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Regard whitespace Rev 1900 → Rev 1901

/programs/develop/libraries/Mesa/src/mesa/state_tracker/st_cb_drawpixels.c
0,0 → 1,1308
/**************************************************************************
*
* 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/pack.h"
#include "main/texformat.h"
#include "main/texstore.h"
#include "program/program.h"
#include "program/prog_print.h"
#include "program/prog_instruction.h"
 
#include "st_atom.h"
#include "st_atom_constbuf.h"
#include "st_cb_drawpixels.h"
#include "st_cb_readpixels.h"
#include "st_cb_fbo.h"
#include "st_context.h"
#include "st_debug.h"
#include "st_format.h"
#include "st_program.h"
#include "st_texture.h"
 
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "tgsi/tgsi_ureg.h"
#include "util/u_draw_quad.h"
#include "util/u_format.h"
#include "util/u_inlines.h"
#include "util/u_math.h"
#include "util/u_tile.h"
#include "cso_cache/cso_context.h"
 
 
#if FEATURE_drawpix
 
/**
* 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.
* \return pointer to Gallium driver fragment shader
*/
static void *
combined_drawpix_fragment_program(struct gl_context *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_fragment_program(ctx, &st->pixel_xfer.program->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);
 
/* 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->driver_shader;
}
 
 
/**
* Create fragment shader that does a TEX() instruction to get a Z and/or
* stencil value value, then writes to FRAG_RESULT_DEPTH/FRAG_RESULT_STENCIL.
* Used for glDrawPixels(GL_DEPTH_COMPONENT / GL_STENCIL_INDEX).
* Pass fragment color through as-is.
* \return pointer to the Gallium driver fragment shader
*/
static void *
make_fragment_shader_z_stencil(struct st_context *st, GLboolean write_depth,
GLboolean write_stencil)
{
struct gl_context *ctx = st->ctx;
struct gl_program *p;
struct st_fragment_program *stp;
GLuint ic = 0;
const GLuint shaderIndex = write_depth * 2 + write_stencil;
 
assert(shaderIndex < Elements(st->drawpix.shaders));
 
if (st->drawpix.shaders[shaderIndex]) {
/* already have the proper shader */
return st->drawpix.shaders[shaderIndex]->driver_shader;
}
 
/*
* Create shader now
*/
p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
if (!p)
return NULL;
 
p->NumInstructions = write_depth ? 2 : 1;
p->NumInstructions += write_stencil ? 1 : 0;
 
p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
if (!p->Instructions) {
ctx->Driver.DeleteProgram(ctx, p);
return NULL;
}
_mesa_init_instructions(p->Instructions, p->NumInstructions);
 
if (write_depth) {
/* 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++;
}
 
if (write_stencil) {
/* TEX result.stencil, 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_STENCIL;
p->Instructions[ic].DstReg.WriteMask = WRITEMASK_Y;
p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
p->Instructions[ic].TexSrcUnit = 1;
p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
ic++;
}
 
/* END; */
p->Instructions[ic++].Opcode = OPCODE_END;
 
assert(ic == p->NumInstructions);
 
p->InputsRead = FRAG_BIT_TEX0 | FRAG_BIT_COL0;
p->OutputsWritten = 0;
if (write_depth)
p->OutputsWritten |= (1 << FRAG_RESULT_DEPTH);
if (write_stencil)
p->OutputsWritten |= (1 << FRAG_RESULT_STENCIL);
 
p->SamplersUsed = 0x1; /* sampler 0 (bit 0) is used */
if (write_stencil)
p->SamplersUsed |= 1 << 1;
 
stp = st_fragment_program((struct gl_fragment_program *) p);
 
/* save the new shader */
st->drawpix.shaders[shaderIndex] = stp;
 
st_translate_fragment_program(st, stp);
 
return stp->driver_shader;
}
 
 
 
/**
* Create a simple vertex shader that just passes through the
* vertex position and texcoord (and optionally, color).
*/
static void *
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.attr[1]; */
ureg_MOV(ureg,
ureg_DECL_output( ureg, TGSI_SEMANTIC_GENERIC, 0 ),
ureg_DECL_vs_input( ureg, 1 ));
if (passColor) {
/* MOV result.color0, vertex.attr[2]; */
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];
}
 
