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/programs/develop/libraries/Mesa/src/mesa/state_tracker/st_cb_bitmap.c
0,0 → 1,871
/**************************************************************************
*
* 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 "program/program.h"
#include "program/prog_print.h"
 
#include "st_context.h"
#include "st_atom.h"
#include "st_atom_constbuf.h"
#include "st_program.h"
#include "st_cb_bitmap.h"
#include "st_texture.h"
 
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_shader_tokens.h"
#include "util/u_inlines.h"
#include "util/u_draw_quad.h"
#include "util/u_simple_shaders.h"
#include "program/prog_instruction.h"
#include "cso_cache/cso_context.h"
 
 
#if FEATURE_drawpix
 
/**
* glBitmaps are drawn as textured quads. The user's bitmap pattern
* is stored in a texture image. An alpha8 texture format is used.
* The fragment shader samples a bit (texel) from the texture, then
* discards the fragment if the bit is off.
*
* Note that we actually store the inverse image of the bitmap to
* simplify the fragment program. An "on" bit gets stored as texel=0x0
* and an "off" bit is stored as texel=0xff. Then we kill the
* fragment if the negated texel value is less than zero.
*/
 
 
/**
* The bitmap cache attempts to accumulate multiple glBitmap calls in a
* buffer which is then rendered en mass upon a flush, state change, etc.
* A wide, short buffer is used to target the common case of a series
* of glBitmap calls being used to draw text.
*/
static GLboolean UseBitmapCache = GL_TRUE;
 
 
#define BITMAP_CACHE_WIDTH 512
#define BITMAP_CACHE_HEIGHT 32
 
struct bitmap_cache
{
/** Window pos to render the cached image */
GLint xpos, ypos;
/** Bounds of region used in window coords */
GLint xmin, ymin, xmax, ymax;
 
GLfloat color[4];
 
/** Bitmap's Z position */
GLfloat zpos;
 
struct pipe_resource *texture;
struct pipe_transfer *trans;
 
GLboolean empty;
 
/** An I8 texture image: */
ubyte *buffer;
};
 
 
/** Epsilon for Z comparisons */
#define Z_EPSILON 1e-06
 
 
/**
* Make fragment program for glBitmap:
* Sample the texture and kill the fragment if the bit is 0.
* This program will be combined with the user's fragment program.
*/
static struct st_fragment_program *
make_bitmap_fragment_program(struct gl_context *ctx, GLuint samplerIndex)
{
struct st_context *st = st_context(ctx);
struct st_fragment_program *stfp;
struct gl_program *p;
GLuint ic = 0;
 
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 tmp0, fragment.texcoord[0], texture[0], 2D; */
p->Instructions[ic].Opcode = OPCODE_TEX;
p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY;
p->Instructions[ic].DstReg.Index = 0;
p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
p->Instructions[ic].TexSrcUnit = samplerIndex;
p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
ic++;
 
/* KIL if -tmp0 < 0 # texel=0 -> keep / texel=0 -> discard */
p->Instructions[ic].Opcode = OPCODE_KIL;
p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
 
if (st->bitmap.tex_format == PIPE_FORMAT_L8_UNORM)
p->Instructions[ic].SrcReg[0].Swizzle = SWIZZLE_XXXX;
 
p->Instructions[ic].SrcReg[0].Index = 0;
p->Instructions[ic].SrcReg[0].Negate = NEGATE_XYZW;
ic++;
 
/* END; */
p->Instructions[ic++].Opcode = OPCODE_END;
 
assert(ic == p->NumInstructions);
 
p->InputsRead = FRAG_BIT_TEX0;
p->OutputsWritten = 0x0;
p->SamplersUsed = (1 << samplerIndex);
 
stfp = (struct st_fragment_program *) p;
stfp->Base.UsesKill = GL_TRUE;
 
return stfp;
}
 
 
static int
find_free_bit(uint bitfield)
{
int i;
for (i = 0; i < 32; i++) {
if ((bitfield & (1 << i)) == 0) {
return i;
}
}
return -1;
}
 
