Merge branch 'mesa_7_7_branch'
[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/texenv.h"
41 #include "main/texobj.h"
42 #include "main/texstate.h"
43 #include "main/texparam.h"
44 #include "main/varray.h"
45 #include "main/attrib.h"
46 #include "main/enable.h"
47 #include "main/viewport.h"
48 #include "shader/arbprogram.h"
49 #include "glapi/dispatch.h"
50 #include "swrast/swrast.h"
51
52 #include "intel_screen.h"
53 #include "intel_context.h"
54 #include "intel_batchbuffer.h"
55 #include "intel_blit.h"
56 #include "intel_regions.h"
57 #include "intel_buffer_objects.h"
58 #include "intel_buffers.h"
59 #include "intel_pixel.h"
60 #include "intel_reg.h"
61
62
63 #define FILE_DEBUG_FLAG DEBUG_PIXEL
64
65
66 /* Unlike the other intel_pixel_* functions, the expectation here is
67 * that the incoming data is not in a PBO. With the XY_TEXT blit
68 * method, there's no benefit haveing it in a PBO, but we could
69 * implement a path based on XY_MONO_SRC_COPY_BLIT which might benefit
70 * PBO bitmaps. I think they are probably pretty rare though - I
71 * wonder if Xgl uses them?
72 */
73 static const GLubyte *map_pbo( GLcontext *ctx,
74 GLsizei width, GLsizei height,
75 const struct gl_pixelstore_attrib *unpack,
76 const GLubyte *bitmap )
77 {
78 GLubyte *buf;
79
80 if (!_mesa_validate_pbo_access(2, unpack, width, height, 1,
81 GL_COLOR_INDEX, GL_BITMAP,
82 (GLvoid *) bitmap)) {
83 _mesa_error(ctx, GL_INVALID_OPERATION,"glBitmap(invalid PBO access)");
84 return NULL;
85 }
86
87 buf = (GLubyte *) ctx->Driver.MapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
88 GL_READ_ONLY_ARB,
89 unpack->BufferObj);
90 if (!buf) {
91 _mesa_error(ctx, GL_INVALID_OPERATION, "glBitmap(PBO is mapped)");
92 return NULL;
93 }
94
95 return ADD_POINTERS(buf, bitmap);
96 }
97
98 static GLboolean test_bit( const GLubyte *src, GLuint bit )
99 {
100 return (src[bit/8] & (1<<(bit % 8))) ? 1 : 0;
101 }
102
103 static void set_bit( GLubyte *dest, GLuint bit )
104 {
105 dest[bit/8] |= 1 << (bit % 8);
106 }
107
108 /* Extract a rectangle's worth of data from the bitmap. Called
109 * per-cliprect.
110 */
111 static GLuint get_bitmap_rect(GLsizei width, GLsizei height,
112 const struct gl_pixelstore_attrib *unpack,
113 const GLubyte *bitmap,
114 GLuint x, GLuint y,
115 GLuint w, GLuint h,
116 GLubyte *dest,
117 GLuint row_align,
118 GLboolean invert)
119 {
120 GLuint src_offset = (x + unpack->SkipPixels) & 0x7;
121 GLuint mask = unpack->LsbFirst ? 0 : 7;
122 GLuint bit = 0;
123 GLint row, col;
124 GLint first, last;
125 GLint incr;
126 GLuint count = 0;
127
128 if (INTEL_DEBUG & DEBUG_PIXEL)
129 _mesa_printf("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n",
130 __FUNCTION__, x,y,w,h,width,height,unpack->SkipPixels, src_offset, mask);
131
132 if (invert) {
133 first = h-1;
134 last = 0;
135 incr = -1;
136 }
137 else {
138 first = 0;
139 last = h-1;
140 incr = 1;
141 }
142
143 /* Require that dest be pre-zero'd.
144 */
145 for (row = first; row != (last+incr); row += incr) {
146 const GLubyte *rowsrc = _mesa_image_address2d(unpack, bitmap,
147 width, height,
148 GL_COLOR_INDEX, GL_BITMAP,
149 y + row, x);
150
151 for (col = 0; col < w; col++, bit++) {
152 if (test_bit(rowsrc, (col + src_offset) ^ mask)) {
153 set_bit(dest, bit ^ 7);
154 count++;
155 }
156 }
157
158 if (row_align)
159 bit = ALIGN(bit, row_align);
160 }
161
162 return count;
163 }
164
165 /**
166 * Returns the low Y value of the vertical range given, flipped according to
167 * whether the framebuffer is or not.
