1 /**************************************************************************
3 * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portionsalloc
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
28 #include "main/glheader.h"
29 #include "main/enums.h"
30 #include "main/image.h"
31 #include "main/colormac.h"
32 #include "main/mtypes.h"
33 #include "main/macros.h"
34 #include "main/bufferobj.h"
35 #include "main/polygon.h"
36 #include "main/pixelstore.h"
37 #include "main/polygon.h"
38 #include "main/state.h"
39 #include "main/teximage.h"
40 #include "main/texobj.h"
41 #include "main/texstate.h"
42 #include "main/texparam.h"
43 #include "main/varray.h"
44 #include "main/attrib.h"
45 #include "main/enable.h"
46 #include "main/viewport.h"
47 #include "shader/arbprogram.h"
48 #include "swrast/swrast.h"
50 #include "intel_screen.h"
51 #include "intel_context.h"
52 #include "intel_batchbuffer.h"
53 #include "intel_blit.h"
54 #include "intel_regions.h"
55 #include "intel_buffers.h"
56 #include "intel_pixel.h"
57 #include "intel_reg.h"
60 #define FILE_DEBUG_FLAG DEBUG_PIXEL
63 /* Unlike the other intel_pixel_* functions, the expectation here is
64 * that the incoming data is not in a PBO. With the XY_TEXT blit
65 * method, there's no benefit haveing it in a PBO, but we could
66 * implement a path based on XY_MONO_SRC_COPY_BLIT which might benefit
67 * PBO bitmaps. I think they are probably pretty rare though - I
68 * wonder if Xgl uses them?
70 static const GLubyte
*map_pbo( GLcontext
*ctx
,
71 GLsizei width
, GLsizei height
,
72 const struct gl_pixelstore_attrib
*unpack
,
73 const GLubyte
*bitmap
)
77 if (!_mesa_validate_pbo_access(2, unpack
, width
, height
, 1,
78 GL_COLOR_INDEX
, GL_BITMAP
,
80 _mesa_error(ctx
, GL_INVALID_OPERATION
,"glBitmap(invalid PBO access)");
84 buf
= (GLubyte
*) ctx
->Driver
.MapBuffer(ctx
, GL_PIXEL_UNPACK_BUFFER_EXT
,
88 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glBitmap(PBO is mapped)");
92 return ADD_POINTERS(buf
, bitmap
);
95 static GLboolean
test_bit( const GLubyte
*src
, GLuint bit
)
97 return (src
[bit
/8] & (1<<(bit
% 8))) ? 1 : 0;
100 static void set_bit( GLubyte
*dest
, GLuint bit
)
102 dest
[bit
/8] |= 1 << (bit
% 8);
105 /* Extract a rectangle's worth of data from the bitmap. Called
106 * per chunk of HW-sized bitmap.
108 static GLuint
get_bitmap_rect(GLsizei width
, GLsizei height
,
109 const struct gl_pixelstore_attrib
*unpack
,
110 const GLubyte
*bitmap
,
117 GLuint src_offset
= (x
+ unpack
->SkipPixels
) & 0x7;
118 GLuint mask
= unpack
->LsbFirst
? 0 : 7;
125 if (INTEL_DEBUG
& DEBUG_PIXEL
)
126 _mesa_printf("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n",
127 __FUNCTION__
, x
,y
,w
,h
,width
,height
,unpack
->SkipPixels
, src_offset
, mask
);
140 /* Require that dest be pre-zero'd.
142 for (row
= first
; row
!= (last
+incr
); row
+= incr
) {
143 const GLubyte
*rowsrc
= _mesa_image_address2d(unpack
, bitmap
,
145 GL_COLOR_INDEX
, GL_BITMAP
,
148 for (col
= 0; col
< w
; col
++, bit
++) {
149 if (test_bit(rowsrc
, (col
+ src_offset
) ^ mask
)) {
150 set_bit(dest
, bit
^ 7);
156 bit
= ALIGN(bit
, row_align
);
163 * Returns the low Y value of the vertical range given, flipped according to
164 * whether the framebuffer is or not.
