DRI2: report swap events correctly in direct rendered case
[mesa.git] / src / mesa / drivers / dri / intel / intel_pixel_bitmap.c
1 /**************************************************************************
2 *
3 * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
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:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portionsalloc
16 * of the Software.
17 *
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.
25 *
26 **************************************************************************/
27
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"
49
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"
58
59
60 #define FILE_DEBUG_FLAG DEBUG_PIXEL
61
62
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?
69 */
70 static const GLubyte *map_pbo( GLcontext *ctx,
71 GLsizei width, GLsizei height,
72 const struct gl_pixelstore_attrib *unpack,
73 const GLubyte *bitmap )
74 {
75 GLubyte *buf;
76
77 if (!_mesa_validate_pbo_access(2, unpack, width, height, 1,
78 GL_COLOR_INDEX, GL_BITMAP,
79 (GLvoid *) bitmap)) {
80 _mesa_error(ctx, GL_INVALID_OPERATION,"glBitmap(invalid PBO access)");
81 return NULL;
82 }
83
84 buf = (GLubyte *) ctx->Driver.MapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
85 GL_READ_ONLY_ARB,
86 unpack->BufferObj);
87 if (!buf) {
88 _mesa_error(ctx, GL_INVALID_OPERATION, "glBitmap(PBO is mapped)");
89 return NULL;
90 }
91
92 return ADD_POINTERS(buf, bitmap);
93 }
94
95 static GLboolean test_bit( const GLubyte *src, GLuint bit )
96 {
97 return (src[bit/8] & (1<<(bit % 8))) ? 1 : 0;
98 }
99
100 static void set_bit( GLubyte *dest, GLuint bit )
101 {
102 dest[bit/8] |= 1 << (bit % 8);
103 }
104
105 /* Extract a rectangle's worth of data from the bitmap. Called
106 * per chunk of HW-sized bitmap.
107 */
108 static GLuint get_bitmap_rect(GLsizei width, GLsizei height,
109 const struct gl_pixelstore_attrib *unpack,
110 const GLubyte *bitmap,
111 GLuint x, GLuint y,
112 GLuint w, GLuint h,
113 GLubyte *dest,
114 GLuint row_align,
115 GLboolean invert)
116 {
117 GLuint src_offset = (x + unpack->SkipPixels) & 0x7;
118 GLuint mask = unpack->LsbFirst ? 0 : 7;
119 GLuint bit = 0;
120 GLint row, col;
121 GLint first, last;
122 GLint incr;
123 GLuint count = 0;
124
125 if (INTEL_DEBUG & DEBUG_PIXEL)
126 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);
128
129 if (invert) {
130 first = h-1;
131 last = 0;
132 incr = -1;
133 }
134 else {
135 first = 0;
136 last = h-1;
137 incr = 1;
138 }
139
140 /* Require that dest be pre-zero'd.
141 */
142 for (row = first; row != (last+incr); row += incr) {
143 const GLubyte *rowsrc = _mesa_image_address2d(unpack, bitmap,
144 width, height,
145 GL_COLOR_INDEX, GL_BITMAP,
146 y + row, x);
147
148 for (col = 0; col < w; col++, bit++) {
149 if (test_bit(rowsrc, (col + src_offset) ^ mask)) {
150 set_bit(dest, bit ^ 7);
151 count++;
152 }
153 }
154
155 if (row_align)
156 bit = ALIGN(bit, row_align);
157 }
158
159 return count;
160 }
161
162 /**
163 * Returns the low Y value of the vertical range given, flipped according to
164 * whether the framebuffer is or not.
165 */
166 static INLINE int
167 y_flip(struct gl_framebuffer *fb, int y, int height)
168 {
169 if (fb->Name != 0)
170 return y;
171 else
172 return fb->Height - y - height;
173 }
174
175 /*
176 * Render a bitmap.
