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|
/**************************************************************************
*
* Copyright 2007 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.
*
**************************************************************************/
/*
* Authors:
* Brian Paul
*/
#include "main/imports.h"
#include "main/image.h"
#include "main/bufferobj.h"
#include "main/macros.h"
#include "main/texformat.h"
#include "shader/program.h"
#include "shader/prog_parameter.h"
#include "shader/prog_print.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_atom_constbuf.h"
#include "st_draw.h"
#include "st_program.h"
#include "st_cb_drawpixels.h"
#include "st_cb_readpixels.h"
#include "st_cb_fbo.h"
#include "st_cb_texture.h"
#include "st_draw.h"
#include "st_format.h"
#include "st_mesa_to_tgsi.h"
#include "st_texture.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_inlines.h"
#include "util/p_tile.h"
#include "util/u_draw_quad.h"
#include "shader/prog_instruction.h"
#include "cso_cache/cso_context.h"
/**
* Check if the given program is:
* 0: MOVE result.color, fragment.color;
* 1: END;
*/
static GLboolean
is_passthrough_program(const struct gl_fragment_program *prog)
{
if (prog->Base.NumInstructions == 2) {
const struct prog_instruction *inst = prog->Base.Instructions;
if (inst[0].Opcode == OPCODE_MOV &&
inst[1].Opcode == OPCODE_END &&
inst[0].DstReg.File == PROGRAM_OUTPUT &&
inst[0].DstReg.Index == FRAG_RESULT_COLR &&
inst[0].DstReg.WriteMask == WRITEMASK_XYZW &&
inst[0].SrcReg[0].File == PROGRAM_INPUT &&
inst[0].SrcReg[0].Index == FRAG_ATTRIB_COL0 &&
inst[0].SrcReg[0].Swizzle == SWIZZLE_XYZW) {
return GL_TRUE;
}
}
return GL_FALSE;
}
/**
* Make fragment shader for glDraw/CopyPixels. This shader is made
* by combining the pixel transfer shader with the user-defined shader.
*/
static struct st_fragment_program *
combined_drawpix_fragment_program(GLcontext *ctx)
{
struct st_context *st = ctx->st;
struct st_fragment_program *stfp;
if (st->pixel_xfer.program->serialNo == st->pixel_xfer.xfer_prog_sn
&& st->fp->serialNo == st->pixel_xfer.user_prog_sn) {
/* the pixel tranfer program has not changed and the user-defined
* program has not changed, so re-use the combined program.
*/
stfp = st->pixel_xfer.combined_prog;
}
else {
/* Concatenate the pixel transfer program with the current user-
* defined program.
*/
if (is_passthrough_program(&st->fp->Base)) {
stfp = (struct st_fragment_program *)
_mesa_clone_program(ctx, &st->pixel_xfer.program->Base.Base);
}
else {
#if 0
printf("Base program:\n");
_mesa_print_program(&st->fp->Base.Base);
printf("DrawPix program:\n");
_mesa_print_program(&st->pixel_xfer.program->Base.Base);
#endif
stfp = (struct st_fragment_program *)
_mesa_combine_programs(ctx,
&st->pixel_xfer.program->Base.Base,
&st->fp->Base.Base);
}
#if 0
{
struct gl_program *p = &stfp->Base.Base;
printf("Combined DrawPixels program:\n");
_mesa_print_program(p);
printf("InputsRead: 0x%x\n", p->InputsRead);
printf("OutputsWritten: 0x%x\n", p->OutputsWritten);
_mesa_print_parameter_list(p->Parameters);
}
#endif
/* translate to TGSI tokens */
st_translate_fragment_program(st, stfp, NULL);
/* save new program, update serial numbers */
st->pixel_xfer.xfer_prog_sn = st->pixel_xfer.program->serialNo;
st->pixel_xfer.user_prog_sn = st->fp->serialNo;
st->pixel_xfer.combined_prog_sn = stfp->serialNo;
st->pixel_xfer.combined_prog = stfp;
}
/* Ideally we'd have updated the pipe constants during the normal
* st/atom mechanism. But we can't since this is specific to glDrawPixels.