167 y_flip(struct gl_framebuffer
*fb
, int y
, int height
)
172 return fb
->Height
- y
- height
;
179 do_blit_bitmap( GLcontext
*ctx
,
180 GLint dstx
, GLint dsty
,
181 GLsizei width
, GLsizei height
,
182 const struct gl_pixelstore_attrib
*unpack
,
183 const GLubyte
*bitmap
)
185 struct intel_context
*intel
= intel_context(ctx
);
186 struct intel_region
*dst
= intel_drawbuf_region(intel
);
187 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
191 GLsizei bitmap_width
= width
;
192 GLsizei bitmap_height
= height
;
195 GLint orig_dstx
= dstx
;
196 GLint orig_dsty
= dsty
;
198 /* Update draw buffer bounds */
199 _mesa_update_state(ctx
);
201 if (ctx
->Depth
.Test
) {
202 /* The blit path produces incorrect results when depth testing is on.
203 * It seems the blit Z coord is always 1.0 (the far plane) so fragments
204 * will likely be obscured by other, closer geometry.
212 if (_mesa_is_bufferobj(unpack
->BufferObj
)) {
213 bitmap
= map_pbo(ctx
, width
, height
, unpack
, bitmap
);
215 return GL_TRUE
; /* even though this is an error, we're done */
218 COPY_4V(tmpColor
, ctx
->Current
.RasterColor
);
220 if (NEED_SECONDARY_COLOR(ctx
)) {
221 ADD_3V(tmpColor
, tmpColor
, ctx
->Current
.RasterSecondaryColor
);
224 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor
[0], tmpColor
[0]);
225 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor
[1], tmpColor
[1]);
226 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor
[2], tmpColor
[2]);
227 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor
[3], tmpColor
[3]);
230 color
= PACK_COLOR_565(ubcolor
[0], ubcolor
[1], ubcolor
[2]);
232 color
= PACK_COLOR_8888(ubcolor
[3], ubcolor
[0], ubcolor
[1], ubcolor
[2]);
234 if (!intel_check_blit_fragment_ops(ctx
, tmpColor
[3] == 1.0F
))
237 /* Clip to buffer bounds and scissor. */
238 if (!_mesa_clip_to_region(fb
->_Xmin
, fb
->_Ymin
,
239 fb
->_Xmax
, fb
->_Ymax
,
240 &dstx
, &dsty
, &width
, &height
))
243 dsty
= y_flip(fb
, dsty
, height
);
248 /* Chop it all into chunks that can be digested by hardware: */
249 for (py
= 0; py
< height
; py
+= DY
) {
250 for (px
= 0; px
< width
; px
+= DX
) {
251 int h
= MIN2(DY
, height
- py
);
252 int w
= MIN2(DX
, width
- px
);
253 GLuint sz
= ALIGN(ALIGN(w
,8) * h
, 64)/8;
254 GLenum logic_op
= ctx
->Color
.ColorLogicOpEnabled
?
