
- * \param fpIn the current/incoming fragment program
- * \param fpOut returns the combined fragment program
- */
-void
-st_make_drawpix_fragment_program(struct st_context *st,
- struct gl_fragment_program *fpIn,
- struct gl_fragment_program **fpOut)
+static void *
+make_drawpix_z_stencil_program_tgsi(struct st_context *st,
+ bool write_depth,
+ bool write_stencil)
{
- struct gl_program *newProg;
- struct st_fragment_program *stfp = (struct st_fragment_program *) fpIn;
+ struct ureg_program *ureg;
+ struct ureg_src depth_sampler, stencil_sampler;
+ struct ureg_src texcoord, color;
+ struct ureg_dst out_color, out_depth, out_stencil;
+
+ ureg = ureg_create(PIPE_SHADER_FRAGMENT);
+ if (ureg == NULL)
+ return NULL;
+
+ ureg_property(ureg, TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS, TRUE);
- if (is_passthrough_program(fpIn)) {
- newProg = (struct gl_program *) _mesa_clone_fragment_program(st->ctx,
- &st->pixel_xfer.program->Base);
+ if (write_depth) {
+ color = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_COLOR, 0,
+ TGSI_INTERPOLATE_COLOR);
+ out_color = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
+
+ depth_sampler = ureg_DECL_sampler(ureg, 0);
+ ureg_DECL_sampler_view(ureg, 0, TGSI_TEXTURE_2D,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT);
+ out_depth = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
}
- else if (stfp->glsl_to_tgsi != NULL) {
- newProg = (struct gl_program *) get_glsl_pixel_transfer_program(st, stfp);
+
+ if (write_stencil) {
+ stencil_sampler = ureg_DECL_sampler(ureg, 1);
+ ureg_DECL_sampler_view(ureg, 1, TGSI_TEXTURE_2D,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT,
+ TGSI_RETURN_TYPE_UINT);
+ out_stencil = ureg_DECL_output(ureg, TGSI_SEMANTIC_STENCIL, 0);
}
- else {
-#if 0
- /* debug */
- printf("Base program:\n");
- _mesa_print_program(&fpIn->Base);
- printf("DrawPix program:\n");
- _mesa_print_program(&st->pixel_xfer.program->Base.Base);
-#endif
- newProg = _mesa_combine_programs(st->ctx,
- &st->pixel_xfer.program->Base.Base,
- &fpIn->Base);
+
+ texcoord = ureg_DECL_fs_input(ureg,
+ st->needs_texcoord_semantic ?
+ TGSI_SEMANTIC_TEXCOORD :
+ TGSI_SEMANTIC_GENERIC,
+ 0, TGSI_INTERPOLATE_LINEAR);
+
+ if (write_depth) {
+ ureg_TEX(ureg, ureg_writemask(out_depth, TGSI_WRITEMASK_Z),
+ TGSI_TEXTURE_2D, texcoord, depth_sampler);
+ ureg_MOV(ureg, out_color, color);
}
-#if 0
- /* debug */
- printf("Combined DrawPixels program:\n");
- _mesa_print_program(newProg);
- printf("InputsRead: 0x%x\n", newProg->InputsRead);
- printf("OutputsWritten: 0x%x\n", newProg->OutputsWritten);
- _mesa_print_parameter_list(newProg->Parameters);
-#endif
+ if (write_stencil)
+ ureg_TEX(ureg, ureg_writemask(out_stencil, TGSI_WRITEMASK_Y),
+ TGSI_TEXTURE_2D, texcoord, stencil_sampler);
- *fpOut = (struct gl_fragment_program *) newProg;
+ ureg_END(ureg);
+ return ureg_create_shader_and_destroy(ureg, st->pipe);
}
* stencil value value, then writes to FRAG_RESULT_DEPTH/FRAG_RESULT_STENCIL.
* Used for glDrawPixels(GL_DEPTH_COMPONENT / GL_STENCIL_INDEX).
* Pass fragment color through as-is.
- * \return pointer to the gl_fragment program
+ *
+ * \return CSO of the fragment shader.
*/
-struct gl_fragment_program *
-st_make_drawpix_z_stencil_program(struct st_context *st,
- GLboolean write_depth,
- GLboolean write_stencil)
+static void *
+get_drawpix_z_stencil_program(struct st_context *st,
+ bool write_depth,
+ bool write_stencil)
{
- struct gl_context *ctx = st->ctx;
- struct gl_program *p;
- struct gl_fragment_program *fp;
- GLuint ic = 0;
+ struct pipe_screen *pscreen = st->pipe->screen;
const GLuint shaderIndex = write_depth * 2 + write_stencil;
+ void *cso;
- assert(shaderIndex < Elements(st->drawpix.shaders));
+ assert(shaderIndex < ARRAY_SIZE(st->drawpix.zs_shaders));
- if (st->drawpix.shaders[shaderIndex]) {
+ if (st->drawpix.zs_shaders[shaderIndex]) {
/* already have the proper shader */
- return st->drawpix.shaders[shaderIndex];
+ return st->drawpix.zs_shaders[shaderIndex];
}
- /*
- * Create shader now
- */
- p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
- if (!p)
- return NULL;
-
- p->NumInstructions = write_depth ? 3 : 1;
- p->NumInstructions += write_stencil ? 1 : 0;
-
- p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
- if (!p->Instructions) {
- ctx->Driver.DeleteProgram(ctx, p);
- return NULL;
- }
- _mesa_init_instructions(p->Instructions, p->NumInstructions);
-
- if (write_depth) {
- /* TEX result.depth, fragment.texcoord[0], texture[0], 2D; */
- p->Instructions[ic].Opcode = OPCODE_TEX;
- p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
- p->Instructions[ic].DstReg.Index = FRAG_RESULT_DEPTH;
- p->Instructions[ic].DstReg.WriteMask = WRITEMASK_Z;
- p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[ic].SrcReg[0].Index = VARYING_SLOT_TEX0;
- p->Instructions[ic].TexSrcUnit = 0;
- p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
- ic++;
- /* MOV result.color, fragment.color; */
- p->Instructions[ic].Opcode = OPCODE_MOV;
- p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
- p->Instructions[ic].DstReg.Index = FRAG_RESULT_COLOR;
- p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[ic].SrcReg[0].Index = VARYING_SLOT_COL0;
- ic++;
- }
+ enum pipe_shader_ir preferred_ir =
+ pscreen->get_shader_param(pscreen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_PREFERRED_IR);
- if (write_stencil) {
- /* TEX result.stencil, fragment.texcoord[0], texture[0], 2D; */
- p->Instructions[ic].Opcode = OPCODE_TEX;
- p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
- p->Instructions[ic].DstReg.Index = FRAG_RESULT_STENCIL;
- p->Instructions[ic].DstReg.WriteMask = WRITEMASK_Y;
- p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[ic].SrcReg[0].Index = VARYING_SLOT_TEX0;
- p->Instructions[ic].TexSrcUnit = 1;
- p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
- ic++;
- }
-
- /* END; */
- p->Instructions[ic++].Opcode = OPCODE_END;
-
- assert(ic == p->NumInstructions);
-
- p->InputsRead = VARYING_BIT_TEX0 | VARYING_BIT_COL0;
- p->OutputsWritten = 0;
- if (write_depth) {
- p->OutputsWritten |= BITFIELD64_BIT(FRAG_RESULT_DEPTH);
- p->OutputsWritten |= BITFIELD64_BIT(FRAG_RESULT_COLOR);
- }
- if (write_stencil)
- p->OutputsWritten |= BITFIELD64_BIT(FRAG_RESULT_STENCIL);
-
- p->SamplersUsed = 0x1; /* sampler 0 (bit 0) is used */
- if (write_stencil)
- p->SamplersUsed |= 1 << 1;
-
- fp = (struct gl_fragment_program *) p;
+ if (preferred_ir == PIPE_SHADER_IR_NIR)
+ cso = make_drawpix_z_stencil_program_nir(st, write_depth, write_stencil);
+ else
+ cso = make_drawpix_z_stencil_program_tgsi(st, write_depth, write_stencil);
/* save the new shader */
- st->drawpix.shaders[shaderIndex] = fp;
-
- return fp;
+ st->drawpix.zs_shaders[shaderIndex] = cso;
+ return cso;
}
/**
* Create a simple vertex shader that just passes through the
- * vertex position and texcoord (and optionally, color).
