aboutsummaryrefslogtreecommitdiffstats
path: root/src/mesa/drivers/dri/intel/intel_span.c
blob: df4f5927a0fd7060c566f95287d493e948620ea2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
/**************************************************************************
 * 
 * Copyright 2003 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 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 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 "glheader.h"
#include "macros.h"
#include "mtypes.h"
#include "colormac.h"

#include "intel_fbo.h"
#include "intel_screen.h"
#include "intel_span.h"
#include "intel_regions.h"
#include "intel_ioctl.h"
#include "intel_tex.h"

#include "swrast/swrast.h"

/*
  break intelWriteRGBASpan_ARGB8888
*/

#undef DBG
#define DBG 0

#define LOCAL_VARS							\
   struct intel_context *intel = intel_context(ctx);			\
   struct intel_renderbuffer *irb = intel_renderbuffer(rb);		\
   const GLint yScale = irb->RenderToTexture ? 1 : -1;			\
   const GLint yBias = irb->RenderToTexture ? 0 : irb->Base.Height - 1;	\
   GLubyte *buf = (GLubyte *) irb->pfMap				\
      + (intel->drawY * irb->pfPitch + intel->drawX) * irb->region->cpp;\
   GLuint p;								\
   assert(irb->pfMap);\
   (void) p;

/* XXX FBO: this is identical to the macro in spantmp2.h except we get
 * the cliprect info from the context, not the driDrawable.
 * Move this into spantmp2.h someday.
 */
#define HW_CLIPLOOP()							\
   do {									\
      int _nc = intel->numClipRects;					\
      while ( _nc-- ) {							\
	 int minx = intel->pClipRects[_nc].x1 - intel->drawX;		\
	 int miny = intel->pClipRects[_nc].y1 - intel->drawY;		\
	 int maxx = intel->pClipRects[_nc].x2 - intel->drawX;		\
	 int maxy = intel->pClipRects[_nc].y2 - intel->drawY;




#define Y_FLIP(_y) ((_y) * yScale + yBias)

#define HW_LOCK()

#define HW_UNLOCK()

/* 16 bit, RGB565 color spanline and pixel functions
 */
#define SPANTMP_PIXEL_FMT GL_RGB
#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_SHORT_5_6_5

#define TAG(x)    intel##x##_RGB565
#define TAG2(x,y) intel##x##_RGB565##y
#define GET_PTR(X,Y) (buf + ((Y) * irb->pfPitch + (X)) * 2)
#include "spantmp2.h"

/* 32 bit, ARGB8888 color spanline and pixel functions
 */
#define SPANTMP_PIXEL_FMT GL_BGRA
#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV

#define TAG(x)    intel##x##_ARGB8888
#define TAG2(x,y) intel##x##_ARGB8888##y
#define GET_PTR(X,Y) (buf + ((Y) * irb->pfPitch + (X)) * 4)
#include "spantmp2.h"


#define LOCAL_DEPTH_VARS						\
   struct intel_context *intel = intel_context(ctx);			\
   struct intel_renderbuffer *irb = intel_renderbuffer(rb);		\
   const GLuint pitch = irb->pfPitch/***XXX region->pitch*/; /* in pixels */ \
   const GLint yScale = irb->RenderToTexture ? 1 : -1;			\
   const GLint yBias = irb->RenderToTexture ? 0 : irb->Base.Height - 1;	\
   char *buf = (char *) irb->pfMap/*XXX use region->map*/ +             \
      (intel->drawY * pitch + intel->drawX) * irb->region->cpp;


#define LOCAL_STENCIL_VARS LOCAL_DEPTH_VARS

/**
 ** 16-bit depthbuffer functions.
 **/
#define WRITE_DEPTH( _x, _y, d ) \
   ((GLushort *)buf)[(_x) + (_y) * pitch] = d;

#define READ_DEPTH( d, _x, _y )	\
   d = ((GLushort *)buf)[(_x) + (_y) * pitch];


#define TAG(x) intel##x##_z16
#include "depthtmp.h"


/**
 ** 24/8-bit interleaved depth/stencil functions
 ** Note: we're actually reading back combined depth+stencil values.
 ** The wrappers in main/depthstencil.c are used to extract the depth
 ** and stencil values.
 **/
/* Change ZZZS -> SZZZ */
#define WRITE_DEPTH( _x, _y, d ) {				\
   GLuint tmp = ((d) >> 8) | ((d) << 24);			\
   ((GLuint *)buf)[(_x) + (_y) * pitch] = tmp;			\
}

