/************************************************************************** * * 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/mfeatures.h" #include "main/mtypes.h" #include "main/pack.h" #include "main/pbo.h" #include "main/texformat.h" #include "main/texstore.h" #include "program/program.h" #include "program/prog_print.h" #include "program/prog_instruction.h" #include "st_atom.h" #include "st_atom_constbuf.h" #include "st_cb_drawpixels.h" #include "st_cb_readpixels.h" #include "st_cb_fbo.h" #include "st_context.h" #include "st_debug.h" #include "st_format.h" #include "st_program.h" #include "st_texture.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "tgsi/tgsi_ureg.h" #include "util/u_draw_quad.h" #include "util/u_format.h" #include "util/u_inlines.h" #include "util/u_math.h" #include "util/u_tile.h" #include "cso_cache/cso_context.h" #if FEATURE_drawpix /** * Check if the given program is: * 0: MOVE result.color, fragment.color; * 1: END; */ static GLboolean is_passthrough_program(const struct gl_fragment_program *prog) { if (prog->Base.NumInstructions == 2) { const struct prog_instruction *inst = prog->Base.Instructions; if (inst[0].Opcode == OPCODE_MOV && inst[1].Opcode == OPCODE_END && inst[0].DstReg.File == PROGRAM_OUTPUT && inst[0].DstReg.Index == FRAG_RESULT_COLOR && inst[0].DstReg.WriteMask == WRITEMASK_XYZW && inst[0].SrcReg[0].File == PROGRAM_INPUT && inst[0].SrcReg[0].Index == FRAG_ATTRIB_COL0 && inst[0].SrcReg[0].Swizzle == SWIZZLE_XYZW) { return GL_TRUE; } } return GL_FALSE; } /** * Make fragment shader for glDraw/CopyPixels. This shader is made * by combining the pixel transfer shader with the user-defined shader. * \param fpIn the current/incoming fragment program * \param fpOut returns the combined fragment program */ void st_make_drawpix_fragment_program(struct st_context *st, struct gl_fragment_program *fpIn, struct gl_fragment_program **fpOut) { struct gl_program *newProg; if (is_passthrough_program(fpIn)) { newProg = (struct gl_program *) _mesa_clone_fragment_program(st->ctx, &st->pixel_xfer.program->Base); } else { #if 0 /* debug */ printf("Base program:\n"); _mesa_print_program(&fpIn->Base); printf("DrawPix program:\n"); _mesa_print_program(&st->pixel_xfer.program->Base.Base); #endif newProg = _mesa_combine_programs(st->ctx, &st->pixel_xfer.program->Base.Base, &fpIn->Base); } #if 0 /* debug */ printf("Combined DrawPixels 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 *fpOut = (struct gl_fragment_program *) newProg; } /** * Create fragment program that does a TEX() instruction to get a Z and/or * stencil value value, then writes to FRAG_RESULT_DEPTH/FRAG_RESULT_STENCIL. * Used for glDrawPixels(GL_DEPTH_COMPONENT / GL_STENCIL_INDEX). * Pass fragment color through as-is. * \return pointer to the gl_fragment program */ struct gl_fragment_program * st_make_drawpix_z_stencil_program(struct st_context *st, GLboolean write_depth, GLboolean write_stencil) { struct gl_context *ctx = st->ctx; struct gl_program *p; struct gl_fragment_program *fp; GLuint ic = 0; const GLuint shaderIndex = write_depth * 2 + write_stencil; assert(shaderIndex < Elements(st->drawpix.shaders)); if (st->drawpix.shaders[shaderIndex]) { /* already have the proper shader */ return st->drawpix.shaders[shaderIndex]; } /* * Create shader now */ p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0); if (!p) return NULL; p->NumInstructions = write_depth ? 2 : 1; p->NumInstructions += write_stencil ? 1 : 0; p->Instructions = _mesa_alloc_instructions(p->NumInstructions); if (!p->Instructions) { ctx->Driver.DeleteProgram(ctx, p); return NULL; } _mesa_init_instructions(p->Instructions, p->NumInstructions); if (write_depth) { /* TEX result.depth, fragment.texcoord[0], texture[0], 2D; */ p->Instructions[ic].Opcode = OPCODE_TEX; p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT; p->Instructions[ic].DstReg.Index = FRAG_RESULT_DEPTH; p->Instructions[ic].DstReg.WriteMask = WRITEMASK_Z; p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT; p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0; p->Instructions[ic].TexSrcUnit = 0; p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX; ic++; } if (write_stencil) { /* TEX result.stencil, fragment.texcoord[0], texture[0], 2D; */ p->Instructions[ic].Opcode = OPCODE_TEX; p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT; p->Instructions[ic].DstReg.Index = FRAG_RESULT_STENCIL; p->Instructions[ic].DstReg.WriteMask = WRITEMASK_Y; p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT; p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0; p->Instructions[ic].TexSrcUnit = 1; p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX; ic++; } /* END; */ p->Instructions[ic++].Opcode = OPCODE_END; assert(ic == p->NumInstructions); p->InputsRead = FRAG_BIT_TEX0 | FRAG_BIT_COL0; p->OutputsWritten = 0; if (write_depth) p->OutputsWritten |= (1 << FRAG_RESULT_DEPTH); if (write_stencil) p->OutputsWritten |= (1 << FRAG_RESULT_STENCIL); p->SamplersUsed = 0x1; /* sampler 0 (bit 0) is used */ if (write_stencil) p->SamplersUsed |= 1 << 1; fp = (struct gl_fragment_program *) p; /* save the new shader */ st->drawpix.shaders[shaderIndex] = fp; return fp; } /** * Create a simple vertex shader that just passes through the * vertex position and texcoord (and optionally, color). */ static void * make_passthrough_vertex_shader(struct st_context *st, GLboolean passColor) { if (!st->drawpix.vert_shaders[passColor]) { struct ureg_program *ureg = ureg_create( TGSI_PROCESSOR_VERTEX ); if (ureg == NULL) return NULL; /* MOV result.pos, vertex.pos; */ ureg_MOV(ureg, ureg_DECL_output( ureg, TGSI_SEMANTIC_POSITION, 0 ), ureg_DECL_vs_input( ureg, 0 )); /* MOV result.texcoord0, vertex.attr[1]; */ ureg_MOV(ureg, ureg_DECL_output( ureg, TGSI_SEMANTIC_GENERIC, 0 ), ureg_DECL_vs_input( ureg, 1 )); if (passColor) { /* MOV result.color0, vertex.attr[2]; */ ureg_MOV(ureg, ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, 0 ), ureg_DECL_vs_input( ureg, 2 )); } ureg_END( ureg ); st->drawpix.vert_shaders[passColor] = ureg_create_shader_and_destroy( ureg, st->pipe ); } return st->drawpix.vert_shaders[passColor]; } /** * Return a texture base format for drawing/copying an image * of the given format. */ static GLenum base_format(GLenum format) { switch (format) { case GL_DEPTH_COMPONENT: return GL_DEPTH_COMPONENT; case GL_DEPTH_STENCIL: return GL_DEPTH_STENCIL; case GL_STENCIL_INDEX: return GL_STENCIL_INDEX; default: return GL_RGBA; } } /** * Return a texture internalFormat for drawing/copying an image * of the given format and type. */ static GLenum internal_format(GLenum format, GLenum type) { switch (format) { case GL_DEPTH_COMPONENT: return GL_DEPTH_COMPONENT; case GL_DEPTH_STENCIL: return GL_DEPTH_STENCIL; case GL_STENCIL_INDEX: return GL_STENCIL_INDEX; default: if (_mesa_is_integer_format(format)) { switch (type) { case GL_BYTE: return GL_RGBA8I; case GL_UNSIGNED_BYTE: return GL_RGBA8UI; case GL_SHORT: return GL_RGBA16I; case GL_UNSIGNED_SHORT: return GL_RGBA16UI; case GL_INT: return GL_RGBA32I; case GL_UNSIGNED_INT: return GL_RGBA32UI; default: assert(0 && "Unexpected type in internal_format()"); return GL_RGBA_INTEGER; } } else { return GL_RGBA; } } } /** * Create a temporary texture to hold an image of the given size. * If width, height are not POT and the driver only handles POT textures, * allocate the next larger size of texture that is POT. */ static struct pipe_resource * alloc_texture(struct st_context *st, GLsizei width, GLsizei height, enum pipe_format texFormat) { struct pipe_resource *pt; pt = st_texture_create(st, st->internal_target, texFormat, 0, width, height, 1, 1, PIPE_BIND_SAMPLER_VIEW); return pt; } /** * Make texture containing an image for glDrawPixels image. * If 'pixels' is NULL, leave the texture image data undefined. */ static struct pipe_resource * make_texture(struct st_context *st, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels) { struct gl_context *ctx = st->ctx; struct pipe_context *pipe = st->pipe; gl_format mformat; struct pipe_resource *pt; enum pipe_format pipeFormat; GLuint cpp; GLenum baseFormat, intFormat; baseFormat = base_format(format); intFormat = internal_format(format, type); mformat = st_ChooseTextureFormat_renderable(ctx, intFormat, format, type, GL_FALSE); assert(mformat); pipeFormat = st_mesa_format_to_pipe_format(mformat); assert(pipeFormat); cpp = util_format_get_blocksize(pipeFormat); pixels = _mesa_map_pbo_source(ctx, unpack, pixels); if (!pixels) return NULL; /* alloc temporary texture */ pt = alloc_texture(st, width, height, pipeFormat); if (!pt) { _mesa_unmap_pbo_source(ctx, unpack); return NULL; } { struct pipe_transfer *transfer; static const GLuint dstImageOffsets = 0; GLboolean success; GLubyte *dest; const GLbitfield imageTransferStateSave = ctx->_ImageTransferState; /* we'll do pixel transfer in a fragment shader */ ctx->_ImageTransferState = 0x0; transfer = pipe_get_transfer(st->pipe, pt, 0, 0, PIPE_TRANSFER_WRITE, 0, 0, width, height); /* map