tree-wide: replace MAYBE_UNUSED with ASSERTED
[mesa.git] / src / mesa / state_tracker / st_cb_drawpixels.c
1 /**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
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 portions
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 VMWARE 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 /*
29 * Authors:
30 * Brian Paul
31 */
32
33 #include "main/errors.h"
34 #include "main/imports.h"
35 #include "main/image.h"
36 #include "main/bufferobj.h"
37 #include "main/blit.h"
38 #include "main/format_pack.h"
39 #include "main/framebuffer.h"
40 #include "main/macros.h"
41 #include "main/mtypes.h"
42 #include "main/pack.h"
43 #include "main/pbo.h"
44 #include "main/readpix.h"
45 #include "main/state.h"
46 #include "main/texformat.h"
47 #include "main/teximage.h"
48 #include "main/texstore.h"
49 #include "main/glformats.h"
50 #include "program/program.h"
51 #include "program/prog_print.h"
52 #include "program/prog_instruction.h"
53
54 #include "st_atom.h"
55 #include "st_atom_constbuf.h"
56 #include "st_cb_bitmap.h"
57 #include "st_cb_drawpixels.h"
58 #include "st_cb_readpixels.h"
59 #include "st_cb_fbo.h"
60 #include "st_context.h"
61 #include "st_debug.h"
62 #include "st_draw.h"
63 #include "st_format.h"
64 #include "st_program.h"
65 #include "st_sampler_view.h"
66 #include "st_scissor.h"
67 #include "st_texture.h"
68 #include "st_util.h"
69 #include "st_nir.h"
70
71 #include "pipe/p_context.h"
72 #include "pipe/p_defines.h"
73 #include "tgsi/tgsi_ureg.h"
74 #include "util/u_format.h"
75 #include "util/u_inlines.h"
76 #include "util/u_math.h"
77 #include "util/u_simple_shaders.h"
78 #include "util/u_tile.h"
79 #include "cso_cache/cso_context.h"
80
81 #include "compiler/nir/nir_builder.h"
82
83 /**
84 * We have a simple glDrawPixels cache to try to optimize the case where the
85 * same image is drawn over and over again. It basically works as follows:
86 *
87 * 1. After we construct a texture map with the image and draw it, we do
88 * not discard the texture. We keep it around, plus we note the
89 * glDrawPixels width, height, format, etc. parameters and keep a copy
90 * of the image in a malloc'd buffer.
91 *
92 * 2. On the next glDrawPixels we check if the parameters match the previous
93 * call. If those match, we check if the image matches the previous image
94 * via a memcmp() call. If everything matches, we re-use the previous
95 * texture, thereby avoiding the cost creating a new texture and copying
96 * the image to it.
97 *
98 * The effectiveness of this cache depends upon:
99 * 1. If the memcmp() finds a difference, it happens relatively quickly.
100 Hopefully, not just the last pixels differ!
101 * 2. If the memcmp() finds no difference, doing that check is faster than
102 * creating and loading a texture.
103 *
104 * Notes:
105 * 1. We don't support any pixel unpacking parameters.
106 * 2. We don't try to cache images in Pixel Buffer Objects.
107 * 3. Instead of saving the whole image, perhaps some sort of reliable
108 * checksum function could be used instead.
109 */
110 #define USE_DRAWPIXELS_CACHE 1
111
112 static nir_ssa_def *
113 sample_via_nir(nir_builder *b, nir_variable *texcoord,
114 const char *name, int sampler)
115 {
116 const struct glsl_type *sampler2D =
117 glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
118
119 nir_variable *var =
120 nir_variable_create(b->shader, nir_var_uniform, sampler2D, name);
121 var->data.binding = sampler;
122 var->data.explicit_binding = true;
123
124 nir_deref_instr *deref = nir_build_deref_var(b, var);
125
126 nir_tex_instr *tex = nir_tex_instr_create(b->shader, 3);
127 tex->op = nir_texop_tex;
128 tex->sampler_dim = GLSL_SAMPLER_DIM_2D;
129 tex->coord_components = 2;
130 tex->dest_type = nir_type_float;
131 tex->src[0].src_type = nir_tex_src_texture_deref;
132 tex->src[0].src = nir_src_for_ssa(&deref->dest.ssa);
133 tex->src[1].src_type = nir_tex_src_sampler_deref;
134 tex->src[1].src = nir_src_for_ssa(&deref->dest.ssa);
135 tex->src[2].src_type = nir_tex_src_coord;
136 tex->src[2].src =
137 nir_src_for_ssa(nir_channels(b, nir_load_var(b, texcoord),
138 (1 << tex->coord_components) - 1));
139
140 nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, NULL);
141 nir_builder_instr_insert(b, &tex->instr);
142 return nir_channel(b, &tex->dest.ssa, 0);
143 }
144
145 static void *
146 make_drawpix_z_stencil_program_nir(struct st_context *st,
147 bool write_depth,
148 bool write_stencil)
149 {
150 struct nir_builder b;
151 const nir_shader_compiler_options *options =
152 st->ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT].NirOptions;
153
154 nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, options);
155
156 nir_variable *texcoord =
157 nir_variable_create(b.shader, nir_var_shader_in, glsl_vec_type(2),
158 "texcoord");
159 texcoord->data.location = VARYING_SLOT_TEX0;
160
161 if (write_depth) {
162 nir_variable *out =
163 nir_variable_create(b.shader, nir_var_shader_out, glsl_float_type(),
164 "gl_FragDepth");
165 out->data.location = FRAG_RESULT_DEPTH;
166 nir_ssa_def *depth = sample_via_nir(&b, texcoord, "depth", 0);
167 nir_store_var(&b, out, depth, 0x1);
168
169 /* Also copy color */
170 nir_variable *color_in =
171 nir_variable_create(b.shader, nir_var_shader_in, glsl_vec_type(4),
172 "v_color");
173 color_in->data.location = VARYING_SLOT_COL0;
174
175 nir_variable *color_out =
176 nir_variable_create(b.shader, nir_var_shader_out, glsl_vec_type(4),
177 "gl_FragColor");
178 color_out->data.location = FRAG_RESULT_COLOR;
179 nir_copy_var(&b, color_out, color_in);
180 }
181
182 if (write_stencil) {
183 nir_variable *out =
184 nir_variable_create(b.shader, nir_var_shader_out, glsl_uint_type(),
185 "gl_FragStencilRefARB");
186 out->data.location = FRAG_RESULT_STENCIL;
187 nir_ssa_def *stencil = sample_via_nir(&b, texcoord, "stencil", 1);
188 nir_store_var(&b, out, stencil, 0x1);
189 }
190
191 char name[14];
192 snprintf(name, 14, "drawpixels %s%s",
193 write_depth ? "Z" : "", write_stencil ? "S" : "");
194
195 return st_nir_finish_builtin_shader(st, b.shader, name);
196 }
197
198
199 static void *
200 make_drawpix_z_stencil_program_tgsi(struct st_context *st,
201 bool write_depth,
202 bool write_stencil)
203 {
204 struct ureg_program *ureg;
205 struct ureg_src depth_sampler, stencil_sampler;
206 struct ureg_src texcoord, color;
207 struct ureg_dst out_color, out_depth, out_stencil;
208
209 ureg = ureg_create(PIPE_SHADER_FRAGMENT);
210 if (ureg == NULL)
211 return NULL;
212
213 ureg_property(ureg, TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS, TRUE);
214
215 if (write_depth) {
216 color = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_COLOR, 0,
217 TGSI_INTERPOLATE_COLOR);
218 out_color = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
219
220 depth_sampler = ureg_DECL_sampler(ureg, 0);
221 ureg_DECL_sampler_view(ureg, 0, TGSI_TEXTURE_2D,
222 TGSI_RETURN_TYPE_FLOAT,
223 TGSI_RETURN_TYPE_FLOAT,
224 TGSI_RETURN_TYPE_FLOAT,
225 TGSI_RETURN_TYPE_FLOAT);
226 out_depth = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
227 }
228
229 if (write_stencil) {
230 stencil_sampler = ureg_DECL_sampler(ureg, 1);
231 ureg_DECL_sampler_view(ureg, 1, TGSI_TEXTURE_2D,
232 TGSI_RETURN_TYPE_UINT,
233 TGSI_RETURN_TYPE_UINT,
234 TGSI_RETURN_TYPE_UINT,
235 TGSI_RETURN_TYPE_UINT);
236 out_stencil = ureg_DECL_output(ureg, TGSI_SEMANTIC_STENCIL, 0);
237 }
238
239 texcoord = ureg_DECL_fs_input(ureg,
240 st->needs_texcoord_semantic ?
