/************************************************************************** * * Copyright 2003 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. * **************************************************************************/ #include "glheader.h" #include "macros.h" #include "mtypes.h" #include "colormac.h" #include "intel_screen.h" #include "intel_span.h" #include "intel_regions.h" #include "intel_ioctl.h" #include "intel_tex.h" #include "swrast/swrast.h" #undef DBG #define DBG 0 #define LOCAL_VARS \ intelContextPtr intel = INTEL_CONTEXT(ctx); \ __DRIdrawablePrivate *dPriv = intel->driDrawable; \ driRenderbuffer *drb = (driRenderbuffer *) rb; \ GLuint pitch = drb->pitch * drb->cpp; \ GLuint height = dPriv->h; \ char *buf = (char *) drb->Base.Data + \ dPriv->x * drb->cpp + \ dPriv->y * pitch; \ GLushort p; \ (void) buf; (void) p #define LOCAL_DEPTH_VARS \ intelContextPtr intel = INTEL_CONTEXT(ctx); \ __DRIdrawablePrivate *dPriv = intel->driDrawable; \ driRenderbuffer *drb = (driRenderbuffer *) rb; \ GLuint pitch = drb->pitch * drb->cpp; \ GLuint height = dPriv->h; \ char *buf = (char *) drb->Base.Data + \ dPriv->x * drb->cpp + \ dPriv->y * pitch #define LOCAL_STENCIL_VARS LOCAL_DEPTH_VARS #define INIT_MONO_PIXEL(p,color)\ p = INTEL_PACKCOLOR565(color[0],color[1],color[2]) #define Y_FLIP(_y) (height - _y - 1) #define HW_LOCK() #define HW_UNLOCK() /* 16 bit, 565 rgb color spanline and pixel functions */ #define WRITE_RGBA( _x, _y, r, g, b, a ) \ *(GLushort *)(buf + _x*2 + _y*pitch) = ( (((int)r & 0xf8) << 8) | \ (((int)g & 0xfc) << 3) | \ (((int)b & 0xf8) >> 3)) #define WRITE_PIXEL( _x, _y, p ) \ *(GLushort *)(buf + _x*2 + _y*pitch) = p #define READ_RGBA( rgba, _x, _y ) \ do { \ GLushort p = *(GLushort *)(buf + _x*2 + _y*pitch); \ rgba[0] = (((p >> 11) & 0x1f) * 255) / 31; \ rgba[1] = (((p >> 5) & 0x3f) * 255) / 63; \ rgba[2] = (((p >> 0) & 0x1f) * 255) / 31; \ rgba[3] = 255; \ } while(0) #define TAG(x) intel##x##_565 #include "spantmp.h" /* 15 bit, 555 rgb color spanline and pixel functions */ #define WRITE_RGBA( _x, _y, r, g, b, a ) \ *(GLushort *)(buf + _x*2 + _y*pitch) = (((r & 0xf8) << 7) | \ ((g & 0xf8) << 3) | \ ((b & 0xf8) >> 3)) #define WRITE_PIXEL( _x, _y, p ) \ *(GLushort *)(buf + _x*2 + _y*pitch) = p #define READ_RGBA( rgba, _x, _y ) \ do { \ GLushort p = *(GLushort *)(buf + _x*2 + _y*pitch); \ rgba[0] = (p >> 7) & 0xf8; \ rgba[1] = (p >> 3) & 0xf8; \ rgba[2] = (p << 3) & 0xf8; \ rgba[3] = 255; \ } while(0) #define TAG(x) intel##x##_555 #include "spantmp.h" /* 16 bit depthbuffer functions. */ #define WRITE_DEPTH( _x, _y, d ) \ *(GLushort *)(buf + (_x)*2 + (_y)*pitch) = d; #define READ_DEPTH( d, _x, _y ) \ d = *(GLushort *)(buf + (_x)*2 + (_y)*pitch); #define TAG(x) intel##x##_z16 #include "depthtmp.h" #undef LOCAL_VARS #define LOCAL_VARS \ intelContextPtr intel = INTEL_CONTEXT(ctx); \ __DRIdrawablePrivate *dPriv = intel->driDrawable; \ driRenderbuffer *drb = (driRenderbuffer *) rb; \ GLuint pitch = drb->pitch * drb->cpp; \ GLuint height = dPriv->h; \ char *buf = (char *)drb->Base.Data + \ dPriv->x * drb->cpp + \ dPriv->y * pitch; \ GLuint p; \ (void) buf; (void) p #undef INIT_MONO_PIXEL #define INIT_MONO_PIXEL(p,color)\ p = INTEL_PACKCOLOR8888(color[0],color[1],color[2],color[3]) /* 32 bit, 8888 argb color spanline and pixel functions */ #define WRITE_RGBA(_x, _y, r, g, b, a) \ *(GLuint *)(buf + _x*4 + _y*pitch) = ((r << 16) | \ (g << 