/* * Mesa 3-D graphics library * Version: 7.1 * * Copyright (C) 1999-2007 Brian Paul 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, sublicense, * 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 shall be included * in all copies or substantial portions 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 NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL 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/bufferobj.h" #include "main/condrender.h" #include "main/context.h" #include "main/image.h" #include "main/imports.h" #include "main/macros.h" #include "main/pack.h" #include "main/pbo.h" #include "main/pixeltransfer.h" #include "main/state.h" #include "s_context.h" #include "s_span.h" #include "s_stencil.h" #include "s_zoom.h" /** * Try to do a fast and simple RGB(a) glDrawPixels. * Return: GL_TRUE if success, GL_FALSE if slow path must be used instead */ static GLboolean fast_draw_rgba_pixels(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *userUnpack, const GLvoid *pixels) { const GLint imgX = x, imgY = y; struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; GLenum rbType; SWcontext *swrast = SWRAST_CONTEXT(ctx); SWspan span; GLboolean simpleZoom; GLint yStep; /* +1 or -1 */ struct gl_pixelstore_attrib unpack; GLint destX, destY, drawWidth, drawHeight; /* post clipping */ if (!rb) return GL_TRUE; /* no-op */ rbType = rb->DataType; if ((swrast->_RasterMask & ~CLIP_BIT) || ctx->Texture._EnabledCoordUnits || userUnpack->SwapBytes || ctx->_ImageTransferState) { /* can't handle any of those conditions */ return GL_FALSE; } INIT_SPAN(span, GL_BITMAP); span.arrayMask = SPAN_RGBA; span.arrayAttribs = FRAG_BIT_COL0; _swrast_span_default_attribs(ctx, &span); /* copy input params since clipping may change them */ unpack = *userUnpack; destX = x; destY = y; drawWidth = width; drawHeight = height; /* check for simple zooming and clipping */ if (ctx->Pixel.ZoomX == 1.0F && (ctx->Pixel.ZoomY == 1.0F || ctx->Pixel.ZoomY == -1.0F)) { if (!_mesa_clip_drawpixels(ctx, &destX, &destY, &drawWidth, &drawHeight, &unpack)) { /* image was completely clipped: no-op, all done */ return GL_TRUE; } simpleZoom = GL_TRUE; yStep = (GLint) ctx->Pixel.ZoomY; ASSERT(yStep == 1 || yStep == -1); } else { /* non-simple zooming */ simpleZoom = GL_FALSE; yStep = 1; if (unpack.RowLength == 0) unpack.RowLength = width; } /* * Ready to draw! */ swrast_render_start(ctx); if (format == GL_RGBA && type == rbType) { const GLubyte *src = (const GLubyte *) _mesa_image_address2d(&unpack, pixels, width, height, format, type, 0, 0); const GLint srcStride = _mesa_image_row_stride(&unpack, width, format, type); if (simpleZoom) { GLint row; for (row = 0; row < drawHeight; row++) { rb->PutRow(ctx, rb, drawWidth, destX, destY, src, NULL); src += srcStride; destY += yStep; } } else { /* with zooming */ GLint row; for (row = 0; row < drawHeight; row++) { span.x = destX; span.y = destY + row; span.end = drawWidth; span.array->ChanType = rbType; _swrast_write_zoomed_rgba_span(ctx, imgX, imgY, &span, src); src += srcStride; } span.array->ChanType = CHAN_TYPE; } goto end; } if (format == GL_RGB && type == rbType) { const GLubyte *src = (const GLubyte *) _mesa_image_address2d(&unpack, pixels, width, height, format, type, 0, 0); const GLint srcStride = _mesa_image_row_stride(&unpack, width, format, type); if (simpleZoom) { GLint row; for (row = 0; row < drawHeight; row++) { rb->PutRowRGB(ctx, rb, drawWidth, destX, destY, src, NULL); src += srcStride; destY += yStep; } } else { /* with zooming */ GLint row; for (row = 0; row < drawHeight; row++) { span.x = destX; span.y = destY; span.end = drawWidth; span.array->ChanType = rbType; _swrast_write_zoomed_rgb_span(ctx, imgX, imgY, &span, src); src += srcStride; destY++; } span.array->ChanType = CHAN_TYPE; } goto end; } /* Remaining cases haven't been tested with alignment != 1 */ if (userUnpack->Alignment != 1) { swrast_render_finish(ctx); return GL_FALSE; } if (format == GL_LUMINANCE && type == CHAN_TYPE && rbType == CHAN_TYPE) { const GLchan *src = (const GLchan *) pixels + (unpack.SkipRows * unpack.RowLength + unpack.SkipPixels); if (simpleZoom) { /* no zooming */ GLint row; ASSERT(drawWidth <= MAX_WIDTH); for (row = 0; row < drawHeight; row++) { GLchan rgb[MAX_WIDTH][3]; GLint i; for (i = 0;iPutRowRGB(ctx, rb, drawWidth, destX, destY, rgb, NULL); src += unpack.RowLength; destY += yStep; } } else { /* with zooming */ GLint row; ASSERT(drawWidth <= MAX_WIDTH); for (row = 0; row < drawHeight; row++) { GLchan rgb[MAX_WIDTH][3]; GLint i; for (i = 0;irgba[i][0] = *ptr; span.array->rgba[i][1] = *ptr; span.array->rgba[i][2] = *ptr++; span.array->rgba[i][3] = *ptr++; } rb->PutRow(ctx, rb, drawWidth, destX, destY, span.array->rgba, NULL); src += unpack.RowLength*2; destY += yStep; } } else { /* with zooming */ GLint row; ASSERT(drawWidth <= MAX_WIDTH); for (row = 0; row < drawHeight; row++) { const GLchan *ptr = src; GLint i; for (i = 0;irgba[i][0] = *ptr; span.array->rgba[i][1] = *ptr; span.array->rgba[i][2] = *ptr++; span.array->rgba[i][3] = *ptr++; } span.x = destX; span.y = destY; span.end = drawWidth; _swrast_write_zoomed_rgba_span(ctx, imgX, imgY, &span, span.array->rgba); src += unpack.RowLength*2; destY++; } } goto end; } if (format == GL_COLOR_INDEX && type == GL_UNSIGNED_BYTE) { const GLubyte *src = (const GLubyte *) pixels + unpack.SkipRows * unpack.RowLength + unpack.SkipPixels; if (rbType == GL_UNSIGNED_BYTE) { /* convert ubyte/CI data to ubyte/RGBA */ if (simpleZoom) { GLint row; for (row = 0; row < drawHeight; row++) { ASSERT(drawWidth <= MAX_WIDTH); _mesa_map_ci8_to_rgba8(ctx, drawWidth, src, span.array->rgba8); rb->PutRow(ctx, rb, drawWidth, destX, destY, span.array->rgba8, NULL); src += unpack.RowLength; destY += yStep; } } else { /* ubyte/CI to ubyte/RGBA with zooming */ GLint row; for (row = 0; row < drawHeight; row++) { ASSERT(drawWidth <= MAX_WIDTH); _mesa_map_ci8_to_rgba8(ctx, drawWidth, src, span.array->rgba8); span.x = destX; span.y = destY; span.end = drawWidth; _swrast_write_zoomed_rgba_span(ctx, imgX, imgY, &span, span.array->rgba8); src += unpack.RowLength; destY++; } } goto end; } } /* can't handle this pixel format and/or data type */ return GL_FALSE; end: /* success, unmap render buffers */ swrast_render_finish(ctx); return GL_TRUE; } /* * Draw stencil image. */ static void draw_stencil_pixels( struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels ) { const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0; const GLenum destType = GL_UNSIGNED_BYTE; GLint skipPixels; /* if width > MAX_WIDTH, have to process image in chunks */ skipPixels = 0; while (skipPixels < width) { const GLint spanX = x + skipPixels; const GLint spanWidth = MIN2(width - skipPixels, MAX_WIDTH); GLint row; for (row = 0; row < height; row++) { const GLint spanY = y + row; GLubyte values[MAX_WIDTH]; const GLvoid *source = _mesa_image_address2d(unpack, pixels, width, height, GL_STENCIL_INDEX, type, row, skipPixels); _mesa_unpack_stencil_span(ctx, spanWidth, destType, values, type, source, unpack, ctx->_ImageTransferState); if (zoom) { _swrast_write_zoomed_stencil_span(ctx, x, y, spanWidth, spanX, spanY, values); } else { _swrast_write_stencil_span(ctx, spanWidth, spanX, spanY, values); } } skipPixels += spanWidth; } } /* * Draw depth image. */ static void draw_depth_pixels( struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels ) { const GLboolean scaleOrBias = ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0; const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0; SWspan span; INIT_SPAN(span, GL_BITMAP); span.arrayMask = SPAN_Z; _swrast_span_default_attribs(ctx, &span); if (type == GL_UNSIGNED_SHORT && ctx->DrawBuffer->Visual.depthBits == 16 && !scaleOrBias && !zoom && width <= MAX_WIDTH && !unpack->SwapBytes) { /* Special case: directly write 16-bit depth values */ GLint row; for (row = 0; row < height; row++) { const GLushort *zSrc = (const GLushort *) _mesa_image_address2d(unpack, pixels, width, height, GL_DEPTH_COMPONENT, type, row, 0); GLint i; for (i = 0; i < width; i++) span.array->z[i] = zSrc[i]; span.x = x; span.y = y + row; span.end = width; _swrast_write_rgba_span(ctx, &span); } } else if (type == GL_UNSIGNED_INT && !scaleOrBias && !zoom && width <= MAX_WIDTH && !unpack->SwapBytes) { /* Special case: shift 32-bit values down to Visual.depthBits */ const GLint shift = 32 - ctx->DrawBuffer->Visual.depthBits; GLint row; for (row = 0; row < height; row++) { const GLuint *zSrc = (const GLuint *) _mesa_image_address2d(unpack, pixels, width, height, GL_DEPTH_COMPONENT, type, row, 0); if (shift == 0) { memcpy(span.array->z, zSrc, width * sizeof(GLuint)); } else { GLint col; for (col = 0; col < width; col++) span.array->z[col] = zSrc[col] >> shift; } span.x = x; span.y = y + row; span.end = width; _swrast_write_rgba_span(ctx, &span); } } else { /* General case */ const GLuint depthMax = ctx->DrawBuffer->_DepthMax; GLint skipPixels = 0; /* in case width > MAX_WIDTH do the copy in chunks */ while (skipPixels < width) { const GLint spanWidth = MIN2(width - skipPixels, MAX_WIDTH); GLint row; ASSERT(span.end <= MAX_WIDTH); for (row = 0; row < height; row++) { const GLvoid *zSrc = _mesa_image_address2d(unpack, pixels, width, height, GL_DEPTH_COMPONENT, type, row, skipPixels); /* Set these for each row since the _swrast_write_* function may * change them while clipping. */ span.x = x + skipPixels; span.y = y + row; span.end = spanWidth; _mesa_unpack_depth_span(ctx, spanWidth, GL_UNSIGNED_INT, span.array->z, depthMax, type, zSrc, unpack); if (zoom) { _swrast_write_zoomed_depth_span(ctx, x, y, &span); } else { _swrast_write_rgba_span(ctx, &span); } } skipPixels += spanWidth; } } } /** * Draw RGBA image. */ static void draw_rgba_pixels( struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels ) { const GLint imgX = x, imgY = y; const GLboolean zoom = ctx->Pixel.ZoomX!=1.0 || ctx->Pixel.ZoomY!=1.0; GLfloat *convImage = NULL; GLbitfield transferOps = ctx->_ImageTransferState; SWspan span; /* Try an optimized glDrawPixels first */ if (fast_draw_rgba_pixels(ctx, x, y, width, height, format, type, unpack, pixels)) { return; } swrast_render_start(ctx); INIT_SPAN(span, GL_BITMAP); _swrast_span_default_attribs(ctx, &span); span.arrayMask = SPAN_RGBA; span.arrayAttribs = FRAG_BIT_COL0; /* we're fill in COL0 attrib values */ if (ctx->DrawBuffer->_NumColorDrawBuffers > 0 && ctx->DrawBuffer->_ColorDrawBuffers[0]->DataType != GL_FLOAT && ctx->Color.ClampFragmentColor != GL_FALSE) { /* need to clamp colors before applying fragment ops */ transferOps |= IMAGE_CLAMP_BIT; } /* * General solution */ { const GLbitfield interpMask = span.interpMask; const GLbitfield arrayMask = span.arrayMask; const GLint srcStride = _mesa_image_row_stride(unpack, width, format, type); GLint skipPixels = 0; /* use span