texture transfer */ dest = pipe_transfer_map(pipe, transfer); /* Put image into texture transfer. * Note that the image is actually going to be upside down in * the texture. We deal with that with texcoords. */ success = _mesa_texstore(ctx, 2, /* dims */ baseFormat, /* baseInternalFormat */ mformat, /* gl_format */ dest, /* dest */ 0, 0, 0, /* dstX/Y/Zoffset */ transfer->stride, /* dstRowStride, bytes */ &dstImageOffsets, /* dstImageOffsets */ width, height, 1, /* size */ format, type, /* src format/type */ pixels, /* data source */ unpack); /* unmap */ pipe_transfer_unmap(pipe, transfer); pipe->transfer_destroy(pipe, transfer); assert(success); /* restore */ ctx->_ImageTransferState = imageTransferStateSave; } _mesa_unmap_pbo_source(ctx, unpack); return pt; } /** * Draw quad with texcoords and optional color. * Coords are gallium window coords with y=0=top. * \param color may be null * \param invertTex if true, flip texcoords vertically */ static void draw_quad(struct gl_context *ctx, GLfloat x0, GLfloat y0, GLfloat z, GLfloat x1, GLfloat y1, const GLfloat *color, GLboolean invertTex, GLfloat maxXcoord, GLfloat maxYcoord) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; GLfloat verts[4][3][4]; /* four verts, three attribs, XYZW */ /* setup vertex data */ { const struct gl_framebuffer *fb = st->ctx->DrawBuffer; const GLfloat fb_width = (GLfloat) fb->Width; const GLfloat fb_height = (GLfloat) fb->Height; const GLfloat clip_x0 = x0 / fb_width * 2.0f - 1.0f; const GLfloat clip_y0 = y0 / fb_height * 2.0f - 1.0f; const GLfloat clip_x1 = x1 / fb_width * 2.0f - 1.0f; const GLfloat clip_y1 = y1 / fb_height * 2.0f - 1.0f; const GLfloat sLeft = 0.0f, sRight = maxXcoord; const GLfloat tTop = invertTex ? maxYcoord : 0.0f; const GLfloat tBot = invertTex ? 0.0f : maxYcoord; GLuint i; /* upper-left */ verts[0][0][0] = clip_x0; /* v[0].attr[0].x */ verts[0][0][1] = clip_y0; /* v[0].attr[0].y */ /* upper-right */ verts[1][0][0] = clip_x1; verts[1][0][1] = clip_y0; /* lower-right */ verts[2][0][0] = clip_x1; verts[2][0][1] = clip_y1; /* lower-left */ verts[3][0][0] = clip_x0; verts[3][0][1] = clip_y1; verts[0][1][0] = sLeft; /* v[0].attr[1].S */ verts[0][1][1] = tTop; /* v[0].attr[1].T */ verts[1][1][0] = sRight; verts[1][1][1] = tTop; verts[2][1][0] = sRight; verts[2][1][1] = tBot; verts[3][1][0] = sLeft; verts[3][1][1] = tBot; /* same for all verts: */ if (color) { for (i = 0; i < 4; i++) { verts[i][0][2] = z; /* v[i].attr[0].z */ verts[i][0][3] = 1.0f; /* v[i].attr[0].w */ verts[i][2][0] = color[0]; /* v[i].attr[2].r */ verts[i][2][1] = color[1]; /* v[i].attr[2].g */ verts[i][2][2] = color[2]; /* v[i].attr[2].b */ verts[i][2][3] = color[3]; /* v[i].attr[2].a */ verts[i][1][2] = 0.0f; /* v[i].attr[1].R */ verts[i][1][3] = 1.0f; /* v[i].attr[1].Q */ } } else { for (i = 0; i < 4; i++) { verts[i][0][2] = z; /*Z*/ verts[i][0][3] = 1.0f; /*W*/ verts[i][1][2] = 0.0f; /*R*/ verts[i][1][3] = 1.0f; /*Q*/ } } } { struct pipe_resource *buf; /* allocate/load buffer object with vertex data */ buf = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER, PIPE_USAGE_STATIC, sizeof(verts)); pipe_buffer_write(st->pipe, buf, 0, sizeof(verts), verts); util_draw_vertex_buffer(pipe, st->cso_context, buf, 0, PIPE_PRIM_QUADS, 4, /* verts */ 3); /* attribs/vert */ pipe_resource_reference(&buf, NULL); } } static void draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z, GLsizei width, GLsizei height, GLfloat zoomX, GLfloat zoomY, struct pipe_sampler_view **sv, int num_sampler_view, void *driver_vp, void *driver_fp, const GLfloat *color, GLboolean invertTex, GLboolean write_depth, GLboolean write_stencil) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct cso_context *cso = st->cso_context; GLfloat x0, y0, x1, y1; GLsizei maxSize; boolean normalized = sv[0]->texture->target != PIPE_TEXTURE_RECT; /* limit checks */ /* XXX if DrawPixels image is larger than max texture size, break * it up into chunks. */ maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1); assert(width <= maxSize); assert(height <= maxSize); cso_save_rasterizer(cso); cso_save_viewport(cso); cso_save_samplers(cso); cso_save_fragment_sampler_views(cso); cso_save_fragment_shader(cso); cso_save_vertex_shader(cso); cso_save_vertex_elements(cso); cso_save_vertex_buffers(cso); if (write_stencil) { cso_save_depth_stencil_alpha(cso); cso_save_blend(cso); } /* rasterizer state: just scissor */ { struct pipe_rasterizer_state rasterizer; memset(&rasterizer, 0, sizeof(rasterizer)); rasterizer.gl_rasterization_rules = 1; rasterizer.scissor = ctx->Scissor.Enabled; cso_set_rasterizer(cso, &rasterizer); } if (write_stencil) { /* Stencil writing bypasses the normal fragment pipeline to * disable color writing and set stencil test to always pass. */ struct pipe_depth_stencil_alpha_state dsa; struct pipe_blend_state blend; /* depth/stencil */ memset(&dsa, 0, sizeof(dsa)); dsa.stencil[0].enabled = 1; dsa.stencil[0].func = PIPE_FUNC_ALWAYS; dsa.