From: Eric Anholt Date: Fri, 26 Sep 2008 02:11:03 +0000 (-0700) Subject: intel: Add acceleration for glDrawPixels(GL_STENCIL_INDEX). X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=90e4e4117e2e7dbbe4093b3ad8494f072940fbbe;p=mesa.git intel: Add acceleration for glDrawPixels(GL_STENCIL_INDEX). This is nasty because there's no way in GL to output data to the stencil buffer directly, so we have to do a dance to wrap the depth/stencil buffer in an ARGB renderbuffer. Improves performance of several oglconform testcases by better than a factor of 2. --- diff --git a/src/mesa/drivers/dri/intel/intel_pixel_draw.c b/src/mesa/drivers/dri/intel/intel_pixel_draw.c index b60dad74601..50518a68792 100644 --- a/src/mesa/drivers/dri/intel/intel_pixel_draw.c +++ b/src/mesa/drivers/dri/intel/intel_pixel_draw.c @@ -40,6 +40,12 @@ #include "main/varray.h" #include "main/attrib.h" #include "main/enable.h" +#include "main/buffers.h" +#include "main/fbobject.h" +#include "main/renderbuffer.h" +#include "main/depth.h" +#include "main/hash.h" +#include "main/blend.h" #include "glapi/dispatch.h" #include "swrast/swrast.h" @@ -51,7 +57,7 @@ #include "intel_regions.h" #include "intel_pixel.h" #include "intel_buffer_objects.h" - +#include "intel_fbo.h" static GLboolean intel_texture_drawpixels(GLcontext * ctx, @@ -89,6 +95,15 @@ intel_texture_drawpixels(GLcontext * ctx, if (format == GL_STENCIL_INDEX) 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() fallback: bitmap too large (%dx%d)\n", + width, height); + return GL_FALSE; + } + /* To do DEPTH_COMPONENT, we would need to change our setup to not draw to * the color buffer, and sample the texture values into the fragment depth * in a program. @@ -170,6 +185,182 @@ intel_texture_drawpixels(GLcontext * ctx, return GL_TRUE; } +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) +{ + GLuint texname, rb_name, fb_name, old_fb_name; + GLfloat vertices[4][2]; + GLfloat texcoords[4][2]; + struct intel_renderbuffer *irb; + struct intel_renderbuffer *depth_irb; + struct gl_renderbuffer *rb; + struct gl_pixelstore_attrib old_unpack; + GLstencil *stencil_pixels; + int row; + + 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) + 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) + 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) + 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_IDNEX) fallback: " + "bitmap too large (%dx%d)\n", + width, height); + return GL_FALSE; + } + + _mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_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; + + _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 = _mesa_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(GL_RGBA8); + rb = &irb->Base; + irb->Base.Width = depth_irb->Base.Width; + irb->Base.Height = depth_irb->Base.Height; + intel_renderbuffer_set_region(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; + _mesa_free(stencil_pixels); + + _mesa_MatrixMode(GL_PROJECTION); + _mesa_PushMatrix(); + _mesa_LoadIdentity(); + _mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1); + + _mesa_MatrixMode(GL_MODELVIEW); + _mesa_PushMatrix(); + _mesa_LoadIdentity(); + + vertices[0][0] = x; + vertices[0][1] = y; + vertices[1][0] = x + width * ctx->Pixel.ZoomX; + vertices[1][1] = y; + vertices[2][0] = x + width * ctx->Pixel.ZoomX; + vertices[2][1] = y + height * ctx->Pixel.ZoomY; + vertices[3][0] = x; + vertices[3][1] = y + height * ctx->Pixel.ZoomY; + + texcoords[0][0] = 0.0; + texcoords[0][1] = 0.0; + texcoords[1][0] = 1.0; + texcoords[1][1] = 0.0; + texcoords[2][0] = 1.0; + texcoords[2][1] = 1.0; + texcoords[3][0] = 0.0; + texcoords[3][1] = 1.0; + + _mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices); + _mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords); + _mesa_Enable(GL_VERTEX_ARRAY); + _mesa_Enable(GL_TEXTURE_COORD_ARRAY); + CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4)); + + _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name); + + _mesa_MatrixMode(GL_PROJECTION); + _mesa_PopMatrix(); + _mesa_MatrixMode(GL_MODELVIEW); + _mesa_PopMatrix(); + _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, @@ -183,6 +374,10 @@ intelDrawPixels(GLcontext * ctx, unpack, pixels)) return; + if (intel_stencil_drawpixels(ctx, x, y, width, height, format, type, + unpack, pixels)) + return; + if (INTEL_DEBUG & DEBUG_PIXEL) _mesa_printf("%s: fallback to swrast\n", __FUNCTION__);