array for temp color storage */ GLfloat *rgba = (GLfloat *) span.array->attribs[FRAG_ATTRIB_COL0]; /* if the span is wider than MAX_WIDTH we have to do it in chunks */ while (skipPixels < width) { const GLint spanWidth = MIN2(width - skipPixels, MAX_WIDTH); const GLubyte *source = (const GLubyte *) _mesa_image_address2d(unpack, pixels, width, height, format, type, 0, skipPixels); GLint row; for (row = 0; row < height; row++) { /* get image row as float/RGBA */ _mesa_unpack_color_span_float(ctx, spanWidth, GL_RGBA, rgba, format, type, source, unpack, transferOps); /* Set these for each row since the _swrast_write_* functions * may change them while clipping/rendering. */ span.array->ChanType = GL_FLOAT; span.x = x + skipPixels; span.y = y + row; span.end = spanWidth; span.arrayMask = arrayMask; span.interpMask = interpMask; if (zoom) { _swrast_write_zoomed_rgba_span(ctx, imgX, imgY, &span, rgba); } else { _swrast_write_rgba_span(ctx, &span); } source += srcStride; } /* for row */ skipPixels += spanWidth; } /* while skipPixels < width */ /* XXX this is ugly/temporary, to undo above change */ span.array->ChanType = CHAN_TYPE; } if (convImage) { free(convImage); } swrast_render_finish(ctx); } /** * Draw depth+stencil values into a MESA_FORAMT_Z24_S8 or MESA_FORMAT_S8_Z24 * renderbuffer. No masking, zooming, scaling, etc. */ static void fast_draw_depth_stencil(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels) { const GLenum format = GL_DEPTH_STENCIL_EXT; const GLenum type = GL_UNSIGNED_INT_24_8; struct gl_renderbuffer *rb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; GLubyte *src, *dst; GLint srcRowStride, dstRowStride; GLint i; src = _mesa_image_address2d(unpack, pixels, width, height, format, type, 0, 0); srcRowStride = _mesa_image_row_stride(unpack, width, format, type); dst = _swrast_pixel_address(rb, x, y); dstRowStride = rb->RowStride * 4; for (i = 0; i < height; i++) { _mesa_pack_uint_24_8_depth_stencil_row(rb->Format, width, (const GLuint *) src, dst); dst += dstRowStride; src += srcRowStride; } } /** * This is a bit different from drawing GL_DEPTH_COMPONENT pixels. * The only per-pixel operations that apply are depth scale/bias, * stencil offset/shift, GL_DEPTH_WRITEMASK and GL_STENCIL_WRITEMASK, * and pixel zoom. * Also, only the depth buffer and stencil buffers are touched, not the * color buffer(s). */ static void draw_depth_stencil_pixels(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels) { const GLint imgX = x, imgY = y; const GLboolean scaleOrBias = ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0; const GLuint depthMax = ctx->DrawBuffer->_DepthMax; const GLuint stencilMask = ctx->Stencil.WriteMask[0]; const GLenum stencilType = GL_UNSIGNED_BYTE; const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0; struct gl_renderbuffer *depthRb, *stencilRb; struct gl_pixelstore_attrib clippedUnpack = *unpack; if (!zoom) { if (!_mesa_clip_drawpixels(ctx, &x, &y, &width, &height, &clippedUnpack)) { /* totally clipped */ return; } } depthRb = ctx->ReadBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; stencilRb = ctx->ReadBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; ASSERT(depthRb); ASSERT(stencilRb); if (depthRb == stencilRb && (depthRb->Format == MESA_FORMAT_Z24_S8 || depthRb->Format == MESA_FORMAT_S8_Z24) && type == GL_UNSIGNED_INT_24_8 && !scaleOrBias && !zoom && ctx->Depth.Mask && (stencilMask & 0xff) == 0xff) { fast_draw_depth_stencil(ctx, x, y, width, height, &clippedUnpack, pixels); } else { /* sub-optimal cases: * Separate depth/stencil buffers, or pixel transfer ops required. */ /* XXX