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff; dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE; if (write_depth) { /* writing depth+stencil: depth test always passes */ dsa.depth.enabled = 1; dsa.depth.writemask = ctx->Depth.Mask; dsa.depth.func = PIPE_FUNC_ALWAYS; } cso_set_depth_stencil_alpha(cso, &dsa); /* blend (colormask) */ memset(&blend, 0, sizeof(blend)); cso_set_blend(cso, &blend); } /* fragment shader state: TEX lookup program */ cso_set_fragment_shader_handle(cso, driver_fp); /* vertex shader state: position + texcoord pass-through */ cso_set_vertex_shader_handle(cso, driver_vp); /* texture sampling state: */ { struct pipe_sampler_state sampler; memset(&sampler, 0, sizeof(sampler)); sampler.wrap_s = PIPE_TEX_WRAP_CLAMP; sampler.wrap_t = PIPE_TEX_WRAP_CLAMP; sampler.wrap_r = PIPE_TEX_WRAP_CLAMP; sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; sampler.normalized_coords = normalized; cso_single_sampler(cso, 0, &sampler); if (num_sampler_view > 1) { cso_single_sampler(cso, 1, &sampler); } cso_single_sampler_done(cso); } /* viewport state: viewport matching window dims */ { const float w = (float) ctx->DrawBuffer->Width; const float h = (float) ctx->DrawBuffer->Height; struct pipe_viewport_state vp; vp.scale[0] = 0.5f * w; vp.scale[1] = -0.5f * h; vp.scale[2] = 0.5f; vp.scale[3] = 1.0f; vp.translate[0] = 0.5f * w; vp.translate[1] = 0.5f * h; 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); /* texture state: */ cso_set_fragment_sampler_views(cso, num_sampler_view, sv); /* Compute Gallium window coords (y=0=top) with pixel zoom. * Recall that these coords are transformed by the current * vertex shader and viewport transformation. */ if (st_fb_orientation(ctx->DrawBuffer) == Y_0_BOTTOM) { y = ctx->DrawBuffer->Height - (int) (y + height * ctx->Pixel.ZoomY); invertTex = !invertTex; } x0 = (GLfloat) x; x1 = x + width * ctx->Pixel.ZoomX; y0 = (GLfloat) y; y1 = y + height * ctx->Pixel.ZoomY; /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */ z = z * 2.0 - 1.0; draw_quad(ctx, x0, y0, z, x1, y1, color, invertTex, normalized ? ((GLfloat) width / sv[0]->texture->width0) : (GLfloat)width, normalized ? ((GLfloat) height / sv[0]->texture->height0) : (GLfloat)height); /* restore state */ cso_restore_rasterizer(cso); cso_restore_viewport(cso); cso_restore_samplers(cso); cso_restore_fragment_sampler_views(cso); cso_restore_fragment_shader(cso); cso_restore_vertex_shader(cso); cso_restore_vertex_elements(cso); cso_restore_vertex_buffers(cso); if (write_stencil) { cso_restore_depth_stencil_alpha(cso); cso_restore_blend(cso); } } /** * Software fallback to do glDrawPixels(GL_STENCIL_INDEX) when we * can't use a fragment shader to write stencil values. */ static void draw_stencil_pixels(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct st_renderbuffer *strb; enum pipe_transfer_usage usage; struct pipe_transfer *pt; const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0; GLint skipPixels; ubyte *stmap; struct gl_pixelstore_attrib clippedUnpack = *unpack; if (!zoom) { if (!_mesa_clip_drawpixels(ctx, &x, &y, &width, &height, &clippedUnpack)) { /* totally clipped */ return; } } strb = st_renderbuffer(ctx->DrawBuffer-> Attachment[BUFFER_STENCIL].Renderbuffer); if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) { y = ctx->DrawBuffer->Height - y - height; } if(format != GL_DEPTH_STENCIL && util_format_get_component_bits(strb->format, UTIL_FORMAT_COLORSPACE_ZS, 0) != 0) usage = PIPE_TRANSFER_READ_WRITE; else usage = PIPE_TRANSFER_WRITE; pt = pipe_get_transfer(st_context(ctx)->pipe, strb->texture, 0, 0, usage, x, y, width, height); stmap = pipe_transfer_map(pipe, pt); pixels = _mesa_map_pbo_source(ctx, &clippedUnpack, pixels); assert(pixels); /* if width > MAX_WIDTH, have to process image in chunks */ skipPixels = 0; while (skipPixels < width) { const GLint spanX = skipPixels; const GLint spanWidth = MIN2(width - skipPixels, MAX_WIDTH); GLint row; for (row = 0; row < height; row++) { GLubyte sValues[MAX_WIDTH]; GLuint