844 lines
26 KiB
C
844 lines
26 KiB
C
/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/*
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* Authors:
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* Brian Paul
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*/
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#include "main/imports.h"
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#include "main/image.h"
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#include "main/bufferobj.h"
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#include "main/macros.h"
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#include "shader/program.h"
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#include "shader/prog_print.h"
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#include "st_context.h"
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#include "st_atom.h"
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#include "st_atom_constbuf.h"
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#include "st_program.h"
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#include "st_cb_bitmap.h"
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#include "st_texture.h"
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#include "st_inlines.h"
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#include "pipe/p_context.h"
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#include "pipe/p_defines.h"
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#include "util/u_inlines.h"
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#include "util/u_draw_quad.h"
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#include "util/u_simple_shaders.h"
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#include "shader/prog_instruction.h"
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#include "cso_cache/cso_context.h"
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/**
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* glBitmaps are drawn as textured quads. The user's bitmap pattern
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* is stored in a texture image. An alpha8 texture format is used.
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* The fragment shader samples a bit (texel) from the texture, then
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* discards the fragment if the bit is off.
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*
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* Note that we actually store the inverse image of the bitmap to
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* simplify the fragment program. An "on" bit gets stored as texel=0x0
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* and an "off" bit is stored as texel=0xff. Then we kill the
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* fragment if the negated texel value is less than zero.
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*/
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/**
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* The bitmap cache attempts to accumulate multiple glBitmap calls in a
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* buffer which is then rendered en mass upon a flush, state change, etc.
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* A wide, short buffer is used to target the common case of a series
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* of glBitmap calls being used to draw text.
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*/
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static GLboolean UseBitmapCache = GL_TRUE;
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#define BITMAP_CACHE_WIDTH 512
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#define BITMAP_CACHE_HEIGHT 32
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struct bitmap_cache
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{
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/** Window pos to render the cached image */
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GLint xpos, ypos;
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/** Bounds of region used in window coords */
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GLint xmin, ymin, xmax, ymax;
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GLfloat color[4];
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/** Bitmap's Z position */
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GLfloat zpos;
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struct pipe_texture *texture;
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struct pipe_transfer *trans;
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GLboolean empty;
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/** An I8 texture image: */
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ubyte *buffer;
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};
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/** Epsilon for Z comparisons */
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#define Z_EPSILON 1e-06
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/**
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* Make fragment program for glBitmap:
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* Sample the texture and kill the fragment if the bit is 0.
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* This program will be combined with the user's fragment program.
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*/
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static struct st_fragment_program *
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make_bitmap_fragment_program(GLcontext *ctx, GLuint samplerIndex)
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{
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struct st_fragment_program *stfp;
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struct gl_program *p;
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GLuint ic = 0;
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p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
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if (!p)
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return NULL;
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p->NumInstructions = 3;
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p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
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if (!p->Instructions) {
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ctx->Driver.DeleteProgram(ctx, p);
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return NULL;
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}
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_mesa_init_instructions(p->Instructions, p->NumInstructions);
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/* TEX tmp0, fragment.texcoord[0], texture[0], 2D; */
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p->Instructions[ic].Opcode = OPCODE_TEX;
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p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY;
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p->Instructions[ic].DstReg.Index = 0;
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p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
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p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
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p->Instructions[ic].TexSrcUnit = samplerIndex;
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p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
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ic++;
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/* KIL if -tmp0 < 0 # texel=0 -> keep / texel=0 -> discard */
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p->Instructions[ic].Opcode = OPCODE_KIL;
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p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY;
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if (ctx->st->bitmap.tex_format == PIPE_FORMAT_L8_UNORM)
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p->Instructions[ic].SrcReg[0].Swizzle = SWIZZLE_XXXX;
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p->Instructions[ic].SrcReg[0].Index = 0;
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p->Instructions[ic].SrcReg[0].Negate = NEGATE_XYZW;
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ic++;
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/* END; */
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p->Instructions[ic++].Opcode = OPCODE_END;
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assert(ic == p->NumInstructions);
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p->InputsRead = FRAG_BIT_TEX0;
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p->OutputsWritten = 0x0;
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p->SamplersUsed = (1 << samplerIndex);
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stfp = (struct st_fragment_program *) p;
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stfp->Base.UsesKill = GL_TRUE;
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return stfp;
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}
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static int
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find_free_bit(uint bitfield)
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{
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int i;
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for (i = 0; i < 32; i++) {
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if ((bitfield & (1 << i)) == 0) {
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return i;
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}
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}
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return -1;
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}
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/**
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* Combine basic bitmap fragment program with the user-defined program.