+ * vertex position, texcoord, and color.
*/
-static void *
-make_passthrough_vertex_shader(struct st_context *st,
- GLboolean passColor)
+void
+st_make_passthrough_vertex_shader(struct st_context *st)
{
- const unsigned texcoord_semantic = st->needs_texcoord_semantic ?
- TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC;
-
- if (!st->drawpix.vert_shaders[passColor]) {
- struct ureg_program *ureg = ureg_create( TGSI_PROCESSOR_VERTEX );
-
- if (ureg == NULL)
- return NULL;
+ struct pipe_context *pipe = st->pipe;
+ struct pipe_screen *screen = pipe->screen;
- /* MOV result.pos, vertex.pos; */
- ureg_MOV(ureg,
- ureg_DECL_output( ureg, TGSI_SEMANTIC_POSITION, 0 ),
- ureg_DECL_vs_input( ureg, 0 ));
-
- /* MOV result.texcoord0, vertex.attr[1]; */
- ureg_MOV(ureg,
- ureg_DECL_output( ureg, texcoord_semantic, 0 ),
- ureg_DECL_vs_input( ureg, 1 ));
-
- if (passColor) {
- /* MOV result.color0, vertex.attr[2]; */
- ureg_MOV(ureg,
- ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, 0 ),
- ureg_DECL_vs_input( ureg, 2 ));
- }
+ if (st->passthrough_vs)
+ return;
- ureg_END( ureg );
-
- st->drawpix.vert_shaders[passColor] =
- ureg_create_shader_and_destroy( ureg, st->pipe );
+ enum pipe_shader_ir preferred_ir =
+ screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_PREFERRED_IR);
+
+ if (preferred_ir == PIPE_SHADER_IR_NIR) {
+ unsigned inputs[] =
+ { VERT_ATTRIB_POS, VERT_ATTRIB_COLOR0, VERT_ATTRIB_GENERIC0 };
+ unsigned outputs[] =
+ { VARYING_SLOT_POS, VARYING_SLOT_COL0, VARYING_SLOT_TEX0 };
+
+ st->passthrough_vs =
+ st_nir_make_passthrough_shader(st, "drawpixels VS",
+ MESA_SHADER_VERTEX, 3,
+ inputs, outputs, NULL, 0);
+ } else {
+ const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_COLOR,
+ st->needs_texcoord_semantic ? TGSI_SEMANTIC_TEXCOORD :
+ TGSI_SEMANTIC_GENERIC };
+ const uint semantic_indexes[] = { 0, 0, 0 };
+
+ st->passthrough_vs =
+ util_make_vertex_passthrough_shader(st->pipe, 3, semantic_names,
+ semantic_indexes, false);
}
-
- return st->drawpix.vert_shaders[passColor];
}
}
+/**
+ * Search the cache for an image which matches the given parameters.
+ * \return pipe_resource pointer if found, NULL if not found.
+ */
+static struct pipe_resource *
+search_drawpixels_cache(struct st_context *st,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ const void *pixels)
+{
+ struct pipe_resource *pt = NULL;
+ const GLint bpp = _mesa_bytes_per_pixel(format, type);
+ unsigned i;
+
+ if ((unpack->RowLength != 0 && unpack->RowLength != width) ||
+ unpack->SkipPixels != 0 ||
+ unpack->SkipRows != 0 ||
+ unpack->SwapBytes ||
+ _mesa_is_bufferobj(unpack->BufferObj)) {
+ /* we don't allow non-default pixel unpacking values */
+ return NULL;
+ }
+
+ /* Search cache entries for a match */
+ for (i = 0; i < ARRAY_SIZE(st->drawpix_cache.entries); i++) {
+ struct drawpix_cache_entry *entry = &st->drawpix_cache.entries[i];
+
+ if (width == entry->width &&
+ height == entry->height &&
+ format == entry->format &&
+ type == entry->type &&
+ pixels == entry->user_pointer &&
+ entry->image) {
+ assert(entry->texture);
+
+ /* check if the pixel data is the same */
+ if (memcmp(pixels, entry->image, width * height * bpp) == 0) {
+ /* Success - found a cache match */
+ pipe_resource_reference(&pt, entry->texture);
+ /* refcount of returned texture should be at least two here. One
+ * reference for the cache to hold on to, one for the caller (which
+ * it will release), and possibly more held by the driver.
+ */
+ assert(pt->reference.count >= 2);
+
+ /* update the age of this entry */
+ entry->age = ++st->drawpix_cache.age;
+
+ return pt;
+ }
+ }
+ }
+
+ /* no cache match found */
+ return NULL;
+}
+
+
+/**
+ * Find the oldest entry in the glDrawPixels cache. We'll replace this
+ * one when we need to store a new image.