/* Change SZZZ -> ZZZS */
#define READ_DEPTH( d, _x, _y ) {				\
   GLuint tmp = ((GLuint *)buf)[(_x) + (_y) * pitch];		\
   d = (tmp << 8) | (tmp >> 24);				\
}

#define TAG(x) intel##x##_z24_s8
#include "depthtmp.h"


/**
 ** 8-bit stencil function (XXX FBO: This is obsolete)
 **/
#define WRITE_STENCIL( _x, _y, d ) {				\
   GLuint tmp = ((GLuint *)buf)[(_x) + (_y) * pitch];		\
   tmp &= 0xffffff;						\
   tmp |= ((d) << 24);						\
   ((GLuint *) buf)[(_x) + (_y) * pitch] = tmp;			\
}

#define READ_STENCIL( d, _x, _y )				\
   d = ((GLuint *)buf)[(_x) + (_y) * pitch] >> 24;

#define TAG(x) intel##x##_z24_s8
#include "stenciltmp.h"



/**
 * Map or unmap all the renderbuffers which we may need during
 * software rendering.
 * XXX in the future, we could probably convey extra information to
 * reduce the number of mappings needed.  I.e. if doing a glReadPixels
 * from the depth buffer, we really only need one mapping.
 *
 * XXX Rewrite this function someday.
 * We can probably just loop over all the renderbuffer attachments,
 * map/unmap all of them, and not worry about the _ColorDrawBuffers
 * _ColorReadBuffer, _DepthBuffer or _StencilBuffer fields.
 */
static void
intel_map_unmap_buffers(struct intel_context *intel, GLboolean map)
{
   GLcontext *ctx = &intel->ctx;
   GLuint i, j;
   struct intel_renderbuffer *irb;

   /* color draw buffers */
   for (j = 0; j < ctx->DrawBuffer->_NumColorDrawBuffers; j++) {
      struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[j];
      irb = intel_renderbuffer(rb);
      if (irb) {
         /* this is a user-created intel_renderbuffer */
         if (irb->region) {
            if (map)
               intel_region_map(intel, irb->region);
            else
               intel_region_unmap(intel, irb->region);
            irb->pfMap = irb->region->map;
            irb->pfPitch = irb->region->pitch;
         }
      }
   }

   /* check for render to textures */
   for (i = 0; i < BUFFER_COUNT; i++) {
      struct gl_renderbuffer_attachment *att =
         ctx->DrawBuffer->Attachment + i;
      struct gl_texture_object *tex = att->Texture;
      if (tex) {
         /* render to texture */
         ASSERT(att->Renderbuffer);
         if (map) {
            struct gl_texture_image *texImg;
            texImg = tex->Image[att->CubeMapFace][att->TextureLevel];
            intel_tex_map_images(intel, intel_texture_object(tex));
         }
         else {
            intel_tex_unmap_images(intel, intel_texture_object(tex));
         }
      }
   }

   /* color read buffers */
   irb = intel_renderbuffer(ctx->ReadBuffer->_ColorReadBuffer);
   if (irb && irb->region) {
      if (map)
         intel_region_map(intel, irb->region);
      else
         intel_region_unmap(intel, irb->region);
      irb->pfMap = irb->region->map;
      irb->pfPitch = irb->region->pitch;
   }

   /* Account for front/back color page flipping.
    * The span routines use the pfMap and pfPitch fields which will
    * swap the front/back region map/pitch if we're page flipped.
    * Do this after mapping, above, so the map field is valid.
    */
#if 0
   if (map && ctx->DrawBuffer->Name == 0) {
      struct intel_renderbuffer *irbFront
         = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_FRONT_LEFT);
      struct intel_renderbuffer *irbBack
         = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_BACK_LEFT);
      if (irbBack) {
         /* double buffered */
         if (intel->sarea->pf_current_page == 0) {
            irbFront->pfMap = irbFront->region->map;
            irbFront->pfPitch = irbFront->region->pitch;
            irbBack->pfMap = irbBack->region->map;
            irbBack->pfPitch = irbBack->region->pitch;
         }
         else {
            irbFront->pfMap = irbBack->region->map;
            irbFront->pfPitch = irbBack->region->pitch;
            irbBack->pfMap = irbFront->region->map;
            irbBack->pfPitch = irbFront->region->pitch;
         }
      }
   }
#endif

