--- /dev/null
+/**************************************************************************
+ *
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * 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
+ * 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.
+ *
+ **************************************************************************/
+
+ /*
+ * Authors:
+ * Brian Paul
+ */
+
+#include "main/imports.h"
+#include "main/image.h"
+#include "main/macros.h"
+#include "main/texformat.h"
+#include "shader/program.h"
+#include "shader/prog_parameter.h"
+#include "shader/prog_print.h"
+
+#include "st_context.h"
+#include "st_atom.h"
+#include "st_atom_constbuf.h"
+#include "st_program.h"
+#include "st_cb_bitmap.h"
+#include "st_mesa_to_tgsi.h"
+#include "st_texture.h"
+#include "pipe/p_context.h"
+#include "pipe/p_defines.h"
+#include "pipe/p_inlines.h"
+#include "pipe/p_winsys.h"
+#include "util/p_tile.h"
+#include "util/u_draw_quad.h"
+#include "util/u_simple_shaders.h"
+#include "shader/prog_instruction.h"
+#include "cso_cache/cso_context.h"
+
+
+
+/**
+ * Make fragment program for glBitmap:
+ * Sample the texture and kill the fragment if the bit is 0.
+ * This program will be combined with the user's fragment program.
+ */
+static struct st_fragment_program *
+make_bitmap_fragment_program(GLcontext *ctx)
+{
+ struct st_fragment_program *stfp;
+ struct gl_program *p;
+ GLuint ic = 0;
+
+ p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
+ if (!p)
+ return NULL;
+
+ p->NumInstructions = 5;
+
+ p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
+ if (!p->Instructions) {
+ ctx->Driver.DeleteProgram(ctx, p);
+ return NULL;
+ }
+ _mesa_init_instructions(p->Instructions, p->NumInstructions);
+
+ /* TEX tmp0, fragment.texcoord[0], texture[0], 2D; */
+ p->Instructions[ic].Opcode = OPCODE_TEX;
+ p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY;
+ p->Instructions[ic].DstReg.Index = 0;
+ p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
+ p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
+ p->Instructions[ic].TexSrcUnit = 0;
+ p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
+ ic++;
+
+ /* SWZ tmp0.x, tmp0.x, 1111; # tmp0.x = 1.0 */
+ p->Instructions[ic].Opcode = OPCODE_SWZ;
+ p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY;
+ p->Instructions[ic].DstReg.Index = 0;
+ p->Instructions[ic].DstReg.WriteMask = WRITEMASK_X;
+ p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
+ p->Instructions[ic].SrcReg[0].Index = 0;
+ p->Instructions[ic].SrcReg[0].Swizzle
+ = MAKE_SWIZZLE4(SWIZZLE_ONE, SWIZZLE_ONE, SWIZZLE_ONE, SWIZZLE_ONE );
+ ic++;
+
+ /* SUB tmp0, tmp0.wwww, tmp0.xxxx; # tmp0.w -= 1 */
+ p->Instructions[ic].Opcode = OPCODE_SUB;
+ p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY;
+ p->Instructions[ic].DstReg.Index = 0;
+ p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
+ p->Instructions[ic].SrcReg[0].Index = 0;
+ p->Instructions[ic].SrcReg[0].Swizzle = SWIZZLE_WWWW;
+ p->Instructions[ic].SrcReg[1].File = PROGRAM_TEMPORARY;
+ p->Instructions[ic].SrcReg[1].Index = 0;
+ p->Instructions[ic].SrcReg[1].Swizzle = SWIZZLE_XXXX; /* 1.0 */
+ ic++;
+
+ /* KIL if tmp0 < 0 */
+ p->Instructions[ic].Opcode = OPCODE_KIL;
+ p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
+ p->Instructions[ic].SrcReg[0].Index = 0;
+ ic++;
+
+ /* END; */
+ p->Instructions[ic++].Opcode = OPCODE_END;
+
+ assert(ic == p->NumInstructions);
+
+ p->InputsRead = FRAG_BIT_TEX0;
+ p->OutputsWritten = 0x0;
+
+ stfp = (struct st_fragment_program *) p;
+ stfp->Base.UsesKill = GL_TRUE;
+ st_translate_fragment_program(ctx->st, stfp, NULL);
+
+ return stfp;
+}
+
+
+/**
+ * Combine basic bitmap fragment program with the user-defined program.