+ */
+static struct drawpix_cache_entry *
+find_oldest_drawpixels_cache_entry(struct st_context *st)
+{
+ unsigned oldest_age = ~0u, oldest_index = ~0u;
+ unsigned i;
+
+ /* Find entry with oldest (lowest) age */
+ for (i = 0; i < ARRAY_SIZE(st->drawpix_cache.entries); i++) {
+ const struct drawpix_cache_entry *entry = &st->drawpix_cache.entries[i];
+ if (entry->age < oldest_age) {
+ oldest_age = entry->age;
+ oldest_index = i;
+ }
+ }
+
+ assert(oldest_index != ~0u);
+
+ return &st->drawpix_cache.entries[oldest_index];
+}
+
+
+/**
+ * Try to save the given glDrawPixels image in the cache.
+ */
+static void
+cache_drawpixels_image(struct st_context *st,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ const void *pixels,
+ struct pipe_resource *pt)
+{
+ if ((unpack->RowLength == 0 || unpack->RowLength == width) &&
+ unpack->SkipPixels == 0 &&
+ unpack->SkipRows == 0) {
+ const GLint bpp = _mesa_bytes_per_pixel(format, type);
+ struct drawpix_cache_entry *entry =
+ find_oldest_drawpixels_cache_entry(st);
+ assert(entry);
+ entry->width = width;
+ entry->height = height;
+ entry->format = format;
+ entry->type = type;
+ entry->user_pointer = pixels;
+ free(entry->image);
+ entry->image = malloc(width * height * bpp);
+ if (entry->image) {
+ memcpy(entry->image, pixels, width * height * bpp);
+ pipe_resource_reference(&entry->texture, pt);
+ entry->age = ++st->drawpix_cache.age;
+ }
+ else {
+ /* out of memory, free/disable cached texture */
+ entry->width = 0;
+ entry->height = 0;
+ pipe_resource_reference(&entry->texture, NULL);
+ }
+ }
+}
+
+
/**
* Make texture containing an image for glDrawPixels image.
* If 'pixels' is NULL, leave the texture image data undefined.
make_texture(struct st_context *st,
GLsizei width, GLsizei height, GLenum format, GLenum type,
const struct gl_pixelstore_attrib *unpack,
- const GLvoid *pixels)
+ const void *pixels)
{
struct gl_context *ctx = st->ctx;
struct pipe_context *pipe = st->pipe;
- gl_format mformat;
- struct pipe_resource *pt;
+ mesa_format mformat;
+ struct pipe_resource *pt = NULL;
enum pipe_format pipeFormat;
GLenum baseInternalFormat;
+#if USE_DRAWPIXELS_CACHE
+ pt = search_drawpixels_cache(st, width, height, format, type,
+ unpack, pixels);
+ if (pt) {
+ return pt;
+ }
+#endif
+
/* Choose a pixel format for the temp texture which will hold the
* image to draw.
*/
- pipeFormat = st_choose_matching_format(pipe->screen, PIPE_BIND_SAMPLER_VIEW,
+ pipeFormat = st_choose_matching_format(st, PIPE_BIND_SAMPLER_VIEW,
format, type, unpack->SwapBytes);
- if (pipeFormat != PIPE_FORMAT_NONE) {
- mformat = st_pipe_format_to_mesa_format(pipeFormat);
- baseInternalFormat = _mesa_get_format_base_format(mformat);
- }
- else {
+ if (pipeFormat == PIPE_FORMAT_NONE) {
/* Use the generic approach. */
GLenum intFormat = internal_format(ctx, format, type);
- baseInternalFormat = _mesa_base_tex_format(ctx, intFormat);
pipeFormat = st_choose_format(st, intFormat, format, type,
- PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW,
- FALSE);
+ st->internal_target, 0, 0,
+ PIPE_BIND_SAMPLER_VIEW, FALSE);
assert(pipeFormat != PIPE_FORMAT_NONE);
- mformat = st_pipe_format_to_mesa_format(pipeFormat);
}
+ mformat = st_pipe_format_to_mesa_format(pipeFormat);
+ baseInternalFormat = _mesa_get_format_base_format(mformat);
+
pixels = _mesa_map_pbo_source(ctx, unpack, pixels);
if (!pixels)
return NULL;
{
struct pipe_transfer *transfer;
- GLboolean success;
GLubyte *dest;
const GLbitfield imageTransferStateSave = ctx->_ImageTransferState;
dest = pipe_transfer_map(pipe, pt, 0, 0,
PIPE_TRANSFER_WRITE, 0, 0,
width, height, &transfer);
-
+ if (!dest) {
+ pipe_resource_reference(&pt, NULL);
+ _mesa_unmap_pbo_source(ctx, unpack);
+ return NULL;
+ }
/* Put image into texture transfer.
* Note that the image is actually going to be upside down in
* the texture. We deal with that with texcoords.
*/
- success = _mesa_texstore(ctx, 2, /* dims */
- baseInternalFormat, /* baseInternalFormat */
- mformat, /* gl_format */
- transfer->stride, /* dstRowStride, bytes */
- &dest, /* destSlices */
- width, height, 1, /* size */
- format, type, /* src format/type */
- pixels, /* data source */
- unpack);
+ if ((format == GL_RGBA || format == GL_BGRA)
+ && type == GL_UNSIGNED_BYTE) {
+ /* Use a memcpy-based texstore to avoid software pixel swizzling.
+ * We'll do the necessary swizzling with the pipe_sampler_view to
+ * give much better performance.
+ * XXX in the future, expand this to accomodate more format and
+ * type combinations.
+ */
+ _mesa_memcpy_texture(ctx, 2,
+ mformat, /* mesa_format */
+ transfer->stride, /* dstRowStride, bytes */
+ &dest, /* destSlices */
+ width, height, 1, /* size */
+ format, type, /* src format/type */
+ pixels, /* data source */
+ unpack);
+ }
+ else {
+ bool MAYBE_UNUSED success;
+ success = _mesa_texstore(ctx, 2, /* dims */
+ baseInternalFormat, /* baseInternalFormat */
+ mformat, /* mesa_format */
+ transfer->stride, /* dstRowStride, bytes */
+ &dest, /* destSlices */
+ width, height, 1, /* size */
+ format, type, /* src format/type */
+ pixels, /* data source */
+ unpack);
+
+ assert(success);
+ }
/* unmap */
pipe_transfer_unmap(pipe, transfer);
- assert(success);
-
/* restore */
ctx->_ImageTransferState = imageTransferStateSave;
}
_mesa_unmap_pbo_source(ctx, unpack);
- return pt;
-}
-
-
-/**
- * Draw quad with texcoords and optional color.
- * Coords are gallium window coords with y=0=top.