*/
st_upload_constants(st, stfp->Base.Base.Parameters, PIPE_SHADER_FRAGMENT);
return stfp;
}
/**
* Create fragment shader that does a TEX() instruction to get a Z
* value, then writes to FRAG_RESULT_DEPR.
* Pass fragment color through as-is.
*/
static struct st_fragment_program *
make_fragment_shader_z(struct st_context *st)
{
GLcontext *ctx = st->ctx;
struct gl_program *p;
GLuint ic = 0;
if (st->drawpix.z_shader) {
return st->drawpix.z_shader;
}
/*
* Create shader now
*/
p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
if (!p)
return NULL;
p->NumInstructions = 3;
p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
if (!p->Instructions) {
ctx->Driver.DeleteProgram(ctx, p);
return NULL;
}
_mesa_init_instructions(p->Instructions, p->NumInstructions);
/* TEX result.depth, fragment.texcoord[0], texture[0], 2D; */
p->Instructions[ic].Opcode = OPCODE_TEX;
p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[ic].DstReg.Index = FRAG_RESULT_DEPR;
p->Instructions[ic].DstReg.WriteMask = WRITEMASK_Z;
p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
p->Instructions[ic].TexSrcUnit = 0;
p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
ic++;
/* MOV result.color, fragment.color */
p->Instructions[ic].Opcode = OPCODE_MOV;
p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[ic].DstReg.Index = FRAG_RESULT_COLR;
p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_COL0;
ic++;
/* END; */
p->Instructions[ic++].Opcode = OPCODE_END;
assert(ic == p->NumInstructions);
p->InputsRead = FRAG_BIT_TEX0 | FRAG_BIT_COL0;
p->OutputsWritten = (1 << FRAG_RESULT_COLR) | (1 << FRAG_RESULT_DEPR);
p->SamplersUsed = 0x1; /* sampler 0 (bit 0) is used */
st->drawpix.z_shader = (struct st_fragment_program *) p;
st_translate_fragment_program(st, st->drawpix.z_shader, NULL);
return st->drawpix.z_shader;
}
/**
* Create a simple vertex shader that just passes through the
* vertex position and texcoord (and optionally, color).
*/
static struct st_vertex_program *
st_make_passthrough_vertex_shader(struct st_context *st, GLboolean passColor)
{
GLcontext *ctx = st->ctx;
struct st_vertex_program *stvp;
struct gl_program *p;
GLuint ic = 0;
if (st->drawpix.vert_shaders[passColor])
return st->drawpix.vert_shaders[passColor];
/*
* Create shader now
*/
p = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
if (!p)
return NULL;
if (passColor)
p->NumInstructions = 4;
else
p->NumInstructions = 3;
p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
if (!p->Instructions) {
ctx->Driver.DeleteProgram(ctx, p);
return NULL;
}
_mesa_init_instructions(p->Instructions, p->NumInstructions);
/* MOV result.pos, vertex.pos; */
p->Instructions[0].Opcode = OPCODE_MOV;
p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[0].DstReg.Index = VERT_RESULT_HPOS;
p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[0].SrcReg[0].Index = VERT_ATTRIB_POS;
/* MOV result.texcoord0, vertex.texcoord0; */
p->Instructions[1].Opcode = OPCODE_MOV;
p->Instructions[1].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[1].DstReg.Index = VERT_RESULT_TEX0;
p->Instructions[1].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[1].SrcReg[0].Index = VERT_ATTRIB_TEX0;
ic = 2;
if (passColor) {
/* MOV result.color0, vertex.color0; */
p->Instructions[ic].Opcode = OPCODE_MOV;
p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[ic].DstReg.Index = VERT_RESULT_COL0;
p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[ic].SrcReg[0].Index = VERT_ATTRIB_COLOR0;
ic++;
}
/* END; */
p->Instructions[ic].Opcode = OPCODE_END;
ic++;
assert(ic == p->NumInstructions);
p->InputsRead = VERT_BIT_POS | VERT_BIT_TEX0;
p->OutputsWritten = ((1 << VERT_RESULT_TEX0) |
(1 << VERT_RESULT_HPOS));
if (passColor) {
p->InputsRead |= VERT_BIT_COLOR0;
p->OutputsWritten |= (1 << VERT_RESULT_COL0);
}
stvp = (struct st_vertex_program *) p;
st_translate_vertex_program(st, stvp, NULL);
st->drawpix.vert_shaders[passColor] = stvp;
return stvp;
}
static GLenum
_mesa_base_format(GLenum format)
{
switch (format) {
case GL_DEPTH_COMPONENT:
return GL_DEPTH_COMPONENT;
case GL_STENCIL_INDEX:
return GL_STENCIL_INDEX;
default:
return GL_RGBA;
}
}
/**
* Make texture containing an image for glDrawPixels image.
