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/**************************************************************************
*
* 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/mtypes.h"
#include "main/macros.h"
#include "main/bufferobj.h"
#include "main/teximage.h"
#include "main/texenv.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/buffers.h"
#include "main/fbobject.h"
#include "main/renderbuffer.h"
#include "main/depth.h"
#include "main/hash.h"
#include "main/blend.h"
#include "glapi/dispatch.h"
#include "swrast/swrast.h"
#include "intel_screen.h"
#include "intel_context.h"
#include "intel_batchbuffer.h"
#include "intel_blit.h"
#include "intel_buffers.h"
#include "intel_regions.h"
#include "intel_pixel.h"
#include "intel_buffer_objects.h"
#include "intel_fbo.h"
static GLboolean
intel_texture_drawpixels(GLcontext * ctx,
GLint x, GLint y,
GLsizei width, GLsizei height,
GLenum format,
GLenum type,
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels)
{
struct intel_context *intel = intel_context(ctx);
GLuint texname;
GLfloat vertices[4][4];
GLfloat texcoords[4][2];
GLfloat z;
/* 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, "glDrawPixels() 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, "glDrawPixels() fallback: fragment program enabled\n");
return GL_FALSE;
}
/* We don't have a way to generate fragments with stencil values which *
* will set the resulting stencil value.
*/
if (format == GL_STENCIL_INDEX)
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, "glDrawPixels() fallback: bitmap too large (%dx%d)\n",
width, height);
return GL_FALSE;
}
/* To do DEPTH_COMPONENT, we would need to change our setup to not draw to
* the color buffer, and sample the texture values into the fragment depth
* in a program.
*/
if (format == GL_DEPTH_COMPONENT) {
if (INTEL_DEBUG & DEBUG_FALLBACKS)
fprintf(stderr,
"glDrawPixels() fallback: format == GL_DEPTH_COMPONENT\n");
return GL_FALSE;
}
_mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
GL_CURRENT_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
/* XXX: pixel store stuff */
_mesa_Disable(GL_POLYGON_STIPPLE);
_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_TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
/*
_mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
_mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
*/
_mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format,
type, pixels);
intel_meta_set_passthrough_transform(intel);
/* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
/* Create the vertex buffer based on the current raster pos. The x and y
* we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
* We also apply the depth. However, the W component is already multiplied
* into ctx->Current.RasterPos[0,1,2] and we can ignore it at this point.
*/
vertices[0][0] = x;
vertices[0][1] = y;
vertices[0][2] = z;
vertices[0][3] = 1.0;
vertices[1][0] = x + width * ctx->Pixel.ZoomX;
vertices[1][1] = y;
vertices[1][2] = z;
vertices[1][3] = 1.0;
vertices[2][0] = x + width * ctx->Pixel.ZoomX;
vertices[2][1] = y + height * ctx->Pixel.ZoomY;
vertices[2][2] = z;
vertices[2][3] = 1.0;
vertices[3][0] = x;
vertices[3][1] = y + height * ctx->Pixel.ZoomY;
vertices[3][2] = z;
vertices[3][3] = 1.0;
texcoords[0][0] = 0.0;
texcoords[0][1] = 0.0;
texcoords[1][0] = 1.0;
texcoords[1][1] = 0.0;
texcoords[2][0] = 1.0;
texcoords[2][1] = 1.0;
texcoords[3][0] = 0.0;
texcoords[3][1] = 1.0;
_mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
_mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
_mesa_Enable(GL_VERTEX_ARRAY);
_mesa_Enable(GL_TEXTURE_COORD_ARRAY);
CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
intel_meta_restore_transform(intel);
_mesa_PopClientAttrib();
_mesa_PopAttrib();
_mesa_DeleteTextures(1, &texname);
return GL_TRUE;
}
static GLboolean
intel_stencil_drawpixels(GLcontext * ctx,
GLint x, GLint y,
GLsizei width, GLsizei height,
GLenum format,
GLenum type,
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels)
{
struct intel_context *intel = intel_context(ctx);
GLuint texname, rb_name, fb_name, old_fb_name;
GLfloat vertices[4][2];
GLfloat texcoords[4][2];
struct intel_renderbuffer *irb;
struct intel_renderbuffer *depth_irb;
struct gl_renderbuffer *rb;
struct gl_pixelstore_attrib old_unpack;
GLstencil *stencil_pixels;
int row;
if (format != GL_STENCIL_INDEX)
return GL_FALSE;
/* If there's nothing to write, we're done. */
if (ctx->Stencil.WriteMask[0] == 0)
return GL_TRUE;
/* Can't do a per-bit writemask while treating stencil as rgba data. */
if ((ctx->Stencil.WriteMask[0] & 0xff) != 0xff) {
if (INTEL_DEBUG & DEBUG_FALLBACKS)
fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
"stencil mask enabled\n");
return GL_FALSE;
}
/* We use FBOs for our wrapping of the depthbuffer into a color
* destination.
