1 /**************************************************************************
3 * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portionsalloc
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
28 #include "main/glheader.h"
29 #include "main/enums.h"
30 #include "main/image.h"
31 #include "main/colormac.h"
32 #include "main/mtypes.h"
33 #include "main/macros.h"
34 #include "main/bufferobj.h"
35 #include "main/pixelstore.h"
36 #include "main/state.h"
37 #include "main/teximage.h"
38 #include "main/texenv.h"
39 #include "main/texobj.h"
40 #include "main/texstate.h"
41 #include "main/texparam.h"
42 #include "main/varray.h"
43 #include "main/attrib.h"
44 #include "main/enable.h"
45 #include "main/viewport.h"
46 #include "shader/arbprogram.h"
47 #include "glapi/dispatch.h"
48 #include "swrast/swrast.h"
50 #include "intel_screen.h"
51 #include "intel_context.h"
52 #include "intel_batchbuffer.h"
53 #include "intel_blit.h"
54 #include "intel_regions.h"
55 #include "intel_buffer_objects.h"
56 #include "intel_buffers.h"
57 #include "intel_pixel.h"
58 #include "intel_reg.h"
61 #define FILE_DEBUG_FLAG DEBUG_PIXEL
64 /* Unlike the other intel_pixel_* functions, the expectation here is
65 * that the incoming data is not in a PBO. With the XY_TEXT blit
66 * method, there's no benefit haveing it in a PBO, but we could
67 * implement a path based on XY_MONO_SRC_COPY_BLIT which might benefit
68 * PBO bitmaps. I think they are probably pretty rare though - I
69 * wonder if Xgl uses them?
71 static const GLubyte *map_pbo( GLcontext *ctx,
72 GLsizei width, GLsizei height,
73 const struct gl_pixelstore_attrib *unpack,
74 const GLubyte *bitmap )
78 if (!_mesa_validate_pbo_access(2, unpack, width, height, 1,
79 GL_COLOR_INDEX, GL_BITMAP,
81 _mesa_error(ctx, GL_INVALID_OPERATION,"glBitmap(invalid PBO access)");
85 buf = (GLubyte *) ctx->Driver.MapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
89 _mesa_error(ctx, GL_INVALID_OPERATION, "glBitmap(PBO is mapped)");
93 return ADD_POINTERS(buf, bitmap);
96 static GLboolean test_bit( const GLubyte *src, GLuint bit )
98 return (src[bit/8] & (1<<(bit % 8))) ? 1 : 0;
101 static void set_bit( GLubyte *dest, GLuint bit )
103 dest[bit/8] |= 1 << (bit % 8);
106 /* Extract a rectangle's worth of data from the bitmap. Called
109 static GLuint get_bitmap_rect(GLsizei width, GLsizei height,
110 const struct gl_pixelstore_attrib *unpack,
111 const GLubyte *bitmap,
118 GLuint src_offset = (x + unpack->SkipPixels) & 0x7;
119 GLuint mask = unpack->LsbFirst ? 0 : 7;
126 if (INTEL_DEBUG & DEBUG_PIXEL)
127 _mesa_printf("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n",
128 __FUNCTION__, x,y,w,h,width,height,unpack->SkipPixels, src_offset, mask);
141 /* Require that dest be pre-zero'd.
143 for (row = first; row != (last+incr); row += incr) {
144 const GLubyte *rowsrc = _mesa_image_address2d(unpack, bitmap,
146 GL_COLOR_INDEX, GL_BITMAP,
149 for (col = 0; col < w; col++, bit++) {
150 if (test_bit(rowsrc, (col + src_offset) ^ mask)) {
151 set_bit(dest, bit ^ 7);
157 bit = ALIGN(bit, row_align);
164 * Returns the low Y value of the vertical range given, flipped according to
165 * whether the framebuffer is or not.
168 y_flip(struct gl_framebuffer *fb, int y, int height)
173 return fb->Height - y - height;
180 do_blit_bitmap( GLcontext *ctx,
181 GLint dstx, GLint dsty,
182 GLsizei width, GLsizei height,
183 const struct gl_pixelstore_attrib *unpack,
184 const GLubyte *bitmap )
186 struct intel_context *intel = intel_context(ctx);
187 struct intel_region *dst = intel_drawbuf_region(intel);
188 struct gl_framebuffer *fb = ctx->DrawBuffer;
192 unsigned int num_cliprects;
193 drm_clip_rect_t *cliprects;
195 GLsizei bitmap_width = width;
196 GLsizei bitmap_height = height;
198 /* Update draw buffer bounds */
199 _mesa_update_state(ctx);
201 if (ctx->Depth.Test) {
202 /* The blit path produces incorrect results when depth testing is on.
203 * It seems the blit Z coord is always 1.0 (the far plane) so fragments
204 * will likely be obscured by other, closer geometry.