* If 'pixels' is NULL, leave the texture image data undefined.
*/
static struct pipe_texture *
make_texture(struct st_context *st,
GLsizei width, GLsizei height, GLenum format, GLenum type,
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels)
{
GLcontext *ctx = st->ctx;
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
const struct gl_texture_format *mformat;
struct pipe_texture *pt;
enum pipe_format pipeFormat;
GLuint cpp;
GLenum baseFormat;
baseFormat = _mesa_base_format(format);
mformat = st_ChooseTextureFormat(ctx, baseFormat, format, type);
assert(mformat);
pipeFormat = st_mesa_format_to_pipe_format(mformat->MesaFormat);
assert(pipeFormat);
cpp = st_sizeof_format(pipeFormat);
pixels = _mesa_map_drawpix_pbo(ctx, unpack, pixels);
if (!pixels)
return NULL;
pt = st_texture_create(st, PIPE_TEXTURE_2D, pipeFormat, 0, width, height,
1, 0,
PIPE_TEXTURE_USAGE_SAMPLER);
if (!pt) {
_mesa_unmap_drawpix_pbo(ctx, unpack);
return NULL;
}
{
struct pipe_surface *surface;
static const GLuint dstImageOffsets = 0;
GLboolean success;
GLubyte *dest;
const GLbitfield imageTransferStateSave = ctx->_ImageTransferState;
/* we'll do pixel transfer in a fragment shader */
ctx->_ImageTransferState = 0x0;
surface = screen->get_tex_surface(screen, pt, 0, 0, 0,
PIPE_BUFFER_USAGE_CPU_WRITE);
/* map texture surface */
dest = screen->surface_map(screen, surface,
PIPE_BUFFER_USAGE_CPU_WRITE);
/* Put image into texture surface.
* Note that the image is actually going to be upside down in
* the texture. We deal with that with texcoords.
*/
success = mformat->StoreImage(ctx, 2, /* dims */
baseFormat, /* baseInternalFormat */
mformat, /* gl_texture_format */
dest, /* dest */
0, 0, 0, /* dstX/Y/Zoffset */
surface->pitch * cpp, /* dstRowStride, bytes */
&dstImageOffsets, /* dstImageOffsets */
width, height, 1, /* size */
format, type, /* src format/type */
pixels, /* data source */
unpack);
/* unmap */
screen->surface_unmap(screen, surface);
pipe_surface_reference(&surface, NULL);
assert(success);
/* restore */
ctx->_ImageTransferState = imageTransferStateSave;
}
_mesa_unmap_drawpix_pbo(ctx, unpack);
return pt;
}
/**
* Draw quad with texcoords and optional color.
* Coords are window coords with y=0=bottom.
