blob: 7c664267d4e49d59936b4441f5689abe13bf8670 [file] [log] [blame]
/**************************************************************************
*
* 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 "main/texstore.h"
#include "main/state.h"
#include "shader/program.h"
#include "shader/prog_parameter.h"
#include "shader/prog_print.h"
#include "st_debug.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 "st_inlines.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_inlines.h"
#include "tgsi/tgsi_ureg.h"
#include "util/u_tile.h"
#include "util/u_draw_quad.h"
#include "util/u_format.h"
#include "util/u_math.h"
#include "util/u_rect.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_COLOR &&
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 = st_context(ctx);
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;
/* can't reference new program directly, already have a reference on it */
st_reference_fragprog(st, &st->pixel_xfer.combined_prog, NULL);
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_DEPTH.
* 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_DEPTH;
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_COLOR;
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_COLOR) | (1 << FRAG_RESULT_DEPTH);
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 void *
st_make_passthrough_vertex_shader(struct st_context *st,
GLboolean passColor)
{
if (!st->drawpix.vert_shaders[passColor]) {
struct ureg_program *ureg =
ureg_create( TGSI_PROCESSOR_VERTEX );
if (ureg == NULL)
return NULL;
/* MOV result.pos, vertex.pos; */
ureg_MOV(ureg,
ureg_DECL_output( ureg, TGSI_SEMANTIC_POSITION, 0 ),
ureg_DECL_vs_input( ureg, 0 ));
/* MOV result.texcoord0, vertex.texcoord0; */
ureg_MOV(ureg,
ureg_DECL_output( ureg, TGSI_SEMANTIC_GENERIC, 0 ),
ureg_DECL_vs_input( ureg, 1 ));
if (passColor) {
/* MOV result.color0, vertex.color0; */
ureg_MOV(ureg,
ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, 0 ),
ureg_DECL_vs_input( ureg, 2 ));
}
ureg_END( ureg );
st->drawpix.vert_shaders[passColor] =
ureg_create_shader_and_destroy( ureg, st->pipe );
}
return st->drawpix.vert_shaders[passColor];
}
static GLenum
_mesa_base_format(GLenum format)
{
switch (format) {
case GL_DEPTH_COMPONENT:
return GL_DEPTH_COMPONENT;
case GL_DEPTH_STENCIL:
return GL_DEPTH_STENCIL;
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;
gl_format mformat;
struct pipe_texture *pt;
enum pipe_format pipeFormat;
GLuint cpp;
GLenum baseFormat;
int ptw, pth;
baseFormat = _mesa_base_format(format);
mformat = st_ChooseTextureFormat(ctx, baseFormat, format, type);
assert(mformat);
pipeFormat = st_mesa_format_to_pipe_format(mformat);
assert(pipeFormat);
cpp = st_sizeof_format(pipeFormat);
pixels = _mesa_map_pbo_source(ctx, unpack, pixels);
if (!pixels)
return NULL;
/* Need to use POT texture? */
ptw = width;
pth = height;
if (!screen->get_param(screen, PIPE_CAP_NPOT_TEXTURES)) {
int l2pt, maxSize;
l2pt = util_logbase2(width);
if (1<<l2pt != width) {
ptw = 1<<(l2pt+1);
}
l2pt = util_logbase2(height);
if (1<<l2pt != height) {
pth = 1<<(l2pt+1);
}
/* Check against maximum texture size */
maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
assert(ptw <= maxSize);
assert(pth <= maxSize);
}
pt = st_texture_create(st, PIPE_TEXTURE_2D, pipeFormat, 0, ptw, pth, 1,
PIPE_TEXTURE_USAGE_SAMPLER);
if (!pt) {
_mesa_unmap_pbo_source(ctx, unpack);
return NULL;
}
{
struct pipe_transfer *transfer;
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;
transfer = st_no_flush_get_tex_transfer(st, pt, 0, 0, 0,
PIPE_TRANSFER_WRITE, 0, 0,
width, height);
/* map texture transfer */
dest = screen->transfer_map(screen, transfer);
/* Put image into texture transfer.
* Note that the image is actually going to be upside down in
* the texture. We deal with that with texcoords.