212 if (_mesa_is_bufferobj(unpack->BufferObj)) {
213 bitmap = map_pbo(ctx, width, height, unpack, bitmap);
215 return GL_TRUE; /* even though this is an error, we're done */
218 COPY_4V(tmpColor, ctx->Current.RasterColor);
220 if (NEED_SECONDARY_COLOR(ctx)) {
221 ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor);
224 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[0], tmpColor[0]);
225 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[1], tmpColor[1]);
226 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[2], tmpColor[2]);
227 UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[3], tmpColor[3]);
230 color = INTEL_PACKCOLOR565(ubcolor[0], ubcolor[1], ubcolor[2]);
232 color = INTEL_PACKCOLOR8888(ubcolor[0], ubcolor[1],
233 ubcolor[2], ubcolor[3]);
235 if (!intel_check_blit_fragment_ops(ctx, tmpColor[3] == 1.0F))
238 LOCK_HARDWARE(intel);
240 intel_get_cliprects(intel, &cliprects, &num_cliprects, &x_off, &y_off);
241 if (num_cliprects != 0) {
243 GLint orig_dstx = dstx;
244 GLint orig_dsty = dsty;
246 /* Clip to buffer bounds and scissor. */
247 if (!_mesa_clip_to_region(fb->_Xmin, fb->_Ymin,
248 fb->_Xmax, fb->_Ymax,
249 &dstx, &dsty, &width, &height))
253 dsty = y_off + y_flip(fb, dsty, height);
255 for (i = 0; i < num_cliprects; i++) {
256 int box_x, box_y, box_w, box_h;
265 /* Clip to drawable cliprect */
266 if (!_mesa_clip_to_region(cliprects[i].x1,
270 &box_x, &box_y, &box_w, &box_h))
276 /* Then, finally, chop it all into chunks that can be
277 * digested by hardware:
279 for (py = 0; py < box_h; py += DY) {
280 for (px = 0; px < box_w; px += DX) {
281 int h = MIN2(DY, box_h - py);
282 int w = MIN2(DX, box_w - px);
283 GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8;
284 GLenum logic_op = ctx->Color.ColorLogicOpEnabled ?
285 ctx->Color.LogicOp : GL_COPY;
287 assert(sz <= sizeof(stipple));
288 memset(stipple, 0, sz);
290 /* May need to adjust this when padding has been introduced in
293 * Have to translate destination coordinates back into source
296 if (get_bitmap_rect(bitmap_width, bitmap_height, unpack,
298 -orig_dstx + (box_x + px - x_off),
299 -orig_dsty + y_flip(fb,
300 box_y + py - y_off, h),
304 fb->Name == 0 ? GL_TRUE : GL_FALSE) == 0)
307 if (!intelEmitImmediateColorExpandBlit(intel,
327 UNLOCK_HARDWARE(intel);
329 if (INTEL_DEBUG & DEBUG_SYNC)
330 intel_batchbuffer_flush(intel->batch);
332 if (_mesa_is_bufferobj(unpack->BufferObj)) {
333 /* done with PBO so unmap it now */
334 ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
342 intel_texture_bitmap(GLcontext * ctx,
343 GLint dst_x, GLint dst_y,
344 GLsizei width, GLsizei height,
345 const struct gl_pixelstore_attrib *unpack,
346 const GLubyte *bitmap)
348 struct intel_context *intel = intel_context(ctx);
349 static const char *fp =
352 "PARAM color=program.local[0];\n"
353 "TEX val, fragment.texcoord[0], texture[0], 2D;\n"
354 "ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n"
356 "MOV result.color, color;\n"
359 GLfloat vertices[4][4];
360 GLint old_active_texture;
364 /* We need a fragment program for the KIL effect */
365 if (!ctx->Extensions.ARB_fragment_program ||
366 !ctx->Extensions.ARB_vertex_program) {
367 if (INTEL_DEBUG & DEBUG_FALLBACKS)
369 "glBitmap fallback: No fragment/vertex program support\n");
373 /* We're going to mess with texturing with no regard to existing texture
374 * state, so if there is some set up we have to bail.
376 if (ctx->Texture._EnabledUnits != 0) {
377 if (INTEL_DEBUG & DEBUG_FALLBACKS)
378 fprintf(stderr, "glBitmap fallback: texturing enabled\n");
382 /* Can't do textured DrawPixels with a fragment program, unless we were
383 * to generate a new program that sampled our texture and put the results
384 * in the fragment color before the user's program started.