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*/
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static struct st_fragment_program *
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combined_bitmap_fragment_program(GLcontext *ctx)
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{
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struct st_context *st = ctx->st;
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struct st_fragment_program *stfp = st->fp;
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if (!stfp->bitmap_program) {
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/*
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* Generate new program which is the user-defined program prefixed
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* with the bitmap sampler/kill instructions.
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*/
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struct st_fragment_program *bitmap_prog;
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uint sampler;
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sampler = find_free_bit(st->fp->Base.Base.SamplersUsed);
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bitmap_prog = make_bitmap_fragment_program(ctx, sampler);
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stfp->bitmap_program = (struct st_fragment_program *)
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_mesa_combine_programs(ctx,
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&bitmap_prog->Base.Base, &stfp->Base.Base);
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stfp->bitmap_program->bitmap_sampler = sampler;
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/* done with this after combining */
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st_reference_fragprog(st, &bitmap_prog, NULL);
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#if 0
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{
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struct gl_program *p = &stfp->bitmap_program->Base.Base;
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printf("Combined bitmap program:\n");
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_mesa_print_program(p);
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printf("InputsRead: 0x%x\n", p->InputsRead);
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printf("OutputsWritten: 0x%x\n", p->OutputsWritten);
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_mesa_print_parameter_list(p->Parameters);
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}
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#endif
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/* translate to TGSI tokens */
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st_translate_fragment_program(st, stfp->bitmap_program);
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}
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return stfp->bitmap_program;
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}
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/**
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* Copy user-provide bitmap bits into texture buffer, expanding
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* bits into texels.
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* "On" bits will set texels to 0x0.
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* "Off" bits will not modify texels.
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* Note that the image is actually going to be upside down in
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* the texture. We deal with that with texcoords.
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*/
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static void
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unpack_bitmap(struct st_context *st,
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GLint px, GLint py, GLsizei width, GLsizei height,
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const struct gl_pixelstore_attrib *unpack,
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const GLubyte *bitmap,
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ubyte *destBuffer, uint destStride)
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{
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destBuffer += py * destStride + px;
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_mesa_expand_bitmap(width, height, unpack, bitmap,
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destBuffer, destStride, 0x0);
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}
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/**
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* Create a texture which represents a bitmap image.
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*/
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static struct pipe_texture *
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make_bitmap_texture(GLcontext *ctx, GLsizei width, GLsizei height,
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const struct gl_pixelstore_attrib *unpack,
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const GLubyte *bitmap)
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{
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struct pipe_context *pipe = ctx->st->pipe;
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struct pipe_screen *screen = pipe->screen;
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struct pipe_transfer *transfer;
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ubyte *dest;
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struct pipe_texture *pt;
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/* PBO source... */
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bitmap = _mesa_map_pbo_source(ctx, unpack, bitmap);
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if (!bitmap) {
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return NULL;
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}
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/**
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* Create texture to hold bitmap pattern.
