/************************************************************************** * * 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/pbo.h" #include "program/program.h" #include "program/prog_print.h" #include "st_context.h" #include "st_atom.h" #include "st_atom_constbuf.h" #include "st_program.h" #include "st_cb_bitmap.h" #include "st_texture.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_shader_tokens.h" #include "util/u_inlines.h" #include "util/u_draw_quad.h" #include "util/u_simple_shaders.h" #include "util/u_upload_mgr.h" #include "program/prog_instruction.h" #include "cso_cache/cso_context.h" /** * glBitmaps are drawn as textured quads. The user's bitmap pattern * is stored in a texture image. An alpha8 texture format is used. * The fragment shader samples a bit (texel) from the texture, then * discards the fragment if the bit is off. * * Note that we actually store the inverse image of the bitmap to * simplify the fragment program. An "on" bit gets stored as texel=0x0 * and an "off" bit is stored as texel=0xff. Then we kill the * fragment if the negated texel value is less than zero. */ /** * The bitmap cache attempts to accumulate multiple glBitmap calls in a * buffer which is then rendered en mass upon a flush, state change, etc. * A wide, short buffer is used to target the common case of a series * of glBitmap calls being used to draw text. */ static GLboolean UseBitmapCache = GL_TRUE; #define BITMAP_CACHE_WIDTH 512 #define BITMAP_CACHE_HEIGHT 32 struct bitmap_cache { /** Window pos to render the cached image */ GLint xpos, ypos; /** Bounds of region used in window coords */ GLint xmin, ymin, xmax, ymax; GLfloat color[4]; /** Bitmap's Z position */ GLfloat zpos; struct pipe_resource *texture; struct pipe_transfer *trans; GLboolean empty; /** An I8 texture image: */ ubyte *buffer; }; /** Epsilon for Z comparisons */ #define Z_EPSILON 1e-06 /** * Make fragment program for glBitmap: * Sample the texture and kill the fragment if the bit is 0. * This program will be combined with the user's fragment program. */ static struct st_fragment_program * make_bitmap_fragment_program(struct gl_context *ctx, GLuint samplerIndex) { struct st_context *st = st_context(ctx); struct st_fragment_program *stfp; struct gl_program *p; GLuint ic = 0; p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0); if (!p) return NULL; p->NumInstructions = 3; p->Instructions = _mesa_alloc_instructions(p->NumInstructions); if (!p->Instructions) { ctx->Driver.DeleteProgram(ctx, p); return NULL; } _mesa_init_instructions(p->Instructions, p->NumInstructions); /* TEX tmp0, fragment.texcoord[0], texture[0], 2D; */ p->Instructions[ic].Opcode = OPCODE_TEX; p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY; p->Instructions[ic].DstReg.Index = 0; p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT; p->Instructions[ic].SrcReg[0].Index = VARYING_SLOT_TEX0; p->Instructions[ic].TexSrcUnit = samplerIndex; p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX; ic++; /* KIL if -tmp0 < 0 # texel=0 -> keep / texel=0 -> discard */ p->Instructions[ic].Opcode = OPCODE_KIL; p->Instructions[ic].SrcReg[0].File = PROGRAM_TEMPORARY; if (st->bitmap.tex_format == PIPE_FORMAT_L8_UNORM) p->Instructions[ic].SrcReg[0].Swizzle = SWIZZLE_XXXX; p->Instructions[ic].SrcReg[0].Index = 0; p->Instructions[ic].SrcReg[0].Negate = NEGATE_XYZW; ic++; /* END; */ p->Instructions[ic++].Opcode = OPCODE_END; assert(ic == p->NumInstructions); p->InputsRead = VARYING_BIT_TEX0; p->OutputsWritten = 0x0; p->SamplersUsed = (1 << samplerIndex); stfp = (struct st_fragment_program *) p; stfp->Base.UsesKill = GL_TRUE; return stfp; } static struct gl_program * make_bitmap_fragment_program_glsl(struct st_context *st, struct st_fragment_program *orig, GLuint samplerIndex) { struct gl_context *ctx = st->ctx; struct st_fragment_program *fp = (struct st_fragment_program *) ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0); if (!fp) return NULL; get_bitmap_visitor(fp, orig->glsl_to_tgsi, samplerIndex); return &fp->Base.Base; } static int find_free_bit(uint bitfield) { int i; for (i = 0; i < 32; i++) { if ((bitfield & (1 << i)) == 0) { return i; } } return -1; } /** * Combine basic bitmap fragment program with the user-defined program. * \param st current context * \param fpIn the incoming fragment program * \param fpOut the new fragment program which does fragment culling * \param bitmap_sampler sampler number for the bitmap texture */ void st_make_bitmap_fragment_program(struct st_context *st, struct gl_fragment_program *fpIn, struct gl_fragment_program **fpOut, GLuint *bitmap_sampler) { struct st_fragment_program *bitmap_prog; struct st_fragment_program *stfpIn = (struct st_fragment_program *) fpIn; struct gl_program *newProg; uint sampler; /* * Generate new program which is the user-defined program prefixed * with the bitmap sampler/kill instructions. */ sampler = find_free_bit(fpIn->Base.SamplersUsed); if (stfpIn->glsl_to_tgsi) newProg = make_bitmap_fragment_program_glsl(st, stfpIn, sampler); else { bitmap_prog = make_bitmap_fragment_program(st->ctx, sampler); newProg = _mesa_combine_programs(st->ctx, &bitmap_prog->Base.Base, &fpIn->Base); /* done with this after combining */ st_reference_fragprog(st, &bitmap_prog, NULL); } #if 0 { printf("Combined bitmap program:\n"); _mesa_print_program(newProg); printf("InputsRead: 0x%x\n", newProg->InputsRead); printf("OutputsWritten: 0x%x\n", newProg->OutputsWritten); _mesa_print_parameter_list(newProg->Parameters); } #endif /* return results */ *fpOut = (struct gl_fragment_program *) newProg; *bitmap_sampler = sampler; } /** * Copy user-provide bitmap bits into texture buffer, expanding * bits into texels. * "On" bits will set texels to 0x0. * "Off" bits will not modify texels. * Note that the image is actually going to be upside down in * the texture. We deal with that with texcoords. */ static void unpack_bitmap(struct st_context *st, GLint px, GLint py, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap, ubyte *destBuffer, uint destStride) { destBuffer += py * destStride + px; _mesa_expand_bitmap(width, height, unpack, bitmap, destBuffer, destStride, 0x0); } /** * Create a texture which represents a bitmap image. */ static struct pipe_resource * make_bitmap_texture(struct gl_context *ctx, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct pipe_transfer *transfer; ubyte *dest; struct pipe_resource *pt; /* PBO source... */ bitmap = _mesa_map_pbo_source(ctx, unpack, bitmap); if (!bitmap) { return NULL; } /** * Create texture to hold bitmap pattern. */ pt = st_texture_create(st, st->internal_target, st->bitmap.tex_format, 0, width, height, 1, 1, 0, PIPE_BIND_SAMPLER_VIEW); if (!pt) { _mesa_unmap_pbo_source(ctx, unpack); return NULL; } dest = pipe_transfer_map(st->pipe, pt, 0, 0, PIPE_TRANSFER_WRITE, 0, 0, width, height, &transfer); /* Put image into texture transfer */ memset(dest, 0xff, height * transfer->stride); unpack_bitmap(st, 0, 0, width, height, unpack, bitmap, dest, transfer->stride); _mesa_unmap_pbo_source(ctx, unpack); /* Release transfer */ pipe_transfer_unmap(pipe, transfer); return pt; } static void setup_bitmap_vertex_data(struct st_context *st, bool normalized, int x, int y, int width, int height, float z, const float color[4], struct pipe_resource **vbuf, unsigned *vbuf_offset) { const GLfloat fb_width = (GLfloat)st->state.framebuffer.width; const GLfloat fb_height = (GLfloat)st->state.framebuffer.height; const GLfloat x0 = (GLfloat)x; const GLfloat x1 = (GLfloat)(x + width); const GLfloat y0 = (GLfloat)y; const GLfloat y1 = (GLfloat)(y + height); GLfloat sLeft = (GLfloat)0.0, sRight = (GLfloat)1.0; GLfloat tTop = (GLfloat)0.0, tBot = (GLfloat)1.0 - tTop; const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0); const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0); const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0); const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0); GLuint i; float (*vertices)[3][4]; /**< vertex pos + color + texcoord */ if(!normalized) { sRight = (GLfloat) width; tBot = (GLfloat) height; } if (u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]), vbuf_offset, vbuf, (void **) &vertices) != PIPE_OK) { return; } /* Positions are in clip coords since we need to do clipping in case * the bitmap quad goes beyond the window bounds. */ vertices[0][0][0] = clip_x0; vertices[0][0][1] = clip_y0; vertices[0][2][0] = sLeft; vertices[0][2][1] = tTop; vertices[1][0][0] = clip_x1; vertices[1][0][1] = clip_y0; vertices[1][2][0] = sRight; vertices[1][2][1] = tTop; vertices[2][0][0] = clip_x1; vertices[2][0][1] = clip_y1; vertices[2][2][0] = sRight; vertices[2][2][1] = tBot; vertices[3][0][0] = clip_x0; vertices[3][0][1] = clip_y1; vertices[3][2][0] = sLeft; vertices[3][2][1] = tBot; /* same for all verts: */ for (i = 0; i < 4; i++) { vertices[i][0][2] = z; vertices[i][0][3] = 1.0f; vertices[i][1][0] = color[0]; vertices[i][1][1] = color[1]; vertices[i][1][2] = color[2]; vertices[i][1][3] = color[3]; vertices[i][2][2] = 0.0; /*R*/ vertices[i][2][3] = 1.0; /*Q*/ } u_upload_unmap(st->uploader); } /** * Render a glBitmap by drawing a textured quad */ static void draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z, GLsizei width, GLsizei height, struct pipe_sampler_view *sv, const GLfloat *color) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct cso_context *cso = st->cso_context; struct st_fp_variant *fpv; struct st_fp_variant_key key; GLuint maxSize; GLuint offset; struct pipe_resource *vbuf = NULL; memset(&key, 0, sizeof(key)); key.st = st; key.bitmap = GL_TRUE; key.clamp_color = st->clamp_frag_color_in_shader && st->ctx->Color._ClampFragmentColor; fpv = st_get_fp_variant(st, st->fp, &key); /* As an optimization, Mesa's fragment programs will sometimes get the * primary color from a statevar/constant rather than a varying variable. * when that's the case, we need to ensure that we use the 'color' * parameter and not the current attribute color (which may have changed * through glRasterPos and state validation. * So, we force the proper color here. Not elegant, but it works. */ { GLfloat colorSave[4]; COPY_4V(colorSave, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]); COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color); st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT); COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave); } /* limit checks */ /* XXX if the bitmap is larger than the max texture size, break * it up into chunks. */ maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1); assert(width <= (GLsizei)maxSize); assert(height <= (GLsizei)maxSize); cso_save_rasterizer(cso); cso_save_samplers(cso, PIPE_SHADER_FRAGMENT); cso_save_sampler_views(cso, PIPE_SHADER_FRAGMENT); cso_save_viewport(cso); cso_save_fragment_shader(cso); cso_save_stream_outputs(cso); cso_save_vertex_shader(cso); cso_save_geometry_shader(cso); cso_save_vertex_elements(cso); cso_save_aux_vertex_buffer_slot(cso); /* rasterizer state: just scissor */ st->bitmap.rasterizer.scissor = ctx->Scissor.Enabled; cso_set_rasterizer(cso, &st->bitmap.rasterizer); /* fragment shader state: TEX lookup program */ cso_set_fragment_shader_handle(cso, fpv->driver_shader); /* vertex shader state: position + texcoord pass-through */ cso_set_vertex_shader_handle(cso, st->bitmap.vs); /* geometry shader state: disabled */ cso_set_geometry_shader_handle(cso, NULL); /* user samplers, plus our bitmap sampler */ { struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS]; uint num = MAX2(fpv->bitmap_sampler + 1, st->state.num_samplers[PIPE_SHADER_FRAGMENT]); uint