168 */
169 static INLINE int
170 y_flip(struct gl_framebuffer *fb, int y, int height)
171 {
172 if (fb->Name != 0)
173 return y;
174 else
175 return fb->Height - y - height;
176 }
177
178 /*
179 * Render a bitmap.
180 */
181 static GLboolean
182 do_blit_bitmap( GLcontext *ctx,
183 GLint dstx, GLint dsty,
184 GLsizei width, GLsizei height,
185 const struct gl_pixelstore_attrib *unpack,
186 const GLubyte *bitmap )
187 {
188 struct intel_context *intel = intel_context(ctx);
189 struct intel_region *dst = intel_drawbuf_region(intel);
190 struct gl_framebuffer *fb = ctx->DrawBuffer;
191 GLfloat tmpColor[4];
192 GLubyte ubcolor[4];
193 GLuint color;
194 unsigned int num_cliprects;
195 drm_clip_rect_t *cliprects;
196 int x_off, y_off;
197 GLsizei bitmap_width = width;
198 GLsizei bitmap_height = height;
199
200 /* Update draw buffer bounds */
201 _mesa_update_state(ctx);
202
203 if (ctx->Depth.Test) {
204 /* The blit path produces incorrect results when depth testing is on.
205 * It seems the blit Z coord is always 1.0 (the far plane) so fragments
206 * will likely be obscured by other, closer geometry.
207 */
208 return GL_FALSE;
209 }
210
211 if (!dst)
212 return GL_FALSE;
213
214 if (_mesa_is_bufferobj(unpack->BufferObj)) {
215 bitmap = map_pbo(ctx, width, height, unpack, bitmap);
216 if (bitmap == NULL)
217 return GL_TRUE; /* even though this is an error, we're done */
218 }
219
220 COPY_4V(tmpColor, ctx->Current.RasterColor);
221
222 if (NEED_SECONDARY_COLOR(ctx)) {
223 ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor);
224 }
225
226 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[0], tmpColor[0]);
227 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[1], tmpColor[1]);
228 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[2], tmpColor[2]);
229 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[3], tmpColor[3]);
230
231 if (dst->cpp == 2)
232 color = PACK_COLOR_565(ubcolor[0], ubcolor[1], ubcolor[2]);
233 else
234 color = PACK_COLOR_8888(ubcolor[3], ubcolor[0], ubcolor[1], ubcolor[2]);
235
236 if (!intel_check_blit_fragment_ops(ctx, tmpColor[3] == 1.0F))
237 return GL_FALSE;
238
239 intel_get_cliprects(intel, &cliprects, &num_cliprects, &x_off, &y_off);
240 if (num_cliprects != 0) {
241 GLuint i;
242 GLint orig_dstx = dstx;
243 GLint orig_dsty = dsty;
244
245 /* Clip to buffer bounds and scissor. */
246 if (!_mesa_clip_to_region(fb->_Xmin, fb->_Ymin,
247 fb->_Xmax, fb->_Ymax,
248 &dstx, &dsty, &width, &height))
249 goto out;
250
251 dstx = x_off + dstx;
252 dsty = y_off + y_flip(fb, dsty, height);
253
254 for (i = 0; i < num_cliprects; i++) {
255 int box_x, box_y, box_w, box_h;
256 GLint px, py;
257 GLuint stipple[32];
258
259 box_x = dstx;
260 box_y = dsty;
261 box_w = width;
262 box_h = height;
263
264 /* Clip to drawable cliprect */
265 if (!_mesa_clip_to_region(cliprects[i].x1,
266 cliprects[i].y1,
267 cliprects[i].x2,
268 cliprects[i].y2,
269 &box_x, &box_y, &box_w, &box_h))
270 continue;
271
272 #define DY 32
273 #define DX 32
274
275 /* Then, finally, chop it all into chunks that can be
276 * digested by hardware:
277 */
278 for (py = 0; py < box_h; py += DY) {
279 for (px = 0; px < box_w; px += DX) {
280 int h = MIN2(DY, box_h - py);
281 int w = MIN2(DX, box_w - px);
282 GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8;
283 GLenum logic_op = ctx->Color.ColorLogicOpEnabled ?
284 ctx->Color.LogicOp : GL_COPY;
285
286 assert(sz <= sizeof(stipple));
287 memset(stipple, 0, sz);
288
289 /* May need to adjust this when padding has been introduced in
290 * sz above:
291 *
292 * Have to translate destination coordinates back into source
293 * coordinates.