241 TGSI_SEMANTIC_TEXCOORD :
242 TGSI_SEMANTIC_GENERIC,
243 0, TGSI_INTERPOLATE_LINEAR);
244
245 if (write_depth) {
246 ureg_TEX(ureg, ureg_writemask(out_depth, TGSI_WRITEMASK_Z),
247 TGSI_TEXTURE_2D, texcoord, depth_sampler);
248 ureg_MOV(ureg, out_color, color);
249 }
250
251 if (write_stencil)
252 ureg_TEX(ureg, ureg_writemask(out_stencil, TGSI_WRITEMASK_Y),
253 TGSI_TEXTURE_2D, texcoord, stencil_sampler);
254
255 ureg_END(ureg);
256 return ureg_create_shader_and_destroy(ureg, st->pipe);
257 }
258
259
260 /**
261 * Create fragment program that does a TEX() instruction to get a Z and/or
262 * stencil value value, then writes to FRAG_RESULT_DEPTH/FRAG_RESULT_STENCIL.
263 * Used for glDrawPixels(GL_DEPTH_COMPONENT / GL_STENCIL_INDEX).
264 * Pass fragment color through as-is.
265 *
266 * \return CSO of the fragment shader.
267 */
268 static void *
269 get_drawpix_z_stencil_program(struct st_context *st,
270 bool write_depth,
271 bool write_stencil)
272 {
273 struct pipe_screen *pscreen = st->pipe->screen;
274 const GLuint shaderIndex = write_depth * 2 + write_stencil;
275 void *cso;
276
277 assert(shaderIndex < ARRAY_SIZE(st->drawpix.zs_shaders));
278
279 if (st->drawpix.zs_shaders[shaderIndex]) {
280 /* already have the proper shader */
281 return st->drawpix.zs_shaders[shaderIndex];
282 }
283
284 enum pipe_shader_ir preferred_ir =
285 pscreen->get_shader_param(pscreen, PIPE_SHADER_FRAGMENT,
286 PIPE_SHADER_CAP_PREFERRED_IR);
287
288 if (preferred_ir == PIPE_SHADER_IR_NIR)
289 cso = make_drawpix_z_stencil_program_nir(st, write_depth, write_stencil);
290 else
291 cso = make_drawpix_z_stencil_program_tgsi(st, write_depth, write_stencil);
292
293 /* save the new shader */
294 st->drawpix.zs_shaders[shaderIndex] = cso;
295 return cso;
296 }
297
298
299 /**
300 * Create a simple vertex shader that just passes through the
301 * vertex position, texcoord, and color.
302 */
303 void
304 st_make_passthrough_vertex_shader(struct st_context *st)
305 {
306 struct pipe_context *pipe = st->pipe;
307 struct pipe_screen *screen = pipe->screen;
308
309 if (st->passthrough_vs)
310 return;
311
312 enum pipe_shader_ir preferred_ir =
313 screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
314 PIPE_SHADER_CAP_PREFERRED_IR);
315
316 if (preferred_ir == PIPE_SHADER_IR_NIR) {
317 unsigned inputs[] =
318 { VERT_ATTRIB_POS, VERT_ATTRIB_COLOR0, VERT_ATTRIB_GENERIC0 };
319 unsigned outputs[] =
320 { VARYING_SLOT_POS, VARYING_SLOT_COL0, VARYING_SLOT_TEX0 };
321
322 st->passthrough_vs =
323 st_nir_make_passthrough_shader(st, "drawpixels VS",
324 MESA_SHADER_VERTEX, 3,
325 inputs, outputs, NULL, 0);
326 } else {
327 const enum tgsi_semantic semantic_names[] = {
328 TGSI_SEMANTIC_POSITION,
329 TGSI_SEMANTIC_COLOR,
330 st->needs_texcoord_semantic ? TGSI_SEMANTIC_TEXCOORD :
331 TGSI_SEMANTIC_GENERIC
332 };
333 const uint semantic_indexes[] = { 0, 0, 0 };
334
335 st->passthrough_vs =
336 util_make_vertex_passthrough_shader(st->pipe, 3, semantic_names,
337 semantic_indexes, false);
338 }
339 }
340
341
342 /**
343 * Return a texture internalFormat for drawing/copying an image
344 * of the given format and type.
345 */
346 static GLenum
347 internal_format(struct gl_context *ctx, GLenum format, GLenum type)
348 {
349 switch (format) {
350 case GL_DEPTH_COMPONENT:
351 switch (type) {
352 case GL_UNSIGNED_SHORT:
353 return GL_DEPTH_COMPONENT16;
354
355 case GL_UNSIGNED_INT:
356 return GL_DEPTH_COMPONENT32;
357
358 case GL_FLOAT:
359 if (ctx->Extensions.ARB_depth_buffer_float)
360 return GL_DEPTH_COMPONENT32F;
361 else
362 return GL_DEPTH_COMPONENT;
363
364 default:
365 return GL_DEPTH_COMPONENT;
366 }
367
368 case GL_DEPTH_STENCIL:
369 switch (type) {
370 case GL_FLOAT_32_UNSIGNED_INT_24_8_REV:
371 return GL_DEPTH32F_STENCIL8;
372
373 case GL_UNSIGNED_INT_24_8:
374 default:
375 return GL_DEPTH24_STENCIL8;
376 }
377
378 case GL_STENCIL_INDEX:
379 return GL_STENCIL_INDEX;
380
381 default:
382 if (_mesa_is_enum_format_integer(format)) {
383 switch (type) {
384 case GL_BYTE:
385 return GL_RGBA8I;
386 case GL_UNSIGNED_BYTE:
387 return GL_RGBA8UI;
388 case GL_SHORT:
389 return GL_RGBA16I;
390 case GL_UNSIGNED_SHORT:
391 return GL_RGBA16UI;
392 case GL_INT:
393 return GL_RGBA32I;
394 case GL_UNSIGNED_INT:
395 return GL_RGBA32UI;
396 default:
397 assert(0 && "Unexpected type in internal_format()");
398 return GL_RGBA_INTEGER;
399 }
400 }
401 else {
402 switch (type) {
403 case GL_UNSIGNED_BYTE:
404 case GL_UNSIGNED_INT_8_8_8_8:
405 case GL_UNSIGNED_INT_8_8_8_8_REV:
406 default:
407 return GL_RGBA8;
408
409 case GL_UNSIGNED_BYTE_3_3_2:
410 case GL_UNSIGNED_BYTE_2_3_3_REV:
411 return GL_R3_G3_B2;
412
413 case GL_UNSIGNED_SHORT_4_4_4_4:
414 case GL_UNSIGNED_SHORT_4_4_4_4_REV:
415 return GL_RGBA4;
416
417 case GL_UNSIGNED_SHORT_5_6_5:
418 case GL_UNSIGNED_SHORT_5_6_5_REV:
419 return GL_RGB565;
420
421 case GL_UNSIGNED_SHORT_5_5_5_1:
422 case GL_UNSIGNED_SHORT_1_5_5_5_REV:
423 return GL_RGB5_A1;
424
425 case GL_UNSIGNED_INT_10_10_10_2:
426 case GL_UNSIGNED_INT_2_10_10_10_REV:
427 return GL_RGB10_A2;
428
429 case GL_UNSIGNED_SHORT:
430 case GL_UNSIGNED_INT:
431 return GL_RGBA16;
432
433 case GL_BYTE:
434 return
435 ctx->Extensions.EXT_texture_snorm ? GL_RGBA8_SNORM : GL_RGBA8;
436
437 case GL_SHORT:
438 case GL_INT:
439 return
440 ctx->Extensions.EXT_texture_snorm ? GL_RGBA16_SNORM : GL_RGBA16;
441
442 case GL_HALF_FLOAT_ARB:
443 return
444 ctx->Extensions.ARB_texture_float ? GL_RGBA16F :
445 ctx->Extensions.EXT_texture_snorm ? GL_RGBA16_SNORM : GL_RGBA16;
446
447 case GL_FLOAT:
448 case GL_DOUBLE:
449 return
450 ctx->Extensions.ARB_texture_float ? GL_RGBA32F :
451 ctx->Extensions.EXT_texture_snorm ? GL_RGBA16_SNORM : GL_RGBA16;
452
453 case GL_UNSIGNED_INT_5_9_9_9_REV:
454 assert(ctx->Extensions.EXT_texture_shared_exponent);
455 return GL_RGB9_E5;
456
457 case GL_UNSIGNED_INT_10F_11F_11F_REV:
458 assert(ctx->Extensions.EXT_packed_float);
459 return GL_R11F_G11F_B10F;
460 }
461 }
462 }
463 }
464
465
466 /**
467 * Create a temporary texture to hold an image of the given size.
468 * If width, height are not POT and the driver only handles POT textures,
469 * allocate the next larger size of texture that is POT.
470 */
471 static struct pipe_resource *
472 alloc_texture(struct st_context *st, GLsizei width, GLsizei height,
473 enum pipe_format texFormat, unsigned bind)
474 {
475 struct pipe_resource *pt;
476
477 pt = st_texture_create(st, st->internal_target, texFormat, 0,
478 width, height, 1, 1, 0, bind);
479
480 return pt;
481 }
482
483
484 /**
485 * Search the cache for an image which matches the given parameters.
486 * \return pipe_resource pointer if found, NULL if not found.