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*/
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pt = st_texture_create(ctx->st, PIPE_TEXTURE_2D, ctx->st->bitmap.tex_format,
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0, width, height, 1,
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PIPE_TEXTURE_USAGE_SAMPLER);
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if (!pt) {
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_mesa_unmap_pbo_source(ctx, unpack);
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return NULL;
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}
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transfer = st_no_flush_get_tex_transfer(st_context(ctx), pt, 0, 0, 0,
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PIPE_TRANSFER_WRITE,
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0, 0, width, height);
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dest = screen->transfer_map(screen, transfer);
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/* Put image into texture transfer */
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memset(dest, 0xff, height * transfer->stride);
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unpack_bitmap(ctx->st, 0, 0, width, height, unpack, bitmap,
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dest, transfer->stride);
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_mesa_unmap_pbo_source(ctx, unpack);
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/* Release transfer */
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screen->transfer_unmap(screen, transfer);
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screen->tex_transfer_destroy(transfer);
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return pt;
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}
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static GLuint
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setup_bitmap_vertex_data(struct st_context *st,
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int x, int y, int width, int height,
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float z, const float color[4])
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{
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struct pipe_context *pipe = st->pipe;
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const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
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const GLfloat fb_width = (GLfloat)fb->Width;
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const GLfloat fb_height = (GLfloat)fb->Height;
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const GLfloat x0 = (GLfloat)x;
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const GLfloat x1 = (GLfloat)(x + width);
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const GLfloat y0 = (GLfloat)y;
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const GLfloat y1 = (GLfloat)(y + height);
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const GLfloat sLeft = (GLfloat)0.0, sRight = (GLfloat)1.0;
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const GLfloat tTop = (GLfloat)0.0, tBot = (GLfloat)1.0 - tTop;
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const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
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const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
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const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
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const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
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/* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
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* no_flush) updates to buffers where we know there is no conflict
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* with previous data. Currently using max_slots > 1 will cause
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* synchronous rendering if the driver flushes its command buffers
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* between one bitmap and the next. Our flush hook below isn't
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* sufficient to catch this as the driver doesn't tell us when it
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* flushes its own command buffers. Until this gets fixed, pay the
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* price of allocating a new buffer for each bitmap cache-flush to
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* avoid synchronous rendering.
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*/
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const GLuint max_slots = 1; /* 4096 / sizeof(st->bitmap.vertices); */
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GLuint i;
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if (st->bitmap.vbuf_slot >= max_slots) {
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pipe_buffer_reference(&st->bitmap.vbuf, NULL);
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st->bitmap.vbuf_slot = 0;
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}
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if (!st->bitmap.vbuf) {
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st->bitmap.vbuf = pipe_buffer_create(pipe->screen, 32,
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PIPE_BUFFER_USAGE_VERTEX,
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max_slots * sizeof(st->bitmap.vertices));
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}
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/* Positions are in clip coords since we need to do clipping in case
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* the bitmap quad goes beyond the window bounds.
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*/
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st->bitmap.vertices[0][0][0] = clip_x0;
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st->bitmap.vertices[0][0][1] = clip_y0;
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st->bitmap.vertices[0][2][0] = sLeft;
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st->bitmap.vertices[0][2][1] = tTop;