zValues[MAX_WIDTH]; GLenum destType = GL_UNSIGNED_BYTE; const GLvoid *source = _mesa_image_address2d(&clippedUnpack, pixels, width, height, format, type, row, skipPixels); _mesa_unpack_stencil_span(ctx, spanWidth, destType, sValues, type, source, &clippedUnpack, ctx->_ImageTransferState); if (format == GL_DEPTH_STENCIL) { _mesa_unpack_depth_span(ctx, spanWidth, GL_UNSIGNED_INT, zValues, (1 << 24) - 1, type, source, &clippedUnpack); } if (zoom) { _mesa_problem(ctx, "Gallium glDrawPixels(GL_STENCIL) with " "zoom not complete"); } { GLint spanY; if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) { spanY = height - row - 1; } else { spanY = row; } /* now pack the stencil (and Z) values in the dest format */ switch (pt->resource->format) { case PIPE_FORMAT_S8_USCALED: { ubyte *dest = stmap + spanY * pt->stride + spanX; assert(usage == PIPE_TRANSFER_WRITE); memcpy(dest, sValues, spanWidth); } break; case PIPE_FORMAT_Z24_UNORM_S8_USCALED: if (format == GL_DEPTH_STENCIL) { uint *dest = (uint *) (stmap + spanY * pt->stride + spanX*4); GLint k; assert(usage == PIPE_TRANSFER_WRITE); for (k = 0; k < spanWidth; k++) { dest[k] = zValues[k] | (sValues[k] << 24); } } else { uint *dest = (uint *) (stmap + spanY * pt->stride + spanX*4); GLint k; assert(usage == PIPE_TRANSFER_READ_WRITE); for (k = 0; k < spanWidth; k++) { dest[k] = (dest[k] & 0xffffff) | (sValues[k] << 24); } } break; case PIPE_FORMAT_S8_USCALED_Z24_UNORM: if (format == GL_DEPTH_STENCIL) { uint *dest = (uint *) (stmap + spanY * pt->stride + spanX*4); GLint k; assert(usage == PIPE_TRANSFER_WRITE); for (k = 0; k < spanWidth; k++) { dest[k] = (zValues[k] << 8) | (sValues[k] & 0xff); } } else { uint *dest = (uint *) (stmap + spanY * pt->stride + spanX*4); GLint k; assert(usage == PIPE_TRANSFER_READ_WRITE); for (k = 0; k < spanWidth; k++) { dest[k] = (dest[k] & 0xffffff00) | (sValues[k] & 0xff); } } break; default: assert(0); } } } skipPixels += spanWidth; } _mesa_unmap_pbo_source(ctx, &clippedUnpack); /* unmap the stencil buffer */ pipe_transfer_unmap(pipe, pt); pipe->transfer_destroy(pipe, pt); } /** * Get fragment program variant for a glDrawPixels or glCopyPixels * command for RGBA data. */ static struct st_fp_variant * get_color_fp_variant(struct st_context *st) { struct gl_context *ctx = st->ctx; struct st_fp_variant_key key; struct st_fp_variant *fpv; memset(&key, 0, sizeof(key)); key.st = st; key.drawpixels = 1; key.scaleAndBias = (ctx->Pixel.RedBias != 0.0 || ctx->Pixel.RedScale != 1.0 || ctx->Pixel.GreenBias != 0.0 || ctx->Pixel.GreenScale != 1.0 || ctx->Pixel.BlueBias != 0.0 || ctx->Pixel.BlueScale != 1.0 || ctx->Pixel.AlphaBias != 0.0 || ctx->Pixel.AlphaScale != 1.0); key.pixelMaps = ctx->Pixel.MapColorFlag; fpv = st_get_fp_variant(st, st->fp, &key); return fpv; } /** * Get fragment program variant for a glDrawPixels or glCopyPixels * command for depth/stencil data. */ static struct st_fp_variant * get_depth_stencil_fp_variant(struct st_context *st, GLboolean write_depth, GLboolean write_stencil) { struct st_fp_variant_key key; struct st_fp_variant *fpv; memset(&key, 0, sizeof(key)); key.st = st; key.drawpixels = 1; key.drawpixels_z = write_depth; key.drawpixels_stencil = write_stencil; fpv = st_get_fp_variant(st, st->fp, &key); return fpv; } /** * Called via ctx->Driver.DrawPixels() */ static void st_DrawPixels(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels) { void *driver_vp, *driver_fp; struct st_context *st = st_context(ctx); const GLfloat *color; struct pipe_context *pipe = st->pipe; GLboolean write_stencil = GL_FALSE, write_depth = GL_FALSE; struct pipe_sampler_view *sv[2]; int num_sampler_view = 1; enum pipe_format stencil_format = PIPE_FORMAT_NONE; struct st_fp_variant *fpv; if (format == GL_DEPTH_STENCIL) write_stencil = write_depth = GL_TRUE; else if (format == GL_STENCIL_INDEX) write_stencil = GL_TRUE; else if (format == GL_DEPTH_COMPONENT) write_depth = GL_TRUE; if (write_stencil) { enum pipe_format tex_format; /* can we write to stencil if not fallback */ if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT)) goto stencil_fallback; tex_format = st_choose_format(st->pipe->screen, base_format(format), PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW); if (tex_format == PIPE_FORMAT_Z24_UNORM_S8_USCALED) stencil_format = PIPE_FORMAT_X24S8_USCALED; else if (tex_format == PIPE_FORMAT_S8_USCALED_Z24_UNORM) stencil_format = PIPE_FORMAT_S8X24_USCALED; else stencil_format = PIPE_FORMAT_S8_USCALED; if (stencil_format == PIPE_FORMAT_NONE) goto