- * \param color may be null
- * \param invertTex if true, flip texcoords vertically
- */
-static void
-draw_quad(struct gl_context *ctx, GLfloat x0, GLfloat y0, GLfloat z,
- GLfloat x1, GLfloat y1, const GLfloat *color,
- GLboolean invertTex, GLfloat maxXcoord, GLfloat maxYcoord)
-{
- struct st_context *st = st_context(ctx);
- struct pipe_context *pipe = st->pipe;
- GLfloat (*verts)[3][4]; /* four verts, three attribs, XYZW */
- struct pipe_resource *buf = NULL;
- unsigned offset;
-
- if (u_upload_alloc(st->uploader, 0, 4 * sizeof(verts[0]), &offset,
- &buf, (void **) &verts) != PIPE_OK) {
- return;
- }
-
- /* setup vertex data */
- {
- const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
- const GLfloat fb_width = (GLfloat) fb->Width;
- const GLfloat fb_height = (GLfloat) fb->Height;
- const GLfloat clip_x0 = x0 / fb_width * 2.0f - 1.0f;
- const GLfloat clip_y0 = y0 / fb_height * 2.0f - 1.0f;
- const GLfloat clip_x1 = x1 / fb_width * 2.0f - 1.0f;
- const GLfloat clip_y1 = y1 / fb_height * 2.0f - 1.0f;
- const GLfloat sLeft = 0.0f, sRight = maxXcoord;
- const GLfloat tTop = invertTex ? maxYcoord : 0.0f;
- const GLfloat tBot = invertTex ? 0.0f : maxYcoord;
- GLuint i;
-
- /* upper-left */
- verts[0][0][0] = clip_x0; /* v[0].attr[0].x */
- verts[0][0][1] = clip_y0; /* v[0].attr[0].y */
-
- /* upper-right */
- verts[1][0][0] = clip_x1;
- verts[1][0][1] = clip_y0;
-
- /* lower-right */
- verts[2][0][0] = clip_x1;
- verts[2][0][1] = clip_y1;
-
- /* lower-left */
- verts[3][0][0] = clip_x0;
- verts[3][0][1] = clip_y1;
-
- verts[0][1][0] = sLeft; /* v[0].attr[1].S */
- verts[0][1][1] = tTop; /* v[0].attr[1].T */
- verts[1][1][0] = sRight;
- verts[1][1][1] = tTop;
- verts[2][1][0] = sRight;
- verts[2][1][1] = tBot;
- verts[3][1][0] = sLeft;
- verts[3][1][1] = tBot;
-
- /* same for all verts: */
- if (color) {
- for (i = 0; i < 4; i++) {
- verts[i][0][2] = z; /* v[i].attr[0].z */
- verts[i][0][3] = 1.0f; /* v[i].attr[0].w */
- verts[i][2][0] = color[0]; /* v[i].attr[2].r */
- verts[i][2][1] = color[1]; /* v[i].attr[2].g */
- verts[i][2][2] = color[2]; /* v[i].attr[2].b */
- verts[i][2][3] = color[3]; /* v[i].attr[2].a */
- verts[i][1][2] = 0.0f; /* v[i].attr[1].R */
- verts[i][1][3] = 1.0f; /* v[i].attr[1].Q */
- }
- }
- else {
- for (i = 0; i < 4; i++) {
- verts[i][0][2] = z; /*Z*/
- verts[i][0][3] = 1.0f; /*W*/
- verts[i][1][2] = 0.0f; /*R*/
- verts[i][1][3] = 1.0f; /*Q*/
- }
- }
- }
+#if USE_DRAWPIXELS_CACHE
+ cache_drawpixels_image(st, width, height, format, type, unpack, pixels, pt);
+#endif
- u_upload_unmap(st->uploader);
- util_draw_vertex_buffer(pipe, st->cso_context, buf,
- cso_get_aux_vertex_buffer_slot(st->cso_context),
- offset,
- PIPE_PRIM_QUADS,
- 4, /* verts */
- 3); /* attribs/vert */
- pipe_resource_reference(&buf, NULL);
+ return pt;
}
-
static void
draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
GLsizei width, GLsizei height,
int num_sampler_view,
void *driver_vp,
void *driver_fp,
+ struct st_fp_variant *fpv,
const GLfloat *color,
GLboolean invertTex,
GLboolean write_depth, GLboolean write_stencil)
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
struct cso_context *cso = st->cso_context;
+ const unsigned fb_width = _mesa_geometric_width(ctx->DrawBuffer);
+ const unsigned fb_height = _mesa_geometric_height(ctx->DrawBuffer);
GLfloat x0, y0, x1, y1;
- GLsizei maxSize;
- boolean normalized = sv[0]->texture->target != PIPE_TEXTURE_RECT;
+ GLsizei MAYBE_UNUSED maxSize;
+ boolean normalized = sv[0]->texture->target == PIPE_TEXTURE_2D;
+ unsigned cso_state_mask;
+
+ assert(sv[0]->texture->target == st->internal_target);
/* limit checks */
/* XXX if DrawPixels image is larger than max texture size, break
assert(width <= maxSize);
assert(height <= maxSize);
- cso_save_rasterizer(cso);
- cso_save_viewport(cso);
- cso_save_samplers(cso, PIPE_SHADER_FRAGMENT);
- cso_save_sampler_views(cso, PIPE_SHADER_FRAGMENT);
- cso_save_fragment_shader(cso);
- cso_save_stream_outputs(cso);
- cso_save_vertex_shader(cso);
- cso_save_geometry_shader(cso);
- cso_save_vertex_elements(cso);
- cso_save_aux_vertex_buffer_slot(cso);
+ cso_state_mask = (CSO_BIT_RASTERIZER |
+ CSO_BIT_VIEWPORT |
+ CSO_BIT_FRAGMENT_SAMPLERS |
+ CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
+ CSO_BIT_STREAM_OUTPUTS |
+ CSO_BIT_VERTEX_ELEMENTS |
+ CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
+ CSO_BITS_ALL_SHADERS);
if (write_stencil) {
- cso_save_depth_stencil_alpha(cso);
- cso_save_blend(cso);
+ cso_state_mask |= (CSO_BIT_DEPTH_STENCIL_ALPHA |
+ CSO_BIT_BLEND);
}
+ cso_save_state(cso, cso_state_mask);
/* rasterizer state: just scissor */
{
ctx->Color._ClampFragmentColor;
rasterizer.half_pixel_center = 1;
rasterizer.bottom_edge_rule = 1;
- rasterizer.depth_clip = !ctx->Transform.DepthClamp;
- rasterizer.scissor = ctx->Scissor.Enabled;
+ rasterizer.depth_clip_near = !ctx->Transform.DepthClampNear;
+ rasterizer.depth_clip_far = !ctx->Transform.DepthClampFar;
+ rasterizer.scissor = ctx->Scissor.EnableFlags;
cso_set_rasterizer(cso, &rasterizer);
}
/* vertex shader state: position + texcoord pass-through */
cso_set_vertex_shader_handle(cso, driver_vp);
- /* geometry shader state: disabled */
+ /* disable other shaders */
+ cso_set_tessctrl_shader_handle(cso, NULL);
+ cso_set_tesseval_shader_handle(cso, NULL);
cso_set_geometry_shader_handle(cso, NULL);
- /* texture sampling state: */
+ /* user samplers, plus the drawpix samplers */
{
struct pipe_sampler_state sampler;
+
memset(&sampler, 0, sizeof(sampler));
sampler.wrap_s = PIPE_TEX_WRAP_CLAMP;
sampler.wrap_t = PIPE_TEX_WRAP_CLAMP;
sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
sampler.normalized_coords = normalized;
