/************************************************************************** * * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portionsalloc * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #include "main/glheader.h" #include "main/enums.h" #include "main/image.h" #include "main/colormac.h" #include "main/mtypes.h" #include "main/macros.h" #include "main/bufferobj.h" #include "main/polygon.h" #include "main/pixelstore.h" #include "main/polygon.h" #include "main/state.h" #include "main/teximage.h" #include "main/texobj.h" #include "main/texstate.h" #include "main/texparam.h" #include "main/varray.h" #include "main/attrib.h" #include "main/enable.h" #include "main/viewport.h" #include "shader/arbprogram.h" #include "swrast/swrast.h" #include "intel_screen.h" #include "intel_context.h" #include "intel_batchbuffer.h" #include "intel_blit.h" #include "intel_regions.h" #include "intel_buffers.h" #include "intel_pixel.h" #include "intel_reg.h" #define FILE_DEBUG_FLAG DEBUG_PIXEL /* Unlike the other intel_pixel_* functions, the expectation here is * that the incoming data is not in a PBO. With the XY_TEXT blit * method, there's no benefit haveing it in a PBO, but we could * implement a path based on XY_MONO_SRC_COPY_BLIT which might benefit * PBO bitmaps. I think they are probably pretty rare though - I * wonder if Xgl uses them? */ static const GLubyte *map_pbo( GLcontext *ctx, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap ) { GLubyte *buf; if (!_mesa_validate_pbo_access(2, unpack, width, height, 1, GL_COLOR_INDEX, GL_BITMAP, (GLvoid *) bitmap)) { _mesa_error(ctx, GL_INVALID_OPERATION,"glBitmap(invalid PBO access)"); return NULL; } buf = (GLubyte *) ctx->Driver.MapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT, GL_READ_ONLY_ARB, unpack->BufferObj); if (!buf) { _mesa_error(ctx, GL_INVALID_OPERATION, "glBitmap(PBO is mapped)"); return NULL; } return ADD_POINTERS(buf, bitmap); } static GLboolean test_bit( const GLubyte *src, GLuint bit ) { return (src[bit/8] & (1<<(bit % 8))) ? 1 : 0; } static void set_bit( GLubyte *dest, GLuint bit ) { dest[bit/8] |= 1 << (bit % 8); } /* Extract a rectangle's worth of data from the bitmap. Called * per chunk of HW-sized bitmap. */ static GLuint get_bitmap_rect(GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap, GLuint x, GLuint y, GLuint w, GLuint h, GLubyte *dest, GLuint row_align, GLboolean invert) { GLuint src_offset = (x + unpack->SkipPixels) & 0x7; GLuint mask = unpack->LsbFirst ? 0 : 7; GLuint bit = 0; GLint row, col; GLint first, last; GLint incr; GLuint count = 0; if (INTEL_DEBUG & DEBUG_PIXEL) printf("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n", __FUNCTION__, x,y,w,h,width,height,unpack->SkipPixels, src_offset, mask); if (invert) { first = h-1; last = 0; incr = -1; } else { first = 0; last = h-1; incr = 1; } /* Require that dest be pre-zero'd. */ for (row = first; row != (last+incr); row += incr) { const GLubyte *rowsrc = _mesa_image_address2d(unpack, bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, y + row, x); for (col = 0; col < w; col++, bit++) { if (test_bit(rowsrc, (col + src_offset) ^ mask)) { set_bit(dest, bit ^ 7); count++; } } if (row_align) bit = ALIGN(bit, row_align); } return count; } /** * Returns the low Y value of the vertical range given, flipped according to * whether the framebuffer is or not. */ static INLINE int y_flip(struct gl_framebuffer *fb, int y, int height) { if (fb->Name != 0) return y; else return fb->Height - y - height; } /* * Render a bitmap. */ static GLboolean do_blit_bitmap( GLcontext *ctx, GLint dstx, GLint dsty, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap ) { struct intel_context *intel = intel_context(ctx); struct intel_region *dst = intel_drawbuf_region(intel); struct gl_framebuffer *fb = ctx->DrawBuffer; GLfloat tmpColor[4]; GLubyte ubcolor[4]; GLuint color; GLsizei bitmap_width = width; GLsizei bitmap_height = height; GLint px, py; GLuint stipple[32]; GLint orig_dstx = dstx; GLint orig_dsty = dsty; /* Update draw buffer bounds */ _mesa_update_state(ctx); if (ctx->Depth.Test) { /* The blit path produces incorrect results when depth testing is on. * It seems the blit Z coord is always 1.0 (the far plane) so fragments * will likely be obscured by other, closer geometry. */ return GL_FALSE; } if (!dst) return GL_FALSE; if (_mesa_is_bufferobj(unpack->BufferObj)) { bitmap = map_pbo(ctx, width, height, unpack, bitmap); if (bitmap == NULL) return GL_TRUE; /* even though this is an error, we're done */ } COPY_4V(tmpColor, ctx->Current.RasterColor); if (NEED_SECONDARY_COLOR(ctx)) { ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor); } UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[0], tmpColor[0]); UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[1], tmpColor[1]); UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[2], tmpColor[2]); UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[3], tmpColor[3]); if (dst->cpp == 2) color = PACK_COLOR_565(ubcolor[0], ubcolor[1], ubcolor[2]); else color = PACK_COLOR_8888(ubcolor[3], ubcolor[0], ubcolor[1], ubcolor[2]); if (!intel_check_blit_fragment_ops(ctx, tmpColor[3] == 1.0F)) return GL_FALSE; intel_prepare_render(intel); /* Clip to buffer bounds and scissor. */ if (!_mesa_clip_to_region(fb->_Xmin, fb->_Ymin, fb->_Xmax, fb->_Ymax, &dstx, &dsty, &width, &height)) goto out; dsty = y_flip(fb, dsty, height); #define DY 32 #define DX 32 /* Chop it all into chunks that can be digested by hardware: */ for (py = 0; py < height; py += DY) { for (px = 0; px < width; px += DX) { int h = MIN2(DY, height - py); int w = MIN2(DX, width - px); GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8; GLenum logic_op = ctx->Color.ColorLogicOpEnabled ? ctx->Color.LogicOp : GL_COPY; assert(sz <= sizeof(stipple)); memset(stipple, 0, sz); /* May need to adjust this when padding has been introduced in * sz above: * * Have to translate destination coordinates back into source * coordinates. */ if (get_bitmap_rect(bitmap_width, bitmap_height, unpack, bitmap, -orig_dstx + (dstx + px), -orig_dsty + y_flip(fb, dsty + py, h), w, h, (GLubyte *)stipple, 8, fb->Name == 0 ? GL_TRUE : GL_FALSE) == 0) continue; if (!intelEmitImmediateColorExpandBlit(intel, dst->cpp, (GLubyte *)stipple, sz, color, dst->pitch, dst->buffer, 0, dst->tiling, dstx + px, dsty + py, w, h, logic_op)) { return GL_FALSE; } } } out: if (INTEL_DEBUG & DEBUG_SYNC) intel_batchbuffer_flush(intel->batch); if (_mesa_is_bufferobj(unpack->BufferObj)) { /* done with PBO so unmap it now */ ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT, unpack->BufferObj); } intel_check_front_buffer_rendering(intel); return GL_TRUE; } static GLboolean intel_texture_bitmap(GLcontext * ctx, GLint dst_x, GLint dst_y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap) { struct intel_context *intel = intel_context(ctx); static const char *fp = "!!ARBfp1.0\n" "TEMP val;\n" "PARAM color=program.local[0];\n" "TEX val, fragment.texcoord[0], texture[0], 2D;\n" "ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n" "KIL val;\n" "MOV result.color, color;\n" "END\n"; GLuint texname; GLfloat vertices[4][4]; GLint old_active_texture; GLubyte *a8_bitmap; GLfloat dst_z; /* We need a fragment program for the KIL effect */ if (!ctx->Extensions.ARB_fragment_program || !ctx->Extensions.ARB_vertex_program) { if (INTEL_DEBUG & DEBUG_FALLBACKS) fprintf(stderr, "glBitmap fallback: No fragment/vertex program support\n"); return GL_FALSE; } /* We're going to mess with texturing with no regard to existing texture * state, so if there is some set up we have to bail. */ if (ctx->Texture._EnabledUnits != 0) { if (INTEL_DEBUG & DEBUG_FALLBACKS) fprintf(stderr, "glBitmap fallback: texturing enabled\n"); return GL_FALSE; } /* Can't do textured DrawPixels with a fragment program, unless we were * to generate a new program that sampled our texture and put the results * in the fragment color before the user's program started. */ if (ctx->FragmentProgram.Enabled) { if (INTEL_DEBUG & DEBUG_FALLBACKS) fprintf(stderr, "glBitmap fallback: fragment program enabled\n"); return GL_FALSE; } if (ctx->VertexProgram.Enabled) { if (INTEL_DEBUG & DEBUG_FALLBACKS) fprintf(stderr, "glBitmap fallback: vertex program enabled\n"); return GL_FALSE; } if (!ctx->Extensions.ARB_texture_non_power_of_two && (!is_power_of_two(width) || !is_power_of_two(height))) { if (INTEL_DEBUG & DEBUG_FALLBACKS) fprintf(stderr, "glBitmap() fallback: NPOT texture\n"); return GL_FALSE; } if (ctx->Fog.Enabled) { if (INTEL_DEBUG & DEBUG_FALLBACKS) fprintf(stderr, "glBitmap() fallback: fog\n"); return GL_FALSE; } /* Check that we can load in a texture this big. */ if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) || height > (1 << (ctx->Const.MaxTextureLevels - 1))) { if (INTEL_DEBUG & DEBUG_FALLBACKS) fprintf(stderr, "glBitmap fallback: bitmap too large (%dx%d)\n", width, height); return GL_FALSE; } if (_mesa_is_bufferobj(unpack->BufferObj)) { bitmap = map_pbo(ctx, width, height, unpack, bitmap); if (bitmap == NULL) return GL_TRUE; /* even though this is an error, we're done */ } /* Convert the A1 bitmap to an A8 format suitable for glTexImage */ a8_bitmap = calloc(1, width * height); _mesa_expand_bitmap(width, height, unpack, bitmap, a8_bitmap, width, 0xff); if (_mesa_is_bufferobj(unpack->BufferObj)) { /* done with PBO so unmap it now */ ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT, unpack->BufferObj); } /* Save GL state before we start setting up our drawing */ _mesa_PushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_POLYGON_BIT | GL_TEXTURE_BIT | GL_VIEWPORT_BIT); _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT | GL_CLIENT_PIXEL_STORE_BIT); old_active_texture = ctx->Texture.CurrentUnit; _mesa_Disable(GL_POLYGON_STIPPLE); _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* Upload our bitmap data to an alpha texture */ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB); _mesa_Enable(GL_TEXTURE_2D); _mesa_GenTextures(1, &texname); _mesa_BindTexture(GL_TEXTURE_2D, texname); _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE); _mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE); _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0); _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0); _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0); _mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 1); _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap); free(a8_bitmap); meta_set_fragment_program(&intel->meta, &intel->meta.bitmap_fp, fp); _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, ctx->Current.RasterColor); meta_set_passthrough_vertex_program(&intel->meta); meta_set_passthrough_transform(&intel->meta); /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */ dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2]; /* RasterPos[2] already takes into account the DepthRange mapping. */ _mesa_DepthRange(0.0, 1.0); vertices[0][0] = dst_x; vertices[0][1] = dst_y; vertices[0][2] = dst_z; vertices[0][3] = 1.0; vertices[1][0] = dst_x + width; vertices[1][1] = dst_y; vertices[1][2] = dst_z; vertices[1][3] = 1.0; vertices[2][0] = dst_x + width; vertices[2][1] = dst_y + height; vertices[2][2] = dst_z; vertices[2][3] = 1.0; vertices[3][0] = dst_x; vertices[3][1] = dst_y + height; vertices[3][2] = dst_z; vertices[3][3] = 1.0; _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices); _mesa_Enable(GL_VERTEX_ARRAY); meta_set_default_texrect(&intel->meta); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); meta_restore_texcoords(&intel->meta); meta_restore_transform(&intel->meta); meta_restore_fragment_program(&intel->meta); meta_restore_vertex_program(&intel->meta); _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture); _mesa_PopClientAttrib(); _mesa_PopAttrib(); _mesa_DeleteTextures(1, &texname); return GL_TRUE; } /* There are a large number of possible ways to implement bitmap on * this hardware, most of them have some sort of drawback. Here are a * few that spring to mind: * * Blit: * - XY_MONO_SRC_BLT_CMD * - use XY_SETUP_CLIP_BLT for cliprect clipping. * - XY_TEXT_BLT * - XY_TEXT_IMMEDIATE_BLT * - blit per cliprect, subject to maximum immediate data size. * - XY_COLOR_BLT * - per pixel or run of pixels * - XY_PIXEL_BLT * - good for sparse bitmaps * * 3D engine: * - Point per pixel * - Translate bitmap to an alpha texture and render as a quad * - Chop bitmap up into 32x32 squares and render w/polygon stipple. */ void intelBitmap(GLcontext * ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte * pixels) { if (do_blit_bitmap(ctx, x, y, width, height, unpack, pixels)) return; if (intel_texture_bitmap(ctx, x, y, width, height, unpack, pixels)) return; if (INTEL_DEBUG & DEBUG_PIXEL) printf("%s: fallback to swrast\n", __FUNCTION__); _swrast_Bitmap(ctx, x, y, width, height, unpack, pixels); }