#include "intel_pixel.h"
#include "intel_fbo.h"
-
-/** XXX compare perf of this vs. _mesa_meta_DrawPixels(STENCIL) */
-static GLboolean
-intel_stencil_drawpixels(GLcontext * ctx,
- GLint x, GLint y,
- GLsizei width, GLsizei height,
- GLenum format,
- GLenum type,
- 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];
- struct intel_renderbuffer *irb;
- struct intel_renderbuffer *depth_irb;
- struct gl_pixelstore_attrib old_unpack;
- GLstencil *stencil_pixels;
- int row, y1, y2;
- GLint old_active_texture;
- GLboolean rendering_to_fbo = ctx->DrawBuffer->Name != 0;
-
- if (format != GL_STENCIL_INDEX)
- return GL_FALSE;
-
- /* If there's nothing to write, we're done. */
- if (ctx->Stencil.WriteMask[0] == 0)
- return GL_TRUE;
-
- /* Can't do a per-bit writemask while treating stencil as rgba data. */
- 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
- * destination.
- */
- if (!ctx->Extensions.EXT_framebuffer_object)
- return GL_FALSE;
-
- /* 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 (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 (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_INDEX) fallback: "
- "bitmap too large (%dx%d)\n",
- width, height);
- return GL_FALSE;
- }
-
- 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);
- _mesa_Disable(GL_STENCIL_TEST);
-
- /* Unpack the supplied stencil values into a ubyte buffer. */
- assert(sizeof(GLstencil) == sizeof(GLubyte));
- stencil_pixels = malloc(width * height * sizeof(GLstencil));
- for (row = 0; row < height; row++) {
- GLvoid *source = _mesa_image_address2d(unpack, pixels,
- width, height,
- GL_COLOR_INDEX, type,
- row, 0);
- _mesa_unpack_stencil_span(ctx, width, GL_UNSIGNED_BYTE,
- stencil_pixels +
- row * width * sizeof(GLstencil),
- type, source, unpack, ctx->_ImageTransferState);
- }
-
- /* Take the current depth/stencil renderbuffer, and make a new one wrapping
- * it which will be treated as GL_RGBA8 so we can render to it as a color
- * buffer.
- */
- depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
- irb = intel_create_renderbuffer(MESA_FORMAT_ARGB8888);
- irb->Base.Width = depth_irb->Base.Width;
- irb->Base.Height = depth_irb->Base.Height;
- intel_renderbuffer_set_region(intel, irb, depth_irb->region);
-
- /* Create a name for our renderbuffer, which lets us use other mesa
- * rb functions for convenience.
- */
- _mesa_GenRenderbuffersEXT(1, &rb_name);
- irb->Base.RefCount++;
- _mesa_HashInsert(ctx->Shared->RenderBuffers, rb_name, &irb->Base);
-
- /* Bind the new renderbuffer to the color attachment point. */
- _mesa_GenFramebuffersEXT(1, &fb_name);
- _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb_name);
- _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
- GL_COLOR_ATTACHMENT0_EXT,
- GL_RENDERBUFFER_EXT,
- rb_name);
- /* Choose to render to the color attachment. */
- _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
-
- _mesa_DepthMask(GL_FALSE);
- _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
-
- _mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
- _mesa_Enable(GL_TEXTURE_2D);
- _mesa_GenTextures(1, &texname);
- _mesa_BindTexture(GL_TEXTURE_2D, texname);
- _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);
- old_unpack = ctx->Unpack;
- ctx->Unpack = ctx->DefaultPacking;
- _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, width, height, 0,
- GL_RED, GL_UNSIGNED_BYTE, stencil_pixels);
- ctx->Unpack = old_unpack;
- free(stencil_pixels);
-
- meta_set_passthrough_transform(&intel->meta);
-
- /* Since we're rendering to the framebuffer as if it was an FBO,
- * if it's the window system we have to flip the coordinates.
- */
- if (rendering_to_fbo) {
- y1 = y;
- y2 = y + height * ctx->Pixel.ZoomY;
- } else {
- y1 = irb->Base.Height - (y + height * ctx->Pixel.ZoomY);
- y2 = irb->Base.Height - y;
- }
- vertices[0][0] = x;
- vertices[0][1] = y1;
- vertices[1][0] = x + width * ctx->Pixel.ZoomX;
- vertices[1][1] = y1;
- vertices[2][0] = x + width * ctx->Pixel.ZoomX;
- vertices[2][1] = y2;
- vertices[3][0] = x;
- vertices[3][1] = y2;
-
- _mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices);
- _mesa_Enable(GL_VERTEX_ARRAY);
- meta_set_default_texrect(&intel->meta);
-
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- meta_restore_texcoords(&intel->meta);
- meta_restore_transform(&intel->meta);
-
- _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
- _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name);
-
- _mesa_PopClientAttrib();
- _mesa_PopAttrib();
-
- _mesa_DeleteTextures(1, &texname);
- _mesa_DeleteFramebuffersEXT(1, &fb_name);
- _mesa_DeleteRenderbuffersEXT(1, &rb_name);
-
- return GL_TRUE;
-}
-
void
intelDrawPixels(GLcontext * ctx,
GLint x, GLint y,
const struct gl_pixelstore_attrib *unpack,
const GLvoid * pixels)
{
-#if 0
- /* XXX this function doesn't seem to work reliably even when all
- * the pre-requisite conditions are met.
- * Note that this function is never hit with conform.
- * Fall back to swrast because even the _mesa_meta_DrawPixels() approach
- * isn't working because of an apparent stencil bug.
- */
- if (intel_stencil_drawpixels(ctx, x, y, width, height, format, type,
- unpack, pixels))
- return;
-#else
- (void) intel_stencil_drawpixels; /* silence warning */
if (format == GL_STENCIL_INDEX) {
_swrast_DrawPixels(ctx, x, y, width, height, format, type,
unpack, pixels);
return;
}
-#endif
_mesa_meta_DrawPixels(ctx, x, y, width, height, format, type,
unpack, pixels);