* \param color may be null
* \param invertTex if true, flip texcoords vertically
*/
static void
draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z,
GLfloat x1, GLfloat y1, const GLfloat *color,
GLboolean invertTex)
{
struct st_context *st = ctx->st;
struct pipe_context *pipe = ctx->st->pipe;
GLfloat verts[4][3][4]; /* four verts, three attribs, XYZW */
/* setup vertex data */
{
const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
const GLfloat fb_width = fb->Width;
const GLfloat fb_height = fb->Height;
const GLfloat clip_x0 = x0 / fb_width * 2.0 - 1.0;
const GLfloat clip_y0 = y0 / fb_height * 2.0 - 1.0;
const GLfloat clip_x1 = x1 / fb_width * 2.0 - 1.0;
const GLfloat clip_y1 = y1 / fb_height * 2.0 - 1.0;
const GLfloat sLeft = 0.0F, sRight = 1.0F;
const GLfloat tTop = invertTex, tBot = 1.0 - tTop;
GLuint tex, i;
/* upper-left */
verts[0][0][0] = clip_x0; /* v[0].attr[0].x */
verts[0][0][1] = clip_y0; /* v[0].attr[0].y */
/* upper-right */
verts[1][0][0] = clip_x1;
verts[1][0][1] = clip_y0;
/* lower-right */
verts[2][0][0] = clip_x1;
verts[2][0][1] = clip_y1;
/* lower-left */
verts[3][0][0] = clip_x0;
verts[3][0][1] = clip_y1;
tex = color ? 2 : 1;
verts[0][tex][0] = sLeft; /* v[0].attr[tex].s */
verts[0][tex][1] = tTop; /* v[0].attr[tex].t */
verts[1][tex][0] = sRight;
verts[1][tex][1] = tTop;
verts[2][tex][0] = sRight;
verts[2][tex][1] = tBot;
verts[3][tex][0] = sLeft;
verts[3][tex][1] = tBot;
/* same for all verts: */
if (color) {
for (i = 0; i < 4; i++) {
verts[i][0][2] = z; /*Z*/
verts[i][0][3] = 1.0; /*W*/
verts[i][1][0] = color[0];
verts[i][1][1] = color[1];
verts[i][1][2] = color[2];
verts[i][1][3] = color[3];
verts[i][2][2] = 0.0; /*R*/
verts[i][2][3] = 1.0; /*Q*/
}
}
else {
for (i = 0; i < 4; i++) {
verts[i][0][2] = z; /*Z*/
verts[i][0][3] = 1.0; /*W*/
verts[i][1][2] = 0.0; /*R*/
verts[i][1][3] = 1.0; /*Q*/
}
}
}
{
struct pipe_buffer *buf;
ubyte *map;
/* allocate/load buffer object with vertex data */
buf = pipe_buffer_create(pipe, 32, PIPE_BUFFER_USAGE_VERTEX,
sizeof(verts));
map = pipe_buffer_map(pipe, buf, PIPE_BUFFER_USAGE_CPU_WRITE);
memcpy(map, verts, sizeof(verts));
pipe_buffer_unmap(pipe, buf);
util_draw_vertex_buffer(pipe, buf,
PIPE_PRIM_QUADS,
4, /* verts */
3); /* attribs/vert */
pipe_buffer_reference(pipe->winsys, &buf, NULL);
}
}
static void
draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
GLsizei width, GLsizei height,
GLfloat zoomX, GLfloat zoomY,
struct pipe_texture *pt,
struct st_vertex_program *stvp,
struct st_fragment_program *stfp,
const GLfloat *color,
GLboolean invertTex)
{
struct st_context *st = ctx->st;
struct pipe_context *pipe = ctx->st->pipe;
struct cso_context *cso = ctx->st->cso_context;
GLfloat x0, y0, x1, y1;
GLuint maxSize;
/* limit checks */
/* XXX if DrawPixels image is larger than max texture size, break
* it up into chunks.