177 */
178 static GLboolean
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 )
184 {
185 struct intel_context *intel = intel_context(ctx);
186 struct intel_region *dst = intel_drawbuf_region(intel);
187 struct gl_framebuffer *fb = ctx->DrawBuffer;
188 GLfloat tmpColor[4];
189 GLubyte ubcolor[4];
190 GLuint color;
191 GLsizei bitmap_width = width;
192 GLsizei bitmap_height = height;
193 GLint px, py;
194 GLuint stipple[32];
195 GLint orig_dstx = dstx;
196 GLint orig_dsty = dsty;
197
198 /* Update draw buffer bounds */
199 _mesa_update_state(ctx);
200
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.
205 */
206 return GL_FALSE;
207 }
208
209 if (!dst)
210 return GL_FALSE;
211
212 if (_mesa_is_bufferobj(unpack->BufferObj)) {
213 bitmap = map_pbo(ctx, width, height, unpack, bitmap);
214 if (bitmap == NULL)
215 return GL_TRUE; /* even though this is an error, we're done */
216 }
217
218 COPY_4V(tmpColor, ctx->Current.RasterColor);
219
220 if (NEED_SECONDARY_COLOR(ctx)) {
221 ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor);
222 }
223
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]);
228
229 if (dst->cpp == 2)
230 color = PACK_COLOR_565(ubcolor[0], ubcolor[1], ubcolor[2]);
231 else
232 color = PACK_COLOR_8888(ubcolor[3], ubcolor[0], ubcolor[1], ubcolor[2]);
233
234 if (!intel_check_blit_fragment_ops(ctx, tmpColor[3] == 1.0F))
235 return GL_FALSE;
236
237 intel_prepare_render(intel);
238
239 /* Clip to buffer bounds and scissor. */
240 if (!_mesa_clip_to_region(fb->_Xmin, fb->_Ymin,
241 fb->_Xmax, fb->_Ymax,
242 &dstx, &dsty, &width, &height))
243 goto out;
244
245 dsty = y_flip(fb, dsty, height);
246
247 #define DY 32
248 #define DX 32
249
250 /* Chop it all into chunks that can be digested by hardware: */
251 for (py = 0; py < height; py += DY) {
252 for (px = 0; px < width; px += DX) {
253 int h = MIN2(DY, height - py);
254 int w = MIN2(DX, width - px);
255 GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8;
256 GLenum logic_op = ctx->Color.ColorLogicOpEnabled ?
257 ctx->Color.LogicOp : GL_COPY;
258
259 assert(sz <= sizeof(stipple));
260 memset(stipple, 0, sz);
261
262 /* May need to adjust this when padding has been introduced in
263 * sz above:
264 *
265 * Have to translate destination coordinates back into source
266 * coordinates.
267 */
268 if (get_bitmap_rect(bitmap_width, bitmap_height, unpack,
269 bitmap,
270 -orig_dstx + (dstx + px),
271 -orig_dsty + y_flip(fb, dsty + py, h),
272 w, h,
273 (GLubyte *)stipple,
274 8,
275 fb->Name == 0 ? GL_TRUE : GL_FALSE) == 0)
276 continue;
277
278 if (!intelEmitImmediateColorExpandBlit(intel,
279 dst->cpp,
280 (GLubyte *)stipple,
281 sz,
282 color,
283 dst->pitch,
284 dst->buffer,
285 0,
286 dst->tiling,
287 dstx + px,
288 dsty + py,
289 w, h,
290 logic_op)) {
291 return GL_FALSE;
292 }
293 }
294 }
295 out:
296
297 if (INTEL_DEBUG & DEBUG_SYNC)
298 intel_batchbuffer_flush(intel->batch);
299
300 if (_mesa_is_bufferobj(unpack->BufferObj)) {
301 /* done with PBO so unmap it now */
302 ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
303 unpack->BufferObj);
304 }
305
306 intel_check_front_buffer_rendering(intel);
307
308 return GL_TRUE;
309 }
310
311 static GLboolean
312 intel_texture_bitmap(GLcontext * ctx,
313 GLint dst_x, GLint dst_y,
314 GLsizei width, GLsizei height,
315 const struct gl_pixelstore_attrib *unpack,
316 const GLubyte *bitmap)
317 {
318 struct intel_context *intel = intel_context(ctx);
319 static const char *fp =