255 ctx
->Color
.LogicOp
: GL_COPY
;
257 assert(sz
<= sizeof(stipple
));
258 memset(stipple
, 0, sz
);
260 /* May need to adjust this when padding has been introduced in
263 * Have to translate destination coordinates back into source
266 if (get_bitmap_rect(bitmap_width
, bitmap_height
, unpack
,
268 -orig_dstx
+ (dstx
+ px
),
269 -orig_dsty
+ y_flip(fb
, dsty
+ py
, h
),
273 fb
->Name
== 0 ? GL_TRUE
: GL_FALSE
) == 0)
276 if (!intelEmitImmediateColorExpandBlit(intel
,
295 if (INTEL_DEBUG
& DEBUG_SYNC
)
296 intel_batchbuffer_flush(intel
->batch
);
298 if (_mesa_is_bufferobj(unpack
->BufferObj
)) {
299 /* done with PBO so unmap it now */
300 ctx
->Driver
.UnmapBuffer(ctx
, GL_PIXEL_UNPACK_BUFFER_EXT
,
304 intel_check_front_buffer_rendering(intel
);
310 intel_texture_bitmap(GLcontext
* ctx
,
311 GLint dst_x
, GLint dst_y
,
312 GLsizei width
, GLsizei height
,
313 const struct gl_pixelstore_attrib
*unpack
,
314 const GLubyte
*bitmap
)
316 struct intel_context
*intel
= intel_context(ctx
);
317 static const char *fp
=
320 "PARAM color=program.local[0];\n"
321 "TEX val, fragment.texcoord[0], texture[0], 2D;\n"
322 "ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n"
324 "MOV result.color, color;\n"
327 GLfloat vertices
[4][4];
328 GLint old_active_texture
;
332 /* We need a fragment program for the KIL effect */
333 if (!ctx
->Extensions
.ARB_fragment_program
||
334 !ctx
->Extensions
.ARB_vertex_program
) {
335 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
337 "glBitmap fallback: No fragment/vertex program support\n");
341 /* We're going to mess with texturing with no regard to existing texture
342 * state, so if there is some set up we have to bail.
344 if (ctx
->Texture
._EnabledUnits
!= 0) {
345 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
346 fprintf(stderr
, "glBitmap fallback: texturing enabled\n");
350 /* Can't do textured DrawPixels with a fragment program, unless we were
351 * to generate a new program that sampled our texture and put the results
352 * in the fragment color before the user's program started.
354 if (ctx
->FragmentProgram
.Enabled
) {
355 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
356 fprintf(stderr
, "glBitmap fallback: fragment program enabled\n");
360 if (ctx
->VertexProgram
.Enabled
) {
361 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
362 fprintf(stderr
, "glBitmap fallback: vertex program enabled\n");
366 if (!ctx
->Extensions
.ARB_texture_non_power_of_two
&&
367 (!is_power_of_two(width
) || !is_power_of_two(height
))) {
368 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
370 "glBitmap() fallback: NPOT texture\n");
374 if (ctx
->Fog
.Enabled
) {
375 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
376 fprintf(stderr
, "glBitmap() fallback: fog\n");
380 /* Check that we can load in a texture this big. */
381 if (width
> (1 << (ctx
->Const
.MaxTextureLevels
- 1)) ||
382 height
> (1 << (ctx
->Const
.MaxTextureLevels
- 1))) {
383 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
384 fprintf(stderr
, "glBitmap fallback: bitmap too large (%dx%d)\n",
389 if (_mesa_is_bufferobj(unpack
->BufferObj
)) {
390 bitmap
= map_pbo(ctx
, width
, height
, unpack
, bitmap
);
392 return GL_TRUE
; /* even though this is an error, we're done */
395 /* Convert the A1 bitmap to an A8 format suitable for glTexImage */
396 a8_bitmap
= _mesa_calloc(width
* height
);
397 _mesa_expand_bitmap(width
, height
, unpack
, bitmap
, a8_bitmap
, width
, 0xff);
399 if (_mesa_is_bufferobj(unpack
->BufferObj
)) {
400 /* done with PBO so unmap it now */
401 ctx
->Driver
.UnmapBuffer(ctx
, GL_PIXEL_UNPACK_BUFFER_EXT
,
405 /* Save GL state before we start setting up our drawing */
406 _mesa_PushAttrib(GL_ENABLE_BIT