*/
maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
assert(width <= maxSize);
assert(height <= maxSize);
cso_save_rasterizer(cso);
cso_save_viewport(cso);
cso_save_samplers(cso);
cso_save_sampler_textures(cso);
cso_save_fragment_shader(cso);
cso_save_vertex_shader(cso);
/* rasterizer state: just scissor */
{
struct pipe_rasterizer_state rasterizer;
memset(&rasterizer, 0, sizeof(rasterizer));
rasterizer.gl_rasterization_rules = 1;
rasterizer.scissor = ctx->Scissor.Enabled;
cso_set_rasterizer(cso, &rasterizer);
}
/* fragment shader state: TEX lookup program */
cso_set_fragment_shader_handle(cso, stfp->driver_shader);
/* vertex shader state: position + texcoord pass-through */
cso_set_vertex_shader_handle(cso, stvp->driver_shader);
/* texture sampling state: */
{
struct pipe_sampler_state sampler;
memset(&sampler, 0, sizeof(sampler));
sampler.wrap_s = PIPE_TEX_WRAP_CLAMP;
sampler.wrap_t = PIPE_TEX_WRAP_CLAMP;
sampler.wrap_r = PIPE_TEX_WRAP_CLAMP;
sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
sampler.normalized_coords = 1;
cso_single_sampler(cso, 0, &sampler);
if (st->pixel_xfer.pixelmap_enabled) {
cso_single_sampler(cso, 1, &sampler);
}
cso_single_sampler_done(cso);
}
/* viewport state: viewport matching window dims */
{
const float width = ctx->DrawBuffer->Width;
const float height = ctx->DrawBuffer->Height;
struct pipe_viewport_state vp;
vp.scale[0] = 0.5 * width;
vp.scale[1] = -0.5 * height;
vp.scale[2] = 1.0;
vp.scale[3] = 1.0;
vp.translate[0] = 0.5 * width;
vp.translate[1] = 0.5 * height;
vp.translate[2] = 0.0;
vp.translate[3] = 0.0;
cso_set_viewport(cso, &vp);
}
/* texture state: */
if (st->pixel_xfer.pixelmap_enabled) {
struct pipe_texture *textures[2];
textures[0] = pt;
textures[1] = st->pixel_xfer.pixelmap_texture;
pipe->set_sampler_textures(pipe, 2, textures);
}
else {
pipe->set_sampler_textures(pipe, 1, &pt);
}
/* Compute window coords (y=0=bottom) with pixel zoom.
* Recall that these coords are transformed by the current
* vertex shader and viewport transformation.
*/
x0 = x;
x1 = x + width * ctx->Pixel.ZoomX;
y0 = y;
y1 = y + height * ctx->Pixel.ZoomY;
//if(!color)
draw_quad(ctx, x0, y0, z, x1, y1, color, invertTex);
//else
//printf("skip draw quad\n");
/* restore state */
cso_restore_rasterizer(cso);
cso_restore_viewport(cso);
cso_restore_samplers(cso);
cso_restore_sampler_textures(cso);
cso_restore_fragment_shader(cso);
cso_restore_vertex_shader(cso);
}
/**
* Check if a GL format/type combination is a match to the given pipe format.
* XXX probably move this to a re-usable place.
*/
static GLboolean
compatible_formats(GLenum format, GLenum type, enum pipe_format pipeFormat)
{
static const GLuint one = 1;
GLubyte littleEndian = *((GLubyte *) &one);
if (pipeFormat == PIPE_FORMAT_R8G8B8A8_UNORM &&
format == GL_RGBA &&
type == GL_UNSIGNED_BYTE &&
!littleEndian) {
return GL_TRUE;
}
else if (pipeFormat == PIPE_FORMAT_R8G8B8A8_UNORM &&
format == GL_ABGR_EXT &&
type == GL_UNSIGNED_BYTE &&
littleEndian) {
return GL_TRUE;
}
else if (pipeFormat == PIPE_FORMAT_A8R8G8B8_UNORM &&
format == GL_BGRA &&
type == GL_UNSIGNED_BYTE &&
littleEndian) {
return GL_TRUE;
}
else if (pipeFormat == PIPE_FORMAT_R5G6B5_UNORM &&
format == GL_RGB &&
type == GL_UNSIGNED_SHORT_5_6_5) {
/* endian don't care */
return GL_TRUE;
}
else if (pipeFormat == PIPE_FORMAT_R5G6B5_UNORM &&
format == GL_BGR &&
type == GL_UNSIGNED_SHORT_5_6_5_REV) {
/* endian don't care */
return GL_TRUE;
}
else if (pipeFormat == PIPE_FORMAT_S8_UNORM &&
format == GL_STENCIL_INDEX &&
type == GL_UNSIGNED_BYTE) {
return GL_TRUE;
}
else if (pipeFormat == PIPE_FORMAT_Z32_UNORM &&
format == GL_DEPTH_COMPONENT &&
type == GL_UNSIGNED_INT) {
return GL_TRUE;
}
/* XXX add more cases */
else {
return GL_FALSE;
}
}
/**
* Check if any per-fragment ops are enabled.