 
/**
* Return a texture base format for drawing/copying an image
* of the given format.
*/
static GLenum
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;
}
}
 
 
/**
* Return a texture internalFormat for drawing/copying an image
* of the given format and type.
*/
static GLenum
internal_format(GLenum format, GLenum type)
{
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:
if (_mesa_is_integer_format(format)) {
switch (type) {
case GL_BYTE:
return GL_RGBA8I;
case GL_UNSIGNED_BYTE:
return GL_RGBA8UI;
case GL_SHORT:
return GL_RGBA16I;
case GL_UNSIGNED_SHORT:
return GL_RGBA16UI;
case GL_INT:
return GL_RGBA32I;
case GL_UNSIGNED_INT:
return GL_RGBA32UI;
default:
assert(0 && "Unexpected type in internal_format()");
return GL_RGBA_INTEGER;
}
}
else {
return GL_RGBA;
}
}
}
 
 
/**
* Create a temporary texture to hold an image of the given size.
* If width, height are not POT and the driver only handles POT textures,
* allocate the next larger size of texture that is POT.
*/
static struct pipe_resource *
alloc_texture(struct st_context *st, GLsizei width, GLsizei height,
enum pipe_format texFormat)
{
struct pipe_resource *pt;
 
pt = st_texture_create(st, st->internal_target, texFormat, 0,
width, height, 1, PIPE_BIND_SAMPLER_VIEW);
 
return pt;
}
 
 
/**
* Make texture containing an image for glDrawPixels image.
* If 'pixels' is NULL, leave the texture image data undefined.
*/
static struct pipe_resource *
make_texture(struct st_context *st,
GLsizei width, GLsizei height, GLenum format, GLenum type,
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels)
{
struct gl_context *ctx = st->ctx;
struct pipe_context *pipe = st->pipe;
gl_format mformat;
struct pipe_resource *pt;
enum pipe_format pipeFormat;
GLuint cpp;
GLenum baseFormat, intFormat;
 
baseFormat = base_format(format);
intFormat = internal_format(format, type);
 
mformat = st_ChooseTextureFormat_renderable(ctx, intFormat,
format, type, GL_FALSE);
assert(mformat);
 
pipeFormat = st_mesa_format_to_pipe_format(mformat);
assert(pipeFormat);
cpp = util_format_get_blocksize(pipeFormat);
 
pixels = _mesa_map_pbo_source(ctx, unpack, pixels);
if (!pixels)
return NULL;
 
/* alloc temporary texture */
pt = alloc_texture(st, width, height, pipeFormat);
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 = pipe_get_transfer(st->pipe, pt, 0, 0,
PIPE_TRANSFER_WRITE, 0, 0,
width, height);
 
/* map texture transfer */
dest = pipe_transfer_map(pipe, 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 */
pipe_transfer_unmap(pipe, transfer);
pipe->transfer_destroy(pipe, transfer);
 
assert(success);
 
/* restore */
ctx->_ImageTransferState = imageTransferStateSave;
}
 
_mesa_unmap_pbo_source(ctx, unpack);
 
return pt;
}
 
 
/**
* Draw quad with texcoords and optional color.
* Coords are gallium window coords with y=0=top.
* \param color may be null
* \param invertTex if true, flip texcoords vertically
*/
static void
draw_quad(struct gl_context *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 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;
 
verts[0][1][0] = sLeft; /* v[0].attr[1].S */
verts[0][1][1] = tTop; /* v[0].attr[1].T */
verts[1][1][0] = sRight;
verts[1][1][1] = tTop;
verts[2][1][0] = sRight;
verts[2][1][1] = tBot;
verts[3][1][0] = sLeft;
verts[3][1][1] = tBot;
 