294 */
295 if (get_bitmap_rect(bitmap_width, bitmap_height, unpack,
296 bitmap,
297 -orig_dstx + (box_x + px - x_off),
298 -orig_dsty + y_flip(fb,
299 box_y + py - y_off, h),
300 w, h,
301 (GLubyte *)stipple,
302 8,
303 fb->Name == 0 ? GL_TRUE : GL_FALSE) == 0)
304 continue;
305
306 if (!intelEmitImmediateColorExpandBlit(intel,
307 dst->cpp,
308 (GLubyte *)stipple,
309 sz,
310 color,
311 dst->pitch,
312 dst->buffer,
313 0,
314 dst->tiling,
315 box_x + px,
316 box_y + py,
317 w, h,
318 logic_op)) {
319 return GL_FALSE;
320 }
321 }
322 }
323 }
324 }
325 out:
326
327 if (INTEL_DEBUG & DEBUG_SYNC)
328 intel_batchbuffer_flush(intel->batch);
329
330 if (_mesa_is_bufferobj(unpack->BufferObj)) {
331 /* done with PBO so unmap it now */
332 ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
333 unpack->BufferObj);
334 }
335
336 intel_check_front_buffer_rendering(intel);
337
338 return GL_TRUE;
339 }
340
341 static GLboolean
342 intel_texture_bitmap(GLcontext * ctx,
343 GLint dst_x, GLint dst_y,
344 GLsizei width, GLsizei height,
345 const struct gl_pixelstore_attrib *unpack,
346 const GLubyte *bitmap)
347 {
348 struct intel_context *intel = intel_context(ctx);
349 static const char *fp =
350 "!!ARBfp1.0\n"
351 "TEMP val;\n"
352 "PARAM color=program.local[0];\n"
353 "TEX val, fragment.texcoord[0], texture[0], 2D;\n"
354 "ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n"
355 "KIL val;\n"
356 "MOV result.color, color;\n"
357 "END\n";
358 GLuint texname;
359 GLfloat vertices[4][4];
360 GLint old_active_texture;
361 GLubyte *a8_bitmap;
362 GLfloat dst_z;
363
364 /* We need a fragment program for the KIL effect */
365 if (!ctx->Extensions.ARB_fragment_program ||
366 !ctx->Extensions.ARB_vertex_program) {
367 if (INTEL_DEBUG & DEBUG_FALLBACKS)
368 fprintf(stderr,
369 "glBitmap fallback: No fragment/vertex program support\n");
370 return GL_FALSE;
371 }
372
373 /* We're going to mess with texturing with no regard to existing texture
374 * state, so if there is some set up we have to bail.
375 */
376 if (ctx->Texture._EnabledUnits != 0) {
377 if (INTEL_DEBUG & DEBUG_FALLBACKS)
378 fprintf(stderr, "glBitmap fallback: texturing enabled\n");
379 return GL_FALSE;
380 }
381
382 /* Can't do textured DrawPixels with a fragment program, unless we were
383 * to generate a new program that sampled our texture and put the results
384 * in the fragment color before the user's program started.
385 */
386 if (ctx->FragmentProgram.Enabled) {
387 if (INTEL_DEBUG & DEBUG_FALLBACKS)
388 fprintf(stderr, "glBitmap fallback: fragment program enabled\n");
389 return GL_FALSE;
390 }
391
392 if (ctx->VertexProgram.Enabled) {
393 if (INTEL_DEBUG & DEBUG_FALLBACKS)
394 fprintf(stderr, "glBitmap fallback: vertex program enabled\n");
395 return GL_FALSE;
396 }
397
398 if (!ctx->Extensions.ARB_texture_non_power_of_two &&
399 (!is_power_of_two(width) || !is_power_of_two(height))) {
400 if (INTEL_DEBUG & DEBUG_FALLBACKS)
401 fprintf(stderr,
402 "glBitmap() fallback: NPOT texture\n");
403 return GL_FALSE;
404 }
405
406 if (ctx->Fog.Enabled) {
407 if (INTEL_DEBUG & DEBUG_FALLBACKS)
408 fprintf(stderr, "glBitmap() fallback: fog\n");
409 return GL_FALSE;
410 }
411
412 /* Check that we can load in a texture this big. */
413 if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
414 height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
415 if (INTEL_DEBUG & DEBUG_FALLBACKS)
416 fprintf(stderr, "glBitmap fallback: bitmap too large (%dx%d)\n",
417 width, height);
418 return GL_FALSE;
419 }
420
421 if (_mesa_is_bufferobj(unpack->BufferObj)) {
422 bitmap = map_pbo(ctx, width, height, unpack, bitmap);
423 if (bitmap == NULL)
424 return GL_TRUE; /* even though this is an error, we're done */
425 }
426
427 /* Convert the A1 bitmap to an A8 format suitable for glTexImage */
428 a8_bitmap = _mesa_calloc(width * height);
429 _mesa_expand_bitmap(width, height, unpack, bitmap, a8_bitmap, width, 0xff);
430
431 if (_mesa_is_bufferobj(unpack->BufferObj)) {
432 /* done with PBO so unmap it now */
433 ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
