DUP(brw, gl_fragment_program_state, FragmentProgram);
}
-static void install_vertex_attribs( struct brw_context *brw )
+static void install_attribs( struct brw_context *brw )
{
+ INSTALL(brw, Color, _NEW_COLOR);
+ INSTALL(brw, Depth, _NEW_DEPTH);
+ INSTALL(brw, Fog, _NEW_FOG);
INSTALL(brw, Hint, _NEW_HINT);
INSTALL(brw, Light, _NEW_LIGHT);
INSTALL(brw, Line, _NEW_LINE);
INSTALL(brw, Point, _NEW_POINT);
INSTALL(brw, Polygon, _NEW_POLYGON);
- INSTALL(brw, Transform, _NEW_TRANSFORM);
- INSTALL(brw, Viewport, _NEW_VIEWPORT);
- INSTALL(brw, VertexProgram, _NEW_PROGRAM);
-}
-
-static void install_fragment_attribs( struct brw_context *brw )
-{
- INSTALL(brw, Color, _NEW_COLOR);
- INSTALL(brw, Depth, _NEW_DEPTH);
- INSTALL(brw, Fog, _NEW_FOG);
INSTALL(brw, Scissor, _NEW_SCISSOR);
INSTALL(brw, Stencil, _NEW_STENCIL);
INSTALL(brw, Texture, _NEW_TEXTURE);
+ INSTALL(brw, Transform, _NEW_TRANSFORM);
+ INSTALL(brw, Viewport, _NEW_VIEWPORT);
+ INSTALL(brw, VertexProgram, _NEW_PROGRAM);
INSTALL(brw, FragmentProgram, _NEW_PROGRAM);
}
brw->state.dirty.mesa |= _NEW_TEXTURE | _NEW_PROGRAM;
}
+static void meta_texture_blend_replace(struct intel_context *intel)
+{
+ struct brw_context *brw = brw_context(&intel->ctx);
+
+ brw->metaops.attribs.Texture->CurrentUnit = 0;
+ brw->metaops.attribs.Texture->_EnabledUnits = 1;
+ brw->metaops.attribs.Texture->_EnabledCoordUnits = 1;
+ brw->metaops.attribs.Texture->Unit[ 0 ].Enabled = TEXTURE_2D_BIT;
+ brw->metaops.attribs.Texture->Unit[ 0 ]._ReallyEnabled = TEXTURE_2D_BIT;
+ brw->metaops.attribs.Texture->Unit[ 0 ].Current2D =
+ intel->frame_buffer_texobj;
+ brw->metaops.attribs.Texture->Unit[ 0 ]._Current =
+ intel->frame_buffer_texobj;
+
+ brw->state.dirty.mesa |= _NEW_TEXTURE | _NEW_PROGRAM;
+}
+
+static void meta_import_pixel_state(struct intel_context *intel)
+{
+ struct brw_context *brw = brw_context(&intel->ctx);
+
+ RESTORE(brw, Color, _NEW_COLOR);
+ RESTORE(brw, Depth, _NEW_DEPTH);
+ RESTORE(brw, Fog, _NEW_FOG);
+ RESTORE(brw, Scissor, _NEW_SCISSOR);
+ RESTORE(brw, Stencil, _NEW_STENCIL);
+ RESTORE(brw, Texture, _NEW_TEXTURE);
+ RESTORE(brw, FragmentProgram, _NEW_PROGRAM);
+}
+
static void meta_frame_buffer_texture( struct intel_context *intel,
GLint xoff, GLint yoff )
{
brw->metaops.fp_tex->Base.LocalParams[ 1 ][ 2 ] = 0.0;
brw->metaops.fp_tex->Base.LocalParams[ 1 ][ 3 ] = 1.0;
- brw->metaops.attribs.Texture->CurrentUnit = 0;
- brw->metaops.attribs.Texture->_EnabledUnits = 1;
- brw->metaops.attribs.Texture->_EnabledCoordUnits = 1;
- brw->metaops.attribs.Texture->Unit[ 0 ].Enabled = TEXTURE_2D_BIT;
- brw->metaops.attribs.Texture->Unit[ 0 ]._ReallyEnabled = TEXTURE_2D_BIT;
- brw->metaops.attribs.Texture->Unit[ 0 ].Current2D =
- intel->frame_buffer_texobj;
- brw->metaops.attribs.Texture->Unit[ 0 ]._Current =
- intel->frame_buffer_texobj;
-
- brw->state.dirty.mesa |= _NEW_TEXTURE | _NEW_PROGRAM;
+ brw->state.dirty.mesa |= _NEW_PROGRAM;
}
init_metaops_state(brw);
}
- install_vertex_attribs(brw);
- if( state == META_FULL )
- install_fragment_attribs(brw);
+ install_attribs(brw);
meta_no_texture(&brw->intel);