320 "!!ARBfp1.0\n"
321 "TEMP val;\n"
322 "PARAM color=program.local[0];\n"
323 "TEX val, fragment.texcoord[0], texture[0], 2D;\n"
324 "ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n"
325 "KIL val;\n"
326 "MOV result.color, color;\n"
327 "END\n";
328 GLuint texname;
329 GLfloat vertices[4][4];
330 GLint old_active_texture;
331 GLubyte *a8_bitmap;
332 GLfloat dst_z;
333
334 /* We need a fragment program for the KIL effect */
335 if (!ctx->Extensions.ARB_fragment_program ||
336 !ctx->Extensions.ARB_vertex_program) {
337 if (INTEL_DEBUG & DEBUG_FALLBACKS)
338 fprintf(stderr,
339 "glBitmap fallback: No fragment/vertex program support\n");
340 return GL_FALSE;
341 }
342
343 /* We're going to mess with texturing with no regard to existing texture
344 * state, so if there is some set up we have to bail.
345 */
346 if (ctx->Texture._EnabledUnits != 0) {
347 if (INTEL_DEBUG & DEBUG_FALLBACKS)
348 fprintf(stderr, "glBitmap fallback: texturing enabled\n");
349 return GL_FALSE;
350 }
351
352 /* Can't do textured DrawPixels with a fragment program, unless we were
353 * to generate a new program that sampled our texture and put the results
354 * in the fragment color before the user's program started.
355 */
356 if (ctx->FragmentProgram.Enabled) {
357 if (INTEL_DEBUG & DEBUG_FALLBACKS)
358 fprintf(stderr, "glBitmap fallback: fragment program enabled\n");
359 return GL_FALSE;
360 }
361
362 if (ctx->VertexProgram.Enabled) {
363 if (INTEL_DEBUG & DEBUG_FALLBACKS)
364 fprintf(stderr, "glBitmap fallback: vertex program enabled\n");
365 return GL_FALSE;
366 }
367
368 if (!ctx->Extensions.ARB_texture_non_power_of_two &&
369 (!is_power_of_two(width) || !is_power_of_two(height))) {
370 if (INTEL_DEBUG & DEBUG_FALLBACKS)
371 fprintf(stderr,
372 "glBitmap() fallback: NPOT texture\n");
373 return GL_FALSE;
374 }
375
376 if (ctx->Fog.Enabled) {
377 if (INTEL_DEBUG & DEBUG_FALLBACKS)
378 fprintf(stderr, "glBitmap() fallback: fog\n");
379 return GL_FALSE;
380 }
381
382 /* Check that we can load in a texture this big. */
383 if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
384 height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
385 if (INTEL_DEBUG & DEBUG_FALLBACKS)
386 fprintf(stderr, "glBitmap fallback: bitmap too large (%dx%d)\n",
387 width, height);
388 return GL_FALSE;
389 }
390
391 if (_mesa_is_bufferobj(unpack->BufferObj)) {
392 bitmap = map_pbo(ctx, width, height, unpack, bitmap);
393 if (bitmap == NULL)
394 return GL_TRUE; /* even though this is an error, we're done */
395 }
396
397 /* Convert the A1 bitmap to an A8 format suitable for glTexImage */
398 a8_bitmap = calloc(1, width * height);
399 _mesa_expand_bitmap(width, height, unpack, bitmap, a8_bitmap, width, 0xff);
400
401 if (_mesa_is_bufferobj(unpack->BufferObj)) {
402 /* done with PBO so unmap it now */
403 ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
404 unpack->BufferObj);
405 }
406
407 /* Save GL state before we start setting up our drawing */
408 _mesa_PushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_POLYGON_BIT |
409 GL_TEXTURE_BIT | GL_VIEWPORT_BIT);
410 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT |
411 GL_CLIENT_PIXEL_STORE_BIT);
412 old_active_texture = ctx->Texture.CurrentUnit;
413
414 _mesa_Disable(GL_POLYGON_STIPPLE);
415 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
416
417 /* Upload our bitmap data to an alpha texture */
418 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
419 _mesa_Enable(GL_TEXTURE_2D);