* XXX probably move this to a re-usable place.
*/
static GLboolean
any_fragment_ops(const struct st_context *st)
{
if (st->state.depth_stencil.alpha.enabled ||
st->state.depth_stencil.depth.enabled ||
st->state.blend.blend_enable ||
st->state.blend.logicop_enable)
/* XXX more checks */
return GL_TRUE;
else
return GL_FALSE;
}
/**
* Check if any pixel transfer ops are enabled.
* XXX probably move this to a re-usable place.
*/
static GLboolean
any_pixel_transfer_ops(const struct st_context *st)
{
if (st->ctx->Pixel.RedScale != 1.0 ||
st->ctx->Pixel.RedBias != 0.0 ||
st->ctx->Pixel.GreenScale != 1.0 ||
st->ctx->Pixel.GreenBias != 0.0 ||
st->ctx->Pixel.BlueScale != 1.0 ||
st->ctx->Pixel.BlueBias != 0.0 ||
st->ctx->Pixel.AlphaScale != 1.0 ||
st->ctx->Pixel.AlphaBias != 0.0 ||
st->ctx->Pixel.MapColorFlag)
/* XXX more checks */
return GL_TRUE;
else
return GL_FALSE;
}
/**
* Draw image with a blit, or other non-textured quad method.
*/
static void
draw_blit(struct st_context *st,
GLsizei width, GLsizei height,
GLenum format, GLenum type, const GLvoid *pixels)
{
}
static void
draw_stencil_pixels(GLcontext *ctx, GLint x, GLint y,
GLsizei width, GLsizei height, GLenum type,
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels)
{
struct st_context *st = ctx->st;
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
struct st_renderbuffer *strb;
struct pipe_surface *ps;
const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0;
GLint skipPixels;
ubyte *stmap;
pipe->flush(pipe, PIPE_FLUSH_RENDER_CACHE, NULL);
strb = st_renderbuffer(ctx->DrawBuffer->
Attachment[BUFFER_STENCIL].Renderbuffer);
ps = screen->get_tex_surface(screen, strb->texture, 0, 0, 0,
PIPE_BUFFER_USAGE_CPU_WRITE);
/* map the stencil buffer */
stmap = screen->surface_map(screen, ps,
PIPE_BUFFER_USAGE_CPU_WRITE);
/* 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++) {
GLint spanY = y + row;
GLubyte values[MAX_WIDTH];
GLenum destType = GL_UNSIGNED_BYTE;
const GLvoid *source = _mesa_image_address2d(unpack, pixels,
width, height,
GL_COLOR_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 {
if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
spanY = ctx->DrawBuffer->Height - spanY - 1;
}
switch (ps->format) {
case PIPE_FORMAT_S8_UNORM:
{
ubyte *dest = stmap + spanY * ps->pitch + spanX;
memcpy(dest, values, spanWidth);
}
break;
case PIPE_FORMAT_S8Z24_UNORM:
{
uint *dest = (uint *) stmap + spanY * ps->pitch + spanX;
GLint k;
for (k = 0; k < spanWidth; k++) {
uint p = dest[k];
p = (p & 0xffffff) | (values[k] << 24);
dest[k] = p;
}
}
break;
default:
assert(0);
}
}
}
skipPixels += spanWidth;
}
/* unmap the stencil buffer */
screen->surface_unmap(screen, ps);
pipe_surface_reference(&ps, NULL);
}
/**
* Called via ctx->Driver.DrawPixels()
*/
static void
st_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 st_fragment_program *stfp;
struct st_vertex_program *stvp;
struct st_context *st = ctx->st;
struct pipe_surface *ps;
GLuint bufferFormat;
const GLfloat *color;
if (format == GL_STENCIL_INDEX) {
draw_stencil_pixels(ctx, x, y, width, height, type, unpack, pixels);
return;
}
st_validate_state(st);
if (format == GL_DEPTH_COMPONENT) {
ps = st->state.framebuffer.zsbuf;