 
/**
* Combine basic bitmap fragment program with the user-defined program.
*/
static struct st_fragment_program *
combined_bitmap_fragment_program(struct gl_context *ctx)
{
struct st_context *st = st_context(ctx);
struct st_fragment_program *stfp = st->fp;
 
if (!stfp->bitmap_program) {
/*
* Generate new program which is the user-defined program prefixed
* with the bitmap sampler/kill instructions.
*/
struct st_fragment_program *bitmap_prog;
uint sampler;
 
sampler = find_free_bit(st->fp->Base.Base.SamplersUsed);
bitmap_prog = make_bitmap_fragment_program(ctx, sampler);
 
stfp->bitmap_program = (struct st_fragment_program *)
_mesa_combine_programs(ctx,
&bitmap_prog->Base.Base, &stfp->Base.Base);
stfp->bitmap_program->bitmap_sampler = sampler;
 
/* done with this after combining */
st_reference_fragprog(st, &bitmap_prog, NULL);
 
#if 0
{
struct gl_program *p = &stfp->bitmap_program->Base.Base;
printf("Combined bitmap 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->bitmap_program);
}
 
return stfp->bitmap_program;
}
 
 
/**
* Copy user-provide bitmap bits into texture buffer, expanding
* bits into texels.
* "On" bits will set texels to 0x0.
* "Off" bits will not modify texels.
* Note that the image is actually going to be upside down in
* the texture. We deal with that with texcoords.
*/
static void
unpack_bitmap(struct st_context *st,
GLint px, GLint py, GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap,
ubyte *destBuffer, uint destStride)
{
destBuffer += py * destStride + px;
 
_mesa_expand_bitmap(width, height, unpack, bitmap,
destBuffer, destStride, 0x0);
}
 
 
/**
* Create a texture which represents a bitmap image.
*/
static struct pipe_resource *
make_bitmap_texture(struct gl_context *ctx, GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap)
{
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
struct pipe_transfer *transfer;
ubyte *dest;
struct pipe_resource *pt;
 
/* PBO source... */
bitmap = _mesa_map_pbo_source(ctx, unpack, bitmap);
if (!bitmap) {
return NULL;
}
 
/**
* Create texture to hold bitmap pattern.
*/
pt = st_texture_create(st, st->internal_target, st->bitmap.tex_format,
0, width, height, 1,
PIPE_BIND_SAMPLER_VIEW);
if (!pt) {
_mesa_unmap_pbo_source(ctx, unpack);
return NULL;
}
 
transfer = pipe_get_transfer(st->pipe, pt, 0, 0,
PIPE_TRANSFER_WRITE,
0, 0, width, height);
 
dest = pipe_transfer_map(pipe, transfer);
 
/* Put image into texture transfer */
memset(dest, 0xff, height * transfer->stride);
unpack_bitmap(st, 0, 0, width, height, unpack, bitmap,
dest, transfer->stride);
 
_mesa_unmap_pbo_source(ctx, unpack);
 
/* Release transfer */
pipe_transfer_unmap(pipe, transfer);
pipe->transfer_destroy(pipe, transfer);
 
return pt;
}
 
static GLuint
setup_bitmap_vertex_data(struct st_context *st, bool normalized,
int x, int y, int width, int height,
float z, const float color[4])
{
struct pipe_context *pipe = st->pipe;
const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
const GLfloat fb_width = (GLfloat)fb->Width;
const GLfloat fb_height = (GLfloat)fb->Height;
const GLfloat x0 = (GLfloat)x;
const GLfloat x1 = (GLfloat)(x + width);
const GLfloat y0 = (GLfloat)y;
const GLfloat y1 = (GLfloat)(y + height);
GLfloat sLeft = (GLfloat)0.0, sRight = (GLfloat)1.0;
GLfloat tTop = (GLfloat)0.0, tBot = (GLfloat)1.0 - tTop;
const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
const GLuint max_slots = 1; /* 4096 / sizeof(st->bitmap.vertices); */
GLuint i;
 