420 _mesa_GenTextures(1, &texname);
421 _mesa_BindTexture(GL_TEXTURE_2D, texname);
422 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
423 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
424
425 _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
426 _mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
427 _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
428 _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
429 _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
430 _mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 1);
431 _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0,
432 GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap);
433 free(a8_bitmap);
434
435 meta_set_fragment_program(&intel->meta, &intel->meta.bitmap_fp, fp);
436 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
437 ctx->Current.RasterColor);
438 meta_set_passthrough_vertex_program(&intel->meta);
439 meta_set_passthrough_transform(&intel->meta);
440
441 /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
442 dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
443
444 /* RasterPos[2] already takes into account the DepthRange mapping. */
445 _mesa_DepthRange(0.0, 1.0);
446
447 vertices[0][0] = dst_x;
448 vertices[0][1] = dst_y;
449 vertices[0][2] = dst_z;
450 vertices[0][3] = 1.0;
451 vertices[1][0] = dst_x + width;
452 vertices[1][1] = dst_y;
453 vertices[1][2] = dst_z;
454 vertices[1][3] = 1.0;
455 vertices[2][0] = dst_x + width;
456 vertices[2][1] = dst_y + height;
457 vertices[2][2] = dst_z;
458 vertices[2][3] = 1.0;
459 vertices[3][0] = dst_x;
460 vertices[3][1] = dst_y + height;
461 vertices[3][2] = dst_z;
462 vertices[3][3] = 1.0;
463
464 _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
465 _mesa_Enable(GL_VERTEX_ARRAY);
466 meta_set_default_texrect(&intel->meta);
467 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
468
469 meta_restore_texcoords(&intel->meta);
470 meta_restore_transform(&intel->meta);
471 meta_restore_fragment_program(&intel->meta);
472 meta_restore_vertex_program(&intel->meta);
473
474 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
475 _mesa_PopClientAttrib();
476 _mesa_PopAttrib();
477
478 _mesa_DeleteTextures(1, &texname);
479
480 return GL_TRUE;
481 }
482
483 /* There are a large number of possible ways to implement bitmap on
484 * this hardware, most of them have some sort of drawback. Here are a
485 * few that spring to mind:
486 *
487 * Blit:
488 * - XY_MONO_SRC_BLT_CMD
489 * - use XY_SETUP_CLIP_BLT for cliprect clipping.
490 * - XY_TEXT_BLT
491 * - XY_TEXT_IMMEDIATE_BLT
492 * - blit per cliprect, subject to maximum immediate data size.
493 * - XY_COLOR_BLT
494 * - per pixel or run of pixels
495 * - XY_PIXEL_BLT
496 * - good for sparse bitmaps
497 *
498 * 3D engine:
499 * - Point per pixel
500 * - Translate bitmap to an alpha texture and render as a quad
501 * - Chop bitmap up into 32x32 squares and render w/polygon stipple.
502 */
503 void
504 intelBitmap(GLcontext * ctx,
505 GLint x, GLint y,
506 GLsizei width, GLsizei height,
507 const struct gl_pixelstore_attrib *unpack,
508 const GLubyte * pixels)
509 {
510 if (do_blit_bitmap(ctx, x, y, width, height,
511 unpack, pixels))
512 return;
513
514 if (intel_texture_bitmap(ctx, x, y, width, height,
515 unpack, pixels))
516 return;
517
518 if (INTEL_DEBUG & DEBUG_PIXEL)
519 printf("%s: fallback to swrast\n", __FUNCTION__);
520
521 _swrast_Bitmap(ctx, x, y, width, height, unpack, pixels);
522 }