+ */
+static struct st_fragment_program *
+combined_bitmap_fragment_program(GLcontext *ctx)
+{
+ struct st_context *st = ctx->st;
+ struct st_fragment_program *stfp;
+
+ if (!st->bitmap.program) {
+ /* create the basic bitmap fragment program */
+ st->bitmap.program = make_bitmap_fragment_program(ctx);
+ }
+
+ if (st->bitmap.user_prog_sn == st->fp->serialNo) {
+ /* re-use */
+ stfp = st->bitmap.combined_prog;
+ }
+ else {
+ /* Concatenate the bitmap program with the current user-defined program.
+ */
+ stfp = (struct st_fragment_program *)
+ _mesa_combine_programs(ctx,
+ &st->bitmap.program->Base.Base,
+ &st->fp->Base.Base);
+
+#if 0
+ {
+ struct gl_program *p = &stfp->Base.Base;
+ printf("Combined bitmap program:\n");
+ _mesa_print_program(p);
+ printf("InputsRead: 0x%x\n", p->InputsRead);
+ printf("OutputsWritten: 0x%x\n", p->OutputsWritten);
+ _mesa_print_parameter_list(p->Parameters);
+ }
+#endif
+
+ /* translate to TGSI tokens */
+ st_translate_fragment_program(st, stfp, NULL);
+
+ /* save new program, update serial numbers */
+ st->bitmap.user_prog_sn = st->fp->serialNo;
+ st->bitmap.combined_prog = stfp;
+ }
+
+ /* Ideally we'd have updated the pipe constants during the normal
+ * st/atom mechanism. But we can't since this is specific to glBitmap.
+ */
+ st_upload_constants(st, stfp->Base.Base.Parameters, PIPE_SHADER_FRAGMENT);
+
+ return stfp;
+}
+
+
+
+/**
+ * Create a texture which represents a bitmap image.
+ */
+static struct pipe_texture *
+make_bitmap_texture(GLcontext *ctx, GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLubyte *bitmap)
+{
+ struct pipe_context *pipe = ctx->st->pipe;
+ struct pipe_screen *screen = pipe->screen;
+ struct pipe_surface *surface;
+ uint format = 0, cpp, comp;
+ ubyte *dest;
+ struct pipe_texture *pt;
+ int row, col;
+
+ /* find a texture format we know */
+ if (screen->is_format_supported( screen, PIPE_FORMAT_U_I8, PIPE_TEXTURE )) {
+ format = PIPE_FORMAT_U_I8;
+ cpp = 1;
+ comp = 0;
+ }
+ else if (screen->is_format_supported( screen, PIPE_FORMAT_A8R8G8B8_UNORM, PIPE_TEXTURE )) {
+ format = PIPE_FORMAT_A8R8G8B8_UNORM;
+ cpp = 4;
+ comp = 3; /* alpha channel */ /*XXX little-endian dependency */
+ }
+ else {
+ /* XXX support more formats */
+ assert( 0 );
+ }
+
+ /**
+ * Create a texture.
+ */
+ pt = st_texture_create(ctx->st, PIPE_TEXTURE_2D, format, 0, width, height,
+ 1, 0);
+ if (!pt)
+ return NULL;
+
+ if (unpack->BufferObj && unpack->BufferObj->Name) {
+ /*
+ pt->region = buffer_object_region(unpack->BufferObj);
+ */
+ printf("st_Bitmap (sourcing from PBO not implemented yet)\n");
+ }
+
+ surface = screen->get_tex_surface(screen, pt, 0, 0, 0);
+
+ /* map texture surface */
+ dest = pipe_surface_map(surface);
+
+ /* Put image into texture surface.
+ * Note that the image is actually going to be upside down in
+ * the texture. We deal with that with texcoords.