if(!normalized)
{
sRight = width;
tBot = height;
}
 
/* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
* no_flush) updates to buffers where we know there is no conflict
* with previous data. Currently using max_slots > 1 will cause
* synchronous rendering if the driver flushes its command buffers
* between one bitmap and the next. Our flush hook below isn't
* sufficient to catch this as the driver doesn't tell us when it
* flushes its own command buffers. Until this gets fixed, pay the
* price of allocating a new buffer for each bitmap cache-flush to
* avoid synchronous rendering.
*/
if (st->bitmap.vbuf_slot >= max_slots) {
pipe_resource_reference(&st->bitmap.vbuf, NULL);
st->bitmap.vbuf_slot = 0;
}
 
if (!st->bitmap.vbuf) {
st->bitmap.vbuf = pipe_buffer_create(pipe->screen,
PIPE_BIND_VERTEX_BUFFER,
max_slots * sizeof(st->bitmap.vertices));
}
 
/* Positions are in clip coords since we need to do clipping in case
* the bitmap quad goes beyond the window bounds.
*/
st->bitmap.vertices[0][0][0] = clip_x0;
st->bitmap.vertices[0][0][1] = clip_y0;
st->bitmap.vertices[0][2][0] = sLeft;
st->bitmap.vertices[0][2][1] = tTop;
 
st->bitmap.vertices[1][0][0] = clip_x1;
st->bitmap.vertices[1][0][1] = clip_y0;
st->bitmap.vertices[1][2][0] = sRight;
st->bitmap.vertices[1][2][1] = tTop;
st->bitmap.vertices[2][0][0] = clip_x1;
st->bitmap.vertices[2][0][1] = clip_y1;
st->bitmap.vertices[2][2][0] = sRight;
st->bitmap.vertices[2][2][1] = tBot;
st->bitmap.vertices[3][0][0] = clip_x0;
st->bitmap.vertices[3][0][1] = clip_y1;
st->bitmap.vertices[3][2][0] = sLeft;
st->bitmap.vertices[3][2][1] = tBot;
/* same for all verts: */
for (i = 0; i < 4; i++) {
st->bitmap.vertices[i][0][2] = z;
st->bitmap.vertices[i][0][3] = 1.0;
st->bitmap.vertices[i][1][0] = color[0];
st->bitmap.vertices[i][1][1] = color[1];
st->bitmap.vertices[i][1][2] = color[2];
st->bitmap.vertices[i][1][3] = color[3];
st->bitmap.vertices[i][2][2] = 0.0; /*R*/
st->bitmap.vertices[i][2][3] = 1.0; /*Q*/
}
 
/* put vertex data into vbuf */
pipe_buffer_write_nooverlap(st->pipe,
st->bitmap.vbuf,
st->bitmap.vbuf_slot * sizeof st->bitmap.vertices,
sizeof st->bitmap.vertices,
st->bitmap.vertices);
 
return st->bitmap.vbuf_slot++ * sizeof st->bitmap.vertices;
}
 
 
 
/**
* Render a glBitmap by drawing a textured quad
*/
static void
draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
GLsizei width, GLsizei height,
struct pipe_sampler_view *sv,
const GLfloat *color)
{
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
struct cso_context *cso = st->cso_context;
struct st_fragment_program *stfp;
GLuint maxSize;
GLuint offset;
 
stfp = combined_bitmap_fragment_program(ctx);
 
/* As an optimization, Mesa's fragment programs will sometimes get the
* primary color from a statevar/constant rather than a varying variable.
* when that's the case, we need to ensure that we use the 'color'
* parameter and not the current attribute color (which may have changed
* through glRasterPos and state validation.
* So, we force the proper color here. Not elegant, but it works.
*/
{
GLfloat colorSave[4];
COPY_4V(colorSave, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color);
st_upload_constants(st, stfp->Base.Base.Parameters, PIPE_SHADER_FRAGMENT);
COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave);
}
 
 
/* limit checks */
/* XXX if the bitmap is larger than the 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 <= (GLsizei)maxSize);
assert(height <= (GLsizei)maxSize);
 
cso_save_rasterizer(cso);
cso_save_samplers(cso);
cso_save_fragment_sampler_views(cso);
cso_save_viewport(cso);
cso_save_fragment_shader(cso);
cso_save_vertex_shader(cso);
cso_save_vertex_elements(cso);
 