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st->bitmap.vertices[1][0][0] = clip_x1;
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st->bitmap.vertices[1][0][1] = clip_y0;
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st->bitmap.vertices[1][2][0] = sRight;
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st->bitmap.vertices[1][2][1] = tTop;
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st->bitmap.vertices[2][0][0] = clip_x1;
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st->bitmap.vertices[2][0][1] = clip_y1;
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st->bitmap.vertices[2][2][0] = sRight;
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st->bitmap.vertices[2][2][1] = tBot;
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st->bitmap.vertices[3][0][0] = clip_x0;
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st->bitmap.vertices[3][0][1] = clip_y1;
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st->bitmap.vertices[3][2][0] = sLeft;
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st->bitmap.vertices[3][2][1] = tBot;
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/* same for all verts: */
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for (i = 0; i < 4; i++) {
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st->bitmap.vertices[i][0][2] = z;
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st->bitmap.vertices[i][0][3] = 1.0;
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st->bitmap.vertices[i][1][0] = color[0];
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st->bitmap.vertices[i][1][1] = color[1];
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st->bitmap.vertices[i][1][2] = color[2];
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st->bitmap.vertices[i][1][3] = color[3];
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st->bitmap.vertices[i][2][2] = 0.0; /*R*/
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st->bitmap.vertices[i][2][3] = 1.0; /*Q*/
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}
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/* put vertex data into vbuf */
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st_no_flush_pipe_buffer_write_nooverlap(st,
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st->bitmap.vbuf,
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st->bitmap.vbuf_slot * sizeof st->bitmap.vertices,
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sizeof st->bitmap.vertices,
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st->bitmap.vertices);
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return st->bitmap.vbuf_slot++ * sizeof st->bitmap.vertices;
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}
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/**
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* Render a glBitmap by drawing a textured quad
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*/
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static void
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draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
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GLsizei width, GLsizei height,
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struct pipe_texture *pt,
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const GLfloat *color)
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{
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struct st_context *st = ctx->st;
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struct pipe_context *pipe = ctx->st->pipe;
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struct cso_context *cso = ctx->st->cso_context;
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struct st_fragment_program *stfp;
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GLuint maxSize;
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GLuint offset;
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stfp = combined_bitmap_fragment_program(ctx);
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/* As an optimization, Mesa's fragment programs will sometimes get the
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* primary color from a statevar/constant rather than a varying variable.
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* when that's the case, we need to ensure that we use the 'color'
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* parameter and not the current attribute color (which may have changed
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* through glRasterPos and state validation.
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* So, we force the proper color here. Not elegant, but it works.
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*/
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{
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GLfloat colorSave[4];
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COPY_4V(colorSave, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
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COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color);
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st_upload_constants(st, stfp->Base.Base.Parameters, PIPE_SHADER_FRAGMENT);
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COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave);
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}
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/* limit checks */
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/* XXX if the bitmap is larger than the max texture size, break
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* it up into chunks.
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*/
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maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
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assert(width <= (GLsizei)maxSize);
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assert(height <= (GLsizei)maxSize);
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cso_save_rasterizer(cso);
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cso_save_samplers(cso);
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cso_save_sampler_textures(cso);