need to handle very wide images (skippixels) */ GLint i; depthRb = ctx->DrawBuffer->_DepthBuffer; for (i = 0; i < height; i++) { const GLuint *depthStencilSrc = (const GLuint *) _mesa_image_address2d(&clippedUnpack, pixels, width, height, GL_DEPTH_STENCIL_EXT, type, i, 0); if (ctx->Depth.Mask) { if (!scaleOrBias && ctx->DrawBuffer->Visual.depthBits == 24 && type == GL_UNSIGNED_INT_24_8) { /* fast path 24-bit zbuffer */ GLuint zValues[MAX_WIDTH]; GLint j; ASSERT(depthRb->DataType == GL_UNSIGNED_INT); for (j = 0; j < width; j++) { zValues[j] = depthStencilSrc[j] >> 8; } if (zoom) _swrast_write_zoomed_z_span(ctx, imgX, imgY, width, x, y + i, zValues); else depthRb->PutRow(ctx, depthRb, width, x, y + i, zValues,NULL); } else if (!scaleOrBias && ctx->DrawBuffer->Visual.depthBits == 16 && type == GL_UNSIGNED_INT_24_8) { /* fast path 16-bit zbuffer */ GLushort zValues[MAX_WIDTH]; GLint j; ASSERT(depthRb->DataType == GL_UNSIGNED_SHORT); for (j = 0; j < width; j++) { zValues[j] = depthStencilSrc[j] >> 16; } if (zoom) _swrast_write_zoomed_z_span(ctx, imgX, imgY, width, x, y + i, zValues); else depthRb->PutRow(ctx, depthRb, width, x, y + i, zValues,NULL); } else { /* general case */ GLuint zValues[MAX_WIDTH]; /* 16 or 32-bit Z value storage */ _mesa_unpack_depth_span(ctx, width, depthRb->DataType, zValues, depthMax, type, depthStencilSrc, &clippedUnpack); if (zoom) { _swrast_write_zoomed_z_span(ctx, imgX, imgY, width, x, y + i, zValues); } else { depthRb->PutRow(ctx, depthRb, width, x, y + i, zValues,NULL); } } } if (stencilMask != 0x0) { GLubyte stencilValues[MAX_WIDTH]; /* get stencil values, with shift/offset/mapping */ _mesa_unpack_stencil_span(ctx, width, stencilType, stencilValues, type, depthStencilSrc, &clippedUnpack, ctx->_ImageTransferState); if (zoom) _swrast_write_zoomed_stencil_span(ctx, imgX, imgY, width, x, y + i, stencilValues); else _swrast_write_stencil_span(ctx, width, x, y + i, stencilValues); } } } } /** * Execute software-based glDrawPixels. * By time we get here, all error checking will have been done. */ void _swrast_DrawPixels( struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); GLboolean save_vp_override = ctx->VertexProgram._Overriden; if (!_mesa_check_conditional_render(ctx)) return; /* don't draw */ /* We are creating fragments directly, without going through vertex * programs. * * This override flag tells the fragment processing code that its input * comes from a non-standard source, and it may therefore not rely on * optimizations that assume e.g. constant color if there is no color * vertex array. */ _mesa_set_vp_override(ctx, GL_TRUE); if (ctx->NewState) _mesa_update_state(ctx); if (swrast->NewState) _swrast_validate_derived( ctx ); pixels = _mesa_map_pbo_source(ctx, unpack, pixels); if (!pixels) { _mesa_set_vp_override(ctx, save_vp_override); return; } /* * By time we get here, all error checking should have been done. */ switch (format) { case GL_STENCIL_INDEX: swrast_render_start(ctx); draw_stencil_pixels( ctx, x, y, width, height, type, unpack, pixels ); swrast_render_finish(ctx); break; case GL_DEPTH_COMPONENT: swrast_render_start(ctx); draw_depth_pixels( ctx, x, y, width, height, type, unpack, pixels ); swrast_render_finish(ctx); break; case GL_DEPTH_STENCIL_EXT: swrast_render_start(ctx); draw_depth_stencil_pixels(ctx, x, y, width, height, type, unpack, pixels); swrast_render_finish(ctx); break; default: /* all other formats should be color formats */ draw_rgba_pixels(ctx, x, y, width, height, format, type, unpack, pixels); } _mesa_set_vp_override(ctx, save_vp_override); _mesa_unmap_pbo_source(ctx, unpack); }