i; for (i = 0; i < st->state.num_samplers[PIPE_SHADER_FRAGMENT]; i++) { samplers[i] = &st->state.samplers[PIPE_SHADER_FRAGMENT][i]; } samplers[fpv->bitmap_sampler] = &st->bitmap.samplers[sv->texture->target != PIPE_TEXTURE_RECT]; cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num, (const struct pipe_sampler_state **) samplers); } /* user textures, plus the bitmap texture */ { struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS]; uint num = MAX2(fpv->bitmap_sampler + 1, st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]); memcpy(sampler_views, st->state.sampler_views[PIPE_SHADER_FRAGMENT], sizeof(sampler_views)); sampler_views[fpv->bitmap_sampler] = sv; cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num, sampler_views); } /* viewport state: viewport matching window dims */ { const GLboolean invert = st->state.fb_orientation == Y_0_TOP; const GLfloat width = (GLfloat)st->state.framebuffer.width; const GLfloat height = (GLfloat)st->state.framebuffer.height; struct pipe_viewport_state vp; vp.scale[0] = 0.5f * width; vp.scale[1] = height * (invert ? -0.5f : 0.5f); vp.scale[2] = 0.5f; vp.scale[3] = 1.0f; vp.translate[0] = 0.5f * width; vp.translate[1] = 0.5f * height; vp.translate[2] = 0.5f; vp.translate[3] = 0.0f; cso_set_viewport(cso, &vp); } cso_set_vertex_elements(cso, 3, st->velems_util_draw); cso_set_stream_outputs(st->cso_context, 0, NULL, 0); /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */ z = z * 2.0f - 1.0f; /* draw textured quad */ setup_bitmap_vertex_data(st, sv->texture->target != PIPE_TEXTURE_RECT, x, y, width, height, z, color, &vbuf, &offset); if (vbuf) { util_draw_vertex_buffer(pipe, st->cso_context, vbuf, cso_get_aux_vertex_buffer_slot(st->cso_context), offset, PIPE_PRIM_TRIANGLE_FAN, 4, /* verts */ 3); /* attribs/vert */ } /* restore state */ cso_restore_rasterizer(cso); cso_restore_samplers(cso, PIPE_SHADER_FRAGMENT); cso_restore_sampler_views(cso, PIPE_SHADER_FRAGMENT); cso_restore_viewport(cso); cso_restore_fragment_shader(cso); cso_restore_vertex_shader(cso); cso_restore_geometry_shader(cso); cso_restore_vertex_elements(cso); cso_restore_aux_vertex_buffer_slot(cso); cso_restore_stream_outputs(cso); pipe_resource_reference(&vbuf, NULL); } static void reset_cache(struct st_context *st) { 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; 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, 1, 0, PIPE_BIND_SAMPLER_VIEW); } /** Print bitmap image to stdout (debug) */ static void print_cache(const struct bitmap_cache *cache) { int i, j, k; for (i = 0; i < BITMAP_CACHE_HEIGHT; i++) { k = BITMAP_CACHE_WIDTH * (BITMAP_CACHE_HEIGHT - i - 1); for (j = 0; j < BITMAP_CACHE_WIDTH; j++) { if (cache->buffer[k]) printf("X"); else printf(" "); k++; } printf("\n"); } } /** * Create gallium pipe_transfer object for the bitmap cache. */ static void create_cache_trans(struct st_context *st) { struct pipe_context *pipe = st->pipe; struct bitmap_cache *cache = st->bitmap.cache; if (cache->trans) return; /* Map the texture transfer. * Subsequent glBitmap calls will write into the texture image. */ cache->buffer = pipe_transfer_map(pipe, cache->texture, 0, 0, PIPE_TRANSFER_WRITE, 0, 0, BITMAP_CACHE_WIDTH, BITMAP_CACHE_HEIGHT, &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; struct pipe_context *pipe = st->pipe; struct pipe_sampler_view *sv; assert(cache->xmin <= cache->xmax); /* printf("flush size %d x %d at %d, %d\n", cache->xmax - cache->xmin, cache->ymax - cache->ymin, cache->xpos, cache->ypos); */ /* The texture transfer has been mapped until now. * So unmap and release the texture transfer before drawing. */ if (cache->trans && cache->buffer) { if (0) print_cache(cache); pipe_transfer_unmap(pipe, cache->trans); cache->buffer = NULL; cache->trans = NULL; } sv = st_create_texture_sampler_view(st->pipe, cache->texture); if (sv) { draw_bitmap_quad(st->ctx, cache->xpos, cache->ypos, cache->zpos, BITMAP_CACHE_WIDTH, BITMAP_CACHE_HEIGHT, sv, cache->color); pipe_sampler_view_reference(&sv, NULL); } /* release/free the texture */ pipe_resource_reference(&cache->texture, NULL); reset_cache(st); } } /** * 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 gl_context *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 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); /* PBO source... */ bitmap = _mesa_map_pbo_source(ctx, unpack, bitmap); if (!bitmap) { return FALSE; } unpack_bitmap(st, px, py, width, height, unpack, bitmap, cache->buffer, BITMAP_CACHE_WIDTH); _mesa_unmap_pbo_source(ctx, unpack); return GL_TRUE; /* accumulated */ } /** * Called via ctx->Driver.Bitmap() */ static void st_Bitmap(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap ) { struct st_context *st = st_context(ctx); struct pipe_resource *pt; if (width == 0 || height == 0) return; st_validate_state(st); if (!st->bitmap.vs) { /* create pass-through vertex shader now */ const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, TGSI_SEMANTIC_COLOR, st->needs_texcoord_semantic ? TGSI_SEMANTIC_TEXCOORD : 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(ctx, x, y, width, height, unpack, bitmap)) return; pt = make_bitmap_texture(ctx, width, height, unpack, bitmap); if (pt) { struct pipe_sampler_view *sv = st_create_texture_sampler_view(st->pipe, pt); assert(pt->target == PIPE_TEXTURE_2D || pt->target == PIPE_TEXTURE_RECT); if (sv) { draw_bitmap_quad(ctx, x, y, ctx->Current.RasterPos[2], width, height, sv, st->ctx->Current.RasterColor); pipe_sampler_view_reference(&sv, NULL); } /* release/free the texture */ pipe_resource_reference(&pt, NULL); } } /** Per-context init */ void st_init_bitmap_functions(struct dd_function_table *functions) { functions->Bitmap = st_Bitmap; } /** Per-context init */ void st_init_bitmap(struct st_context *st) { struct pipe_sampler_state *sampler = &st->bitmap.samplers[0]; struct pipe_context *pipe = st->pipe; struct pipe_screen *screen = pipe->screen; /* init sampler state once */ memset(sampler, 0, sizeof(*sampler)); sampler->wrap_s = PIPE_TEX_WRAP_CLAMP; sampler->wrap_t = PIPE_TEX_WRAP_CLAMP; sampler->wrap_r = PIPE_TEX_WRAP_CLAMP; sampler->min_img_filter = PIPE_TEX_FILTER_NEAREST; sampler->min_mip_filter = PIPE_TEX_MIPFILTER_NONE; sampler->mag_img_filter = PIPE_TEX_FILTER_NEAREST; st->bitmap.samplers[1] = *sampler; st->bitmap.samplers[1].normalized_coords = 1; /* init baseline rasterizer state once */ memset(&st->bitmap.rasterizer, 0, sizeof(st->bitmap.rasterizer)); st->bitmap.rasterizer.half_pixel_center = 1; st->bitmap.rasterizer.bottom_edge_rule = 1; st->bitmap.rasterizer.depth_clip = 1; /* find a usable texture format */ if (screen->is_format_supported(screen, PIPE_FORMAT_I8_UNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW)) { st->bitmap.tex_format = PIPE_FORMAT_I8_UNORM; } else if (screen->is_format_supported(screen, PIPE_FORMAT_A8_UNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW)) { st->bitmap.tex_format = PIPE_FORMAT_A8_UNORM; } else if (screen->is_format_supported(screen, PIPE_FORMAT_L8_UNORM, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW)) { st->bitmap.tex_format = PIPE_FORMAT_L8_UNORM; } else { /* XXX support more formats */ assert(0); } /* alloc bitmap cache object */ st->bitmap.cache = ST_CALLOC_STRUCT(bitmap_cache); reset_cache(st); } /** Per-context tear-down */ void st_destroy_bitmap(struct st_context *st) { struct pipe_context *pipe = st->pipe; struct bitmap_cache *cache = st->bitmap.cache; if (st->bitmap.vs) { cso_delete_vertex_shader(st->cso_context, st->bitmap.vs); st->bitmap.vs = NULL; } if (cache) { if (cache->trans && cache->buffer) { pipe_transfer_unmap(pipe, cache->trans); } pipe_resource_reference(&st->bitmap.cache->texture, NULL); free(st->bitmap.cache); st->bitmap.cache = NULL; } }