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cso_save_viewport(cso);
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cso_save_fragment_shader(cso);
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cso_save_vertex_shader(cso);
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/* rasterizer state: just scissor */
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st->bitmap.rasterizer.scissor = ctx->Scissor.Enabled;
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cso_set_rasterizer(cso, &st->bitmap.rasterizer);
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/* fragment shader state: TEX lookup program */
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cso_set_fragment_shader_handle(cso, stfp->driver_shader);
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/* vertex shader state: position + texcoord pass-through */
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cso_set_vertex_shader_handle(cso, st->bitmap.vs);
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/* user samplers, plus our bitmap sampler */
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{
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struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
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uint num = MAX2(stfp->bitmap_sampler + 1, st->state.num_samplers);
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uint i;
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for (i = 0; i < st->state.num_samplers; i++) {
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samplers[i] = &st->state.samplers[i];
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}
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samplers[stfp->bitmap_sampler] = &st->bitmap.sampler;
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cso_set_samplers(cso, num, (const struct pipe_sampler_state **) samplers);
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}
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/* user textures, plus the bitmap texture */
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{
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struct pipe_texture *textures[PIPE_MAX_SAMPLERS];
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uint num = MAX2(stfp->bitmap_sampler + 1, st->state.num_textures);
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memcpy(textures, st->state.sampler_texture, sizeof(textures));
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textures[stfp->bitmap_sampler] = pt;
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cso_set_sampler_textures(cso, num, textures);
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}
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/* viewport state: viewport matching window dims */
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{
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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] = 1.0f;
|
|
vp.scale[3] = 1.0f;
|
|
vp.translate[0] = 0.5f * width;
|
|
vp.translate[1] = 0.5f * height;
|
|
vp.translate[2] = 0.0f;
|
|
vp.translate[3] = 0.0f;
|
|
cso_set_viewport(cso, &vp);
|
|
}
|
|
|
|
/* draw textured quad */
|
|
offset = setup_bitmap_vertex_data(st, 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_sampler_textures(cso);
|
|
cso_restore_viewport(cso);
|
|
cso_restore_fragment_shader(cso);
|
|
cso_restore_vertex_shader(cso);
|
|
}
|
|
|
|
|
|
static void
|
|
reset_cache(struct st_context *st)
|
|
{
|
|
struct pipe_context *pipe = st->pipe;
|
|
struct pipe_screen *screen = pipe->screen;
|
|
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) {
|
|
screen->tex_transfer_destroy(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_TEXTURE_USAGE_SAMPLER);
|
|
}
|
|
|
|
|
|
/** 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 pipe_screen *screen = pipe->screen;
|
|
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 = st_no_flush_get_tex_transfer(st, cache->texture, 0, 0, 0,
|
|
PIPE_TRANSFER_WRITE, 0, 0,
|
|
BITMAP_CACHE_WIDTH,
|
|
BITMAP_CACHE_HEIGHT);
|
|
cache->buffer = screen->transfer_map(screen, 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_screen *screen = pipe->screen;
|
|
|
|
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);
|
|
screen->transfer_unmap(screen, cache->trans);
|
|
cache->buffer = NULL;
|
|
|
|
screen->tex_transfer_destroy(cache->trans);
|
|
cache->trans = NULL;
|
|
}
|
|
|
|
draw_bitmap_quad(st->ctx,
|
|
cache->xpos,
|
|
cache->ypos,
|
|
cache->zpos,
|
|
BITMAP_CACHE_WIDTH, BITMAP_CACHE_HEIGHT,
|
|
cache->texture,
|
|
cache->color);
|
|
}
|
|
|
|
/* release/free the texture */
|
|
pipe_texture_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_buffer_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(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
|
|
const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap )
|
|
{
|
|
struct st_context *st = ctx->st;
|
|
struct pipe_texture *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) {
|
|
assert(pt->target == PIPE_TEXTURE_2D);
|
|
draw_bitmap_quad(ctx, x, y, ctx->Current.RasterPos[2],
|
|
width, height, pt,
|
|
st->ctx->Current.RasterColor);
|
|
/* release/free the texture */
|
|
pipe_texture_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.sampler;
|
|
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;
|
|
sampler->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,
|
|
PIPE_TEXTURE_USAGE_SAMPLER, 0)) {
|
|
st->bitmap.tex_format = PIPE_FORMAT_I8_UNORM;
|
|
}
|
|
else if (screen->is_format_supported(screen, PIPE_FORMAT_A8_UNORM, PIPE_TEXTURE_2D,
|
|
PIPE_TEXTURE_USAGE_SAMPLER, 0)) {
|
|
st->bitmap.tex_format = PIPE_FORMAT_A8_UNORM;
|
|
}
|
|
else if (screen->is_format_supported(screen, PIPE_FORMAT_L8_UNORM, PIPE_TEXTURE_2D,
|
|
PIPE_TEXTURE_USAGE_SAMPLER, 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 pipe_screen *screen = pipe->screen;
|
|
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_buffer_reference(&st->bitmap.vbuf, NULL);
|
|
st->bitmap.vbuf = NULL;
|
|
}
|
|
|
|
if (cache) {
|
|
if (cache->trans) {
|
|
screen->transfer_unmap(screen, cache->trans);
|
|
screen->tex_transfer_destroy(cache->trans);
|
|
}
|
|
pipe_texture_reference(&st->bitmap.cache->texture, NULL);
|
|
_mesa_free(st->bitmap.cache);
|
|
st->bitmap.cache = NULL;
|
|
}
|
|
}
|