/* same for all verts: */
if (color) {
for (i = 0; i < 4; i++) {
verts[i][0][2] = z; /* v[i].attr[0].z */
verts[i][0][3] = 1.0f; /* v[i].attr[0].w */
verts[i][2][0] = color[0]; /* v[i].attr[2].r */
verts[i][2][1] = color[1]; /* v[i].attr[2].g */
verts[i][2][2] = color[2]; /* v[i].attr[2].b */
verts[i][2][3] = color[3]; /* v[i].attr[2].a */
verts[i][1][2] = 0.0f; /* v[i].attr[1].R */
verts[i][1][3] = 1.0f; /* v[i].attr[1].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_resource *buf;
 
/* allocate/load buffer object with vertex data */
buf = pipe_buffer_create(pipe->screen,
PIPE_BIND_VERTEX_BUFFER,
sizeof(verts));
pipe_buffer_write(st->pipe, buf, 0, sizeof(verts), verts);
 
util_draw_vertex_buffer(pipe, buf, 0,
PIPE_PRIM_QUADS,
4, /* verts */
3); /* attribs/vert */
pipe_resource_reference(&buf, NULL);
}
}
 
 
 
static void
draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
GLsizei width, GLsizei height,
GLfloat zoomX, GLfloat zoomY,
struct pipe_sampler_view **sv,
int num_sampler_view,
void *driver_vp,
void *driver_fp,
const GLfloat *color,
GLboolean invertTex,
GLboolean write_depth, GLboolean write_stencil)
{
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;
boolean normalized = sv[0]->texture->target != PIPE_TEXTURE_RECT;
 
/* 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_fragment_sampler_views(cso);
cso_save_fragment_shader(cso);
cso_save_vertex_shader(cso);
cso_save_vertex_elements(cso);
if (write_stencil) {
cso_save_depth_stencil_alpha(cso);
cso_save_blend(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);
}
 
if (write_stencil) {
/* Stencil writing bypasses the normal fragment pipeline to
* disable color writing and set stencil test to always pass.
*/
struct pipe_depth_stencil_alpha_state dsa;
struct pipe_blend_state blend;
 
/* depth/stencil */
memset(&dsa, 0, sizeof(dsa));
dsa.stencil[0].enabled = 1;
dsa.stencil[0].func = PIPE_FUNC_ALWAYS;
dsa.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
if (write_depth) {
/* writing depth+stencil: depth test always passes */
dsa.depth.enabled = 1;
dsa.depth.writemask = ctx->Depth.Mask;
dsa.depth.func = PIPE_FUNC_ALWAYS;
}
cso_set_depth_stencil_alpha(cso, &dsa);
 
/* blend (colormask) */
memset(&blend, 0, sizeof(blend));
cso_set_blend(cso, &blend);
}
 
/* 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 = normalized;
 
cso_single_sampler(cso, 0, &sampler);
if (num_sampler_view > 1) {
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] = 0.5f;
vp.scale[3] = 1.0f;
vp.translate[0] = 0.5f * w;
vp.translate[1] = 0.5f * h;
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);
 
/* texture state: */
cso_set_fragment_sampler_views(cso, num_sampler_view, sv);
 
/* Compute Gallium window coords (y=0=top) with pixel zoom.
* Recall that these coords are transformed by the current
* vertex shader and viewport transformation.
*/
if (st_fb_orientation(ctx->DrawBuffer) == Y_0_BOTTOM) {
y = ctx->DrawBuffer->Height - (int) (y + height * ctx->Pixel.ZoomY);
invertTex = !invertTex;
}
 
x0 = (GLfloat) x;
x1 = x + width * ctx->Pixel.ZoomX;
y0 = (GLfloat) y;
y1 = y + height * ctx->Pixel.ZoomY;
 
/* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
z = z * 2.0 - 1.0;
 
draw_quad(ctx, x0, y0, z, x1, y1, color, invertTex,
normalized ? ((GLfloat) width / sv[0]->texture->width0) : (GLfloat)width,
normalized ? ((GLfloat) height / sv[0]->texture->height0) : (GLfloat)height);
 