- cso_single_sampler(cso, PIPE_SHADER_FRAGMENT, 0, &sampler);
- if (num_sampler_view > 1) {
- cso_single_sampler(cso, PIPE_SHADER_FRAGMENT, 1, &sampler);
+ if (fpv) {
+ /* drawing a color image */
+ const struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
+ uint num = MAX3(fpv->drawpix_sampler + 1,
+ fpv->pixelmap_sampler + 1,
+ st->state.num_frag_samplers);
+ uint i;
+
+ for (i = 0; i < st->state.num_frag_samplers; i++)
+ samplers[i] = &st->state.frag_samplers[i];
+
+ samplers[fpv->drawpix_sampler] = &sampler;
+ if (sv[1])
+ samplers[fpv->pixelmap_sampler] = &sampler;
+
+ cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num, samplers);
+ } else {
+ /* drawing a depth/stencil image */
+ const struct pipe_sampler_state *samplers[2] = {&sampler, &sampler};
+
+ cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num_sampler_view, samplers);
}
- cso_single_sampler_done(cso, PIPE_SHADER_FRAGMENT);
}
- /* viewport state: viewport matching window dims */
- {
- const float w = (float) ctx->DrawBuffer->Width;
- const float h = (float) ctx->DrawBuffer->Height;
- struct pipe_viewport_state vp;
- vp.scale[0] = 0.5f * w;
- vp.scale[1] = -0.5f * h;
- vp.scale[2] = 0.5f;
- vp.scale[3] = 1.0f;
- vp.translate[0] = 0.5f * w;
- vp.translate[1] = 0.5f * h;
- vp.translate[2] = 0.5f;
- vp.translate[3] = 0.0f;
- cso_set_viewport(cso, &vp);
+ /* user textures, plus the drawpix textures */
+ if (fpv) {
+ /* drawing a color image */
+ struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
+ uint num = MAX3(fpv->drawpix_sampler + 1,
+ fpv->pixelmap_sampler + 1,
+ st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
+
+ memcpy(sampler_views, st->state.frag_sampler_views,
+ sizeof(sampler_views));
+
+ sampler_views[fpv->drawpix_sampler] = sv[0];
+ if (sv[1])
+ sampler_views[fpv->pixelmap_sampler] = sv[1];
+ cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num, sampler_views);
+ } else {
+ /* drawing a depth/stencil image */
+ cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num_sampler_view, sv);
}
- cso_set_vertex_elements(cso, 3, st->velems_util_draw);
- cso_set_stream_outputs(st->cso_context, 0, NULL, 0);
+ /* viewport state: viewport matching window dims */
+ cso_set_viewport_dims(cso, fb_width, fb_height, TRUE);
- /* texture state: */
- cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num_sampler_view, sv);
+ cso_set_vertex_elements(cso, 3, st->util_velems);
+ cso_set_stream_outputs(cso, 0, NULL, NULL);
/* Compute Gallium window coords (y=0=top) with pixel zoom.
* Recall that these coords are transformed by the current
* vertex shader and viewport transformation.
*/
if (st_fb_orientation(ctx->DrawBuffer) == Y_0_BOTTOM) {
- y = ctx->DrawBuffer->Height - (int) (y + height * ctx->Pixel.ZoomY);
+ y = fb_height - (int) (y + height * ctx->Pixel.ZoomY);
invertTex = !invertTex;
}
/* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
z = z * 2.0f - 1.0f;
- draw_quad(ctx, x0, y0, z, x1, y1, color, invertTex,
- normalized ? ((GLfloat) width / sv[0]->texture->width0) : (GLfloat)width,
- normalized ? ((GLfloat) height / sv[0]->texture->height0) : (GLfloat)height);
+ {
+ const float clip_x0 = x0 / (float) fb_width * 2.0f - 1.0f;
+ const float clip_y0 = y0 / (float) fb_height * 2.0f - 1.0f;
+ const float clip_x1 = x1 / (float) fb_width * 2.0f - 1.0f;
+ const float clip_y1 = y1 / (float) fb_height * 2.0f - 1.0f;
+ const float maxXcoord = normalized ?
+ ((float) width / sv[0]->texture->width0) : (float) width;
+ const float maxYcoord = normalized
+ ? ((float) height / sv[0]->texture->height0) : (float) height;
+ const float sLeft = 0.0f, sRight = maxXcoord;
+ const float tTop = invertTex ? maxYcoord : 0.0f;
+ const float tBot = invertTex ? 0.0f : maxYcoord;
+
+ if (!st_draw_quad(st, clip_x0, clip_y0, clip_x1, clip_y1, z,
+ sLeft, tBot, sRight, tTop, color, 0)) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels");
+ }
+ }
/* restore state */
- cso_restore_rasterizer(cso);
- cso_restore_viewport(cso);
- cso_restore_samplers(cso, PIPE_SHADER_FRAGMENT);
- cso_restore_sampler_views(cso, PIPE_SHADER_FRAGMENT);
- cso_restore_fragment_shader(cso);
- cso_restore_vertex_shader(cso);
- cso_restore_geometry_shader(cso);
- cso_restore_vertex_elements(cso);
- cso_restore_aux_vertex_buffer_slot(cso);
- cso_restore_stream_outputs(cso);
- if (write_stencil) {
- cso_restore_depth_stencil_alpha(cso);
- cso_restore_blend(cso);
- }
+ cso_restore_state(cso);
}
draw_stencil_pixels(struct gl_context *ctx, GLint x, GLint y,
GLsizei width, GLsizei height, GLenum format, GLenum type,
const struct gl_pixelstore_attrib *unpack,
- const GLvoid *pixels)
+ const void *pixels)
{
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
}
stmap = pipe_transfer_map(pipe, strb->texture,
- strb->rtt_level, strb->rtt_face + strb->rtt_slice,
+ strb->surface->u.tex.level,
+ strb->surface->u.tex.first_layer,
usage, x, y,
width, height, &pt);
for (row = 0; row < height; row++) {
GLfloat *zValuesFloat = (GLfloat*)zValues;
GLenum destType = GL_UNSIGNED_BYTE;
- const GLvoid *source = _mesa_image_address2d(&clippedUnpack, pixels,
+ const void *source = _mesa_image_address2d(&clippedUnpack, pixels,
width, height,
format, type,
row, 0);
memset(&key, 0, sizeof(key));
- key.st = st;
+ key.st = st->has_shareable_shaders ? NULL : st;
key.drawpixels = 1;
key.scaleAndBias = (ctx->Pixel.RedBias != 0.0 ||
ctx->Pixel.RedScale != 1.0 ||
ctx->Pixel.AlphaScale != 1.0);
key.pixelMaps = ctx->Pixel.MapColorFlag;
key.clamp_color = st->clamp_frag_color_in_shader &&
- st->ctx->Color._ClampFragmentColor;
-
- fpv = st_get_fp_variant(st, st->fp, &key);
-
- return fpv;
-}
-
-
-/**
- * Get fragment program variant for a glDrawPixels or glCopyPixels
- * command for depth/stencil data.
