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third_party_mesa3d/src/mesa/state_tracker/st_cb_bitmap.c

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/**************************************************************************
*
* 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/texformat.h"
#include "shader/program.h"
#include "shader/prog_parameter.h"
#include "shader/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_cb_program.h"
#include "st_mesa_to_tgsi.h"
#include "st_texture.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_inlines.h"
#include "pipe/p_winsys.h"
#include "util/p_tile.h"
#include "util/u_draw_quad.h"
#include "util/u_simple_shaders.h"
#include "shader/prog_instruction.h"
#include "cso_cache/cso_context.h"
/**
* 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(GLcontext *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 = 5;
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 = 0;
p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
ic++;
/* SWZ tmp0.x, tmp0.x, 1111; # tmp0.x = 1.0 */
p->Instructions[ic].Opcode = OPCODE_SWZ;
p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY;
p->Instructions[ic].DstReg.Index = 0;
p->Instructions[ic].DstReg.WriteMask = WRITEMASK_X;
p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
p->Instructions[ic].SrcReg[0].Index = 0;
p->Instructions[ic].SrcReg[0].Swizzle
= MAKE_SWIZZLE4(SWIZZLE_ONE, SWIZZLE_ONE, SWIZZLE_ONE, SWIZZLE_ONE );
ic++;
/* SUB tmp0, tmp0.wwww, tmp0.xxxx; # tmp0.w -= 1 */
p->Instructions[ic].Opcode = OPCODE_SUB;
p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY;
p->Instructions[ic].DstReg.Index = 0;
p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
p->Instructions[ic].SrcReg[0].Index = 0;
p->Instructions[ic].SrcReg[0].Swizzle = SWIZZLE_WWWW;
p->Instructions[ic].SrcReg[1].File = PROGRAM_TEMPORARY;
p->Instructions[ic].SrcReg[1].Index = 0;
p->Instructions[ic].SrcReg[1].Swizzle = SWIZZLE_XXXX; /* 1.0 */
ic++;
/* KIL if tmp0 < 0 */
p->Instructions[ic].Opcode = OPCODE_KIL;
p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
p->Instructions[ic].SrcReg[0].Index = 0;
ic++;
/* END; */
p->Instructions[ic++].Opcode = OPCODE_END;
assert(ic == p->NumInstructions);
p->InputsRead = FRAG_BIT_TEX0;
p->OutputsWritten = 0x0;
stfp = (struct st_fragment_program *) p;
stfp->Base.UsesKill = GL_TRUE;
st_translate_fragment_program(ctx->st, stfp, NULL);
return stfp;
}
/**
* Combine basic bitmap fragment program with the user-defined program.
*/
static struct st_fragment_program *
combined_bitmap_fragment_program(GLcontext *ctx)
{
struct st_context *st = ctx->st;
struct st_fragment_program *stfp;
if (!st->bitmap.program) {
/* create the basic bitmap fragment program */
st->bitmap.program = make_bitmap_fragment_program(ctx);
}
if (st->bitmap.user_prog_sn == st->fp->serialNo) {
/* re-use */
stfp = st->bitmap.combined_prog;
}
else {
/* Concatenate the bitmap program with the current user-defined program.
*/
stfp = (struct st_fragment_program *)
_mesa_combine_programs(ctx,
&st->bitmap.program->Base.Base,
&st->fp->Base.Base);
#if 0
{
struct gl_program *p = &stfp->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, NULL);
/* save new program, update serial numbers */
st->bitmap.user_prog_sn = st->fp->serialNo;
st->bitmap.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 glBitmap.
*/
st_upload_constants(st, stfp->Base.Base.Parameters, PIPE_SHADER_FRAGMENT);
return stfp;
}
/**
* Create a texture which represents a bitmap image.