487 */
488 static struct pipe_resource *
489 search_drawpixels_cache(struct st_context *st,
490 GLsizei width, GLsizei height,
491 GLenum format, GLenum type,
492 const struct gl_pixelstore_attrib *unpack,
493 const void *pixels)
494 {
495 struct pipe_resource *pt = NULL;
496 const GLint bpp = _mesa_bytes_per_pixel(format, type);
497 unsigned i;
498
499 if ((unpack->RowLength != 0 && unpack->RowLength != width) ||
500 unpack->SkipPixels != 0 ||
501 unpack->SkipRows != 0 ||
502 unpack->SwapBytes ||
503 _mesa_is_bufferobj(unpack->BufferObj)) {
504 /* we don't allow non-default pixel unpacking values */
505 return NULL;
506 }
507
508 /* Search cache entries for a match */
509 for (i = 0; i < ARRAY_SIZE(st->drawpix_cache.entries); i++) {
510 struct drawpix_cache_entry *entry = &st->drawpix_cache.entries[i];
511
512 if (width == entry->width &&
513 height == entry->height &&
514 format == entry->format &&
515 type == entry->type &&
516 pixels == entry->user_pointer &&
517 entry->image) {
518 assert(entry->texture);
519
520 /* check if the pixel data is the same */
521 if (memcmp(pixels, entry->image, width * height * bpp) == 0) {
522 /* Success - found a cache match */
523 pipe_resource_reference(&pt, entry->texture);
524 /* refcount of returned texture should be at least two here. One
525 * reference for the cache to hold on to, one for the caller (which
526 * it will release), and possibly more held by the driver.
527 */
528 assert(pt->reference.count >= 2);
529
530 /* update the age of this entry */
531 entry->age = ++st->drawpix_cache.age;
532
533 return pt;
534 }
535 }
536 }
537
538 /* no cache match found */
539 return NULL;
540 }
541
542
543 /**
544 * Find the oldest entry in the glDrawPixels cache. We'll replace this
545 * one when we need to store a new image.
546 */
547 static struct drawpix_cache_entry *
548 find_oldest_drawpixels_cache_entry(struct st_context *st)
549 {
550 unsigned oldest_age = ~0u, oldest_index = ~0u;
551 unsigned i;
552
553 /* Find entry with oldest (lowest) age */
554 for (i = 0; i < ARRAY_SIZE(st->drawpix_cache.entries); i++) {
555 const struct drawpix_cache_entry *entry = &st->drawpix_cache.entries[i];
556 if (entry->age < oldest_age) {
557 oldest_age = entry->age;
558 oldest_index = i;
559 }
560 }
561
562 assert(oldest_index != ~0u);
563
564 return &st->drawpix_cache.entries[oldest_index];
565 }
566
567
568 /**
569 * Try to save the given glDrawPixels image in the cache.
570 */
571 static void
572 cache_drawpixels_image(struct st_context *st,
573 GLsizei width, GLsizei height,
574 GLenum format, GLenum type,
575 const struct gl_pixelstore_attrib *unpack,
576 const void *pixels,
577 struct pipe_resource *pt)
578 {
579 if ((unpack->RowLength == 0 || unpack->RowLength == width) &&
580 unpack->SkipPixels == 0 &&
581 unpack->SkipRows == 0) {
582 const GLint bpp = _mesa_bytes_per_pixel(format, type);
583 struct drawpix_cache_entry *entry =
584 find_oldest_drawpixels_cache_entry(st);
585 assert(entry);
586 entry->width = width;
587 entry->height = height;
588 entry->format = format;
589 entry->type = type;
590 entry->user_pointer = pixels;
591 free(entry->image);
592 entry->image = malloc(width * height * bpp);
593 if (entry->image) {
594 memcpy(entry->image, pixels, width * height * bpp);
595 pipe_resource_reference(&entry->texture, pt);
596 entry->age = ++st->drawpix_cache.age;
597 }
598 else {
599 /* out of memory, free/disable cached texture */
600 entry->width = 0;
601 entry->height = 0;
602 pipe_resource_reference(&entry->texture, NULL);
603 }
604 }
605 }
606
607
608 /**
609 * Make texture containing an image for glDrawPixels image.
610 * If 'pixels' is NULL, leave the texture image data undefined.
611 */
612 static struct pipe_resource *
613 make_texture(struct st_context *st,
614 GLsizei width, GLsizei height, GLenum format, GLenum type,
615 const struct gl_pixelstore_attrib *unpack,
616 const void *pixels)
617 {
618 struct gl_context *ctx = st->ctx;
619 struct pipe_context *pipe = st->pipe;
620 mesa_format mformat;
621 struct pipe_resource *pt = NULL;
622 enum pipe_format pipeFormat;
623 GLenum baseInternalFormat;
624
625 #if USE_DRAWPIXELS_CACHE
626 pt = search_drawpixels_cache(st, width, height, format, type,
627 unpack, pixels);
628 if (pt) {
629 return pt;
630 }
631 #endif
632
633 /* Choose a pixel format for the temp texture which will hold the
634 * image to draw.
635 */
636 pipeFormat = st_choose_matching_format(st, PIPE_BIND_SAMPLER_VIEW,
637 format, type, unpack->SwapBytes);
638
639 if (pipeFormat == PIPE_FORMAT_NONE) {
640 /* Use the generic approach. */
641 GLenum intFormat = internal_format(ctx, format, type);
642
643 pipeFormat = st_choose_format(st, intFormat, format, type,
644 st->internal_target, 0, 0,
645 PIPE_BIND_SAMPLER_VIEW, FALSE);
646 assert(pipeFormat != PIPE_FORMAT_NONE);
647 }
648
649 mformat = st_pipe_format_to_mesa_format(pipeFormat);
650 baseInternalFormat = _mesa_get_format_base_format(mformat);
651
652 pixels = _mesa_map_pbo_source(ctx, unpack, pixels);
653 if (!pixels)
654 return NULL;
655
656 /* alloc temporary texture */
657 pt = alloc_texture(st, width, height, pipeFormat, PIPE_BIND_SAMPLER_VIEW);
658 if (!pt) {
659 _mesa_unmap_pbo_source(ctx, unpack);
660 return NULL;
661 }
662
663 {
664 struct pipe_transfer *transfer;
665 GLubyte *dest;
666 const GLbitfield imageTransferStateSave = ctx->_ImageTransferState;
667
668 /* we'll do pixel transfer in a fragment shader */
669 ctx->_ImageTransferState = 0x0;
670
671 /* map texture transfer */
672 dest = pipe_transfer_map(pipe, pt, 0, 0,
673 PIPE_TRANSFER_WRITE, 0, 0,
674 width, height, &transfer);
675 if (!dest) {
676 pipe_resource_reference(&pt, NULL);
677 _mesa_unmap_pbo_source(ctx, unpack);
678 return NULL;
679 }
680
681 /* Put image into texture transfer.
682 * Note that the image is actually going to be upside down in
683 * the texture. We deal with that with texcoords.
684 */
685 if ((format == GL_RGBA || format == GL_BGRA)
686 && type == GL_UNSIGNED_BYTE) {
687 /* Use a memcpy-based texstore to avoid software pixel swizzling.
688 * We'll do the necessary swizzling with the pipe_sampler_view to
689 * give much better performance.
690 * XXX in the future, expand this to accomodate more format and
691 * type combinations.
692 */
693 _mesa_memcpy_texture(ctx, 2,
694 mformat, /* mesa_format */
695 transfer->stride, /* dstRowStride, bytes */
696 &dest, /* destSlices */
697 width, height, 1, /* size */
698 format, type, /* src format/type */
699 pixels, /* data source */
700 unpack);
701 }
702 else {
703 ASSERTED bool success;
704 success = _mesa_texstore(ctx, 2, /* dims */
705 baseInternalFormat, /* baseInternalFormat */
706 mformat, /* mesa_format */
707 transfer->stride, /* dstRowStride, bytes */
708 &dest, /* destSlices */
709 width, height, 1, /* size */
710 format, type, /* src format/type */
711 pixels, /* data source */
712 unpack);
713
714 assert(success);
715 }
716
717 /* unmap */
718 pipe_transfer_unmap(pipe, transfer);
719
720 /* restore */
721 ctx->_ImageTransferState = imageTransferStateSave;
722 }
723
724 _mesa_unmap_pbo_source(ctx, unpack);
725
726 #if USE_DRAWPIXELS_CACHE
727 cache_drawpixels_image(st, width, height, format, type, unpack, pixels, pt);
728 #endif
729
730 return pt;
731 }
732
733
734 static void
735 draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
736 GLsizei width, GLsizei height,
737 GLfloat zoomX, GLfloat zoomY,
738 struct pipe_sampler_view **sv,
739 int num_sampler_view,
740 void *driver_vp,
741 void *driver_fp,
742 struct st_fp_variant *fpv,
743 const GLfloat *color,
744 GLboolean invertTex,
745 GLboolean write_depth, GLboolean write_stencil)
746 {
747 struct st_context *st = st_context(ctx);
748 struct pipe_context *pipe = st->pipe;
749 struct cso_context *cso = st->cso_context;
750 const unsigned fb_width = _mesa_geometric_width(ctx->DrawBuffer);
751 const unsigned fb_height = _mesa_geometric_height(ctx->DrawBuffer);
752 GLfloat x0, y0, x1, y1;
753 ASSERTED GLsizei maxSize;
754 boolean normalized = sv[0]->texture->target == PIPE_TEXTURE_2D;
755 unsigned cso_state_mask;
756
757 assert(sv[0]->texture->target == st->internal_target);
758
759 /* limit checks */
760 /* XXX if DrawPixels image is larger than max texture size, break
761 * it up into chunks.