+ */
+
+ for (row = 0; row < height; row++) {
+ const GLubyte *src = (const GLubyte *) _mesa_image_address2d(unpack,
+ bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, row, 0);
+ ubyte *destRow = dest + row * surface->pitch * cpp;
+
+ if (unpack->LsbFirst) {
+ /* Lsb first */
+ GLubyte mask = 1U << (unpack->SkipPixels & 0x7);
+ for (col = 0; col < width; col++) {
+
+ /* set texel to 255 if bit is set */
+ destRow[comp] = (*src & mask) ? 255 : 0;
+ destRow += cpp;
+
+ if (mask == 128U) {
+ src++;
+ mask = 1U;
+ }
+ else {
+ mask = mask << 1;
+ }
+ }
+
+ /* get ready for next row */
+ if (mask != 1)
+ src++;
+ }
+ else {
+ /* Msb first */
+ GLubyte mask = 128U >> (unpack->SkipPixels & 0x7);
+ for (col = 0; col < width; col++) {
+
+ /* set texel to 255 if bit is set */
+ destRow[comp] =(*src & mask) ? 255 : 0;
+ destRow += cpp;
+
+ if (mask == 1U) {
+ src++;
+ mask = 128U;
+ }
+ else {
+ mask = mask >> 1;
+ }
+ }
+
+ /* get ready for next row */
+ if (mask != 128)
+ src++;
+ }
+
+ } /* row */
+
+ /* Release surface */
+ pipe_surface_unmap(surface);
+ pipe_surface_reference(&surface, NULL);
+ pipe->texture_update(pipe, pt, 0, 0x1);
+
+ pt->format = format;
+
+ return pt;
+}
+
+
+static void
+setup_bitmap_vertex_data(struct st_context *st,
+ int x, int y, int width, int height,
+ float z, const float color[4])
+{
+ struct pipe_context *pipe = st->pipe;
+ const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
+ const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
+ const GLfloat x0 = x;
+ const GLfloat x1 = x + width;
+ const GLfloat y0 = invert ? (fb->Height - y - height) : y;
+ const GLfloat y1 = invert ? (y0 + height) : y + height;
+ const GLfloat bias = st->bitmap_texcoord_bias;
+ const GLfloat xBias = bias / (x1-x0);
+ const GLfloat yBias = bias / (y1-y0);
+ const GLfloat sLeft = 0.0 + xBias, sRight = 1.0 + xBias;
+ const GLfloat tTop = 1.0 - yBias, tBot = 1.0 - tTop - yBias;
+ GLuint i;
+ void *buf;
+
+ if (!st->bitmap.vbuf) {
+ st->bitmap.vbuf = pipe->winsys->buffer_create(pipe->winsys, 32,
+ PIPE_BUFFER_USAGE_VERTEX,
+ sizeof(st->bitmap.vertices));
+ }
+
+ /* positions, texcoords */
+ st->bitmap.vertices[0][0][0] = x0;
+ st->bitmap.vertices[0][0][1] = y0;
+ st->bitmap.vertices[0][2][0] = sLeft;
+ st->bitmap.vertices[0][2][1] = tTop;
+
+ st->bitmap.vertices[1][0][0] = x1;
+ st->bitmap.vertices[1][0][1] = y0;
+ st->bitmap.vertices[1][2][0] = sRight;
+ st->bitmap.vertices[1][2][1] = tTop;
+
+ st->bitmap.vertices[2][0][0] = x1;
+ st->bitmap.vertices[2][0][1] = y1;
+ st->bitmap.vertices[2][2][0] = sRight;
+ st->bitmap.vertices[2][2][1] = tBot;
+
+ st->bitmap.vertices[3][0][0] = x0;
+ st->bitmap.vertices[3][0][1] = y1;
+ st->bitmap.vertices[3][2][0] = sLeft;
+ st->bitmap.vertices[3][2][1] = tBot;
+
+ /* same for all verts: */
+ for (i = 0; i < 4; i++) {
+ st->bitmap.vertices[i][0][2] = z;
+ st->bitmap.vertices[i][0][3] = 1.0;
+ st->bitmap.vertices[i][1][0] = color[0];
+ st->bitmap.vertices[i][1][1] = color[1];
+ st->bitmap.vertices[i][1][2] = color[2];
+ st->bitmap.vertices[i][1][3] = color[3];
+ st->bitmap.vertices[i][2][2] = 0.0; /*R*/
+ st->bitmap.vertices[i][2][3] = 1.0; /*Q*/
+ }
+
+ /* put vertex data into vbuf */
+ buf = pipe->winsys->buffer_map(pipe->winsys, st->bitmap.vbuf,
+ PIPE_BUFFER_USAGE_CPU_WRITE);
+ memcpy(buf, st->bitmap.vertices, sizeof(st->bitmap.vertices));
+ pipe->winsys->buffer_unmap(pipe->winsys, st->bitmap.vbuf);
+}
+
+
+
+/**
+ * Render a glBitmap by drawing a textured quad
+ */
+static void
+draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
+ GLsizei width, GLsizei height,
+ struct pipe_texture *pt,
+ struct st_fragment_program *stfp)
+{
+ struct st_context *st = ctx->st;
+ struct pipe_context *pipe = ctx->st->pipe;
+ struct cso_context *cso = ctx->st->cso_context;
+ GLuint maxSize;
+
+ /* limit checks */
+ /* XXX if DrawPixels image is larger than max texture size, break
+ * it up into chunks.