434 unpack->BufferObj);
435 }
436
437 /* Save GL state before we start setting up our drawing */
438 _mesa_PushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_POLYGON_BIT |
439 GL_TEXTURE_BIT | GL_VIEWPORT_BIT);
440 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT |
441 GL_CLIENT_PIXEL_STORE_BIT);
442 old_active_texture = ctx->Texture.CurrentUnit;
443
444 _mesa_Disable(GL_POLYGON_STIPPLE);
445 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
446
447 /* Upload our bitmap data to an alpha texture */
448 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
449 _mesa_Enable(GL_TEXTURE_2D);
450 _mesa_GenTextures(1, &texname);
451 _mesa_BindTexture(GL_TEXTURE_2D, texname);
452 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
453 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
454
455 _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
456 _mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
457 _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
458 _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
459 _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
460 _mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 1);
461 _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0,
462 GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap);
463 _mesa_free(a8_bitmap);
464
465 meta_set_fragment_program(&intel->meta, &intel->meta.bitmap_fp, fp);
466 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
467 ctx->Current.RasterColor);
468 meta_set_passthrough_vertex_program(&intel->meta);
469 meta_set_passthrough_transform(&intel->meta);
470
471 /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
472 dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
473
474 /* RasterPos[2] already takes into account the DepthRange mapping. */
475 _mesa_DepthRange(0.0, 1.0);
476
477 vertices[0][0] = dst_x;
478 vertices[0][1] = dst_y;
479 vertices[0][2] = dst_z;
480 vertices[0][3] = 1.0;
481 vertices[1][0] = dst_x + width;
482 vertices[1][1] = dst_y;
483 vertices[1][2] = dst_z;
484 vertices[1][3] = 1.0;
485 vertices[2][0] = dst_x + width;
486 vertices[2][1] = dst_y + height;
487 vertices[2][2] = dst_z;
488 vertices[2][3] = 1.0;
489 vertices[3][0] = dst_x;
490 vertices[3][1] = dst_y + height;
491 vertices[3][2] = dst_z;
492 vertices[3][3] = 1.0;
493
494 _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
495 _mesa_Enable(GL_VERTEX_ARRAY);
496 meta_set_default_texrect(&intel->meta);
497 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
498
499 meta_restore_texcoords(&intel->meta);
500 meta_restore_transform(&intel->meta);
501 meta_restore_fragment_program(&intel->meta);
502 meta_restore_vertex_program(&intel->meta);
503
504 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
505 _mesa_PopClientAttrib();
506 _mesa_PopAttrib();
507
508 _mesa_DeleteTextures(1, &texname);
509
510 return GL_TRUE;
511 }
512
513 /* There are a large number of possible ways to implement bitmap on
514 * this hardware, most of them have some sort of drawback. Here are a
515 * few that spring to mind:
516 *
517 * Blit:
518 * - XY_MONO_SRC_BLT_CMD
519 * - use XY_SETUP_CLIP_BLT for cliprect clipping.
520 * - XY_TEXT_BLT
521 * - XY_TEXT_IMMEDIATE_BLT
522 * - blit per cliprect, subject to maximum immediate data size.
523 * - XY_COLOR_BLT
524 * - per pixel or run of pixels
525 * - XY_PIXEL_BLT
526 * - good for sparse bitmaps
527 *
528 * 3D engine:
529 * - Point per pixel
530 * - Translate bitmap to an alpha texture and render as a quad
531 * - Chop bitmap up into 32x32 squares and render w/polygon stipple.
532 */
533 void
534 intelBitmap(GLcontext * ctx,
535 GLint x, GLint y,
536 GLsizei width, GLsizei height,
537 const struct gl_pixelstore_attrib *unpack,
538 const GLubyte * pixels)
539 {
540 if (do_blit_bitmap(ctx, x, y, width, height,
541 unpack, pixels))
542 return;
543
544 if (intel_texture_bitmap(ctx, x, y, width, height,
545 unpack, pixels))
546 return;
547
548 if (INTEL_DEBUG & DEBUG_PIXEL)
549 _mesa_printf("%s: fallback to swrast\n", __FUNCTION__);
550
551 _swrast_Bitmap(ctx, x, y, width, height, unpack, pixels);
552 }