762 */
763 maxSize = pipe->screen->get_param(pipe->screen,
764 PIPE_CAP_MAX_TEXTURE_2D_SIZE);
765 assert(width <= maxSize);
766 assert(height <= maxSize);
767
768 cso_state_mask = (CSO_BIT_RASTERIZER |
769 CSO_BIT_VIEWPORT |
770 CSO_BIT_FRAGMENT_SAMPLERS |
771 CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
772 CSO_BIT_STREAM_OUTPUTS |
773 CSO_BIT_VERTEX_ELEMENTS |
774 CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
775 CSO_BITS_ALL_SHADERS);
776 if (write_stencil) {
777 cso_state_mask |= (CSO_BIT_DEPTH_STENCIL_ALPHA |
778 CSO_BIT_BLEND);
779 }
780 cso_save_state(cso, cso_state_mask);
781
782 /* rasterizer state: just scissor */
783 {
784 struct pipe_rasterizer_state rasterizer;
785 memset(&rasterizer, 0, sizeof(rasterizer));
786 rasterizer.clamp_fragment_color = !st->clamp_frag_color_in_shader &&
787 ctx->Color._ClampFragmentColor;
788 rasterizer.half_pixel_center = 1;
789 rasterizer.bottom_edge_rule = 1;
790 rasterizer.depth_clip_near = !ctx->Transform.DepthClampNear;
791 rasterizer.depth_clip_far = !ctx->Transform.DepthClampFar;
792 rasterizer.scissor = ctx->Scissor.EnableFlags;
793 cso_set_rasterizer(cso, &rasterizer);
794 }
795
796 if (write_stencil) {
797 /* Stencil writing bypasses the normal fragment pipeline to
798 * disable color writing and set stencil test to always pass.
799 */
800 struct pipe_depth_stencil_alpha_state dsa;
801 struct pipe_blend_state blend;
802
803 /* depth/stencil */
804 memset(&dsa, 0, sizeof(dsa));
805 dsa.stencil[0].enabled = 1;
806 dsa.stencil[0].func = PIPE_FUNC_ALWAYS;
807 dsa.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
808 dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
809 if (write_depth) {
810 /* writing depth+stencil: depth test always passes */
811 dsa.depth.enabled = 1;
812 dsa.depth.writemask = ctx->Depth.Mask;
813 dsa.depth.func = PIPE_FUNC_ALWAYS;
814 }
815 cso_set_depth_stencil_alpha(cso, &dsa);
816
817 /* blend (colormask) */
818 memset(&blend, 0, sizeof(blend));
819 cso_set_blend(cso, &blend);
820 }
821
822 /* fragment shader state: TEX lookup program */
823 cso_set_fragment_shader_handle(cso, driver_fp);
824
825 /* vertex shader state: position + texcoord pass-through */
826 cso_set_vertex_shader_handle(cso, driver_vp);
827
828 /* disable other shaders */
829 cso_set_tessctrl_shader_handle(cso, NULL);
830 cso_set_tesseval_shader_handle(cso, NULL);
831 cso_set_geometry_shader_handle(cso, NULL);
832
833 /* user samplers, plus the drawpix samplers */
834 {
835 struct pipe_sampler_state sampler;
836
837 memset(&sampler, 0, sizeof(sampler));
838 sampler.wrap_s = PIPE_TEX_WRAP_CLAMP;
839 sampler.wrap_t = PIPE_TEX_WRAP_CLAMP;
840 sampler.wrap_r = PIPE_TEX_WRAP_CLAMP;
841 sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
842 sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
843 sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
844 sampler.normalized_coords = normalized;
845
846 if (fpv) {
847 /* drawing a color image */
848 const struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
849 uint num = MAX3(fpv->drawpix_sampler + 1,
850 fpv->pixelmap_sampler + 1,
851 st->state.num_frag_samplers);
852 uint i;
853
854 for (i = 0; i < st->state.num_frag_samplers; i++)
855 samplers[i] = &st->state.frag_samplers[i];
856
857 samplers[fpv->drawpix_sampler] = &sampler;
858 if (sv[1])
859 samplers[fpv->pixelmap_sampler] = &sampler;
860
861 cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num, samplers);
862 } else {
863 /* drawing a depth/stencil image */
864 const struct pipe_sampler_state *samplers[2] = {&sampler, &sampler};
865
866 cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num_sampler_view, samplers);
867 }
868 }
869
870 /* user textures, plus the drawpix textures */
871 if (fpv) {
872 /* drawing a color image */
873 struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
874 uint num = MAX3(fpv->drawpix_sampler + 1,
875 fpv->pixelmap_sampler + 1,
876 st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
877
878 memcpy(sampler_views, st->state.frag_sampler_views,
879 sizeof(sampler_views));
880
881 sampler_views[fpv->drawpix_sampler] = sv[0];
882 if (sv[1])
883 sampler_views[fpv->pixelmap_sampler] = sv[1];
884 cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num, sampler_views);
885 } else {
886 /* drawing a depth/stencil image */
887 cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num_sampler_view, sv);
888 }
889
890 /* viewport state: viewport matching window dims */
891 cso_set_viewport_dims(cso, fb_width, fb_height, TRUE);
892
893 cso_set_vertex_elements(cso, 3, st->util_velems);
894 cso_set_stream_outputs(cso, 0, NULL, NULL);
895
896 /* Compute Gallium window coords (y=0=top) with pixel zoom.
897 * Recall that these coords are transformed by the current
898 * vertex shader and viewport transformation.
899 */
900 if (st_fb_orientation(ctx->DrawBuffer) == Y_0_BOTTOM) {
901 y = fb_height - (int) (y + height * ctx->Pixel.ZoomY);
902 invertTex = !invertTex;
903 }
904
905 x0 = (GLfloat) x;
906 x1 = x + width * ctx->Pixel.ZoomX;
907 y0 = (GLfloat) y;
908 y1 = y + height * ctx->Pixel.ZoomY;
909
910 /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
911 z = z * 2.0f - 1.0f;
912
913 {
914 const float clip_x0 = x0 / (float) fb_width * 2.0f - 1.0f;
915 const float clip_y0 = y0 / (float) fb_height * 2.0f - 1.0f;
916 const float clip_x1 = x1 / (float) fb_width * 2.0f - 1.0f;
917 const float clip_y1 = y1 / (float) fb_height * 2.0f - 1.0f;
918 const float maxXcoord = normalized ?
919 ((float) width / sv[0]->texture->width0) : (float) width;
920 const float maxYcoord = normalized
921 ? ((float) height / sv[0]->texture->height0) : (float) height;
922 const float sLeft = 0.0f, sRight = maxXcoord;
923 const float tTop = invertTex ? maxYcoord : 0.0f;
924 const float tBot = invertTex ? 0.0f : maxYcoord;
925
926 if (!st_draw_quad(st, clip_x0, clip_y0, clip_x1, clip_y1, z,
927 sLeft, tBot, sRight, tTop, color, 0)) {
928 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels");
929 }
930 }
931
932 /* restore state */
933 cso_restore_state(cso);
934 }
935
936
937 /**
938 * Software fallback to do glDrawPixels(GL_STENCIL_INDEX) when we
939 * can't use a fragment shader to write stencil values.
940 */
941 static void
942 draw_stencil_pixels(struct gl_context *ctx, GLint x, GLint y,
943 GLsizei width, GLsizei height, GLenum format, GLenum type,
944 const struct gl_pixelstore_attrib *unpack,
945 const void *pixels)
946 {
947 struct st_context *st = st_context(ctx);
948 struct pipe_context *pipe = st->pipe;
949 struct st_renderbuffer *strb;
950 enum pipe_transfer_usage usage;
951 struct pipe_transfer *pt;
952 const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0;
953 ubyte *stmap;
954 struct gl_pixelstore_attrib clippedUnpack = *unpack;
955 GLubyte *sValues;
956 GLuint *zValues;
957
958 if (!zoom) {
959 if (!_mesa_clip_drawpixels(ctx, &x, &y, &width, &height,
960 &clippedUnpack)) {
961 /* totally clipped */
962 return;
963 }
964 }
965
966 strb = st_renderbuffer(ctx->DrawBuffer->
967 Attachment[BUFFER_STENCIL].Renderbuffer);
968
969 if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
970 y = ctx->DrawBuffer->Height - y - height;
971 }
972
973 if (format == GL_STENCIL_INDEX &&
974 _mesa_is_format_packed_depth_stencil(strb->Base.Format)) {
975 /* writing stencil to a combined depth+stencil buffer */
976 usage = PIPE_TRANSFER_READ_WRITE;
977 }
978 else {
979 usage = PIPE_TRANSFER_WRITE;
980 }
981
982 stmap = pipe_transfer_map(pipe, strb->texture,
983 strb->surface->u.tex.level,
984 strb->surface->u.tex.first_layer,
985 usage, x, y,
986 width, height, &pt);
987
988 pixels = _mesa_map_pbo_source(ctx, &clippedUnpack, pixels);
989 assert(pixels);
990
991 sValues = malloc(width * sizeof(GLubyte));
992 zValues = malloc(width * sizeof(GLuint));
993
994 if (sValues && zValues) {
995 GLint row;
996 for (row = 0; row < height; row++) {
997 GLfloat *zValuesFloat = (GLfloat*)zValues;
998 GLenum destType = GL_UNSIGNED_BYTE;
999 const void *source = _mesa_image_address2d(&clippedUnpack, pixels,
1000 width, height,
1001 format, type,
1002 row, 0);
1003 _mesa_unpack_stencil_span(ctx, width, destType, sValues,
1004 type, source, &clippedUnpack,
1005 ctx->_ImageTransferState);
1006
1007 if (format == GL_DEPTH_STENCIL) {
1008 GLenum ztype =
1009 pt->resource->format == PIPE_FORMAT_Z32_FLOAT_S8X24_UINT ?
