return GL_TRUE;
}
-static GLboolean
-intel_texture_bitmap(GLcontext * ctx,
- GLint dst_x, GLint dst_y,
- GLsizei width, GLsizei height,
- const struct gl_pixelstore_attrib *unpack,
- const GLubyte *bitmap)
-{
- struct intel_context *intel = intel_context(ctx);
- static const char *fp =
- "!!ARBfp1.0\n"
- "TEMP val;\n"
- "PARAM color=program.local[0];\n"
- "TEX val, fragment.texcoord[0], texture[0], 2D;\n"
- "ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n"
- "KIL val;\n"
- "MOV result.color, color;\n"
- "END\n";
- GLuint texname;
- GLfloat vertices[4][4];
- GLint old_active_texture;
- GLubyte *a8_bitmap;
- GLfloat dst_z;
-
- /* We need a fragment program for the KIL effect */
- if (!ctx->Extensions.ARB_fragment_program ||
- !ctx->Extensions.ARB_vertex_program) {
- if (INTEL_DEBUG & DEBUG_FALLBACKS)
- fprintf(stderr,
- "glBitmap fallback: No fragment/vertex program support\n");
- 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, "glBitmap 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, "glBitmap fallback: fragment program enabled\n");
- return GL_FALSE;
- }
-
- if (ctx->VertexProgram.Enabled) {
- if (INTEL_DEBUG & DEBUG_FALLBACKS)
- fprintf(stderr, "glBitmap fallback: vertex program enabled\n");
- 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,
- "glBitmap() fallback: NPOT texture\n");
- return GL_FALSE;
- }
-
- if (ctx->Fog.Enabled) {
- if (INTEL_DEBUG & DEBUG_FALLBACKS)
- fprintf(stderr, "glBitmap() fallback: fog\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, "glBitmap fallback: bitmap too large (%dx%d)\n",
- width, height);
- return GL_FALSE;
- }
-
- if (_mesa_is_bufferobj(unpack->BufferObj)) {
- bitmap = map_pbo(ctx, width, height, unpack, bitmap);
- if (bitmap == NULL)
- return GL_TRUE; /* even though this is an error, we're done */
- }
-
- /* Convert the A1 bitmap to an A8 format suitable for glTexImage */
- a8_bitmap = calloc(1, width * height);
- _mesa_expand_bitmap(width, height, unpack, bitmap, a8_bitmap, width, 0xff);
-
- if (_mesa_is_bufferobj(unpack->BufferObj)) {
- /* done with PBO so unmap it now */
- ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
- unpack->BufferObj);
- }
-
- /* Save GL state before we start setting up our drawing */
- _mesa_PushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_POLYGON_BIT |
- GL_TEXTURE_BIT | GL_VIEWPORT_BIT);
- _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT |
- GL_CLIENT_PIXEL_STORE_BIT);
- old_active_texture = ctx->Texture.CurrentUnit;
-
- _mesa_Disable(GL_POLYGON_STIPPLE);
- _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
- /* Upload our bitmap data to an alpha texture */
- _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_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
- _mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
- _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
- _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
- _mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 1);
- _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0,
- GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap);
- free(a8_bitmap);
-
- meta_set_fragment_program(&intel->meta, &intel->meta.bitmap_fp, fp);
- _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
- ctx->Current.RasterColor);
- meta_set_passthrough_vertex_program(&intel->meta);
- meta_set_passthrough_transform(&intel->meta);
-
- /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
- dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
-
- /* RasterPos[2] already takes into account the DepthRange mapping. */
- _mesa_DepthRange(0.0, 1.0);
-
- vertices[0][0] = dst_x;
- vertices[0][1] = dst_y;
- vertices[0][2] = dst_z;
- vertices[0][3] = 1.0;
- vertices[1][0] = dst_x + width;
- vertices[1][1] = dst_y;
- vertices[1][2] = dst_z;
- vertices[1][3] = 1.0;
- vertices[2][0] = dst_x + width;
- vertices[2][1] = dst_y + height;
- vertices[2][2] = dst_z;
- vertices[2][3] = 1.0;
- vertices[3][0] = dst_x;
- vertices[3][1] = dst_y + height;
- vertices[3][2] = dst_z;
- vertices[3][3] = 1.0;
-
- _mesa_VertexPointer(4, GL_FLOAT, 4 * 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);
- meta_restore_fragment_program(&intel->meta);
- meta_restore_vertex_program(&intel->meta);
-
- _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
- _mesa_PopClientAttrib();
- _mesa_PopAttrib();
-
- _mesa_DeleteTextures(1, &texname);
-
- return GL_TRUE;
-}
-
/* There are a large number of possible ways to implement bitmap on
* this hardware, most of them have some sort of drawback. Here are a
* few that spring to mind:
unpack, pixels))
return;
- if (intel_texture_bitmap(ctx, x, y, width, height,
- unpack, pixels))
- return;
-
- if (INTEL_DEBUG & DEBUG_PIXEL)
- printf("%s: fallback to swrast\n", __FUNCTION__);
-
- _swrast_Bitmap(ctx, x, y, width, height, unpack, pixels);
+ _mesa_meta_Bitmap(ctx, x, y, width, height, unpack, pixels);
}