| GL_CURRENT_BIT
| GL_POLYGON_BIT
|
407 GL_TEXTURE_BIT
| GL_VIEWPORT_BIT
);
408 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT
|
409 GL_CLIENT_PIXEL_STORE_BIT
);
410 old_active_texture
= ctx
->Texture
.CurrentUnit
;
412 _mesa_Disable(GL_POLYGON_STIPPLE
);
413 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
415 /* Upload our bitmap data to an alpha texture */
416 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
);
417 _mesa_Enable(GL_TEXTURE_2D
);
418 _mesa_GenTextures(1, &texname
);
419 _mesa_BindTexture(GL_TEXTURE_2D
, texname
);
420 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
421 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
423 _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES
, GL_FALSE
);
424 _mesa_PixelStorei(GL_UNPACK_LSB_FIRST
, GL_FALSE
);
425 _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
426 _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS
, 0);
427 _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS
, 0);
428 _mesa_PixelStorei(GL_UNPACK_ALIGNMENT
, 1);
429 _mesa_TexImage2D(GL_TEXTURE_2D
, 0, GL_ALPHA
, width
, height
, 0,
430 GL_ALPHA
, GL_UNSIGNED_BYTE
, a8_bitmap
);
431 _mesa_free(a8_bitmap
);
433 meta_set_fragment_program(&intel
->meta
, &intel
->meta
.bitmap_fp
, fp
);
434 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
435 ctx
->Current
.RasterColor
);
436 meta_set_passthrough_vertex_program(&intel
->meta
);
437 meta_set_passthrough_transform(&intel
->meta
);
439 /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
440 dst_z
= -1.0 + 2.0 * ctx
->Current
.RasterPos
[2];
442 /* RasterPos[2] already takes into account the DepthRange mapping. */
443 _mesa_DepthRange(0.0, 1.0);
445 vertices
[0][0] = dst_x
;
446 vertices
[0][1] = dst_y
;
447 vertices
[0][2] = dst_z
;
448 vertices
[0][3] = 1.0;
449 vertices
[1][0] = dst_x
+ width
;
450 vertices
[1][1] = dst_y
;
451 vertices
[1][2] = dst_z
;
452 vertices
[1][3] = 1.0;
453 vertices
[2][0] = dst_x
+ width
;
454 vertices
[2][1] = dst_y
+ height
;
455 vertices
[2][2] = dst_z
;
456 vertices
[2][3] = 1.0;
457 vertices
[3][0] = dst_x
;
458 vertices
[3][1] = dst_y
+ height
;
459 vertices
[3][2] = dst_z
;
460 vertices
[3][3] = 1.0;
462 _mesa_VertexPointer(4, GL_FLOAT
, 4 * sizeof(GLfloat
), &vertices
);
463 _mesa_Enable(GL_VERTEX_ARRAY
);
464 meta_set_default_texrect(&intel
->meta
);
465 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
467 meta_restore_texcoords(&intel
->meta
);
468 meta_restore_transform(&intel
->meta
);
469 meta_restore_fragment_program(&intel
->meta
);
470 meta_restore_vertex_program(&intel
->meta
);
472 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
+ old_active_texture
);
473 _mesa_PopClientAttrib();
476 _mesa_DeleteTextures(1, &texname
);
481 /* There are a large number of possible ways to implement bitmap on
482 * this hardware, most of them have some sort of drawback. Here are a
483 * few that spring to mind:
486 * - XY_MONO_SRC_BLT_CMD
487 * - use XY_SETUP_CLIP_BLT for cliprect clipping.
489 * - XY_TEXT_IMMEDIATE_BLT
490 * - blit per cliprect, subject to maximum immediate data size.
492 * - per pixel or run of pixels
494 * - good for sparse bitmaps
498 * - Translate bitmap to an alpha texture and render as a quad
499 * - Chop bitmap up into 32x32 squares and render w/polygon stipple.
502 intelBitmap(GLcontext
* ctx
,
504 GLsizei width
, GLsizei height
,
505 const struct gl_pixelstore_attrib
*unpack
,
506 const GLubyte
* pixels
)
508 if (do_blit_bitmap(ctx
, x
, y
, width
, height
,
512 if (intel_texture_bitmap(ctx
, x
, y
, width
, height
,
516 if (INTEL_DEBUG
& DEBUG_PIXEL
)
517 _mesa_printf("%s: fallback to swrast\n", __FUNCTION__
);
519 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, pixels
);