1010 GL_FLOAT : GL_UNSIGNED_INT;
1011
1012 _mesa_unpack_depth_span(ctx, width, ztype, zValues,
1013 (1 << 24) - 1, type, source,
1014 &clippedUnpack);
1015 }
1016
1017 if (zoom) {
1018 _mesa_problem(ctx, "Gallium glDrawPixels(GL_STENCIL) with "
1019 "zoom not complete");
1020 }
1021
1022 {
1023 GLint spanY;
1024
1025 if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
1026 spanY = height - row - 1;
1027 }
1028 else {
1029 spanY = row;
1030 }
1031
1032 /* now pack the stencil (and Z) values in the dest format */
1033 switch (pt->resource->format) {
1034 case PIPE_FORMAT_S8_UINT:
1035 {
1036 ubyte *dest = stmap + spanY * pt->stride;
1037 assert(usage == PIPE_TRANSFER_WRITE);
1038 memcpy(dest, sValues, width);
1039 }
1040 break;
1041 case PIPE_FORMAT_Z24_UNORM_S8_UINT:
1042 if (format == GL_DEPTH_STENCIL) {
1043 uint *dest = (uint *) (stmap + spanY * pt->stride);
1044 GLint k;
1045 assert(usage == PIPE_TRANSFER_WRITE);
1046 for (k = 0; k < width; k++) {
1047 dest[k] = zValues[k] | (sValues[k] << 24);
1048 }
1049 }
1050 else {
1051 uint *dest = (uint *) (stmap + spanY * pt->stride);
1052 GLint k;
1053 assert(usage == PIPE_TRANSFER_READ_WRITE);
1054 for (k = 0; k < width; k++) {
1055 dest[k] = (dest[k] & 0xffffff) | (sValues[k] << 24);
1056 }
1057 }
1058 break;
1059 case PIPE_FORMAT_S8_UINT_Z24_UNORM:
1060 if (format == GL_DEPTH_STENCIL) {
1061 uint *dest = (uint *) (stmap + spanY * pt->stride);
1062 GLint k;
1063 assert(usage == PIPE_TRANSFER_WRITE);
1064 for (k = 0; k < width; k++) {
1065 dest[k] = (zValues[k] << 8) | (sValues[k] & 0xff);
1066 }
1067 }
1068 else {
1069 uint *dest = (uint *) (stmap + spanY * pt->stride);
1070 GLint k;
1071 assert(usage == PIPE_TRANSFER_READ_WRITE);
1072 for (k = 0; k < width; k++) {
1073 dest[k] = (dest[k] & 0xffffff00) | (sValues[k] & 0xff);
1074 }
1075 }
1076 break;
1077 case PIPE_FORMAT_Z32_FLOAT_S8X24_UINT:
1078 if (format == GL_DEPTH_STENCIL) {
1079 uint *dest = (uint *) (stmap + spanY * pt->stride);
1080 GLfloat *destf = (GLfloat*)dest;
1081 GLint k;
1082 assert(usage == PIPE_TRANSFER_WRITE);
1083 for (k = 0; k < width; k++) {
1084 destf[k*2] = zValuesFloat[k];
1085 dest[k*2+1] = sValues[k] & 0xff;
1086 }
1087 }
1088 else {
1089 uint *dest = (uint *) (stmap + spanY * pt->stride);
1090 GLint k;
1091 assert(usage == PIPE_TRANSFER_READ_WRITE);
1092 for (k = 0; k < width; k++) {
1093 dest[k*2+1] = sValues[k] & 0xff;
1094 }
1095 }
1096 break;
1097 default:
1098 assert(0);
1099 }
1100 }
1101 }
1102 }
1103 else {
1104 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels()");
1105 }
1106
1107 free(sValues);
1108 free(zValues);
1109
1110 _mesa_unmap_pbo_source(ctx, &clippedUnpack);
1111
1112 /* unmap the stencil buffer */
1113 pipe_transfer_unmap(pipe, pt);
1114 }
1115
1116
1117 /**
1118 * Get fragment program variant for a glDrawPixels or glCopyPixels
1119 * command for RGBA data.
1120 */
1121 static struct st_fp_variant *
1122 get_color_fp_variant(struct st_context *st)
1123 {
1124 struct gl_context *ctx = st->ctx;
1125 struct st_fp_variant_key key;
1126 struct st_fp_variant *fpv;
1127
1128 memset(&key, 0, sizeof(key));
1129
1130 key.st = st->has_shareable_shaders ? NULL : st;
1131 key.drawpixels = 1;
1132 key.scaleAndBias = (ctx->Pixel.RedBias != 0.0 ||
1133 ctx->Pixel.RedScale != 1.0 ||
1134 ctx->Pixel.GreenBias != 0.0 ||
1135 ctx->Pixel.GreenScale != 1.0 ||
1136 ctx->Pixel.BlueBias != 0.0 ||
1137 ctx->Pixel.BlueScale != 1.0 ||
1138 ctx->Pixel.AlphaBias != 0.0 ||
1139 ctx->Pixel.AlphaScale != 1.0);
1140 key.pixelMaps = ctx->Pixel.MapColorFlag;
1141 key.clamp_color = st->clamp_frag_color_in_shader &&
1142 ctx->Color._ClampFragmentColor;
1143
1144 fpv = st_get_fp_variant(st, st->fp, &key);
1145
1146 return fpv;
1147 }
1148
1149 /**
1150 * Get fragment program variant for a glDrawPixels command
1151 * for COLOR_INDEX data
1152 */
1153 static struct st_fp_variant *
1154 get_color_index_fp_variant(struct st_context *st)
1155 {
1156 struct gl_context *ctx = st->ctx;
1157 struct st_fp_variant_key key;
1158 struct st_fp_variant *fpv;
1159
1160 memset(&key, 0, sizeof(key));
1161
1162 key.st = st->has_shareable_shaders ? NULL : st;
1163 key.drawpixels = 1;
1164 /* Since GL is always in RGBA mode MapColorFlag does not
1165 * affect GL_COLOR_INDEX format.
1166 * Scale and bias also never affect GL_COLOR_INDEX format.
1167 */
1168 key.scaleAndBias = 0;
1169 key.pixelMaps = 0;
1170 key.clamp_color = st->clamp_frag_color_in_shader &&
1171 ctx->Color._ClampFragmentColor;
1172
1173 fpv = st_get_fp_variant(st, st->fp, &key);
1174
1175 return fpv;
1176 }
1177
1178
1179 /**
1180 * Clamp glDrawPixels width and height to the maximum texture size.
1181 */
1182 static void
1183 clamp_size(struct pipe_context *pipe, GLsizei *width, GLsizei *height,
1184 struct gl_pixelstore_attrib *unpack)
1185 {
1186 const int maxSize = pipe->screen->get_param(pipe->screen,
1187 PIPE_CAP_MAX_TEXTURE_2D_SIZE);
1188
1189 if (*width > maxSize) {
1190 if (unpack->RowLength == 0)
1191 unpack->RowLength = *width;
1192 *width = maxSize;
1193 }
1194 if (*height > maxSize) {
1195 *height = maxSize;
1196 }
1197 }
1198
1199
1200 /**
1201 * Search the array of 4 swizzle components for the named component and return
1202 * its position.
1203 */
1204 static unsigned
1205 search_swizzle(const unsigned char swizzle[4], unsigned component)
1206 {
1207 unsigned i;
1208 for (i = 0; i < 4; i++) {
1209 if (swizzle[i] == component)
1210 return i;
1211 }
1212 assert(!"search_swizzle() failed");
1213 return 0;
1214 }
1215
1216
1217 /**
1218 * Set the sampler view's swizzle terms. This is used to handle RGBA
1219 * swizzling when the incoming image format isn't an exact match for
1220 * the actual texture format. For example, if we have glDrawPixels(
1221 * GL_RGBA, GL_UNSIGNED_BYTE) and we chose the texture format
1222 * PIPE_FORMAT_B8G8R8A8 then we can do use the sampler view swizzle to
1223 * avoid swizzling all the pixels in software in the texstore code.