/* rasterizer state: just scissor */
st->bitmap.rasterizer.scissor = ctx->Scissor.Enabled;
cso_set_rasterizer(cso, &st->bitmap.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, st->bitmap.vs);
 
/* user samplers, plus our bitmap sampler */
{
struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
uint num = MAX2(stfp->bitmap_sampler + 1, st->state.num_samplers);
uint i;
for (i = 0; i < st->state.num_samplers; i++) {
samplers[i] = &st->state.samplers[i];
}
samplers[stfp->bitmap_sampler] = &st->bitmap.samplers[sv->texture->target != PIPE_TEXTURE_RECT];
cso_set_samplers(cso, num, (const struct pipe_sampler_state **) samplers);
}
 
/* user textures, plus the bitmap texture */
{
struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
uint num = MAX2(stfp->bitmap_sampler + 1, st->state.num_textures);
memcpy(sampler_views, st->state.sampler_views, sizeof(sampler_views));
sampler_views[stfp->bitmap_sampler] = sv;
cso_set_fragment_sampler_views(cso, num, sampler_views);
}
 
/* viewport state: viewport matching window dims */
{
const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
const GLfloat width = (GLfloat)fb->Width;
const GLfloat height = (GLfloat)fb->Height;
struct pipe_viewport_state vp;
vp.scale[0] = 0.5f * width;
vp.scale[1] = height * (invert ? -0.5f : 0.5f);
vp.scale[2] = 0.5f;
vp.scale[3] = 1.0f;
vp.translate[0] = 0.5f * width;
vp.translate[1] = 0.5f * height;
vp.translate[2] = 0.5f;
vp.translate[3] = 0.0f;
cso_set_viewport(cso, &vp);
}
 
cso_set_vertex_elements(cso, 3, st->velems_util_draw);
 
/* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
z = z * 2.0 - 1.0;
 
/* draw textured quad */
offset = setup_bitmap_vertex_data(st, sv->texture->target != PIPE_TEXTURE_RECT, x, y, width, height, z, color);
 
util_draw_vertex_buffer(pipe, st->bitmap.vbuf, offset,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
3); /* attribs/vert */
 
 
/* restore state */
cso_restore_rasterizer(cso);
cso_restore_samplers(cso);
cso_restore_fragment_sampler_views(cso);
cso_restore_viewport(cso);
cso_restore_fragment_shader(cso);
cso_restore_vertex_shader(cso);
cso_restore_vertex_elements(cso);
}
 
 
static void
reset_cache(struct st_context *st)
{
struct pipe_context *pipe = st->pipe;
struct bitmap_cache *cache = st->bitmap.cache;
 
/*memset(cache->buffer, 0xff, sizeof(cache->buffer));*/
cache->empty = GL_TRUE;
 
cache->xmin = 1000000;
cache->xmax = -1000000;
cache->ymin = 1000000;
cache->ymax = -1000000;
 
if (cache->trans) {
pipe->transfer_destroy(pipe, cache->trans);
cache->trans = NULL;
}
 
assert(!cache->texture);
 
/* allocate a new texture */
cache->texture = st_texture_create(st, PIPE_TEXTURE_2D,
st->bitmap.tex_format, 0,
BITMAP_CACHE_WIDTH, BITMAP_CACHE_HEIGHT,
1,
PIPE_BIND_SAMPLER_VIEW);
}
 
 
/** Print bitmap image to stdout (debug) */
static void
print_cache(const struct bitmap_cache *cache)
{
int i, j, k;
 
for (i = 0; i < BITMAP_CACHE_HEIGHT; i++) {
k = BITMAP_CACHE_WIDTH * (BITMAP_CACHE_HEIGHT - i - 1);
for (j = 0; j < BITMAP_CACHE_WIDTH; j++) {
if (cache->buffer[k])
printf("X");
else
printf(" ");
k++;
}
printf("\n");
}
}
 
 
static void
create_cache_trans(struct st_context *st)
{
struct pipe_context *pipe = st->pipe;
struct bitmap_cache *cache = st->bitmap.cache;
 
if (cache->trans)
return;
 