*/
success = _mesa_texstore(ctx, 2, /* dims */
baseFormat, /* baseInternalFormat */
mformat, /* gl_format */
dest, /* dest */
0, 0, 0, /* dstX/Y/Zoffset */
transfer->stride, /* dstRowStride, bytes */
&dstImageOffsets, /* dstImageOffsets */
width, height, 1, /* size */
format, type, /* src format/type */
pixels, /* data source */
unpack);
/* unmap */
screen->transfer_unmap(screen, transfer);
screen->tex_transfer_destroy(transfer);
assert(success);
/* restore */
ctx->_ImageTransferState = imageTransferStateSave;
}
_mesa_unmap_pbo_source(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, GLfloat maxXcoord, GLfloat maxYcoord)
{
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = 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 = (GLfloat) fb->Width;
const GLfloat fb_height = (GLfloat) fb->Height;
const GLfloat clip_x0 = x0 / fb_width * 2.0f - 1.0f;
const GLfloat clip_y0 = y0 / fb_height * 2.0f - 1.0f;
const GLfloat clip_x1 = x1 / fb_width * 2.0f - 1.0f;
const GLfloat clip_y1 = y1 / fb_height * 2.0f - 1.0f;
const GLfloat sLeft = 0.0f, sRight = maxXcoord;
const GLfloat tTop = invertTex ? maxYcoord : 0.0f;
const GLfloat tBot = invertTex ? 0.0f : maxYcoord;
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] = 1.0f; /*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] = 0.0f; /*R*/
verts[i][2][3] = 1.0f; /*Q*/
}
}
else {
for (i = 0; i < 4; i++) {
verts[i][0][2] = z; /*Z*/
verts[i][0][3] = 1.0f; /*W*/
verts[i][1][2] = 0.0f; /*R*/
verts[i][1][3] = 1.0f; /*Q*/
}
}
}
{
struct pipe_buffer *buf;
/* allocate/load buffer object with vertex data */
buf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
sizeof(verts));
st_no_flush_pipe_buffer_write(st, buf, 0, sizeof(verts), verts);
util_draw_vertex_buffer(pipe, buf, 0,
PIPE_PRIM_QUADS,
4, /* verts */
3); /* attribs/vert */
pipe_buffer_reference(&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,
void *driver_vp,
void *driver_fp,
const GLfloat *color,
GLboolean invertTex)
{
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
struct cso_context *cso = st->cso_context;
GLfloat x0, y0, x1, y1;
GLsizei 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, driver_fp);
/* vertex shader state: position + texcoord pass-through */
cso_set_vertex_shader_handle(cso, driver_vp);
/* 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 w = (float) ctx->DrawBuffer->Width;
const float h = (float) ctx->DrawBuffer->Height;
struct pipe_viewport_state vp;
vp.scale[0] = 0.5f * w;
vp.scale[1] = -0.5f * h;
vp.scale[2] = 1.0f;
vp.scale[3] = 1.0f;
vp.translate[0] = 0.5f * w;
vp.translate[1] = 0.5f * h;
vp.translate[2] = 0.0f;
vp.translate[3] = 0.0f;
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_fragment_sampler_textures(pipe, 2, textures);
}
else {
pipe->set_fragment_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 = (GLfloat) x;
x1 = x + width * ctx->Pixel.ZoomX;
y0 = (GLfloat) y;
y1 = y + height * ctx->Pixel.ZoomY;
draw_quad(ctx, x0, y0, z, x1, y1, color, invertTex,
(GLfloat) width / pt->width0,
(GLfloat) height / pt->height0);
/* 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);
}
static void
draw_stencil_pixels(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_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
struct st_renderbuffer *strb;
enum pipe_transfer_usage usage;
struct pipe_transfer *pt;
const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0;