*/
static struct pipe_texture *
make_bitmap_texture(GLcontext *ctx, GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap)
{
struct pipe_context *pipe = ctx->st->pipe;
struct pipe_screen *screen = pipe->screen;
struct pipe_surface *surface;
uint format = 0, cpp, comp;
ubyte *dest;
struct pipe_texture *pt;
int row, col;
/* find a texture format we know */
if (screen->is_format_supported( screen, PIPE_FORMAT_U_I8, PIPE_TEXTURE )) {
format = PIPE_FORMAT_U_I8;
cpp = 1;
comp = 0;
}
else if (screen->is_format_supported( screen, PIPE_FORMAT_A8R8G8B8_UNORM, PIPE_TEXTURE )) {
format = PIPE_FORMAT_A8R8G8B8_UNORM;
cpp = 4;
comp = 3; /* alpha channel */ /*XXX little-endian dependency */
}
else {
/* XXX support more formats */
assert( 0 );
}
/* PBO source... */
bitmap = _mesa_map_bitmap_pbo(ctx, unpack, bitmap);
if (!bitmap) {
return NULL;
}
/**
* Create texture to hold bitmap pattern.
*/
pt = st_texture_create(ctx->st, PIPE_TEXTURE_2D, format, 0, width, height,
1, 0);
if (!pt) {
_mesa_unmap_bitmap_pbo(ctx, unpack);
return NULL;
}
surface = screen->get_tex_surface(screen, pt, 0, 0, 0);
/* map texture surface */
dest = pipe_surface_map(surface);
/* Put image into texture surface.
* Note that the image is actually going to be upside down in
* the texture. We deal with that with texcoords.
*/
for (row = 0; row < height; row++) {
const GLubyte *src = (const GLubyte *) _mesa_image_address2d(unpack,
bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, row, 0);
ubyte *destRow = dest + row * surface->pitch * cpp;
if (unpack->LsbFirst) {
/* Lsb first */
GLubyte mask = 1U << (unpack->SkipPixels & 0x7);
for (col = 0; col < width; col++) {
/* set texel to 255 if bit is set */
destRow[comp] = (*src & mask) ? 255 : 0;
destRow += cpp;
if (mask == 128U) {
src++;
mask = 1U;
}
else {
mask = mask << 1;
}
}
/* get ready for next row */
if (mask != 1)
src++;
}
else {
/* Msb first */
GLubyte mask = 128U >> (unpack->SkipPixels & 0x7);
for (col = 0; col < width; col++) {
/* set texel to 255 if bit is set */
destRow[comp] =(*src & mask) ? 255 : 0;
destRow += cpp;
if (mask == 1U) {
src++;
mask = 128U;
}
else {
mask = mask >> 1;
}
}
/* get ready for next row */
if (mask != 128)
src++;
}
} /* row */
_mesa_unmap_bitmap_pbo(ctx, unpack);
/* Release surface */
pipe_surface_unmap(surface);
pipe_surface_reference(&surface, NULL);
pipe->texture_update(pipe, pt, 0, 0x1);
pt->format = format;
return pt;
}
static void
setup_bitmap_vertex_data(struct st_context *st,
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 GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
const GLfloat x0 = x;
const GLfloat x1 = x + width;
const GLfloat y0 = invert ? (fb->Height - y - height) : y;
const GLfloat y1 = invert ? (y0 + height) : y + height;
const GLfloat bias = st->bitmap_texcoord_bias;
const GLfloat xBias = bias / (x1-x0);
const GLfloat yBias = bias / (y1-y0);
const GLfloat sLeft = 0.0 + xBias, sRight = 1.0 + xBias;
const GLfloat tTop = 1.0 - yBias, tBot = 1.0 - tTop - yBias;
GLuint i;
void *buf;
if (!st->bitmap.vbuf) {
st->bitmap.vbuf = pipe->winsys->buffer_create(pipe->winsys, 32,
PIPE_BUFFER_USAGE_VERTEX,
sizeof(st->bitmap.vertices));
}
/* positions, texcoords */
st->bitmap.vertices[0][0][0] = x0;
st->bitmap.vertices[0][0][1] = y0;
st->bitmap.vertices[0][2][0] = sLeft;
st->bitmap.vertices[0][2][1] = tTop;