/* Map the texture transfer.
* Subsequent glBitmap calls will write into the texture image.
*/
cache->trans = pipe_get_transfer(st->pipe, cache->texture, 0, 0,
PIPE_TRANSFER_WRITE, 0, 0,
BITMAP_CACHE_WIDTH,
BITMAP_CACHE_HEIGHT);
cache->buffer = pipe_transfer_map(pipe, cache->trans);
 
/* init image to all 0xff */
memset(cache->buffer, 0xff, cache->trans->stride * BITMAP_CACHE_HEIGHT);
}
 
 
/**
* If there's anything in the bitmap cache, draw/flush it now.
*/
void
st_flush_bitmap_cache(struct st_context *st)
{
if (!st->bitmap.cache->empty) {
struct bitmap_cache *cache = st->bitmap.cache;
 
if (st->ctx->DrawBuffer) {
struct pipe_context *pipe = st->pipe;
struct pipe_sampler_view *sv;
 
assert(cache->xmin <= cache->xmax);
/* printf("flush size %d x %d at %d, %d\n",
cache->xmax - cache->xmin,
cache->ymax - cache->ymin,
cache->xpos, cache->ypos);
*/
 
/* The texture transfer has been mapped until now.
* So unmap and release the texture transfer before drawing.
*/
if (cache->trans) {
if (0)
print_cache(cache);
pipe_transfer_unmap(pipe, cache->trans);
cache->buffer = NULL;
 
pipe->transfer_destroy(pipe, cache->trans);
cache->trans = NULL;
}
 
sv = st_create_texture_sampler_view(st->pipe, cache->texture);
if (sv) {
draw_bitmap_quad(st->ctx,
cache->xpos,
cache->ypos,
cache->zpos,
BITMAP_CACHE_WIDTH, BITMAP_CACHE_HEIGHT,
sv,
cache->color);
 
pipe_sampler_view_reference(&sv, NULL);
}
}
 
/* release/free the texture */
pipe_resource_reference(&cache->texture, NULL);
 
reset_cache(st);
}
}
 
/* Flush bitmap cache and release vertex buffer.
*/
void
st_flush_bitmap( struct st_context *st )
{
st_flush_bitmap_cache(st);
 
/* Release vertex buffer to avoid synchronous rendering if we were
* to map it in the next frame.
*/
pipe_resource_reference(&st->bitmap.vbuf, NULL);
st->bitmap.vbuf_slot = 0;
}
 
 
/**
* Try to accumulate this glBitmap call in the bitmap cache.
* \return GL_TRUE for success, GL_FALSE if bitmap is too large, etc.
*/
static GLboolean
accum_bitmap(struct st_context *st,
GLint x, GLint y, GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap )
{
struct bitmap_cache *cache = st->bitmap.cache;
int px = -999, py = -999;
const GLfloat z = st->ctx->Current.RasterPos[2];
 
if (width > BITMAP_CACHE_WIDTH ||
height > BITMAP_CACHE_HEIGHT)
return GL_FALSE; /* too big to cache */
 
if (!cache->empty) {
px = x - cache->xpos; /* pos in buffer */
py = y - cache->ypos;
if (px < 0 || px + width > BITMAP_CACHE_WIDTH ||
py < 0 || py + height > BITMAP_CACHE_HEIGHT ||
!TEST_EQ_4V(st->ctx->Current.RasterColor, cache->color) ||
((fabs(z - cache->zpos) > Z_EPSILON))) {
/* This bitmap would extend beyond cache bounds, or the bitmap
* color is changing
* so flush and continue.
*/
st_flush_bitmap_cache(st);
}
}
 
if (cache->empty) {
/* Initialize. Center bitmap vertically in the buffer. */
px = 0;
py = (BITMAP_CACHE_HEIGHT - height) / 2;
cache->xpos = x;
cache->ypos = y - py;
cache->zpos = z;
cache->empty = GL_FALSE;
COPY_4FV(cache->color, st->ctx->Current.RasterColor);
}
 
assert(px != -999);
assert(py != -999);
 
if (x < cache->xmin)
cache->xmin = x;
if (y < cache->ymin)
cache->ymin = y;
if (x + width > cache->xmax)
cache->xmax = x + width;
if (y + height > cache->ymax)
cache->ymax = y + height;
 
