/************************************************************************** * * 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_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_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); 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); }