| /************************************************************************** |
| * |
| * 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/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/depth.h" |
| #include "main/hash.h" |
| #include "main/blend.h" |
| #include "swrast/swrast.h" |
| #include "drivers/common/meta.h" |
| |
| #include "intel_context.h" |
| #include "intel_buffers.h" |
| #include "intel_pixel.h" |
| #include "intel_fbo.h" |
| |
| |
| /** XXX compare perf of this vs. _mesa_meta_DrawPixels(STENCIL) */ |
| 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]; |
| struct intel_renderbuffer *irb; |
| struct intel_renderbuffer *depth_irb; |
| struct gl_renderbuffer *rb; |
| struct gl_pixelstore_attrib old_unpack; |
| GLstencil *stencil_pixels; |
| int row, y1, y2; |
| GLint old_active_texture; |
| GLboolean rendering_to_fbo = ctx->DrawBuffer->Name != 0; |
| |
| 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 don't support stencil testing/ops here */ |
| if (ctx->Stencil._Enabled) |
| 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; |
| } |
| |
| if (!ctx->Extensions.ARB_texture_non_power_of_two && |
| (!is_power_of_two(width) || !is_power_of_two(height))) { |
| if (INTEL_DEBUG & DEBUG_FALLBACKS) |
| fprintf(stderr, |
| "glDrawPixels(GL_STENCIL_INDEX) fallback: NPOT texture\n"); |
| 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; |
| old_active_texture = ctx->Texture.CurrentUnit; |
| |
| _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(MESA_FORMAT_ARGB8888); |
| 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); |
| |
| meta_set_passthrough_transform(&intel->meta); |
| |
| /* Since we're rendering to the framebuffer as if it was an FBO, |
| * if it's the window system we have to flip the coordinates. |
| */ |
| if (rendering_to_fbo) { |
| y1 = y; |
| y2 = y + height * ctx->Pixel.ZoomY; |
| } else { |
| y1 = irb->Base.Height - (y + height * ctx->Pixel.ZoomY); |
| y2 = irb->Base.Height - y; |
| } |
| vertices[0][0] = x; |
| vertices[0][1] = y1; |
| vertices[1][0] = x + width * ctx->Pixel.ZoomX; |
| vertices[1][1] = y1; |
| vertices[2][0] = x + width * ctx->Pixel.ZoomX; |
| vertices[2][1] = y2; |
| vertices[3][0] = x; |
| vertices[3][1] = y2; |
| |
| _mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices); |
| _mesa_Enable(GL_VERTEX_ARRAY); |
| meta_set_default_texrect(&intel->meta); |
| |
| _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); |
| |
| meta_restore_texcoords(&intel->meta); |
| meta_restore_transform(&intel->meta); |
| |
| _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture); |
| _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 0 |
| /* XXX this function doesn't seem to work reliably even when all |
| * the pre-requisite conditions are met. |
| * Note that this function is never hit with conform. |
| * Fall back to swrast because even the _mesa_meta_DrawPixels() approach |
| * isn't working because of an apparent stencil bug. |
| */ |
| if (intel_stencil_drawpixels(ctx, x, y, width, height, format, type, |
| unpack, pixels)) |
| return; |
| #else |
| (void) intel_stencil_drawpixels; /* silence warning */ |
| if (format == GL_STENCIL_INDEX) { |
| _swrast_DrawPixels(ctx, x, y, width, height, format, type, |
| unpack, pixels); |
| return; |
| } |
| #endif |
| |
| _mesa_meta_DrawPixels(ctx, x, y, width, height, format, type, |
| unpack, pixels); |
| } |