/* restore state */
cso_restore_rasterizer(cso);
cso_restore_viewport(cso);
cso_restore_samplers(cso);
cso_restore_fragment_sampler_views(cso);
cso_restore_fragment_shader(cso);
cso_restore_vertex_shader(cso);
cso_restore_vertex_elements(cso);
if (write_stencil) {
cso_restore_depth_stencil_alpha(cso);
cso_restore_blend(cso);
}
}
 
 
/**
* Software fallback to do glDrawPixels(GL_STENCIL_INDEX) when we
* can't use a fragment shader to write stencil values.
*/
static void
draw_stencil_pixels(struct gl_context *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 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 = pipe_get_transfer(st_context(ctx)->pipe, strb->texture, 0, 0,
usage, x, y,
width, height);
 
stmap = pipe_transfer_map(pipe, 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->resource->format) {
case PIPE_FORMAT_S8_USCALED:
{
ubyte *dest = stmap + spanY * pt->stride + spanX;
assert(usage == PIPE_TRANSFER_WRITE);
memcpy(dest, sValues, spanWidth);
}
break;
case PIPE_FORMAT_Z24_UNORM_S8_USCALED:
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_S8_USCALED_Z24_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 */
pipe_transfer_unmap(pipe, pt);
pipe->transfer_destroy(pipe, pt);
}
 
 
/**
* Called via ctx->Driver.DrawPixels()
*/
static void
st_DrawPixels(struct gl_context *ctx, GLint x, GLint y,
GLsizei width, GLsizei height,
GLenum format, GLenum type,
const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels)
{
void *driver_vp, *driver_fp;
struct st_context *st = st_context(ctx);
const GLfloat *color;
struct pipe_context *pipe = st->pipe;
GLboolean write_stencil = GL_FALSE, write_depth = GL_FALSE;
struct pipe_sampler_view *sv[2];
int num_sampler_view = 1;
enum pipe_format stencil_format = PIPE_FORMAT_NONE;
 
if (format == GL_DEPTH_STENCIL)
write_stencil = write_depth = GL_TRUE;
else if (format == GL_STENCIL_INDEX)
write_stencil = GL_TRUE;
else if (format == GL_DEPTH_COMPONENT)
write_depth = GL_TRUE;
 
if (write_stencil) {
enum pipe_format tex_format;
/* can we write to stencil if not fallback */
if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT))
goto stencil_fallback;
tex_format = st_choose_format(st->pipe->screen, base_format(format),
PIPE_TEXTURE_2D,
0, PIPE_BIND_SAMPLER_VIEW);
if (tex_format == PIPE_FORMAT_Z24_UNORM_S8_USCALED)
stencil_format = PIPE_FORMAT_X24S8_USCALED;
else if (tex_format == PIPE_FORMAT_S8_USCALED_Z24_UNORM)
stencil_format = PIPE_FORMAT_S8X24_USCALED;
else
stencil_format = PIPE_FORMAT_S8_USCALED;
if (stencil_format == PIPE_FORMAT_NONE)
goto stencil_fallback;
}
 
/* Mesa state should be up to date by now */
assert(ctx->NewState == 0x0);
 
st_validate_state(st);
 
if (write_depth || write_stencil) {
driver_fp = make_fragment_shader_z_stencil(st, write_depth, write_stencil);
driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
color = ctx->Current.RasterColor;
}
else {
driver_fp = combined_drawpix_fragment_program(ctx);
driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
color = NULL;
if (st->pixel_xfer.pixelmap_enabled) {
sv[1] = st->pixel_xfer.pixelmap_sampler_view;
num_sampler_view++;
}
}
 
/* draw with textured quad */
{
struct pipe_resource *pt
= make_texture(st, width, height, format, type, unpack, pixels);
if (pt) {
sv[0] = st_create_texture_sampler_view(st->pipe, pt);
 
if (sv[0]) {
if (write_stencil) {
sv[1] = st_create_texture_sampler_view_format(st->pipe, pt,
stencil_format);
num_sampler_view++;
}
 
draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2],
width, height,
ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
sv,
num_sampler_view,
driver_vp,
driver_fp,
color, GL_FALSE, write_depth, write_stencil);
pipe_sampler_view_reference(&sv[0], NULL);
if (num_sampler_view > 1)
pipe_sampler_view_reference(&sv[1], NULL);
}
pipe_resource_reference(&pt, NULL);
}
}
return;
 
stencil_fallback:
draw_stencil_pixels(ctx, x, y, width, height, format, type,
unpack, pixels);
}
 