/* create the transfer if needed */
create_cache_trans(st);
 
unpack_bitmap(st, px, py, width, height, unpack, bitmap,
cache->buffer, BITMAP_CACHE_WIDTH);
 
return GL_TRUE; /* accumulated */
}
 
 
 
/**
* Called via ctx->Driver.Bitmap()
*/
static void
st_Bitmap(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap )
{
struct st_context *st = st_context(ctx);
struct pipe_resource *pt;
 
if (width == 0 || height == 0)
return;
 
st_validate_state(st);
 
if (!st->bitmap.vs) {
/* create pass-through vertex shader now */
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_COLOR,
TGSI_SEMANTIC_GENERIC };
const uint semantic_indexes[] = { 0, 0, 0 };
st->bitmap.vs = util_make_vertex_passthrough_shader(st->pipe, 3,
semantic_names,
semantic_indexes);
}
 
if (UseBitmapCache && accum_bitmap(st, x, y, width, height, unpack, bitmap))
return;
 
pt = make_bitmap_texture(ctx, width, height, unpack, bitmap);
if (pt) {
struct pipe_sampler_view *sv = st_create_texture_sampler_view(st->pipe, pt);
 
assert(pt->target == PIPE_TEXTURE_2D || pt->target == PIPE_TEXTURE_RECT);
 
if (sv) {
draw_bitmap_quad(ctx, x, y, ctx->Current.RasterPos[2],
width, height, sv,
st->ctx->Current.RasterColor);
 
pipe_sampler_view_reference(&sv, NULL);
}
 
/* release/free the texture */
pipe_resource_reference(&pt, NULL);
}
}
 
 
/** Per-context init */
void
st_init_bitmap_functions(struct dd_function_table *functions)
{
functions->Bitmap = st_Bitmap;
}
 
 
/** Per-context init */
void
st_init_bitmap(struct st_context *st)
{
struct pipe_sampler_state *sampler = &st->bitmap.samplers[0];
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
 
/* init sampler state once */
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;
st->bitmap.samplers[1] = *sampler;
st->bitmap.samplers[1].normalized_coords = 1;
 
/* init baseline rasterizer state once */
memset(&st->bitmap.rasterizer, 0, sizeof(st->bitmap.rasterizer));
st->bitmap.rasterizer.gl_rasterization_rules = 1;
 
/* find a usable texture format */
if (screen->is_format_supported(screen, PIPE_FORMAT_I8_UNORM, PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW, 0)) {
st->bitmap.tex_format = PIPE_FORMAT_I8_UNORM;
}
else if (screen->is_format_supported(screen, PIPE_FORMAT_A8_UNORM, PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW, 0)) {
st->bitmap.tex_format = PIPE_FORMAT_A8_UNORM;
}
else if (screen->is_format_supported(screen, PIPE_FORMAT_L8_UNORM, PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW, 0)) {
st->bitmap.tex_format = PIPE_FORMAT_L8_UNORM;
}
else {
/* XXX support more formats */
assert(0);
}
 
/* alloc bitmap cache object */
st->bitmap.cache = ST_CALLOC_STRUCT(bitmap_cache);
 
reset_cache(st);
}
 
 
/** Per-context tear-down */
void
st_destroy_bitmap(struct st_context *st)
{
struct pipe_context *pipe = st->pipe;
struct bitmap_cache *cache = st->bitmap.cache;
 
 
 
if (st->bitmap.vs) {
cso_delete_vertex_shader(st->cso_context, st->bitmap.vs);
st->bitmap.vs = NULL;
}
 
if (st->bitmap.vbuf) {
pipe_resource_reference(&st->bitmap.vbuf, NULL);
st->bitmap.vbuf = NULL;
}
 
if (cache) {
if (cache->trans) {
pipe_transfer_unmap(pipe, cache->trans);
pipe->transfer_destroy(pipe, cache->trans);
}
pipe_resource_reference(&st->bitmap.cache->texture, NULL);
free(st->bitmap.cache);
st->bitmap.cache = NULL;
}
}
 
#endif /* FEATURE_drawpix */