stencil_fallback; } /* Mesa state should be up to date by now */ assert(ctx->NewState == 0x0); st_validate_state(st); /* * Get vertex/fragment shaders */ if (write_depth || write_stencil) { fpv = get_depth_stencil_fp_variant(st, write_depth, write_stencil); driver_fp = fpv->driver_shader; driver_vp = make_passthrough_vertex_shader(st, GL_TRUE); color = ctx->Current.RasterColor; } else { fpv = get_color_fp_variant(st); driver_fp = fpv->driver_shader; driver_vp = make_passthrough_vertex_shader(st, GL_FALSE); color = NULL; if (st->pixel_xfer.pixelmap_enabled) { sv[1] = st->pixel_xfer.pixelmap_sampler_view; num_sampler_view++; } } /* update fragment program constants */ st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT); /* draw with textured quad */ { struct pipe_resource *pt = make_texture(st, width, height, format, type, unpack, pixels); if (pt) { sv[0] = st_create_texture_sampler_view(st->pipe, pt); if (sv[0]) { if (write_stencil) { sv[1] = st_create_texture_sampler_view_format(st->pipe, pt, stencil_format); num_sampler_view++; } draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2], width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY, sv, num_sampler_view, driver_vp, driver_fp, color, GL_FALSE, write_depth, write_stencil); pipe_sampler_view_reference(&sv[0], NULL); if (num_sampler_view > 1) pipe_sampler_view_reference(&sv[1], NULL); } pipe_resource_reference(&pt, NULL); } } return; stencil_fallback: draw_stencil_pixels(ctx, x, y, width, height, format, type, unpack, pixels); } /** * Software fallback for glCopyPixels(GL_STENCIL). */ static void copy_stencil_pixels(struct gl_context *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty) { struct st_renderbuffer *rbDraw; struct pipe_context *pipe = st_context(ctx)->pipe; enum pipe_transfer_usage usage; struct pipe_transfer *ptDraw; ubyte *drawMap; ubyte *buffer; int i; buffer = malloc(width * height * sizeof(ubyte)); if (!buffer) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyPixels(stencil)"); return; } /* Get the dest renderbuffer. If there's a wrapper, use the * underlying renderbuffer. */ rbDraw = st_renderbuffer(ctx->DrawBuffer->_StencilBuffer); if (rbDraw->Base.Wrapped) rbDraw = st_renderbuffer(rbDraw->Base.Wrapped); /* this will do stencil pixel transfer ops */ st_read_stencil_pixels(ctx, srcx, srcy, width, height, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &ctx->DefaultPacking, buffer); if (0) { /* debug code: dump stencil values */ GLint row, col; for (row = 0; row < height; row++) { printf("%3d: ", row); for (col = 0; col < width; col++) { printf("%02x ", buffer[col + row * width]); } printf("\n"); } } if (util_format_get_component_bits(rbDraw->format, UTIL_FORMAT_COLORSPACE_ZS, 0) != 0) usage = PIPE_TRANSFER_READ_WRITE; else usage = PIPE_TRANSFER_WRITE; if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) { dsty = rbDraw->Base.Height - dsty - height; } ptDraw = pipe_get_transfer(st_context(ctx)->pipe, rbDraw->texture, 0, 0, usage, dstx, dsty, width, height); assert(util_format_get_blockwidth(ptDraw->resource->format) == 1); assert(util_format_get_blockheight(ptDraw->resource->format) == 1); /* map the stencil buffer */ drawMap = pipe_transfer_map(pipe, ptDraw); /* draw */ /* XXX PixelZoom not handled yet */ for (i = 0; i < height; i++) { ubyte *dst; const ubyte *src; int y; y = i; if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) { y = height - y - 1; } dst = drawMap + y * ptDraw->stride; src = buffer + i * width; switch (ptDraw->resource->format) { case PIPE_FORMAT_Z24_UNORM_S8_USCALED: { uint *dst4 = (uint *) dst; int j; assert(usage == PIPE_TRANSFER_READ_WRITE); for (j = 0; j < width; j++) { *dst4 = (*dst4 & 0xffffff) | (src[j] << 24); dst4++; } } break; case PIPE_FORMAT_S8_USCALED_Z24_UNORM: { uint *dst4 = (uint *) dst; int j; assert(usage == PIPE_TRANSFER_READ_WRITE); for (j = 0; j < width; j++) { *dst4 = (*dst4 & 0xffffff00) | (src[j] & 0xff); dst4++; } } break; case PIPE_FORMAT_S8_USCALED: assert(usage == PIPE_TRANSFER_WRITE); memcpy(dst, src, width); break; default: assert(0); } } free(buffer); /* unmap the stencil buffer */ pipe_transfer_unmap(pipe, ptDraw); pipe->transfer_destroy(pipe, ptDraw); } /** Do the src/dest regions overlap? */ static GLboolean regions_overlap(GLint srcX, GLint srcY, GLint dstX, GLint dstY, GLsizei width, GLsizei height) { if (srcX + width <= dstX || dstX + width <= srcX || srcY + height <= dstY || dstY + height <= srcY) return GL_FALSE; else return GL_TRUE; } /** * Try