   /* depth buffer (Note wrapper!) */
   if (ctx->DrawBuffer->_DepthBuffer) {
      irb = intel_renderbuffer(ctx->DrawBuffer->_DepthBuffer->Wrapped);
      if (irb && irb->region) {
         if (map) {
            intel_region_map(intel, irb->region);
            irb->pfMap = irb->region->map;
            irb->pfPitch = irb->region->pitch;
         }
         else {
            intel_region_unmap(intel, irb->region);
            irb->pfMap = irb->region->map;
            irb->pfPitch = irb->region->pitch;
         }
      }
   }

   /* stencil buffer (Note wrapper!) */
   if (ctx->DrawBuffer->_StencilBuffer) {
      irb = intel_renderbuffer(ctx->DrawBuffer->_StencilBuffer->Wrapped);
      if (irb && irb->region) {
         if (map) {
            intel_region_map(intel, irb->region);
            irb->pfMap = irb->region->map;
            irb->pfPitch = irb->region->pitch;
         }
         else {
            intel_region_unmap(intel, irb->region);
            irb->pfMap = irb->region->map;
            irb->pfPitch = irb->region->pitch;
         }
      }
   }
}



/**
 * Prepare for softare rendering.  Map current read/draw framebuffers'
 * renderbuffes and all currently bound texture objects.
 *
 * Old note: Moved locking out to get reasonable span performance.
 */
void
intelSpanRenderStart(GLcontext * ctx)
{
   struct intel_context *intel = intel_context(ctx);
   GLuint i;

   intelFinish(&intel->ctx);
   LOCK_HARDWARE(intel);

#if 0
   /* Just map the framebuffer and all textures.  Bufmgr code will
    * take care of waiting on the necessary fences:
    */
   intel_region_map(intel, intel->front_region);
   intel_region_map(intel, intel->back_region);
   intel_region_map(intel, intel->depth_region);
#endif

   for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
      if (ctx->Texture.Unit[i]._ReallyEnabled) {
         struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
         intel_tex_map_images(intel, intel_texture_object(texObj));
      }
   }

   intel_map_unmap_buffers(intel, GL_TRUE);
}

/**
 * Called when done softare rendering.  Unmap the buffers we mapped in
 * the above function.
 */
void
intelSpanRenderFinish(GLcontext * ctx)
{
   struct intel_context *intel = intel_context(ctx);
   GLuint i;

   _swrast_flush(ctx);

   /* Now unmap the framebuffer:
    */
#if 0
   intel_region_unmap(intel, intel->front_region);
   intel_region_unmap(intel, intel->back_region);
   intel_region_unmap(intel, intel->depth_region);
#endif

   for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
      if (ctx->Texture.Unit[i]._ReallyEnabled) {
         struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
         intel_tex_unmap_images(intel, intel_texture_object(texObj));
      }
   }

   intel_map_unmap_buffers(intel, GL_FALSE);

   UNLOCK_HARDWARE(intel);
}


void
intelInitSpanFuncs(GLcontext * ctx)
{
   struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx);
   swdd->SpanRenderStart = intelSpanRenderStart;
   swdd->SpanRenderFinish = intelSpanRenderFinish;
}


/**
 * Plug in appropriate span read/write functions for the given renderbuffer.
 * These are used for the software fallbacks.
 */
void
intel_set_span_functions(struct gl_renderbuffer *rb)
{
   if (rb->_ActualFormat == GL_RGB5) {
      /* 565 RGB */
      intelInitPointers_RGB565(rb);
   }
   else if (rb->_ActualFormat == GL_RGBA8) {
      /* 8888 RGBA */
      intelInitPointers_ARGB8888(rb);
   }
   else if (rb->_ActualFormat == GL_DEPTH_COMPONENT16) {
      intelInitDepthPointers_z16(rb);
   }
   else if (rb->_ActualFormat == GL_DEPTH_COMPONENT24 ||        /* XXX FBO remove */
            rb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT) {
      intelInitDepthPointers_z24_s8(rb);
   }
   else if (rb->_ActualFormat == GL_STENCIL_INDEX8_EXT) {       /* XXX FBO remove */
      intelInitStencilPointers_z24_s8(rb);
   }
   else {
      _mesa_problem(NULL,
                    "Unexpected _ActualFormat in intelSetSpanFunctions");
   }
}