8) | \ (b << 0) | \ (a << 24) ) #define WRITE_PIXEL(_x, _y, p) \ *(GLuint *)(buf + _x*4 + _y*pitch) = p #define READ_RGBA(rgba, _x, _y) \ do { \ GLuint p = *(GLuint *)(buf + _x*4 + _y*pitch); \ rgba[0] = (p >> 16) & 0xff; \ rgba[1] = (p >> 8) & 0xff; \ rgba[2] = (p >> 0) & 0xff; \ rgba[3] = (p >> 24) & 0xff; \ } while (0) #define TAG(x) intel##x##_8888 #include "spantmp.h" /* 24/8 bit interleaved depth/stencil functions */ #define WRITE_DEPTH( _x, _y, d ) { \ GLuint tmp = *(GLuint *)(buf + (_x)*4 + (_y)*pitch); \ tmp &= 0xff000000; \ tmp |= (d) & 0xffffff; \ *(GLuint *)(buf + (_x)*4 + (_y)*pitch) = tmp; \ } #define READ_DEPTH( d, _x, _y ) \ d = *(GLuint *)(buf + (_x)*4 + (_y)*pitch) & 0xffffff; #define TAG(x) intel##x##_z24_s8 #include "depthtmp.h" #define WRITE_STENCIL( _x, _y, d ) { \ GLuint tmp = *(GLuint *)(buf + (_x)*4 + (_y)*pitch); \ tmp &= 0xffffff; \ tmp |= ((d)<<24); \ *(GLuint *)(buf + (_x)*4 + (_y)*pitch) = tmp; \ } #define READ_STENCIL( d, _x, _y ) \ d = *(GLuint *)(buf + (_x)*4 + (_y)*pitch) >> 24; #define TAG(x) intel##x##_z24_s8 #include "stenciltmp.h" /* Move locking out to get reasonable span performance. */ void intelSpanRenderStart( GLcontext *ctx ) { intelContextPtr intel = INTEL_CONTEXT(ctx); GLuint i; intelFlush(&intel->ctx); LOCK_HARDWARE(intel); intelWaitForIdle(intel); /* Just map the framebuffer and all textures. Bufmgr code will * take care of waiting on the necessary fences: */ intel_region_map(intel, intel->front_region); intel_region_map(intel, intel->back_region); intel_region_map(intel, intel->depth_region); for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { if (ctx->Texture.Unit[i]._ReallyEnabled) { struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current; intel_tex_map_images(intel, intel_texture_object(texObj)); } } } void intelSpanRenderFinish( GLcontext *ctx ) { intelContextPtr intel = INTEL_CONTEXT( ctx ); GLuint i; _swrast_flush( ctx ); /* Now unmap the framebuffer: */ intel_region_unmap(intel, intel->front_region); intel_region_unmap(intel, intel->back_region); intel_region_unmap(intel, intel->depth_region); for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { if (ctx->Texture.Unit[i]._ReallyEnabled) { struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current; intel_tex_unmap_images(intel, intel_texture_object(texObj)); } } UNLOCK_HARDWARE( intel ); } void intelInitSpanFuncs( GLcontext *ctx ) { struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx); swdd->SpanRenderStart = intelSpanRenderStart; swdd->SpanRenderFinish = intelSpanRenderFinish; } /** * Plug in the Get/Put routines for the given driRenderbuffer. */ void intelSetSpanFunctions(driRenderbuffer *drb, const GLvisual *vis) { if (drb->Base.InternalFormat == GL_RGBA) { if (vis->redBits == 5 && vis->greenBits == 5 && vis->blueBits == 5) { intelInitPointers_555(&drb->Base); } else if (vis->redBits == 5 && vis->greenBits == 6 && vis->blueBits == 5) { intelInitPointers_565(&drb->Base); } else { assert(vis->redBits == 8); assert(vis->greenBits == 8); assert(vis->blueBits == 8); intelInitPointers_8888(&drb->Base); } } else if (drb->Base.InternalFormat == GL_DEPTH_COMPONENT16) { intelInitDepthPointers_z16(&drb->Base); } else if (drb->Base.InternalFormat == GL_DEPTH_COMPONENT24) { intelInitDepthPointers_z24_s8(&drb->Base); } else if (drb->Base.InternalFormat == GL_STENCIL_INDEX8_EXT) { intelInitStencilPointers_z24_s8(&drb->Base); } }