to do a glCopyPixels for simple cases with a blit by calling * pipe->resource_copy_region(). * * We can do this when we're copying color pixels (depth/stencil * eventually) with no pixel zoom, no pixel transfer ops, no * per-fragment ops, the src/dest regions don't overlap and the * src/dest pixel formats are the same. */ static GLboolean blit_copy_pixels(struct gl_context *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty, GLenum type) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct gl_pixelstore_attrib pack, unpack; GLint readX, readY, readW, readH; if (type == GL_COLOR && ctx->Pixel.ZoomX == 1.0 && ctx->Pixel.ZoomY == 1.0 && ctx->_ImageTransferState == 0x0 && !ctx->Color.BlendEnabled && !ctx->Color.AlphaEnabled && !ctx->Depth.Test && !ctx->Fog.Enabled && !ctx->Stencil.Enabled && !ctx->FragmentProgram.Enabled && !ctx->VertexProgram.Enabled && !ctx->Shader.CurrentFragmentProgram && st_fb_orientation(ctx->ReadBuffer) == st_fb_orientation(ctx->DrawBuffer) && ctx->DrawBuffer->_NumColorDrawBuffers == 1) { struct st_renderbuffer *rbRead, *rbDraw; GLint drawX, drawY; /* * Clip the read region against the src buffer bounds. * We'll still allocate a temporary buffer/texture for the original * src region size but we'll only read the region which is on-screen. * This may mean that we draw garbage pixels into the dest region, but * that's expected. */ readX = srcx; readY = srcy; readW = width; readH = height; pack = ctx->DefaultPacking; if (!_mesa_clip_readpixels(ctx, &readX, &readY, &readW, &readH, &pack)) return GL_TRUE; /* all done */ /* clip against dest buffer bounds and scissor box */ drawX = dstx + pack.SkipPixels; drawY = dsty + pack.SkipRows; unpack = pack; if (!_mesa_clip_drawpixels(ctx, &drawX, &drawY, &readW, &readH, &unpack)) return GL_TRUE; /* all done */ readX = readX - pack.SkipPixels + unpack.SkipPixels; readY = readY - pack.SkipRows + unpack.SkipRows; rbRead = st_get_color_read_renderbuffer(ctx); rbDraw = st_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]); if ((rbRead != rbDraw || !regions_overlap(readX, readY, drawX, drawY, readW, readH)) && rbRead->Base.Format == rbDraw->Base.Format) { struct pipe_box srcBox; /* flip src/dst position if needed */ if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { /* both buffers will have the same orientation */ readY = ctx->ReadBuffer->Height - readY - readH; drawY = ctx->DrawBuffer->Height - drawY - readH; } u_box_2d(readX, readY, readW, readH, &srcBox); pipe->resource_copy_region(pipe, rbDraw->texture, 0, drawX, drawY, 0, rbRead->texture, 0, &srcBox); return GL_TRUE; } } return GL_FALSE; } static void st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty, GLenum type) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct pipe_screen *screen = pipe->screen; struct st_renderbuffer *rbRead; void *driver_vp, *driver_fp; struct pipe_resource *pt; struct pipe_sampler_view *sv[2]; int num_sampler_view = 1; GLfloat *color; enum pipe_format srcFormat, texFormat; GLboolean invertTex = GL_FALSE; GLint readX, readY, readW, readH; GLuint sample_count; struct gl_pixelstore_attrib pack = ctx->DefaultPacking; struct st_fp_variant *fpv; st_validate_state(st); if (type == GL_STENCIL) { /* can't use texturing to do stencil */ copy_stencil_pixels(ctx, srcx, srcy, width, height, dstx, dsty); return; } if (blit_copy_pixels(ctx, srcx, srcy, width, height, dstx, dsty, type)) return; /* * The subsequent code implements glCopyPixels by copying the source * pixels into a temporary texture that's then applied to a textured quad. * When we draw the textured quad, all the usual per-fragment operations * are handled. */ /* * Get vertex/fragment shaders */ if (type == GL_COLOR) { rbRead = st_get_color_read_renderbuffer(ctx); color = NULL; fpv = get_color_fp_variant(st); driver_fp = fpv->driver_shader; driver_vp = make_passthrough_vertex_shader(st, GL_FALSE); if (st->pixel_xfer.pixelmap_enabled) { sv[1] = st->pixel_xfer.pixelmap_sampler_view; num_sampler_view++; } } else { assert(type == GL_DEPTH); rbRead = st_renderbuffer(ctx->ReadBuffer->_DepthBuffer); color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0]; fpv = get_depth_stencil_fp_variant(st, GL_TRUE, GL_FALSE); driver_fp = fpv->driver_shader; driver_vp = make_passthrough_vertex_shader(st, GL_TRUE); } /* update fragment program constants */ st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT); if (rbRead->Base.Wrapped) rbRead = st_renderbuffer(rbRead->Base.Wrapped); sample_count = rbRead->texture->nr_samples; /* I