1224 */
1225 static void
1226 setup_sampler_swizzle(struct pipe_sampler_view *sv, GLenum format, GLenum type)
1227 {
1228 if ((format == GL_RGBA || format == GL_BGRA) && type == GL_UNSIGNED_BYTE) {
1229 const struct util_format_description *desc =
1230 util_format_description(sv->texture->format);
1231 unsigned c0, c1, c2, c3;
1232
1233 /* Every gallium driver supports at least one 32-bit packed RGBA format.
1234 * We must have chosen one for (GL_RGBA, GL_UNSIGNED_BYTE).
1235 */
1236 assert(desc->block.bits == 32);
1237
1238 /* invert the format's swizzle to setup the sampler's swizzle */
1239 if (format == GL_RGBA) {
1240 c0 = PIPE_SWIZZLE_X;
1241 c1 = PIPE_SWIZZLE_Y;
1242 c2 = PIPE_SWIZZLE_Z;
1243 c3 = PIPE_SWIZZLE_W;
1244 }
1245 else {
1246 assert(format == GL_BGRA);
1247 c0 = PIPE_SWIZZLE_Z;
1248 c1 = PIPE_SWIZZLE_Y;
1249 c2 = PIPE_SWIZZLE_X;
1250 c3 = PIPE_SWIZZLE_W;
1251 }
1252 sv->swizzle_r = search_swizzle(desc->swizzle, c0);
1253 sv->swizzle_g = search_swizzle(desc->swizzle, c1);
1254 sv->swizzle_b = search_swizzle(desc->swizzle, c2);
1255 sv->swizzle_a = search_swizzle(desc->swizzle, c3);
1256 }
1257 else {
1258 /* use the default sampler swizzle */
1259 }
1260 }
1261
1262
1263 /**
1264 * Called via ctx->Driver.DrawPixels()
1265 */
1266 static void
1267 st_DrawPixels(struct gl_context *ctx, GLint x, GLint y,
1268 GLsizei width, GLsizei height,
1269 GLenum format, GLenum type,
1270 const struct gl_pixelstore_attrib *unpack, const void *pixels)
1271 {
1272 void *driver_fp;
1273 struct st_context *st = st_context(ctx);
1274 struct pipe_context *pipe = st->pipe;
1275 GLboolean write_stencil = GL_FALSE, write_depth = GL_FALSE;
1276 struct pipe_sampler_view *sv[2] = { NULL };
1277 int num_sampler_view = 1;
1278 struct gl_pixelstore_attrib clippedUnpack;
1279 struct st_fp_variant *fpv = NULL;
1280 struct pipe_resource *pt;
1281
1282 /* Mesa state should be up to date by now */
1283 assert(ctx->NewState == 0x0);
1284
1285 _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
1286
1287 st_flush_bitmap_cache(st);
1288 st_invalidate_readpix_cache(st);
1289
1290 st_validate_state(st, ST_PIPELINE_META);
1291
1292 /* Limit the size of the glDrawPixels to the max texture size.
1293 * Strictly speaking, that's not correct but since we don't handle
1294 * larger images yet, this is better than crashing.
1295 */
1296 clippedUnpack = *unpack;
1297 unpack = &clippedUnpack;
1298 clamp_size(st->pipe, &width, &height, &clippedUnpack);
1299
1300 if (format == GL_DEPTH_STENCIL)
1301 write_stencil = write_depth = GL_TRUE;
1302 else if (format == GL_STENCIL_INDEX)
1303 write_stencil = GL_TRUE;
1304 else if (format == GL_DEPTH_COMPONENT)
1305 write_depth = GL_TRUE;
1306
1307 if (write_stencil &&
1308 !pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT)) {
1309 /* software fallback */
1310 draw_stencil_pixels(ctx, x, y, width, height, format, type,
1311 unpack, pixels);
1312 return;
1313 }
1314
1315 /* Put glDrawPixels image into a texture */
1316 pt = make_texture(st, width, height, format, type, unpack, pixels);
1317 if (!pt) {
1318 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels");
1319 return;
1320 }
1321
1322 st_make_passthrough_vertex_shader(st);
1323
1324 /*
1325 * Get vertex/fragment shaders
1326 */
1327 if (write_depth || write_stencil) {
1328 driver_fp = get_drawpix_z_stencil_program(st, write_depth,
1329 write_stencil);
1330 }
1331 else {
1332 fpv = (format != GL_COLOR_INDEX) ? get_color_fp_variant(st) :
1333 get_color_index_fp_variant(st);
1334
1335 driver_fp = fpv->driver_shader;
1336
1337 if (ctx->Pixel.MapColorFlag && format != GL_COLOR_INDEX) {
1338 pipe_sampler_view_reference(&sv[1],
1339 st->pixel_xfer.pixelmap_sampler_view);
1340 num_sampler_view++;
1341 }
1342
1343 /* compiling a new fragment shader variant added new state constants
1344 * into the constant buffer, we need to update them
1345 */
1346 st_upload_constants(st, &st->fp->Base);
1347 }
1348
1349 /* create sampler view for the image */
1350 sv[0] = st_create_texture_sampler_view(st->pipe, pt);
1351 if (!sv[0]) {
1352 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels");
1353 pipe_resource_reference(&pt, NULL);
1354 return;
1355 }
1356
1357 /* Set up the sampler view's swizzle */
1358 setup_sampler_swizzle(sv[0], format, type);
1359
1360 /* Create a second sampler view to read stencil. The stencil is
1361 * written using the shader stencil export functionality.
1362 */
1363 if (write_stencil) {
1364 enum pipe_format stencil_format =
1365 util_format_stencil_only(pt->format);
1366 /* we should not be doing pixel map/transfer (see above) */
1367 assert(num_sampler_view == 1);
1368 sv[1] = st_create_texture_sampler_view_format(st->pipe, pt,
1369 stencil_format);
1370 if (!sv[1]) {
1371 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels");
1372 pipe_resource_reference(&pt, NULL);
1373 pipe_sampler_view_reference(&sv[0], NULL);
1374 return;
1375 }
1376 num_sampler_view++;
1377 }
1378
1379 draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2],
1380 width, height,
1381 ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
1382 sv,
1383 num_sampler_view,
1384 st->passthrough_vs,
1385 driver_fp, fpv,
1386 ctx->Current.RasterColor,
1387 GL_FALSE, write_depth, write_stencil);
1388 pipe_sampler_view_reference(&sv[0], NULL);
1389 if (num_sampler_view > 1)
1390 pipe_sampler_view_reference(&sv[1], NULL);
1391
1392 /* free the texture (but may persist in the cache) */
1393 pipe_resource_reference(&pt, NULL);
1394 }
1395
1396
1397
1398 /**
1399 * Software fallback for glCopyPixels(GL_STENCIL).
1400 */
1401 static void
1402 copy_stencil_pixels(struct gl_context *ctx, GLint srcx, GLint srcy,
1403 GLsizei width, GLsizei height,
1404 GLint dstx, GLint dsty)
1405 {
1406 struct st_renderbuffer *rbDraw;
1407 struct pipe_context *pipe = st_context(ctx)->pipe;
1408 enum pipe_transfer_usage usage;
1409 struct pipe_transfer *ptDraw;
1410 ubyte *drawMap;
1411 ubyte *buffer;
1412 int i;
1413
1414 buffer = malloc(width * height * sizeof(ubyte));
1415 if (!buffer) {
1416 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyPixels(stencil)");
1417 return;
1418 }
1419
1420 /* Get the dest renderbuffer */
1421 rbDraw = st_renderbuffer(ctx->DrawBuffer->
1422 Attachment[BUFFER_STENCIL].Renderbuffer);
1423
1424 /* this will do stencil pixel transfer ops */
1425 _mesa_readpixels(ctx, srcx, srcy, width, height,
1426 GL_STENCIL_INDEX, GL_UNSIGNED_BYTE,
1427 &ctx->DefaultPacking, buffer);
1428
1429 if (0) {
1430 /* debug code: dump stencil values */
1431 GLint row, col;
1432 for (row = 0; row < height; row++) {
1433 printf("%3d: ", row);
1434 for (col = 0; col < width; col++) {
1435 printf("%02x ", buffer[col + row * width]);
1436 }
1437 printf("\n");
1438 }
1439 }
1440
1441 if (_mesa_is_format_packed_depth_stencil(rbDraw->Base.Format))
1442 usage = PIPE_TRANSFER_READ_WRITE;
1443 else
1444 usage = PIPE_TRANSFER_WRITE;
1445
1446 if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
1447 dsty = rbDraw->Base.Height - dsty - height;
1448 }
1449
1450 assert(util_format_get_blockwidth(rbDraw->texture->format) == 1);
1451 assert(util_format_get_blockheight(rbDraw->texture->format) == 1);
1452
1453 /* map the stencil buffer */
1454 drawMap = pipe_transfer_map(pipe,
1455 rbDraw->texture,
1456 rbDraw->surface->u.tex.level,
1457 rbDraw->surface->u.tex.first_layer,
1458 usage, dstx, dsty,
1459 width, height, &ptDraw);
1460
1461 /* draw */
1462 /* XXX PixelZoom not handled yet */
1463 for (i = 0; i < height; i++) {
1464 ubyte *dst;
1465 const ubyte *src;
1466 int y;
1467
1468 y = i;
1469
1470 if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
1471 y = height - y - 1;
1472 }
1473
1474 dst = drawMap + y * ptDraw->stride;
1475 src = buffer + i * width;
1476
1477 _mesa_pack_ubyte_stencil_row(rbDraw->Base.Format, width, src, dst);
1478 }
1479
1480 free(buffer);
1481
1482 /* unmap the stencil buffer */
1483 pipe_transfer_unmap(pipe, ptDraw);
1484 }
1485
1486
1487 /**
1488 * Return renderbuffer to use for reading color pixels for glCopyPixels
1489 */
1490 static struct st_renderbuffer *
1491 st_get_color_read_renderbuffer(struct gl_context *ctx)
1492 {
1493 struct gl_framebuffer *fb = ctx->ReadBuffer;
1494 struct st_renderbuffer *strb =
1495 st_renderbuffer(fb->_ColorReadBuffer);
1496
1497 return strb;
1498 }
1499
1500
1501 /**
1502 * Try to do a glCopyPixels for simple cases with a blit by calling
1503 * pipe->blit().