stfp = make_fragment_shader_z(ctx->st);
stvp = st_make_passthrough_vertex_shader(ctx->st, GL_TRUE);
color = ctx->Current.RasterColor;
}
else if (format == GL_STENCIL_INDEX) {
ps = st->state.framebuffer.zsbuf;
/* XXX special case - can't use texture map */
color = NULL;
}
else {
ps = st->state.framebuffer.cbufs[0];
stfp = combined_drawpix_fragment_program(ctx);
stvp = st_make_passthrough_vertex_shader(ctx->st, GL_FALSE);
color = NULL;
}
bufferFormat = ps->format;
if (1/*any_fragment_ops(st) ||
any_pixel_transfer_ops(st) ||
!compatible_formats(format, type, ps->format)*/) {
/* textured quad */
struct pipe_texture *pt
= make_texture(ctx->st, width, height, format, type, unpack, pixels);
if (pt) {
draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2],
width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
pt, stvp, stfp, color, GL_FALSE);
pipe_texture_reference(&pt, NULL);
}
}
else {
/* blit */
draw_blit(st, width, height, format, type, pixels);
}
}
static void
copy_stencil_pixels(GLcontext *ctx, GLint srcx, GLint srcy,
GLsizei width, GLsizei height,
GLint dstx, GLint dsty)
{
struct st_renderbuffer *rbDraw = st_renderbuffer(ctx->DrawBuffer->_StencilBuffer);
struct pipe_screen *screen = ctx->st->pipe->screen;
struct pipe_surface *psDraw;
ubyte *drawMap;
ubyte *buffer;
int i;
buffer = malloc(width * height * sizeof(ubyte));
if (!buffer) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyPixels(stencil)");
return;
}
/* this will do stencil pixel transfer ops */
st_read_stencil_pixels(ctx, srcx, srcy, width, height, GL_UNSIGNED_BYTE,
&ctx->DefaultPacking, buffer);
psDraw = screen->get_tex_surface(screen, rbDraw->texture, 0, 0, 0,
PIPE_BUFFER_USAGE_CPU_WRITE);
/* map the stencil buffer */
drawMap = screen->surface_map(screen, psDraw, PIPE_BUFFER_USAGE_CPU_WRITE);
/* draw */
/* XXX PixelZoom not handled yet */
for (i = 0; i < height; i++) {
ubyte *dst;
const ubyte *src;
int y;
y = dsty + i;
if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
y = ctx->DrawBuffer->Height - y - 1;
}
dst = drawMap + (y * psDraw->pitch + dstx) * psDraw->cpp;
src = buffer + i * width;
switch (psDraw->format) {
case PIPE_FORMAT_S8Z24_UNORM:
{
uint *dst4 = (uint *) dst;
int j;
for (j = 0; j < width; j++) {
*dst4 = (*dst4 & 0xffffff) | (src[j] << 24);
dst4++;
}
}
break;
case PIPE_FORMAT_S8_UNORM:
memcpy(dst, src, width);
break;
default:
assert(0);
}
}
free(buffer);
/* unmap the stencil buffer */
screen->surface_unmap(screen, psDraw);
pipe_surface_reference(&psDraw, NULL);
}
static void
st_CopyPixels(GLcontext *ctx, GLint srcx, GLint srcy,
GLsizei width, GLsizei height,
GLint dstx, GLint dsty, GLenum type)
{
struct st_context *st = ctx->st;
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
struct st_renderbuffer *rbRead;
struct st_vertex_program *stvp;
struct st_fragment_program *stfp;
struct pipe_surface *psTex;
struct pipe_texture *pt;
GLfloat *color;
enum pipe_format srcFormat, texFormat;
/* make sure rendering has completed */
pipe->flush(pipe, PIPE_FLUSH_RENDER_CACHE, NULL);
st_validate_state(st);
if (type == GL_STENCIL) {
/* can't use texturing to do stencil */
copy_stencil_pixels(ctx, srcx, srcy, width, height, dstx, dsty);