*/
if (!ctx->Extensions.EXT_framebuffer_object)
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, "glDrawPixels(STENCIL_INDEX) 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, "glDrawPixels(STENCIL_INDEX) fallback: "
"fragment program enabled\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, "glDrawPixels(STENCIL_INDEX) fallback: "
"bitmap too large (%dx%d)\n",
width, height);
return GL_FALSE;
}
_mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
old_fb_name = ctx->DrawBuffer->Name;
_mesa_Disable(GL_POLYGON_STIPPLE);
_mesa_Disable(GL_DEPTH_TEST);
_mesa_Disable(GL_STENCIL_TEST);
/* Unpack the supplied stencil values into a ubyte buffer. */
assert(sizeof(GLstencil) == sizeof(GLubyte));
stencil_pixels = _mesa_malloc(width * height * sizeof(GLstencil));
for (row = 0; row < height; row++) {
GLvoid *source = _mesa_image_address2d(unpack, pixels,
width, height,
GL_COLOR_INDEX, type,
row, 0);
_mesa_unpack_stencil_span(ctx, width, GL_UNSIGNED_BYTE,
stencil_pixels +
row * width * sizeof(GLstencil),
type, source, unpack, ctx->_ImageTransferState);
}
/* Take the current depth/stencil renderbuffer, and make a new one wrapping
* it which will be treated as GL_RGBA8 so we can render to it as a color
* buffer.
*/
depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
irb = intel_create_renderbuffer(GL_RGBA8);
rb = &irb->Base;
irb->Base.Width = depth_irb->Base.Width;
irb->Base.Height = depth_irb->Base.Height;
intel_renderbuffer_set_region(irb, depth_irb->region);
/* Create a name for our renderbuffer, which lets us use other mesa
* rb functions for convenience.
*/
_mesa_GenRenderbuffersEXT(1, &rb_name);
irb->Base.RefCount++;
_mesa_HashInsert(ctx->Shared->RenderBuffers, rb_name, &irb->Base);
/* Bind the new renderbuffer to the color attachment point. */
_mesa_GenFramebuffersEXT(1, &fb_name);
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb_name);
_mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT,
rb_name);
/* Choose to render to the color attachment. */
_mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
_mesa_DepthMask(GL_FALSE);
_mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
_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_TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
old_unpack = ctx->Unpack;
ctx->Unpack = ctx->DefaultPacking;
_mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, width, height, 0,
GL_RED, GL_UNSIGNED_BYTE, stencil_pixels);
ctx->Unpack = old_unpack;
_mesa_free(stencil_pixels);
intel_meta_set_passthrough_transform(intel);
vertices[0][0] = x;
vertices[0][1] = y;
vertices[1][0] = x + width * ctx->Pixel.ZoomX;
vertices[1][1] = y;
vertices[2][0] = x + width * ctx->Pixel.ZoomX;
vertices[2][1] = y + height * ctx->Pixel.ZoomY;
vertices[3][0] = x;
vertices[3][1] = y + height * ctx->Pixel.ZoomY;
texcoords[0][0] = 0.0;
texcoords[0][1] = 0.0;
texcoords[1][0] = 1.0;
texcoords[1][1] = 0.0;
texcoords[2][0] = 1.0;
texcoords[2][1] = 1.0;
texcoords[3][0] = 0.0;
texcoords[3][1] = 1.0;
_mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices);
_mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
_mesa_Enable(GL_VERTEX_ARRAY);
_mesa_Enable(GL_TEXTURE_COORD_ARRAY);
CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
intel_meta_restore_transform(intel);
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name);
_mesa_PopClientAttrib();
_mesa_PopAttrib();
_mesa_DeleteTextures(1, &texname);
_mesa_DeleteFramebuffersEXT(1, &fb_name);
_mesa_DeleteRenderbuffersEXT(1, &rb_name);
return GL_TRUE;
}
void
intelDrawPixels(GLcontext * ctx,
GLint x, GLint y,
GLsizei width, GLsizei height,
GLenum format,
GLenum type,
const struct gl_pixelstore_attrib *unpack,
const GLvoid * pixels)
{
if (intel_texture_drawpixels(ctx, x, y, width, height, format, type,
unpack, pixels))
return;
if (intel_stencil_drawpixels(ctx, x, y, width, height, format, type,
unpack, pixels))
return;
if (INTEL_DEBUG & DEBUG_PIXEL)
_mesa_printf("%s: fallback to swrast\n", __FUNCTION__);
_swrast_DrawPixels(ctx, x, y, width, height, format, type,
unpack, pixels);
}
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