386 if (ctx->FragmentProgram.Enabled) {
387 if (INTEL_DEBUG & DEBUG_FALLBACKS)
388 fprintf(stderr, "glBitmap fallback: fragment program enabled\n");
392 if (ctx->VertexProgram.Enabled) {
393 if (INTEL_DEBUG & DEBUG_FALLBACKS)
394 fprintf(stderr, "glBitmap fallback: vertex program enabled\n");
398 if (!ctx->Extensions.ARB_texture_non_power_of_two &&
399 (!is_power_of_two(width) || !is_power_of_two(height))) {
400 if (INTEL_DEBUG & DEBUG_FALLBACKS)
402 "glBitmap() fallback: NPOT texture\n");
406 if (ctx->Fog.Enabled) {
407 if (INTEL_DEBUG & DEBUG_FALLBACKS)
408 fprintf(stderr, "glBitmap() fallback: fog\n");
412 /* Check that we can load in a texture this big. */
413 if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
414 height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
415 if (INTEL_DEBUG & DEBUG_FALLBACKS)
416 fprintf(stderr, "glBitmap fallback: bitmap too large (%dx%d)\n",
421 if (_mesa_is_bufferobj(unpack->BufferObj)) {
422 bitmap = map_pbo(ctx, width, height, unpack, bitmap);
424 return GL_TRUE; /* even though this is an error, we're done */
427 /* Convert the A1 bitmap to an A8 format suitable for glTexImage */
428 a8_bitmap = _mesa_calloc(width * height);
429 _mesa_expand_bitmap(width, height, unpack, bitmap, a8_bitmap, width, 0xff);
431 if (_mesa_is_bufferobj(unpack->BufferObj)) {
432 /* done with PBO so unmap it now */
433 ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
437 /* Save GL state before we start setting up our drawing */
438 _mesa_PushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT |
440 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT |
441 GL_CLIENT_PIXEL_STORE_BIT);
442 old_active_texture = ctx->Texture.CurrentUnit;
444 _mesa_Disable(GL_POLYGON_STIPPLE);
446 /* Upload our bitmap data to an alpha texture */
447 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
448 _mesa_Enable(GL_TEXTURE_2D);
449 _mesa_GenTextures(1, &texname);
450 _mesa_BindTexture(GL_TEXTURE_2D, texname);
451 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
452 _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
454 _mesa_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
455 _mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
456 _mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
457 _mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
458 _mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
459 _mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 1);
460 _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0,
461 GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap);
462 _mesa_free(a8_bitmap);
464 meta_set_fragment_program(&intel->meta, &intel->meta.bitmap_fp, fp);
465 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
466 ctx->Current.RasterColor);
467 meta_set_passthrough_vertex_program(&intel->meta);
468 meta_set_passthrough_transform(&intel->meta);
470 /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
471 dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
473 /* RasterPos[2] already takes into account the DepthRange mapping. */
474 _mesa_DepthRange(0.0, 1.0);
476 vertices[0][0] = dst_x;
477 vertices[0][1] = dst_y;
478 vertices[0][2] = dst_z;
479 vertices[0][3] = 1.0;
480 vertices[1][0] = dst_x + width;
481 vertices[1][1] = dst_y;
482 vertices[1][2] = dst_z;
483 vertices[1][3] = 1.0;
484 vertices[2][0] = dst_x + width;
485 vertices[2][1] = dst_y + height;
486 vertices[2][2] = dst_z;
487 vertices[2][3] = 1.0;
488 vertices[3][0] = dst_x;
489 vertices[3][1] = dst_y + height;
490 vertices[3][2] = dst_z;
491 vertices[3][3] = 1.0;
493 _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
494 _mesa_Enable(GL_VERTEX_ARRAY);
495 meta_set_default_texrect(&intel->meta);
496 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
498 meta_restore_texcoords(&intel->meta);
499 meta_restore_transform(&intel->meta);
500 meta_restore_fragment_program(&intel->meta);
501 meta_restore_vertex_program(&intel->meta);
503 _mesa_PopClientAttrib();
504 _mesa_Disable(GL_TEXTURE_2D); /* asserted that it was disabled at entry */
505 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
508 _mesa_DeleteTextures(1, &texname);
513 /* There are a large number of possible ways to implement bitmap on
514 * this hardware, most of them have some sort of drawback. Here are a
515 * few that spring to mind:
518 * - XY_MONO_SRC_BLT_CMD
519 * - use XY_SETUP_CLIP_BLT for cliprect clipping.
521 * - XY_TEXT_IMMEDIATE_BLT
522 * - blit per cliprect, subject to maximum immediate data size.
524 * - per pixel or run of pixels
526 * - good for sparse bitmaps
530 * - Translate bitmap to an alpha texture and render as a quad
531 * - Chop bitmap up into 32x32 squares and render w/polygon stipple.
534 intelBitmap(GLcontext * ctx,
536 GLsizei width, GLsizei height,
537 const struct gl_pixelstore_attrib *unpack,
538 const GLubyte * pixels)
540 if (do_blit_bitmap(ctx, x, y, width, height,
544 if (intel_texture_bitmap(ctx, x, y, width, height,
548 if (INTEL_DEBUG & DEBUG_PIXEL)
549 _mesa_printf("%s: fallback to swrast\n", __FUNCTION__);
551 _swrast_Bitmap(ctx, x, y, width, height, unpack, pixels);