 
 
/**
* Software fallback for glCopyPixels(GL_STENCIL).
*/
static void
copy_stencil_pixels(struct gl_context *ctx, GLint srcx, GLint srcy,
GLsizei width, GLsizei height,
GLint dstx, GLint dsty)
{
struct st_renderbuffer *rbDraw;
struct pipe_context *pipe = st_context(ctx)->pipe;
enum pipe_transfer_usage usage;
struct pipe_transfer *ptDraw;
ubyte *drawMap;
ubyte *buffer;
int i;
 
buffer = malloc(width * height * sizeof(ubyte));
if (!buffer) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyPixels(stencil)");
return;
}
 
/* Get the dest renderbuffer. If there's a wrapper, use the
* underlying renderbuffer.
*/
rbDraw = st_renderbuffer(ctx->DrawBuffer->_StencilBuffer);
if (rbDraw->Base.Wrapped)
rbDraw = st_renderbuffer(rbDraw->Base.Wrapped);
 
/* 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 (0) {
/* debug code: dump stencil values */
GLint row, col;
for (row = 0; row < height; row++) {
printf("%3d: ", row);
for (col = 0; col < width; col++) {
printf("%02x ", buffer[col + row * width]);
}
printf("\n");
}
}
 
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 = pipe_get_transfer(st_context(ctx)->pipe,
rbDraw->texture, 0, 0,
usage, dstx, dsty,
width, height);
 
assert(util_format_get_blockwidth(ptDraw->resource->format) == 1);
assert(util_format_get_blockheight(ptDraw->resource->format) == 1);
 
/* map the stencil buffer */
drawMap = pipe_transfer_map(pipe, 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->resource->format) {
case PIPE_FORMAT_Z24_UNORM_S8_USCALED:
{
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_S8_USCALED_Z24_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_USCALED:
assert(usage == PIPE_TRANSFER_WRITE);
memcpy(dst, src, width);
break;
default:
assert(0);
}
}
 
free(buffer);
 
/* unmap the stencil buffer */
pipe_transfer_unmap(pipe, ptDraw);
pipe->transfer_destroy(pipe, ptDraw);
}
 
 
static void
st_CopyPixels(struct gl_context *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, *driver_fp;
struct pipe_resource *pt;
struct pipe_sampler_view *sv[2];
int num_sampler_view = 1;
GLfloat *color;
enum pipe_format srcFormat, texFormat;
GLboolean invertTex = GL_FALSE;
GLint readX, readY, readW, readH;
GLuint sample_count;
struct gl_pixelstore_attrib pack = ctx->DefaultPacking;
 
st_validate_state(st);
 
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;
driver_fp = combined_drawpix_fragment_program(ctx);
driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
if (st->pixel_xfer.pixelmap_enabled) {
sv[1] = st->pixel_xfer.pixelmap_sampler_view;
num_sampler_view++;
}
}
else {
assert(type == GL_DEPTH);
rbRead = st_renderbuffer(ctx->ReadBuffer->_DepthBuffer);
color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
driver_fp = make_fragment_shader_z_stencil(st, GL_TRUE, GL_FALSE);
driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
}
 
if (rbRead->Base.Wrapped)
rbRead = st_renderbuffer(rbRead->Base.Wrapped);
 
sample_count = rbRead->texture->nr_samples;
/* I believe this would be legal, presumably would need to do a resolve
for color, and for depth/stencil spec says to just use one of the
depth/stencil samples per pixel? Need some transfer clarifications. */
assert(sample_count < 2);
 
srcFormat = rbRead->texture->format;
 
if (screen->is_format_supported(screen, srcFormat, st->internal_target,
sample_count,
PIPE_BIND_SAMPLER_VIEW, 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,
st->internal_target, sample_count,
PIPE_BIND_DEPTH_STENCIL);
assert(texFormat != PIPE_FORMAT_NONE);
}
else {
/* default color format */
texFormat = st_choose_format(screen, GL_RGBA, st->internal_target,
sample_count, PIPE_BIND_SAMPLER_VIEW);
assert(texFormat != PIPE_FORMAT_NONE);
}
}
 