meta_flat_shade(&brw->intel);
brw->intel.vtbl.meta_depth_replace = meta_depth_replace;
brw->intel.vtbl.meta_color_mask = meta_color_mask;
brw->intel.vtbl.meta_no_texture = meta_no_texture;
+ brw->intel.vtbl.meta_import_pixel_state = meta_import_pixel_state;
brw->intel.vtbl.meta_frame_buffer_texture = meta_frame_buffer_texture;
brw->intel.vtbl.meta_draw_region = meta_draw_region;
brw->intel.vtbl.meta_draw_quad = meta_draw_quad;
-
-/* brw->intel.vtbl.meta_texture_blend_replace = meta_texture_blend_replace; */
+ brw->intel.vtbl.meta_texture_blend_replace = meta_texture_blend_replace;
/* brw->intel.vtbl.meta_tex_rect_source = meta_tex_rect_source; */
/* brw->intel.vtbl.meta_draw_format = set_draw_format; */
}
ctx->Color.BlendEnabled);
}
+/* Doesn't work for overlapping regions. Could do a double copy or
+ * just fallback.
+ */
+static GLboolean
+do_texture_copypixels(GLcontext * ctx,
+ GLint srcx, GLint srcy,
+ GLsizei width, GLsizei height,
+ GLint dstx, GLint dsty, GLenum type)
+{
+ struct intel_context *intel = intel_context(ctx);
+ struct intel_region *dst = intel_drawbuf_region(intel);
+ struct intel_region *src = copypix_src_region(intel, type);
+ GLenum src_format;
+ GLenum src_type;
+
+ DBG("%s %d,%d %dx%d --> %d,%d\n", __FUNCTION__,
+ srcx, srcy, width, height, dstx, dsty);
+ if (!src || !dst || type != GL_COLOR ||
+ ctx->_ImageTransferState ||
+ ctx->Pixel.ZoomX != 1.0F || ctx->Pixel.ZoomY != 1.0F ||
+ ctx->RenderMode != GL_RENDER ||
+ ctx->Texture._EnabledUnits ||
+ ctx->FragmentProgram._Enabled ||
+ src != dst )
+ return GL_FALSE;
+
+ /* Can't handle overlapping regions. Don't have sufficient control
+ * over rasterization to pull it off in-place. Punt on these for
+ * now.
+ *
+ * XXX: do a copy to a temporary.
+ */
+ if (src->buffer == dst->buffer) {
+ drm_clip_rect_t srcbox;
+ drm_clip_rect_t dstbox;
+ drm_clip_rect_t tmp;
+
+ srcbox.x1 = srcx;
+ srcbox.y1 = srcy;
+ srcbox.x2 = srcx + width - 1;
+ srcbox.y2 = srcy + height - 1;
+
+ dstbox.x1 = dstx;
+ dstbox.y1 = dsty;
+ dstbox.x2 = dstx + width - 1;
+ dstbox.y2 = dsty + height - 1;
+
+ DBG("src %d,%d %d,%d\n", srcbox.x1, srcbox.y1, srcbox.x2, srcbox.y2);
+ DBG("dst %d,%d %d,%d (%dx%d) (%f,%f)\n", dstbox.x1, dstbox.y1, dstbox.x2, dstbox.y2,
+ width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY);
+
+ if (intel_intersect_cliprects(&tmp, &srcbox, &dstbox)) {
+ DBG("%s: regions overlap\n", __FUNCTION__);
+ return GL_FALSE;
+ }
+ }
+
+ intelFlush(&intel->ctx);
+
+ intel->vtbl.install_meta_state(intel);
+
+ /* Is this true? Also will need to turn depth testing on according
+ * to state:
+ */
+ intel->vtbl.meta_no_stencil_write(intel);
+ intel->vtbl.meta_no_depth_write(intel);
+
+ /* Set the 3d engine to draw into the destination region:
+ */
+ intel->vtbl.meta_draw_region(intel, dst, intel->depth_region);
+
+ intel->vtbl.meta_import_pixel_state(intel);
+
+ if (src->cpp == 2) {
+ src_format = GL_RGB;
+ src_type = GL_UNSIGNED_SHORT_5_6_5;
+ }
+ else {
+ src_format = GL_BGRA;
+ src_type = GL_UNSIGNED_BYTE;
+ }
+
+ /* Set the frontbuffer up as a large rectangular texture.