1504 *
1505 * We can do this when we're copying color pixels (depth/stencil
1506 * eventually) with no pixel zoom, no pixel transfer ops, no
1507 * per-fragment ops, and the src/dest regions don't overlap.
1508 */
1509 static GLboolean
1510 blit_copy_pixels(struct gl_context *ctx, GLint srcx, GLint srcy,
1511 GLsizei width, GLsizei height,
1512 GLint dstx, GLint dsty, GLenum type)
1513 {
1514 struct st_context *st = st_context(ctx);
1515 struct pipe_context *pipe = st->pipe;
1516 struct pipe_screen *screen = pipe->screen;
1517 struct gl_pixelstore_attrib pack, unpack;
1518 GLint readX, readY, readW, readH, drawX, drawY, drawW, drawH;
1519
1520 if (ctx->Pixel.ZoomX == 1.0 &&
1521 ctx->Pixel.ZoomY == 1.0 &&
1522 (type != GL_COLOR ||
1523 (ctx->_ImageTransferState == 0x0 &&
1524 !ctx->Color.BlendEnabled &&
1525 !ctx->Color.AlphaEnabled &&
1526 (!ctx->Color.ColorLogicOpEnabled || ctx->Color.LogicOp == GL_COPY) &&
1527 !ctx->Depth.Test &&
1528 !ctx->Fog.Enabled &&
1529 !ctx->Stencil.Enabled &&
1530 !ctx->FragmentProgram.Enabled &&
1531 !ctx->VertexProgram.Enabled &&
1532 !ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT] &&
1533 !_mesa_ati_fragment_shader_enabled(ctx) &&
1534 ctx->DrawBuffer->_NumColorDrawBuffers == 1)) &&
1535 !ctx->Query.CondRenderQuery &&
1536 !ctx->Query.CurrentOcclusionObject) {
1537 struct st_renderbuffer *rbRead, *rbDraw;
1538
1539 /*
1540 * Clip the read region against the src buffer bounds.
1541 * We'll still allocate a temporary buffer/texture for the original
1542 * src region size but we'll only read the region which is on-screen.
1543 * This may mean that we draw garbage pixels into the dest region, but
1544 * that's expected.
1545 */
1546 readX = srcx;
1547 readY = srcy;
1548 readW = width;
1549 readH = height;
1550 pack = ctx->DefaultPacking;
1551 if (!_mesa_clip_readpixels(ctx, &readX, &readY, &readW, &readH, &pack))
1552 return GL_TRUE; /* all done */
1553
1554 /* clip against dest buffer bounds and scissor box */
1555 drawX = dstx + pack.SkipPixels;
1556 drawY = dsty + pack.SkipRows;
1557 unpack = pack;
1558 if (!_mesa_clip_drawpixels(ctx, &drawX, &drawY, &readW, &readH, &unpack))
1559 return GL_TRUE; /* all done */
1560
1561 readX = readX - pack.SkipPixels + unpack.SkipPixels;
1562 readY = readY - pack.SkipRows + unpack.SkipRows;
1563
1564 drawW = readW;
1565 drawH = readH;
1566
1567 if (type == GL_COLOR) {
1568 rbRead = st_get_color_read_renderbuffer(ctx);
1569 rbDraw = st_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]);
1570 } else if (type == GL_DEPTH || type == GL_DEPTH_STENCIL) {
1571 rbRead = st_renderbuffer(ctx->ReadBuffer->Attachment[BUFFER_DEPTH].Renderbuffer);
1572 rbDraw = st_renderbuffer(ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer);
1573 } else if (type == GL_STENCIL) {
1574 rbRead = st_renderbuffer(ctx->ReadBuffer->Attachment[BUFFER_STENCIL].Renderbuffer);
1575 rbDraw = st_renderbuffer(ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer);
1576 } else {
1577 return false;
1578 }
1579
1580 /* Flip src/dst position depending on the orientation of buffers. */
1581 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1582 readY = rbRead->Base.Height - readY;
1583 readH = -readH;
1584 }
1585
1586 if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
1587 /* We can't flip the destination for pipe->blit, so we only adjust
1588 * its position and flip the source.
1589 */
1590 drawY = rbDraw->Base.Height - drawY - drawH;
1591 readY += readH;
1592 readH = -readH;
1593 }
1594
1595 if (rbRead != rbDraw ||
1596 !_mesa_regions_overlap(readX, readY, readX + readW, readY + readH,
1597 drawX, drawY, drawX + drawW, drawY + drawH)) {
1598 struct pipe_blit_info blit;
1599
1600 memset(&blit, 0, sizeof(blit));
1601 blit.src.resource = rbRead->texture;
1602 blit.src.level = rbRead->surface->u.tex.level;
1603 blit.src.format = rbRead->texture->format;
1604 blit.src.box.x = readX;
1605 blit.src.box.y = readY;
1606 blit.src.box.z = rbRead->surface->u.tex.first_layer;
1607 blit.src.box.width = readW;
1608 blit.src.box.height = readH;
1609 blit.src.box.depth = 1;
1610 blit.dst.resource = rbDraw->texture;
1611 blit.dst.level = rbDraw->surface->u.tex.level;
1612 blit.dst.format = rbDraw->texture->format;
1613 blit.dst.box.x = drawX;
1614 blit.dst.box.y = drawY;
1615 blit.dst.box.z = rbDraw->surface->u.tex.first_layer;
1616 blit.dst.box.width = drawW;
1617 blit.dst.box.height = drawH;
1618 blit.dst.box.depth = 1;
1619 blit.filter = PIPE_TEX_FILTER_NEAREST;
1620
1621 if (type == GL_COLOR)
1622 blit.mask |= PIPE_MASK_RGBA;
1623 if (type == GL_DEPTH)
1624 blit.mask |= PIPE_MASK_Z;
1625 if (type == GL_STENCIL)
1626 blit.mask |= PIPE_MASK_S;
1627 if (type == GL_DEPTH_STENCIL)
1628 blit.mask |= PIPE_MASK_ZS;
1629
1630 if (ctx->DrawBuffer != ctx->WinSysDrawBuffer)
1631 st_window_rectangles_to_blit(ctx, &blit);
1632
1633 if (screen->is_format_supported(screen, blit.src.format,
1634 blit.src.resource->target,
1635 blit.src.resource->nr_samples,
1636 blit.src.resource->nr_storage_samples,
1637 PIPE_BIND_SAMPLER_VIEW) &&
1638 screen->is_format_supported(screen, blit.dst.format,
1639 blit.dst.resource->target,
1640 blit.dst.resource->nr_samples,
1641 blit.dst.resource->nr_storage_samples,
1642 PIPE_BIND_RENDER_TARGET)) {
1643 pipe->blit(pipe, &blit);
1644 return GL_TRUE;
1645 }
1646 }
1647 }
1648
1649 return GL_FALSE;
1650 }
1651
1652
1653 static void
1654 st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy,
1655 GLsizei width, GLsizei height,
1656 GLint dstx, GLint dsty, GLenum type)
1657 {
1658 struct st_context *st = st_context(ctx);
1659 struct pipe_context *pipe = st->pipe;
1660 struct pipe_screen *screen = pipe->screen;
1661 struct st_renderbuffer *rbRead;
1662 void *driver_fp;
1663 struct pipe_resource *pt;
1664 struct pipe_sampler_view *sv[2] = { NULL };
1665 struct st_fp_variant *fpv = NULL;
1666 int num_sampler_view = 1;
1667 enum pipe_format srcFormat;
1668 unsigned srcBind;
1669 GLboolean invertTex = GL_FALSE;
1670 GLint readX, readY, readW, readH;
1671 struct gl_pixelstore_attrib pack = ctx->DefaultPacking;
1672
1673 _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
1674
1675 st_flush_bitmap_cache(st);
1676 st_invalidate_readpix_cache(st);
1677
1678 st_validate_state(st, ST_PIPELINE_META);
1679
1680 if (blit_copy_pixels(ctx, srcx, srcy, width, height, dstx, dsty, type))
1681 return;
1682
1683 if (type == GL_DEPTH_STENCIL) {
1684 /* XXX make this more efficient */
1685 st_CopyPixels(ctx, srcx, srcy, width, height, dstx, dsty, GL_STENCIL);
1686 st_CopyPixels(ctx, srcx, srcy, width, height, dstx, dsty, GL_DEPTH);
1687 return;
1688 }
1689
1690 if (type == GL_STENCIL) {
1691 /* can't use texturing to do stencil */
1692 copy_stencil_pixels(ctx, srcx, srcy, width, height, dstx, dsty);
1693 return;
1694 }
1695
1696 /*
1697 * The subsequent code implements glCopyPixels by copying the source
1698 * pixels into a temporary texture that's then applied to a textured quad.