/* Invert src region if needed */
if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
srcy = ctx->ReadBuffer->Height - srcy - height;
invertTex = !invertTex;
}
 
/* Clip the read region against the src buffer bounds.
* We'll still allocate a temporary buffer/texture for the original
* src region size but we'll only read the region which is on-screen.
* This may mean that we draw garbage pixels into the dest region, but
* that's expected.
*/
readX = srcx;
readY = srcy;
readW = width;
readH = height;
_mesa_clip_readpixels(ctx, &readX, &readY, &readW, &readH, &pack);
readW = MAX2(0, readW);
readH = MAX2(0, readH);
 
/* alloc temporary texture */
pt = alloc_texture(st, width, height, texFormat);
if (!pt)
return;
 
sv[0] = st_create_texture_sampler_view(st->pipe, pt);
if (!sv[0]) {
pipe_resource_reference(&pt, NULL);
return;
}
 
/* Make temporary texture which is a copy of the src region.
*/
if (srcFormat == texFormat) {
struct pipe_box src_box;
u_box_2d(readX, readY, readW, readH, &src_box);
/* copy source framebuffer surface into mipmap/texture */
pipe->resource_copy_region(pipe,
pt, /* dest tex */
0,
pack.SkipPixels, pack.SkipRows, 0, /* dest pos */
rbRead->texture, /* src tex */
0,
&src_box);
 
}
else {
/* CPU-based fallback/conversion */
struct pipe_transfer *ptRead =
pipe_get_transfer(st->pipe, rbRead->texture,
0, 0, /* level, layer */
PIPE_TRANSFER_READ,
readX, readY, readW, readH);
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 = pipe_get_transfer(st->pipe, pt, 0, 0, transfer_usage,
0, 0, width, height);
 
/* copy image from ptRead surface to ptTex surface */
if (type == GL_COLOR) {
/* alternate path using get/put_tile() */
GLfloat *buf = (GLfloat *) malloc(width * height * 4 * sizeof(GLfloat));
pipe_get_tile_rgba(pipe, ptRead, 0, 0, readW, readH, buf);
pipe_put_tile_rgba(pipe, ptTex, pack.SkipPixels, pack.SkipRows,
readW, readH, buf);
free(buf);
}
else {
/* GL_DEPTH */
GLuint *buf = (GLuint *) malloc(width * height * sizeof(GLuint));
pipe_get_tile_z(pipe, ptRead, 0, 0, readW, readH, buf);
pipe_put_tile_z(pipe, ptTex, pack.SkipPixels, pack.SkipRows,
readW, readH, buf);
free(buf);
}
 
pipe->transfer_destroy(pipe, ptRead);
pipe->transfer_destroy(pipe, ptTex);
}
 
/* OK, the texture 'pt' contains the src image/pixels. Now draw a
* textured quad with that texture.
*/
draw_textured_quad(ctx, dstx, dsty, ctx->Current.RasterPos[2],
width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
sv,
num_sampler_view,
driver_vp,
driver_fp,
color, invertTex, GL_FALSE, GL_FALSE);
 
pipe_resource_reference(&pt, NULL);
pipe_sampler_view_reference(&sv[0], 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)
{
GLuint i;
 
for (i = 0; i < Elements(st->drawpix.shaders); i++) {
if (st->drawpix.shaders[i])
st_reference_fragprog(st, &st->drawpix.shaders[i], NULL);
}
 
st_reference_fragprog(st, &st->pixel_xfer.combined_prog, NULL);
if (st->drawpix.vert_shaders[0])
ureg_free_tokens(st->drawpix.vert_shaders[0]);
if (st->drawpix.vert_shaders[1])
ureg_free_tokens(st->drawpix.vert_shaders[1]);
}
 
#endif /* FEATURE_drawpix */