+ */
+ maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
+ assert(width <= maxSize);
+ assert(height <= maxSize);
+
+ cso_save_rasterizer(cso);
+ //cso_save_viewport(cso);
+
+ /* rasterizer state: just scissor */
+ {
+ struct pipe_rasterizer_state rasterizer;
+ memset(&rasterizer, 0, sizeof(rasterizer));
+ if (ctx->Scissor.Enabled)
+ rasterizer.scissor = 1;
+ rasterizer.bypass_clipping = 1;
+
+ cso_set_rasterizer(cso, &rasterizer);
+ }
+
+ /* fragment shader state: TEX lookup program */
+ pipe->bind_fs_state(pipe, stfp->driver_shader);
+
+ /* vertex shader state: position + texcoord pass-through */
+ pipe->bind_vs_state(pipe, st->bitmap.vs);
+
+ /* sampler / texture state */
+ {
+ 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.wrap_r = PIPE_TEX_WRAP_CLAMP;
+ 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;
+
+ cso_single_sampler(cso, 0, &sampler);
+ cso_single_sampler_done(cso);
+
+ pipe->set_sampler_textures(pipe, 1, &pt);
+ }
+
+ /* draw textured quad */
+ setup_bitmap_vertex_data(st, x, y, width, height,
+ ctx->Current.RasterPos[2],
+ ctx->Current.RasterColor);
+
+ util_draw_vertex_buffer(pipe, st->bitmap.vbuf,
+ PIPE_PRIM_TRIANGLE_FAN,
+ 4, /* verts */
+ 3); /* attribs/vert */
+
+
+ /* restore state */
+ cso_restore_rasterizer(cso);
+ cso_restore_samplers(cso);
+ //cso_restore_viewport(cso);
+ /* shaders don't go through cso yet */
+ pipe->bind_fs_state(pipe, st->fp->driver_shader);
+ pipe->bind_vs_state(pipe, st->vp->driver_shader);
+
+ pipe->set_sampler_textures(pipe, ctx->st->state.num_textures,
+ ctx->st->state.sampler_texture);
+}
+
+
+
+static void
+st_Bitmap(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap )
+{
+ struct st_fragment_program *stfp;
+ struct st_context *st = ctx->st;
+ struct pipe_texture *pt;
+
+ stfp = combined_bitmap_fragment_program(ctx);
+
+ if (!st->bitmap.vs) {
+ /* create pass-through vertex shader now */
+ const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_COLOR,
+ TGSI_SEMANTIC_GENERIC };
+ const uint semantic_indexes[] = { 0, 0, 0 };
+ st->bitmap.vs = util_make_vertex_passthrough_shader(st->pipe, 3,
+ semantic_names,
+ semantic_indexes);
+ }
+
+ st_validate_state(st);
+
+ pt = make_bitmap_texture(ctx, width, height, unpack, bitmap);
+ if (pt) {
+ draw_bitmap_quad(ctx, x, y, ctx->Current.RasterPos[2],
+ width, height,
+ pt, stfp);
+ pipe_texture_reference(&pt, NULL);
+ }
+}
+
+
+
+void st_init_bitmap_functions(struct dd_function_table *functions)
+{
+ functions->Bitmap = st_Bitmap;
+}
+
+
+void
+st_destroy_bitmap(struct st_context *st)
+{
+ struct pipe_context *pipe = st->pipe;
+
+ /* XXX free frag shader state */
+
+ if (st->bitmap.vs) {
+ pipe->delete_vs_state(pipe, st->bitmap.vs);
+ st->bitmap.vs = NULL;
+ }
+ if (st->bitmap.vbuf) {
+ pipe->winsys->buffer_destroy(pipe->winsys, st->bitmap.vbuf);
+ st->bitmap.vbuf = NULL;
+ }
+}
+