st->bitmap.vertices[1][0][0] = x1;
st->bitmap.vertices[1][0][1] = y0;
st->bitmap.vertices[1][2][0] = sRight;
st->bitmap.vertices[1][2][1] = tTop;
st->bitmap.vertices[2][0][0] = x1;
st->bitmap.vertices[2][0][1] = y1;
st->bitmap.vertices[2][2][0] = sRight;
st->bitmap.vertices[2][2][1] = tBot;
st->bitmap.vertices[3][0][0] = x0;
st->bitmap.vertices[3][0][1] = 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 */
buf = pipe->winsys->buffer_map(pipe->winsys, st->bitmap.vbuf,
PIPE_BUFFER_USAGE_CPU_WRITE);
memcpy(buf, st->bitmap.vertices, sizeof(st->bitmap.vertices));
pipe->winsys->buffer_unmap(pipe->winsys, st->bitmap.vbuf);
}
/**
* Render a glBitmap by drawing a textured quad
*/
static void
draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
GLsizei width, GLsizei height,
struct pipe_texture *pt,
struct st_fragment_program *stfp)
{
struct st_context *st = ctx->st;
struct pipe_context *pipe = ctx->st->pipe;
struct cso_context *cso = ctx->st->cso_context;
GLuint maxSize;
/* 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_samplers(cso);
/* rasterizer state: just scissor */
{
struct pipe_rasterizer_state rasterizer;
memset(&rasterizer, 0, sizeof(rasterizer));
if (ctx->Scissor.Enabled)
rasterizer.scissor = 1;
rasterizer.bypass_clipping = 1;
cso_set_rasterizer(cso, &rasterizer);
}
/* fragment shader state: TEX lookup program */
pipe->bind_fs_state(pipe, stfp->driver_shader);
/* vertex shader state: position + texcoord pass-through */
pipe->bind_vs_state(pipe, st->bitmap.vs);
/* sampler / texture 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 = 1;
cso_single_sampler(cso, 0, &sampler);
cso_single_sampler_done(cso);
pipe->set_sampler_textures(pipe, 1, &pt);
}
/* draw textured quad */
setup_bitmap_vertex_data(st, x, y, width, height,
ctx->Current.RasterPos[2],
ctx->Current.RasterColor);
util_draw_vertex_buffer(pipe, st->bitmap.vbuf,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
3); /* attribs/vert */
/* restore state */
cso_restore_rasterizer(cso);
cso_restore_samplers(cso);
/* shaders don't go through cso yet */
pipe->bind_fs_state(pipe, st->fp->driver_shader);
pipe->bind_vs_state(pipe, st->vp->driver_shader);
pipe->set_sampler_textures(pipe, ctx->st->state.num_textures,
ctx->st->state.sampler_texture);
}
static void
st_Bitmap(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap )
{
struct st_fragment_program *stfp;
struct st_context *st = ctx->st;
struct pipe_texture *pt;
st_validate_state(st);
stfp = combined_bitmap_fragment_program(ctx);
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);
}
st_validate_state(st);
pt = make_bitmap_texture(ctx, width, height, unpack, bitmap);
if (pt) {
draw_bitmap_quad(ctx, x, y, ctx->Current.RasterPos[2],
width, height,
pt, stfp);
pipe_texture_reference(&pt, NULL);
}
}
void st_init_bitmap_functions(struct dd_function_table *functions)
{
functions->Bitmap = st_Bitmap;
}
void
st_destroy_bitmap(struct st_context *st)
{
struct pipe_context *pipe = st->pipe;
if (st->bitmap.combined_prog) {
st_delete_program(st->ctx, &st->bitmap.combined_prog->Base.Base);
}
if (st->bitmap.program) {
st_delete_program(st->ctx, &st->bitmap.program->Base.Base);
}
if (st->bitmap.vs) {
pipe->delete_vs_state(pipe, st->bitmap.vs);
st->bitmap.vs = NULL;
}
if (st->bitmap.vbuf) {
pipe->winsys->buffer_destroy(pipe->winsys, st->bitmap.vbuf);
st->bitmap.vbuf = NULL;
}
}