GLint skipPixels;
ubyte *stmap;
struct gl_pixelstore_attrib clippedUnpack = *unpack;
if (!zoom) {
if (!_mesa_clip_drawpixels(ctx, &x, &y, &width, &height,
&clippedUnpack)) {
/* totally clipped */
return;
}
}
strb = st_renderbuffer(ctx->DrawBuffer->
Attachment[BUFFER_STENCIL].Renderbuffer);
if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
y = ctx->DrawBuffer->Height - y - height;
}
if(format != GL_DEPTH_STENCIL &&
util_format_get_component_bits(strb->format, UTIL_FORMAT_COLORSPACE_ZS, 0) != 0)
usage = PIPE_TRANSFER_READ_WRITE;
else
usage = PIPE_TRANSFER_WRITE;
pt = st_cond_flush_get_tex_transfer(st_context(ctx), strb->texture, 0, 0, 0,
usage, x, y,
width, height);
stmap = screen->transfer_map(screen, pt);
pixels = _mesa_map_pbo_source(ctx, &clippedUnpack, pixels);
assert(pixels);
/* if width > MAX_WIDTH, have to process image in chunks */
skipPixels = 0;
while (skipPixels < width) {
const GLint spanX = skipPixels;
const GLint spanWidth = MIN2(width - skipPixels, MAX_WIDTH);
GLint row;
for (row = 0; row < height; row++) {
GLubyte sValues[MAX_WIDTH];
GLuint zValues[MAX_WIDTH];
GLenum destType = GL_UNSIGNED_BYTE;
const GLvoid *source = _mesa_image_address2d(&clippedUnpack, pixels,
width, height,
format, type,
row, skipPixels);
_mesa_unpack_stencil_span(ctx, spanWidth, destType, sValues,
type, source, &clippedUnpack,
ctx->_ImageTransferState);
if (format == GL_DEPTH_STENCIL) {
_mesa_unpack_depth_span(ctx, spanWidth, GL_UNSIGNED_INT, zValues,
(1 << 24) - 1, type, source,
&clippedUnpack);
}
if (zoom) {
_mesa_problem(ctx, "Gallium glDrawPixels(GL_STENCIL) with "
"zoom not complete");
}
{
GLint spanY;
if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
spanY = height - row - 1;
}
else {
spanY = row;
}
/* now pack the stencil (and Z) values in the dest format */
switch (pt->texture->format) {
case PIPE_FORMAT_S8_UNORM:
{
ubyte *dest = stmap + spanY * pt->stride + spanX;
assert(usage == PIPE_TRANSFER_WRITE);
memcpy(dest, sValues, spanWidth);
}
break;
case PIPE_FORMAT_S8Z24_UNORM:
if (format == GL_DEPTH_STENCIL) {
uint *dest = (uint *) (stmap + spanY * pt->stride + spanX*4);
GLint k;
assert(usage == PIPE_TRANSFER_WRITE);
for (k = 0; k < spanWidth; k++) {
dest[k] = zValues[k] | (sValues[k] << 24);
}
}
else {
uint *dest = (uint *) (stmap + spanY * pt->stride + spanX*4);
GLint k;
assert(usage == PIPE_TRANSFER_READ_WRITE);
for (k = 0; k < spanWidth; k++) {
dest[k] = (dest[k] & 0xffffff) | (sValues[k] << 24);
}
}
break;
case PIPE_FORMAT_Z24S8_UNORM:
if (format == GL_DEPTH_STENCIL) {
uint *dest = (uint *) (stmap + spanY * pt->stride + spanX*4);
GLint k;
assert(usage == PIPE_TRANSFER_WRITE);
for (k = 0; k < spanWidth; k++) {
dest[k] = (zValues[k] << 8) | (sValues[k] & 0xff);
}
}
else {
uint *dest = (uint *) (stmap + spanY * pt->stride + spanX*4);
GLint k;
assert(usage == PIPE_TRANSFER_READ_WRITE);
for (k = 0; k < spanWidth; k++) {
dest[k] = (dest[k] & 0xffffff00) | (sValues[k] & 0xff);
}
}
break;
default:
assert(0);
}
}
}
skipPixels += spanWidth;
}
_mesa_unmap_pbo_source(ctx, &clippedUnpack);
/* unmap the stencil buffer */
screen->transfer_unmap(screen, pt);
screen->tex_transfer_destroy(pt);
}
/**
* 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;
void *driver_vp;
struct st_context *st = st_context(ctx);
struct pipe_surface *ps;
const GLfloat *color;
if (format == GL_STENCIL_INDEX ||