- */
-static struct st_fp_variant *
-get_depth_stencil_fp_variant(struct st_context *st, GLboolean write_depth,
- GLboolean write_stencil)
-{
- struct st_fp_variant_key key;
- struct st_fp_variant *fpv;
-
- memset(&key, 0, sizeof(key));
-
- key.st = st;
- key.drawpixels = 1;
- key.drawpixels_z = write_depth;
- key.drawpixels_stencil = write_stencil;
+ ctx->Color._ClampFragmentColor;
fpv = st_get_fp_variant(st, st->fp, &key);
}
+/**
+ * Search the array of 4 swizzle components for the named component and return
+ * its position.
+ */
+static unsigned
+search_swizzle(const unsigned char swizzle[4], unsigned component)
+{
+ unsigned i;
+ for (i = 0; i < 4; i++) {
+ if (swizzle[i] == component)
+ return i;
+ }
+ assert(!"search_swizzle() failed");
+ return 0;
+}
+
+
+/**
+ * Set the sampler view's swizzle terms. This is used to handle RGBA
+ * swizzling when the incoming image format isn't an exact match for
+ * the actual texture format. For example, if we have glDrawPixels(
+ * GL_RGBA, GL_UNSIGNED_BYTE) and we chose the texture format
+ * PIPE_FORMAT_B8G8R8A8 then we can do use the sampler view swizzle to
+ * avoid swizzling all the pixels in software in the texstore code.
+ */
+static void
+setup_sampler_swizzle(struct pipe_sampler_view *sv, GLenum format, GLenum type)
+{
+ if ((format == GL_RGBA || format == GL_BGRA) && type == GL_UNSIGNED_BYTE) {
+ const struct util_format_description *desc =
+ util_format_description(sv->texture->format);
+ unsigned c0, c1, c2, c3;
+
+ /* Every gallium driver supports at least one 32-bit packed RGBA format.
+ * We must have chosen one for (GL_RGBA, GL_UNSIGNED_BYTE).
+ */
+ assert(desc->block.bits == 32);
+
+ /* invert the format's swizzle to setup the sampler's swizzle */
+ if (format == GL_RGBA) {
+ c0 = PIPE_SWIZZLE_X;
+ c1 = PIPE_SWIZZLE_Y;
+ c2 = PIPE_SWIZZLE_Z;
+ c3 = PIPE_SWIZZLE_W;
+ }
+ else {
+ assert(format == GL_BGRA);
+ c0 = PIPE_SWIZZLE_Z;
+ c1 = PIPE_SWIZZLE_Y;
+ c2 = PIPE_SWIZZLE_X;
+ c3 = PIPE_SWIZZLE_W;
+ }
+ sv->swizzle_r = search_swizzle(desc->swizzle, c0);
+ sv->swizzle_g = search_swizzle(desc->swizzle, c1);
+ sv->swizzle_b = search_swizzle(desc->swizzle, c2);
+ sv->swizzle_a = search_swizzle(desc->swizzle, c3);
+ }
+ else {
+ /* use the default sampler swizzle */
+ }
+}
+
+
/**
* Called via ctx->Driver.DrawPixels()
*/
st_DrawPixels(struct gl_context *ctx, GLint x, GLint y,
GLsizei width, GLsizei height,
GLenum format, GLenum type,
- const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels)
+ const struct gl_pixelstore_attrib *unpack, const void *pixels)
{
- void *driver_vp, *driver_fp;
+ void *driver_fp;
struct st_context *st = st_context(ctx);
- const GLfloat *color;
struct pipe_context *pipe = st->pipe;
GLboolean write_stencil = GL_FALSE, write_depth = GL_FALSE;
- struct pipe_sampler_view *sv[2];
+ struct pipe_sampler_view *sv[2] = { NULL };
int num_sampler_view = 1;
- struct st_fp_variant *fpv;
struct gl_pixelstore_attrib clippedUnpack;
+ struct st_fp_variant *fpv = NULL;
+ struct pipe_resource *pt;
/* Mesa state should be up to date by now */
assert(ctx->NewState == 0x0);
- st_validate_state(st);
+ _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
+
+ st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
+
+ st_validate_state(st, ST_PIPELINE_META);
/* Limit the size of the glDrawPixels to the max texture size.
* Strictly speaking, that's not correct but since we don't handle
return;
}
+ /* Put glDrawPixels image into a texture */
+ pt = make_texture(st, width, height, format, type, unpack, pixels);
+ if (!pt) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels");
+ return;
+ }
+
+ st_make_passthrough_vertex_shader(st);
+
/*
* Get vertex/fragment shaders
*/
if (write_depth || write_stencil) {
- fpv = get_depth_stencil_fp_variant(st, write_depth, write_stencil);
-
- driver_fp = fpv->driver_shader;
-
- driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
-
- color = ctx->Current.RasterColor;
+ driver_fp = get_drawpix_z_stencil_program(st, write_depth,
+ write_stencil);
}
else {
fpv = get_color_fp_variant(st);
driver_fp = fpv->driver_shader;
- driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
-
- color = NULL;
- if (st->pixel_xfer.pixelmap_enabled) {
- sv[1] = st->pixel_xfer.pixelmap_sampler_view;
- num_sampler_view++;
+ if (ctx->Pixel.MapColorFlag) {
+ pipe_sampler_view_reference(&sv[1],
+ st->pixel_xfer.pixelmap_sampler_view);
+ num_sampler_view++;
}
+
+ /* compiling a new fragment shader variant added new state constants
+ * into the constant buffer, we need to update them
+ */
+ st_upload_constants(st, &st->fp->Base);
}
- /* update fragment program constants */
- st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
+ /* create sampler view for the image */
+ sv[0] = st_create_texture_sampler_view(st->pipe, pt);
+ if (!sv[0]) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels");
+ pipe_resource_reference(&pt, NULL);
+ return;
+ }
- /* draw with textured quad */
- {
- struct pipe_resource *pt
- = make_texture(st, width, height, format, type, unpack, pixels);
- if (pt) {
- sv[0] = st_create_texture_sampler_view(st->pipe, pt);
-
- if (sv[0]) {
- /* Create a second sampler view to read stencil.