return;
}
if (type == GL_COLOR) {
rbRead = st_get_color_read_renderbuffer(ctx);
color = NULL;
stfp = combined_drawpix_fragment_program(ctx);
stvp = st_make_passthrough_vertex_shader(ctx->st, GL_FALSE);
}
else {
assert(type == GL_DEPTH);
rbRead = st_renderbuffer(ctx->ReadBuffer->_DepthBuffer);
color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
stfp = make_fragment_shader_z(ctx->st);
stvp = st_make_passthrough_vertex_shader(ctx->st, GL_TRUE);
}
srcFormat = rbRead->texture->format;
if (screen->is_format_supported(screen, srcFormat, PIPE_TEXTURE)) {
texFormat = srcFormat;
}
else {
/* srcFormat can't be used as a texture format */
if (type == GL_DEPTH) {
texFormat = st_choose_format(pipe, GL_DEPTH_COMPONENT, PIPE_TEXTURE);
assert(texFormat != PIPE_FORMAT_NONE); /* XXX no depth texture formats??? */
}
else {
/* default color format */
texFormat = st_choose_format(pipe, GL_RGBA, PIPE_TEXTURE);
assert(texFormat != PIPE_FORMAT_NONE);
}
}
pt = st_texture_create(ctx->st, PIPE_TEXTURE_2D, texFormat, 0,
width, height, 1, 0,
PIPE_TEXTURE_USAGE_SAMPLER);
if (!pt)
return;
if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
srcy = ctx->DrawBuffer->Height - srcy - height;
}
if (srcFormat == texFormat) {
/* copy source framebuffer surface into mipmap/texture */
struct pipe_surface *psRead = screen->get_tex_surface(screen,
rbRead->texture, 0, 0, 0,
PIPE_BUFFER_USAGE_GPU_READ);
psTex = screen->get_tex_surface(screen, pt, 0, 0, 0,
PIPE_BUFFER_USAGE_GPU_WRITE );
pipe->surface_copy(pipe,
FALSE,
psTex, /* dest */
0, 0, /* destx/y */
psRead,
srcx, srcy, width, height);
pipe_surface_reference(&psRead, NULL);
}
else {
/* CPU-based fallback/conversion */
struct pipe_surface *psRead = screen->get_tex_surface(screen,
rbRead->texture, 0, 0, 0,
PIPE_BUFFER_USAGE_CPU_READ);
psTex = screen->get_tex_surface(screen, pt, 0, 0, 0,
PIPE_BUFFER_USAGE_CPU_WRITE );
if (type == GL_COLOR) {
/* alternate path using get/put_tile() */
GLfloat *buf = (GLfloat *) malloc(width * height * 4 * sizeof(GLfloat));
pipe_get_tile_rgba(pipe, psRead, srcx, srcy, width, height, buf);
pipe_put_tile_rgba(pipe, psTex, 0, 0, width, height, buf);
free(buf);
}
else {
/* GL_DEPTH */
GLuint *buf = (GLuint *) malloc(width * height * sizeof(GLuint));
pipe_get_tile_z(pipe, psRead, srcx, srcy, width, height, buf);
pipe_put_tile_z(pipe, psTex, 0, 0, width, height, buf);
free(buf);
}
pipe_surface_reference(&psRead, NULL);
}
pipe_surface_reference(&psTex, NULL);
/* draw textured quad */
draw_textured_quad(ctx, dstx, dsty, ctx->Current.RasterPos[2],
width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
pt, stvp, stfp, color, GL_TRUE);
pipe_texture_reference(&pt, NULL);
}
void st_init_drawpixels_functions(struct dd_function_table *functions)
{
functions->DrawPixels = st_DrawPixels;
functions->CopyPixels = st_CopyPixels;
}
void
st_destroy_drawpix(struct st_context *st)
{
st_reference_fragprog(st, &st->drawpix.z_shader, NULL);
st_reference_fragprog(st, &st->pixel_xfer.combined_prog, NULL);
st_reference_vertprog(st, &st->drawpix.vert_shaders[0], NULL);
st_reference_vertprog(st, &st->drawpix.vert_shaders[1], NULL);
}
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