format == GL_DEPTH_STENCIL) {
draw_stencil_pixels(ctx, x, y, width, height, format, type,
unpack, pixels);
return;
}
/* Mesa state should be up to date by now */
assert(ctx->NewState == 0x0);
st_validate_state(st);
if (format == GL_DEPTH_COMPONENT) {
ps = st->state.framebuffer.zsbuf;
stfp = make_fragment_shader_z(st);
driver_vp = st_make_passthrough_vertex_shader(st, GL_TRUE);
color = ctx->Current.RasterColor;
}
else {
ps = st->state.framebuffer.cbufs[0];
stfp = combined_drawpix_fragment_program(ctx);
driver_vp = st_make_passthrough_vertex_shader(st, GL_FALSE);
color = NULL;
}
/* draw with textured quad */
{
struct pipe_texture *pt
= make_texture(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,
driver_vp,
stfp->driver_shader,
color, GL_FALSE);
pipe_texture_reference(&pt, NULL);
}
}
}
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;
enum pipe_transfer_usage usage;
struct pipe_transfer *ptDraw;
ubyte *drawMap;
ubyte *buffer;
int i;
buffer = _mesa_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_STENCIL_INDEX, GL_UNSIGNED_BYTE,
&ctx->DefaultPacking, buffer);
if(util_format_get_component_bits(rbDraw->format, UTIL_FORMAT_COLORSPACE_ZS, 0) != 0)
usage = PIPE_TRANSFER_READ_WRITE;
else
usage = PIPE_TRANSFER_WRITE;
if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
dsty = rbDraw->Base.Height - dsty - height;
}
ptDraw = st_cond_flush_get_tex_transfer(st_context(ctx),
rbDraw->texture, 0, 0, 0,
usage, dstx, dsty,
width, height);
assert(util_format_get_blockwidth(ptDraw->texture->format) == 1);
assert(util_format_get_blockheight(ptDraw->texture->format) == 1);
/* map the stencil buffer */
drawMap = screen->transfer_map(screen, ptDraw);
/* draw */
/* XXX PixelZoom not handled yet */
for (i = 0; i < height; i++) {
ubyte *dst;
const ubyte *src;
int y;
y = i;
if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
y = height - y - 1;
}
dst = drawMap + y * ptDraw->stride;
src = buffer + i * width;
switch (ptDraw->texture->format) {
case PIPE_FORMAT_S8Z24_UNORM:
{
uint *dst4 = (uint *) dst;
int j;
assert(usage == PIPE_TRANSFER_READ_WRITE);
for (j = 0; j < width; j++) {
*dst4 = (*dst4 & 0xffffff) | (src[j] << 24);
dst4++;
}
}
break;
case PIPE_FORMAT_Z24S8_UNORM:
{
uint *dst4 = (uint *) dst;
int j;
assert(usage == PIPE_TRANSFER_READ_WRITE);
for (j = 0; j < width; j++) {
*dst4 = (*dst4 & 0xffffff00) | (src[j] & 0xff);
dst4++;
}
}
break;
case PIPE_FORMAT_S8_UNORM:
assert(usage == PIPE_TRANSFER_WRITE);
memcpy(dst, src, width);
break;
default:
assert(0);
}
}
_mesa_free(buffer);
/* unmap the stencil buffer */
screen->transfer_unmap(screen, ptDraw);
screen->tex_transfer_destroy(ptDraw);
}
static void
st_CopyPixels(GLcontext *ctx, GLint srcx, GLint srcy,
GLsizei width, GLsizei height,
GLint dstx, GLint dsty, GLenum type)
{
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
struct st_renderbuffer *rbRead;
void *driver_vp;
struct st_fragment_program *stfp;
struct pipe_texture *pt;
GLfloat *color;
enum pipe_format srcFormat, texFormat;
int ptw, pth;
pipe->flush(pipe, PIPE_FLUSH_RENDER_CACHE, NULL);
st_validate_state(st);
if (srcx < 0) {
width -= -srcx;
dstx += -srcx;
srcx = 0;
}
if (srcy < 0) {
height -= -srcy;
dsty += -srcy;
srcy = 0;
}
if (dstx < 0) {
width -= -dstx;
srcx += -dstx;
dstx = 0;
}
if (dsty < 0) {
height -= -dsty;
srcy += -dsty;
dsty = 0;
}
if (width < 0 || height < 0)
return;