- * The stencil is written using the shader stencil export
- * functionality. */
- if (write_stencil) {
- enum pipe_format stencil_format =
- util_format_stencil_only(pt->format);
-
- sv[1] = st_create_texture_sampler_view_format(st->pipe, pt,
- stencil_format);
- num_sampler_view++;
- }
+ /* Set up the sampler view's swizzle */
+ setup_sampler_swizzle(sv[0], format, type);
- draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2],
- width, height,
- ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
- sv,
- num_sampler_view,
- driver_vp,
- driver_fp,
- color, GL_FALSE, write_depth, write_stencil);
- pipe_sampler_view_reference(&sv[0], NULL);
- if (num_sampler_view > 1)
- pipe_sampler_view_reference(&sv[1], NULL);
- }
+ /* Create a second sampler view to read stencil. The stencil is
+ * written using the shader stencil export functionality.
+ */
+ if (write_stencil) {
+ enum pipe_format stencil_format =
+ util_format_stencil_only(pt->format);
+ /* we should not be doing pixel map/transfer (see above) */
+ assert(num_sampler_view == 1);
+ sv[1] = st_create_texture_sampler_view_format(st->pipe, pt,
+ stencil_format);
+ if (!sv[1]) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels");
pipe_resource_reference(&pt, NULL);
+ pipe_sampler_view_reference(&sv[0], NULL);
+ return;
}
+ num_sampler_view++;
}
+
+ draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2],
+ width, height,
+ ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
+ sv,
+ num_sampler_view,
+ st->passthrough_vs,
+ driver_fp, fpv,
+ ctx->Current.RasterColor,
+ GL_FALSE, write_depth, write_stencil);
+ pipe_sampler_view_reference(&sv[0], NULL);
+ if (num_sampler_view > 1)
+ pipe_sampler_view_reference(&sv[1], NULL);
+
+ /* free the texture (but may persist in the cache) */
+ pipe_resource_reference(&pt, NULL);
}
/* map the stencil buffer */
drawMap = pipe_transfer_map(pipe,
rbDraw->texture,
- rbDraw->rtt_level,
- rbDraw->rtt_face + rbDraw->rtt_slice,
+ rbDraw->surface->u.tex.level,
+ rbDraw->surface->u.tex.first_layer,
usage, dstx, dsty,
width, height, &ptDraw);
}
-/**
- * \return TRUE if two regions overlap, FALSE otherwise
- */
-static boolean
-regions_overlap(int srcX0, int srcY0,
- int srcX1, int srcY1,
- int dstX0, int dstY0,
- int dstX1, int dstY1)
-{
- if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
- return FALSE; /* src completely left of dst */
-
- if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
- return FALSE; /* dst completely left of src */
-
- if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
- return FALSE; /* src completely above dst */
-
- if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
- return FALSE; /* dst completely above src */
-
- return TRUE; /* some overlap */
-}
-
-
/**
* Try to do a glCopyPixels for simple cases with a blit by calling
* pipe->blit().
ctx->_ImageTransferState == 0x0 &&
!ctx->Color.BlendEnabled &&
!ctx->Color.AlphaEnabled &&
+ (!ctx->Color.ColorLogicOpEnabled || ctx->Color.LogicOp == GL_COPY) &&
!ctx->Depth.Test &&
!ctx->Fog.Enabled &&
!ctx->Stencil.Enabled &&
!ctx->FragmentProgram.Enabled &&
!ctx->VertexProgram.Enabled &&
- !ctx->Shader.CurrentFragmentProgram &&
+ !ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT] &&
+ !_mesa_ati_fragment_shader_enabled(ctx) &&
ctx->DrawBuffer->_NumColorDrawBuffers == 1 &&
!ctx->Query.CondRenderQuery &&
!ctx->Query.CurrentOcclusionObject) {
}
if (rbRead != rbDraw ||
- !regions_overlap(readX, readY, readX + readW, readY + readH,
- drawX, drawY, drawX + drawW, drawY + drawH)) {
+ !_mesa_regions_overlap(readX, readY, readX + readW, readY + readH,
+ drawX, drawY, drawX + drawW, drawY + drawH)) {
struct pipe_blit_info blit;
memset(&blit, 0, sizeof(blit));
blit.src.resource = rbRead->texture;
- blit.src.level = rbRead->rtt_level;
+ blit.src.level = rbRead->surface->u.tex.level;
blit.src.format = rbRead->texture->format;
blit.src.box.x = readX;
blit.src.box.y = readY;
- blit.src.box.z = rbRead->rtt_face + rbRead->rtt_slice;
+ blit.src.box.z = rbRead->surface->u.tex.first_layer;
blit.src.box.width = readW;
blit.src.box.height = readH;
blit.src.box.depth = 1;
blit.dst.resource = rbDraw->texture;
- blit.dst.level = rbDraw->rtt_level;
+ blit.dst.level = rbDraw->surface->u.tex.level;
blit.dst.format = rbDraw->texture->format;
blit.dst.box.x = drawX;
blit.dst.box.y = drawY;
- blit.dst.box.z = rbDraw->rtt_face + rbDraw->rtt_slice;
+ blit.dst.box.z = rbDraw->surface->u.tex.first_layer;
blit.dst.box.width = drawW;
blit.dst.box.height = drawH;
blit.dst.box.depth = 1;
blit.mask = PIPE_MASK_RGBA;
blit.filter = PIPE_TEX_FILTER_NEAREST;
+ if (ctx->DrawBuffer != ctx->WinSysDrawBuffer)
+ st_window_rectangles_to_blit(ctx, &blit);
+
if (screen->is_format_supported(screen, blit.src.format,
blit.src.resource->target,
blit.src.resource->nr_samples,
+ blit.src.resource->nr_storage_samples,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, blit.dst.format,
blit.dst.resource->target,
blit.dst.resource->nr_samples,
+ blit.dst.resource->nr_storage_samples,
PIPE_BIND_RENDER_TARGET)) {
pipe->blit(pipe, &blit);
return GL_TRUE;
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
struct st_renderbuffer *rbRead;
- void *driver_vp, *driver_fp;
+ void *driver_fp;
struct pipe_resource *pt;
- struct pipe_sampler_view *sv[2];
+ struct pipe_sampler_view *sv[2] = { NULL };
+ struct st_fp_variant *fpv = NULL;
int num_sampler_view = 1;
- GLfloat *color;
enum pipe_format srcFormat;
unsigned srcBind;
GLboolean invertTex = GL_FALSE;
GLint readX, readY, readW, readH;
struct gl_pixelstore_attrib pack = ctx->DefaultPacking;
- struct st_fp_variant *fpv;
- st_validate_state(st);
+ _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
+
+ st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
+
+ st_validate_state(st, ST_PIPELINE_META);
if (type == GL_DEPTH_STENCIL) {
/* XXX make this more efficient */
* are handled.