+ */
+ intel->vtbl.meta_frame_buffer_texture( intel, srcx - dstx, srcy - dsty );
+
+ intel->vtbl.meta_texture_blend_replace(intel);
+
+ if (intel->driDrawable->numClipRects)
+ intel->vtbl.meta_draw_quad( intel,
+ dstx, dstx + width,
+ dsty, dsty + height,
+ ctx->Current.RasterPos[ 2 ],
+ 0, 0, 0, 0, 0.0, 0.0, 0.0, 0.0 );
+
+ intel->vtbl.leave_meta_state( intel );
+
+ DBG("%s: success\n", __FUNCTION__);
+ return GL_TRUE;
+}
/**
* CopyPixels with the blitter. Don't support zooming, pixel transfer, etc.
return GL_TRUE;
}
-/**
- * CopyPixels with metaops. We can support (most) fragment options that way.
- */
-static GLboolean
-do_meta_copypixels(GLcontext * ctx,
- GLint srcx, GLint srcy,
- GLsizei width, GLsizei height,
- GLint dstx, GLint dsty, GLenum type)
-{
- struct intel_context *intel = intel_context(ctx);
-
- /* We're going to cheat and use texturing to get the source region
- * duplicated. Trying to cope with the case where texturing is
- * already applied to fragments would be messy (and it's an unusual
- * thing to want anyway), so we leave that to swrast.
- *
- * We don't want to worry about any case other than GL_COLOR, either
- * (though we could, with a bit more work).
- *
- * PixelMap, PixelTransfer, PixelZoom etc. could also be handled with
- * a bit more intelligence in metaops.
- */
- if( ctx->_ImageTransferState ||
- ctx->Pixel.ZoomX != 1.0F || ctx->Pixel.ZoomY != 1.0F ||
- ctx->RenderMode != GL_RENDER ||
- ctx->Texture._EnabledUnits ||
- ctx->FragmentProgram._Enabled ||
- type != GL_COLOR )
- return GL_FALSE;
-
- /* We don't yet handle copying between two different buffers (which
- * would really only require filling out a new surface state for
- * the source instead of aliasing the draw one). Nor do we handle
- * overlapping source/dest rectangles (since I assume there is no
- * way to force the hardware to guarantee the drawing order that
- * the GL specifies -- if so, the fastest approach might be to use
- * the blitter to copy the source to a temporary surface and then
- * map that back onto the destination). Of course, overlapping
- * areas in different buffers would be fine.
- */
- if( ctx->Color.DrawBuffer[0] != ctx->ReadBuffer->ColorReadBuffer ||
- ( abs( srcx - dstx ) < width && abs( srcy - dsty ) < height ) )
- return GL_FALSE;
-
- intel->vtbl.install_meta_state( intel, META_VERTEX_ONLY );
-
- intel->vtbl.meta_frame_buffer_texture( intel, srcx - dstx, srcy - dsty );
-
- intel->vtbl.meta_draw_quad( intel,
- dstx, dstx + width,
- dsty, dsty + height,
- ctx->Current.RasterPos[ 2 ],
- 0, 0, 0, 0, 0.0, 0.0, 0.0, 0.0 );
-
- intel->vtbl.leave_meta_state( intel );
-
- return GL_TRUE;
-}
-
void
intelCopyPixels(GLcontext * ctx,
GLint srcx, GLint srcy,
if (do_blit_copypixels(ctx, srcx, srcy, width, height, destx, desty, type))
return;
- if (INTEL_DEBUG & DEBUG_PIXEL)
- _mesa_printf("fallback to do_meta_copypixels\n");
-
- if (do_meta_copypixels(ctx, srcx, srcy, width, height, destx, desty, type))
+ if (do_texture_copypixels(ctx, srcx, srcy, width, height, destx, desty, type))
return;
if (INTEL_DEBUG & DEBUG_PIXEL)