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);
driver_vp = st_make_passthrough_vertex_shader(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(st);
driver_vp = st_make_passthrough_vertex_shader(st, GL_TRUE);
}
srcFormat = rbRead->texture->format;
if (screen->is_format_supported(screen, srcFormat, PIPE_TEXTURE_2D,
PIPE_TEXTURE_USAGE_SAMPLER, 0)) {
texFormat = srcFormat;
}
else {
/* srcFormat can't be used as a texture format */
if (type == GL_DEPTH) {
texFormat = st_choose_format(screen, GL_DEPTH_COMPONENT,
PIPE_TEXTURE_2D,
PIPE_TEXTURE_USAGE_DEPTH_STENCIL);
assert(texFormat != PIPE_FORMAT_NONE); /* XXX no depth texture formats??? */
}
else {
/* default color format */
texFormat = st_choose_format(screen, GL_RGBA, PIPE_TEXTURE_2D,
PIPE_TEXTURE_USAGE_SAMPLER);
assert(texFormat != PIPE_FORMAT_NONE);
}
}
if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
srcy = ctx->DrawBuffer->Height - srcy - height;
if (srcy < 0) {
height -= -srcy;
srcy = 0;
}
if (height < 0)
return;
}
/* Need to use POT texture? */
ptw = width;
pth = height;
if (!screen->get_param(screen, PIPE_CAP_NPOT_TEXTURES)) {
int l2pt, maxSize;
l2pt = util_logbase2(width);
if (1<<l2pt != width) {
ptw = 1<<(l2pt+1);
}
l2pt = util_logbase2(height);
if (1<<l2pt != height) {
pth = 1<<(l2pt+1);
}
/* Check against maximum texture size */
maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
assert(ptw <= maxSize);
assert(pth <= maxSize);
}
pt = st_texture_create(st, PIPE_TEXTURE_2D, texFormat, 0,
ptw, pth, 1,
PIPE_TEXTURE_USAGE_SAMPLER);
if (!pt)
return;
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);
struct pipe_surface *psTex = screen->get_tex_surface(screen, pt, 0, 0, 0,
PIPE_BUFFER_USAGE_GPU_WRITE );
if (pipe->surface_copy) {
pipe->surface_copy(pipe,
psTex, /* dest */
0, 0, /* destx/y */
psRead,
srcx, srcy, width, height);
} else {
util_surface_copy(pipe, FALSE,
psTex,
0, 0,
psRead,
srcx, srcy, width, height);
}
pipe_surface_reference(&psRead, NULL);
pipe_surface_reference(&psTex, NULL);
}
else {
/* CPU-based fallback/conversion */
struct pipe_transfer *ptRead =
st_cond_flush_get_tex_transfer(st, rbRead->texture, 0, 0, 0,
PIPE_TRANSFER_READ, srcx, srcy, width,
height);
struct pipe_transfer *ptTex;
enum pipe_transfer_usage transfer_usage;
if (ST_DEBUG & DEBUG_FALLBACK)
debug_printf("%s: fallback processing\n", __FUNCTION__);
if (type == GL_DEPTH && util_format_is_depth_and_stencil(pt->format))
transfer_usage = PIPE_TRANSFER_READ_WRITE;
else
transfer_usage = PIPE_TRANSFER_WRITE;
ptTex = st_cond_flush_get_tex_transfer(st, pt, 0, 0, 0, transfer_usage,
0, 0, width, height);
if (type == GL_COLOR) {
/* alternate path using get/put_tile() */
GLfloat *buf = (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat));
pipe_get_tile_rgba(ptRead, 0, 0, width, height, buf);
pipe_put_tile_rgba(ptTex, 0, 0, width, height, buf);
_mesa_free(buf);
}
else {
/* GL_DEPTH */
GLuint *buf = (GLuint *) _mesa_malloc(width * height * sizeof(GLuint));
pipe_get_tile_z(ptRead, 0, 0, width, height, buf);
pipe_put_tile_z(ptTex, 0, 0, width, height, buf);
_mesa_free(buf);
}
screen->tex_transfer_destroy(ptRead);
screen->tex_transfer_destroy(ptTex);
}
/* draw textured quad */
draw_textured_quad(ctx, dstx, dsty, ctx->Current.RasterPos[2],
width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
pt,
driver_vp,
stfp->driver_shader,
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);
}