1699 * When we draw the textured quad, all the usual per-fragment operations
1700 * are handled.
1701 */
1702
1703 st_make_passthrough_vertex_shader(st);
1704
1705 /*
1706 * Get vertex/fragment shaders
1707 */
1708 if (type == GL_COLOR) {
1709 fpv = get_color_fp_variant(st);
1710
1711 rbRead = st_get_color_read_renderbuffer(ctx);
1712
1713 driver_fp = fpv->driver_shader;
1714
1715 if (ctx->Pixel.MapColorFlag) {
1716 pipe_sampler_view_reference(&sv[1],
1717 st->pixel_xfer.pixelmap_sampler_view);
1718 num_sampler_view++;
1719 }
1720
1721 /* compiling a new fragment shader variant added new state constants
1722 * into the constant buffer, we need to update them
1723 */
1724 st_upload_constants(st, &st->fp->Base);
1725 }
1726 else {
1727 assert(type == GL_DEPTH);
1728 rbRead = st_renderbuffer(ctx->ReadBuffer->
1729 Attachment[BUFFER_DEPTH].Renderbuffer);
1730
1731 driver_fp = get_drawpix_z_stencil_program(st, GL_TRUE, GL_FALSE);
1732 }
1733
1734 /* Choose the format for the temporary texture. */
1735 srcFormat = rbRead->texture->format;
1736 srcBind = PIPE_BIND_SAMPLER_VIEW |
1737 (type == GL_COLOR ? PIPE_BIND_RENDER_TARGET : PIPE_BIND_DEPTH_STENCIL);
1738
1739 if (!screen->is_format_supported(screen, srcFormat, st->internal_target, 0,
1740 0, srcBind)) {
1741 /* srcFormat is non-renderable. Find a compatible renderable format. */
1742 if (type == GL_DEPTH) {
1743 srcFormat = st_choose_format(st, GL_DEPTH_COMPONENT, GL_NONE,
1744 GL_NONE, st->internal_target, 0, 0,
1745 srcBind, FALSE);
1746 }
1747 else {
1748 assert(type == GL_COLOR);
1749
1750 if (util_format_is_float(srcFormat)) {
1751 srcFormat = st_choose_format(st, GL_RGBA32F, GL_NONE,
1752 GL_NONE, st->internal_target, 0, 0,
1753 srcBind, FALSE);
1754 }
1755 else if (util_format_is_pure_sint(srcFormat)) {
1756 srcFormat = st_choose_format(st, GL_RGBA32I, GL_NONE,
1757 GL_NONE, st->internal_target, 0, 0,
1758 srcBind, FALSE);
1759 }
1760 else if (util_format_is_pure_uint(srcFormat)) {
1761 srcFormat = st_choose_format(st, GL_RGBA32UI, GL_NONE,
1762 GL_NONE, st->internal_target, 0, 0,
1763 srcBind, FALSE);
1764 }
1765 else if (util_format_is_snorm(srcFormat)) {
1766 srcFormat = st_choose_format(st, GL_RGBA16_SNORM, GL_NONE,
1767 GL_NONE, st->internal_target, 0, 0,
1768 srcBind, FALSE);
1769 }
1770 else {
1771 srcFormat = st_choose_format(st, GL_RGBA, GL_NONE,
1772 GL_NONE, st->internal_target, 0, 0,
1773 srcBind, FALSE);
1774 }
1775 }
1776
1777 if (srcFormat == PIPE_FORMAT_NONE) {
1778 assert(0 && "cannot choose a format for src of CopyPixels");
1779 return;
1780 }
1781 }
1782
1783 /* Invert src region if needed */
1784 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1785 srcy = ctx->ReadBuffer->Height - srcy - height;
1786 invertTex = !invertTex;
1787 }
1788
1789 /* Clip the read region against the src buffer bounds.
1790 * We'll still allocate a temporary buffer/texture for the original
1791 * src region size but we'll only read the region which is on-screen.
1792 * This may mean that we draw garbage pixels into the dest region, but
1793 * that's expected.
1794 */
1795 readX = srcx;
1796 readY = srcy;
1797 readW = width;
1798 readH = height;
1799 if (!_mesa_clip_readpixels(ctx, &readX, &readY, &readW, &readH, &pack)) {
1800 /* The source region is completely out of bounds. Do nothing.
1801 * The GL spec says "Results of copies from outside the window,
1802 * or from regions of the window that are not exposed, are
1803 * hardware dependent and undefined."
1804 */
1805 return;
1806 }
1807
1808 readW = MAX2(0, readW);
1809 readH = MAX2(0, readH);
1810
1811 /* Allocate the temporary texture. */
1812 pt = alloc_texture(st, width, height, srcFormat, srcBind);
1813 if (!pt)
1814 return;
1815
1816 sv[0] = st_create_texture_sampler_view(st->pipe, pt);
1817 if (!sv[0]) {
1818 pipe_resource_reference(&pt, NULL);
1819 return;
1820 }
1821
1822 /* Copy the src region to the temporary texture. */
1823 {
1824 struct pipe_blit_info blit;
1825
1826 memset(&blit, 0, sizeof(blit));
1827 blit.src.resource = rbRead->texture;
1828 blit.src.level = rbRead->surface->u.tex.level;
1829 blit.src.format = rbRead->texture->format;
1830 blit.src.box.x = readX;
1831 blit.src.box.y = readY;
1832 blit.src.box.z = rbRead->surface->u.tex.first_layer;
1833 blit.src.box.width = readW;
1834 blit.src.box.height = readH;
1835 blit.src.box.depth = 1;
1836 blit.dst.resource = pt;
1837 blit.dst.level = 0;
1838 blit.dst.format = pt->format;
1839 blit.dst.box.x = pack.SkipPixels;
1840 blit.dst.box.y = pack.SkipRows;
1841 blit.dst.box.z = 0;
1842 blit.dst.box.width = readW;
1843 blit.dst.box.height = readH;
1844 blit.dst.box.depth = 1;
1845 blit.mask = util_format_get_mask(pt->format) & ~PIPE_MASK_S;
1846 blit.filter = PIPE_TEX_FILTER_NEAREST;
1847
1848 pipe->blit(pipe, &blit);
1849 }
1850
1851 /* OK, the texture 'pt' contains the src image/pixels. Now draw a
1852 * textured quad with that texture.
1853 */
1854 draw_textured_quad(ctx, dstx, dsty, ctx->Current.RasterPos[2],
1855 width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
1856 sv,
1857 num_sampler_view,
1858 st->passthrough_vs,
1859 driver_fp, fpv,
1860 ctx->Current.Attrib[VERT_ATTRIB_COLOR0],
1861 invertTex, GL_FALSE, GL_FALSE);
1862
1863 pipe_resource_reference(&pt, NULL);
1864 pipe_sampler_view_reference(&sv[0], NULL);
1865 }
1866
1867
1868
1869 void st_init_drawpixels_functions(struct dd_function_table *functions)
1870 {
1871 functions->DrawPixels = st_DrawPixels;
1872 functions->CopyPixels = st_CopyPixels;
1873 }
1874
1875
1876 void
1877 st_destroy_drawpix(struct st_context *st)
1878 {
1879 GLuint i;
1880
1881 for (i = 0; i < ARRAY_SIZE(st->drawpix.zs_shaders); i++) {
1882 if (st->drawpix.zs_shaders[i])
1883 cso_delete_fragment_shader(st->cso_context,
1884 st->drawpix.zs_shaders[i]);
1885 }
1886
1887 if (st->passthrough_vs)
1888 cso_delete_vertex_shader(st->cso_context, st->passthrough_vs);
1889
1890 /* Free cache data */
1891 for (i = 0; i < ARRAY_SIZE(st->drawpix_cache.entries); i++) {
1892 struct drawpix_cache_entry *entry = &st->drawpix_cache.entries[i];
1893 free(entry->image);
1894 pipe_resource_reference(&entry->texture, NULL);
1895 }
1896 }