/************************************************************************** * * 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 "st_inlines.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_inlines.h" #include "util/u_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" /** * 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]; struct pipe_texture *texture; struct pipe_transfer *trans; GLboolean empty; /** An I8 texture image: */ ubyte *buffer; }; /** * 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, GLuint samplerIndex) { 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 = FRAG_ATTRIB_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 (ctx->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 = FRAG_BIT_TEX0; p->OutputsWritten = 0x0; p->SamplersUsed = (1 << samplerIndex); stfp = (struct st_fragment_program *) p; stfp->Base.UsesKill = GL_TRUE; /* No need to send this incomplete program down to hardware: * * st_translate_fragment_program(ctx->st, stfp, NULL); */ return stfp; } 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. */ static struct st_fragment_program * combined_bitmap_fragment_program(GLcontext *ctx) { struct st_context *st = ctx->st; struct st_fragment_program *stfp = st->fp; if (!stfp->bitmap_program) { /* * Generate new program which is the user-defined program prefixed * with the bitmap sampler/kill instructions. */ struct st_fragment_program *bitmap_prog; uint sampler; sampler = find_free_bit(st->fp->Base.Base.SamplersUsed); bitmap_prog = make_bitmap_fragment_program(ctx, sampler); stfp->bitmap_program = (struct st_fragment_program *) _mesa_combine_programs(ctx, &bitmap_prog->Base.Base, &stfp->Base.Base); stfp->bitmap_program->bitmap_sampler = sampler; /* done with this after combining */ st_reference_fragprog(st, &bitmap_prog, NULL); #if 0 { struct gl_program *p = &stfp->bitmap_program->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->bitmap_program, NULL); } return stfp->bitmap_program; } /** * Copy user-provide bitmap bits into texture buffer, expanding * bits into texels. * "On" bits will set texels to 0xff. * "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) { GLint row, col; #define SET_PIXEL(COL, ROW) \ destBuffer[(py + (ROW)) * destStride + px + (COL)] = 0x0; 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); if (unpack->LsbFirst) { /* Lsb first */ GLubyte mask = 1U << (unpack->SkipPixels & 0x7); for (col = 0; col < width; col++) { if (*src & mask) { SET_PIXEL(col, row); } 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++) { if (*src & mask) { SET_PIXEL(col, row); } if (mask == 1U) { src++; mask = 128U; } else { mask = mask >> 1; } } /* get ready for next row */ if (mask != 128) src++; } } /* row */ #undef SET_PIXEL } /** * 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_transfer *transfer; ubyte *dest; struct pipe_texture *pt; /* 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, ctx->st->bitmap.tex_format, 0, width, height, 1, PIPE_TEXTURE_USAGE_SAMPLER); if (!pt) { _mesa_unmap_bitmap_pbo(ctx, unpack); return NULL; } transfer = st_no_flush_get_tex_transfer(st_context(ctx), pt, 0, 0, 0, PIPE_TRANSFER_WRITE, 0, 0, width, height); dest = screen->transfer_map(screen, transfer); /* Put image into texture transfer */ memset(dest, 0xff, height * transfer->stride); unpack_bitmap(ctx->st, 0, 0, width, height, unpack, bitmap, dest, transfer->stride); _mesa_unmap_bitmap_pbo(ctx, unpack); /* Release transfer */ screen->transfer_unmap(screen, transfer); screen->tex_transfer_destroy(transfer); return pt; } static GLuint 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 GLfloat fb_width = (GLfloat)fb->Width; const GLfloat fb_height = (GLfloat)fb->Height; const GLfloat x0 = (GLfloat)x; const GLfloat x1 = (GLfloat)(x + width); const GLfloat y0 = (GLfloat)y; const GLfloat y1 = (GLfloat)(y + height); const GLfloat sLeft = (GLfloat)0.0, sRight = (GLfloat)1.0; const 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); const GLuint max_slots = 4096 / sizeof(st->bitmap.vertices); GLuint i; if (st->bitmap.vbuf_slot >= max_slots) { pipe_buffer_reference(&st->bitmap.vbuf, NULL); st->bitmap.vbuf_slot = 0; } if (!st->bitmap.vbuf) { st->bitmap.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX, max_slots * sizeof(st->bitmap.vertices)); } /* Positions are in clip coords since we need to do clipping in case * the bitmap quad goes beyond the window bounds. */ st->bitmap.vertices[0][0][0] = clip_x0; st->bitmap.vertices[0][0][1] = clip_y0; st->bitmap.vertices[0][2][0] = sLeft; st->bitmap.vertices[0][2][1] = tTop; st->bitmap.vertices[1][0][0] = clip_x1; st->bitmap.vertices[1][0][1] = clip_y0; st->bitmap.vertices[1][2][0] = sRight; st->bitmap.vertices[1][2][1] = tTop; st->bitmap.vertices[2][0][0] = clip_x1; st->bitmap.vertices[2][0][1] = clip_y1; st->bitmap.vertices[2][2][0] = sRight; st->bitmap.vertices[2][2][1] = tBot; st->bitmap.vertices[3][0][0] = clip_x0; st->bitmap.vertices[3][0][1] = clip_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 */ st_no_flush_pipe_buffer_write(st, st->bitmap.vbuf, st->bitmap.vbuf_slot * sizeof st->bitmap.vertices, sizeof st->bitmap.vertices, st->bitmap.vertices); return st->bitmap.vbuf_slot++ * sizeof st->bitmap.vertices; } /** * 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, const GLfloat *color) { struct st_context *st = ctx->st; struct pipe_context *pipe = ctx->st->pipe; struct cso_context *cso = ctx->st->cso_context; struct st_fragment_program *stfp; GLuint maxSize; GLuint offset; stfp = combined_bitmap_fragment_program(ctx); /* 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, stfp->Base.Base.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); cso_save_sampler_textures(cso); cso_save_viewport(cso); cso_save_fragment_shader(cso); cso_save_vertex_shader(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, stfp->driver_shader); /* vertex shader state: position + texcoord pass-through */ cso_set_vertex_shader_handle(cso, st->bitmap.vs); /* user samplers, plus our bitmap sampler */ { struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS]; uint num = MAX2(stfp->bitmap_sampler + 1, st->state.num_samplers); uint i; for (i = 0; i < st->state.num_samplers; i++) { samplers[i] = &st->state.samplers[i]; } samplers[stfp->bitmap_sampler] = &st->bitmap.sampler; cso_set_samplers(cso, num, (const struct pipe_sampler_state **) samplers); } /* user textures, plus the bitmap texture */ { struct pipe_texture *textures[PIPE_MAX_SAMPLERS]; uint num = MAX2(stfp->bitmap_sampler + 1, st->state.num_textures); memcpy(textures, st->state.sampler_texture, sizeof(textures)); textures[stfp->bitmap_sampler] = pt; cso_set_sampler_textures(cso, num, textures); } /* viewport state: viewport matching window dims */ { 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, ctx->Current.RasterPos[2], 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); } 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) { 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, st->ctx->Current.RasterPos[2], 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; 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)) { /* 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->empty = GL_FALSE; COPY_4FV(cache->color, st->ctx->Current.RasterColor); } assert(px != -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; } }