*/
+ st_make_passthrough_vertex_shader(st);
/*
* Get vertex/fragment shaders
*/
if (type == GL_COLOR) {
+ fpv = get_color_fp_variant(st);
+
rbRead = st_get_color_read_renderbuffer(ctx);
- color = NULL;
- fpv = get_color_fp_variant(st);
driver_fp = fpv->driver_shader;
- driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
-
- if (st->pixel_xfer.pixelmap_enabled) {
- sv[1] = st->pixel_xfer.pixelmap_sampler_view;
+ if (ctx->Pixel.MapColorFlag) {
+ pipe_sampler_view_reference(&sv[1],
+ st->pixel_xfer.pixelmap_sampler_view);
num_sampler_view++;
}
+
+ /* compiling a new fragment shader variant added new state constants
+ * into the constant buffer, we need to update them
+ */
+ st_upload_constants(st, &st->fp->Base);
}
else {
assert(type == GL_DEPTH);
rbRead = st_renderbuffer(ctx->ReadBuffer->
Attachment[BUFFER_DEPTH].Renderbuffer);
- color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
-
- fpv = get_depth_stencil_fp_variant(st, GL_TRUE, GL_FALSE);
- driver_fp = fpv->driver_shader;
- driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
+ driver_fp = get_drawpix_z_stencil_program(st, GL_TRUE, GL_FALSE);
}
- /* update fragment program constants */
- st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
-
/* Choose the format for the temporary texture. */
srcFormat = rbRead->texture->format;
srcBind = PIPE_BIND_SAMPLER_VIEW |
(type == GL_COLOR ? PIPE_BIND_RENDER_TARGET : PIPE_BIND_DEPTH_STENCIL);
if (!screen->is_format_supported(screen, srcFormat, st->internal_target, 0,
- srcBind)) {
+ 0, srcBind)) {
/* srcFormat is non-renderable. Find a compatible renderable format. */
if (type == GL_DEPTH) {
srcFormat = st_choose_format(st, GL_DEPTH_COMPONENT, GL_NONE,
- GL_NONE, st->internal_target, 0,
+ GL_NONE, st->internal_target, 0, 0,
srcBind, FALSE);
}
else {
if (util_format_is_float(srcFormat)) {
srcFormat = st_choose_format(st, GL_RGBA32F, GL_NONE,
- GL_NONE, st->internal_target, 0,
+ GL_NONE, st->internal_target, 0, 0,
srcBind, FALSE);
}
else if (util_format_is_pure_sint(srcFormat)) {
srcFormat = st_choose_format(st, GL_RGBA32I, GL_NONE,
- GL_NONE, st->internal_target, 0,
+ GL_NONE, st->internal_target, 0, 0,
srcBind, FALSE);
}
else if (util_format_is_pure_uint(srcFormat)) {
srcFormat = st_choose_format(st, GL_RGBA32UI, GL_NONE,
- GL_NONE, st->internal_target, 0,
+ GL_NONE, st->internal_target, 0, 0,
srcBind, FALSE);
}
else if (util_format_is_snorm(srcFormat)) {
srcFormat = st_choose_format(st, GL_RGBA16_SNORM, GL_NONE,
- GL_NONE, st->internal_target, 0,
+ GL_NONE, st->internal_target, 0, 0,
srcBind, FALSE);
}
else {
srcFormat = st_choose_format(st, GL_RGBA, GL_NONE,
- GL_NONE, st->internal_target, 0,
+ GL_NONE, st->internal_target, 0, 0,
srcBind, FALSE);
}
}
memset(&blit, 0, sizeof(blit));
blit.src.resource = rbRead->texture;
- blit.src.level = rbRead->rtt_level;
+ blit.src.level = rbRead->surface->u.tex.level;
blit.src.format = rbRead->texture->format;
blit.src.box.x = readX;
blit.src.box.y = readY;
- blit.src.box.z = rbRead->rtt_face + rbRead->rtt_slice;
+ blit.src.box.z = rbRead->surface->u.tex.first_layer;
blit.src.box.width = readW;
blit.src.box.height = readH;
blit.src.box.depth = 1;
width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
sv,
num_sampler_view,
- driver_vp,
- driver_fp,
- color, invertTex, GL_FALSE, GL_FALSE);
+ st->passthrough_vs,
+ driver_fp, fpv,
+ ctx->Current.Attrib[VERT_ATTRIB_COLOR0],
+ invertTex, GL_FALSE, GL_FALSE);
pipe_resource_reference(&pt, NULL);
pipe_sampler_view_reference(&sv[0], NULL);
{
GLuint i;
- for (i = 0; i < Elements(st->drawpix.shaders); i++) {
- if (st->drawpix.shaders[i])
- _mesa_reference_fragprog(st->ctx, &st->drawpix.shaders[i], NULL);
+ for (i = 0; i < ARRAY_SIZE(st->drawpix.zs_shaders); i++) {
+ if (st->drawpix.zs_shaders[i])
+ cso_delete_fragment_shader(st->cso_context,
+ st->drawpix.zs_shaders[i]);
}
- st_reference_fragprog(st, &st->pixel_xfer.combined_prog, NULL);
- if (st->drawpix.vert_shaders[0])
- cso_delete_vertex_shader(st->cso_context, st->drawpix.vert_shaders[0]);
- if (st->drawpix.vert_shaders[1])
- cso_delete_vertex_shader(st->cso_context, st->drawpix.vert_shaders[1]);
+ if (st->passthrough_vs)
+ cso_delete_vertex_shader(st->cso_context, st->passthrough_vs);
+
+ /* Free cache data */
+ for (i = 0; i < ARRAY_SIZE(st->drawpix_cache.entries); i++) {
+ struct drawpix_cache_entry *entry = &st->drawpix_cache.entries[i];
+ free(entry->image);
+ pipe_resource_reference(&entry->texture, NULL);
+ }
}