believe this would be legal, presumably would need to do a resolve for color, and for depth/stencil spec says to just use one of the depth/stencil samples per pixel? Need some transfer clarifications. */ assert(sample_count < 2); srcFormat = rbRead->texture->format; if (screen->is_format_supported(screen, srcFormat, st->internal_target, sample_count, PIPE_BIND_SAMPLER_VIEW, 0)) { texFormat = srcFormat; } else { /* srcFormat can't be used as a texture format */ if (type == GL_DEPTH) { texFormat = st_choose_format(screen, GL_DEPTH_COMPONENT, st->internal_target, sample_count, PIPE_BIND_DEPTH_STENCIL); assert(texFormat != PIPE_FORMAT_NONE); } else { /* default color format */ texFormat = st_choose_format(screen, GL_RGBA, st->internal_target, sample_count, PIPE_BIND_SAMPLER_VIEW); assert(texFormat != PIPE_FORMAT_NONE); } } /* Invert src region if needed */ if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { srcy = ctx->ReadBuffer->Height - srcy - height; invertTex = !invertTex; } /* Clip the read region against the src buffer bounds. * We'll still allocate a temporary buffer/texture for the original * src region size but we'll only read the region which is on-screen. * This may mean that we draw garbage pixels into the dest region, but * that's expected. */ readX = srcx; readY = srcy; readW = width; readH = height; _mesa_clip_readpixels(ctx, &readX, &readY, &readW, &readH, &pack); readW = MAX2(0, readW); readH = MAX2(0, readH); /* alloc temporary texture */ pt = alloc_texture(st, width, height, texFormat); if (!pt) return; sv[0] = st_create_texture_sampler_view(st->pipe, pt); if (!sv[0]) { pipe_resource_reference(&pt, NULL); return; } /* Make temporary texture which is a copy of the src region. */ if (srcFormat == texFormat) { struct pipe_box src_box; u_box_2d(readX, readY, readW, readH, &src_box); /* copy source framebuffer surface into mipmap/texture */ pipe->resource_copy_region(pipe, pt, /* dest tex */ 0, pack.SkipPixels, pack.SkipRows, 0, /* dest pos */ rbRead->texture, /* src tex */ 0, &src_box); } else { /* CPU-based fallback/conversion */ struct pipe_transfer *ptRead = pipe_get_transfer(st->pipe, rbRead->texture, 0, 0, /* level, layer */ PIPE_TRANSFER_READ, readX, readY, readW, readH); struct pipe_transfer *ptTex; enum pipe_transfer_usage transfer_usage; if (ST_DEBUG & DEBUG_FALLBACK) debug_printf("%s: fallback processing\n", __FUNCTION__); if (type == GL_DEPTH && util_format_is_depth_and_stencil(pt->format)) transfer_usage = PIPE_TRANSFER_READ_WRITE; else transfer_usage = PIPE_TRANSFER_WRITE; ptTex = pipe_get_transfer(st->pipe, pt, 0, 0, transfer_usage, 0, 0, width, height); /* copy image from ptRead surface to ptTex surface */ if (type == GL_COLOR) { /* alternate path using get/put_tile() */ GLfloat *buf = (GLfloat *) malloc(width * height * 4 * sizeof(GLfloat)); enum pipe_format readFormat, drawFormat; readFormat = util_format_linear(rbRead->texture->format); drawFormat = util_format_linear(pt->format); pipe_get_tile_rgba_format(pipe, ptRead, 0, 0, readW, readH, readFormat, buf); pipe_put_tile_rgba_format(pipe, ptTex, pack.SkipPixels, pack.SkipRows, readW, readH, drawFormat, buf); free(buf); } else { /* GL_DEPTH */ GLuint *buf = (GLuint *) malloc(width * height * sizeof(GLuint)); pipe_get_tile_z(pipe, ptRead, 0, 0, readW, readH, buf); pipe_put_tile_z(pipe, ptTex, pack.SkipPixels, pack.SkipRows, readW, readH, buf); free(buf); } pipe->transfer_destroy(pipe, ptRead); pipe->transfer_destroy(pipe, ptTex); } /* OK, the texture 'pt' contains the src image/pixels. Now draw a * textured quad with that texture. */ draw_textured_quad(ctx, dstx, dsty, ctx->Current.RasterPos[2], width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY, sv, num_sampler_view, driver_vp, driver_fp, color, invertTex, GL_FALSE, GL_FALSE); pipe_resource_reference(&pt, NULL); pipe_sampler_view_reference(&sv[0], NULL); } void st_init_drawpixels_functions(struct dd_function_table *functions) { functions->DrawPixels = st_DrawPixels; functions->CopyPixels = st_CopyPixels; } void st_destroy_drawpix(struct st_context *st) { GLuint i; for (i = 0; i < Elements(st->drawpix.shaders); i++) { if (st->drawpix.shaders[i]) _mesa_reference_fragprog(st->ctx, &st->drawpix.shaders[i], NULL); } st_reference_fragprog(st, &st->pixel_xfer.combined_prog, NULL); if (st->drawpix.vert_shaders[0]) ureg_free_tokens(st->drawpix.vert_shaders[0]); if (st->drawpix.vert_shaders[1]) ureg_free_tokens(st->drawpix.vert_shaders[1]); } #endif /* FEATURE_drawpix */