/**************************************************************************
*
* Copyright 2006 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 portionsalloc
* 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 "main/glheader.h"
#include "main/enums.h"
#include "main/image.h"
#include "main/colormac.h"
#include "main/condrender.h"
#include "main/mtypes.h"
#include "main/macros.h"
#include "main/pbo.h"
#include "main/bufferobj.h"
#include "main/state.h"
#include "main/texobj.h"
#include "main/context.h"
#include "main/fbobject.h"
#include "swrast/swrast.h"
#include "drivers/common/meta.h"
#include "intel_screen.h"
#include "intel_context.h"
#include "intel_batchbuffer.h"
#include "intel_blit.h"
#include "intel_regions.h"
#include "intel_buffers.h"
#include "intel_pixel.h"
#include "intel_reg.h"
#define FILE_DEBUG_FLAG DEBUG_PIXEL
/* Unlike the other intel_pixel_* functions, the expectation here is
* that the incoming data is not in a PBO. With the XY_TEXT blit
* method, there's no benefit haveing it in a PBO, but we could
* implement a path based on XY_MONO_SRC_COPY_BLIT which might benefit
* PBO bitmaps. I think they are probably pretty rare though - I
* wonder if Xgl uses them?
*/
static const GLubyte *map_pbo( struct gl_context *ctx,
GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap )
{
GLubyte *buf;
if (!_mesa_validate_pbo_access(2, unpack, width, height, 1,
GL_COLOR_INDEX, GL_BITMAP,
INT_MAX, (const GLvoid *) bitmap)) {
_mesa_error(ctx, GL_INVALID_OPERATION,"glBitmap(invalid PBO access)");
return NULL;
}
buf = (GLubyte *) ctx->Driver.MapBufferRange(ctx, 0, unpack->BufferObj->Size,
GL_MAP_READ_BIT,
unpack->BufferObj);
if (!buf) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glBitmap(PBO is mapped)");
return NULL;
}
return ADD_POINTERS(buf, bitmap);
}
static bool test_bit( const GLubyte *src, GLuint bit )
{
return (src[bit/8] & (1<<(bit % 8))) ? 1 : 0;
}
static void set_bit( GLubyte *dest, GLuint bit )
{
dest[bit/8] |= 1 << (bit % 8);
}
/* Extract a rectangle's worth of data from the bitmap. Called
* per chunk of HW-sized bitmap.
*/
static GLuint get_bitmap_rect(GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap,
GLuint x, GLuint y,
GLuint w, GLuint h,
GLubyte *dest,
GLuint row_align,
bool invert)
{
GLuint src_offset = (x + unpack->SkipPixels) & 0x7;
GLuint mask = unpack->LsbFirst ? 0 : 7;
GLuint bit = 0;
GLint row, col;
GLint first, last;
GLint incr;
GLuint count = 0;
DBG("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n",
__FUNCTION__, x,y,w,h,width,height,unpack->SkipPixels, src_offset, mask);
if (invert) {
first = h-1;
last = 0;
incr = -1;
}
else {
first = 0;
last = h-1;
incr = 1;
}
/* Require that dest be pre-zero'd.
*/
for (row = first; row != (last+incr); row += incr) {
const GLubyte *rowsrc = _mesa_image_address2d(unpack, bitmap,
width, height,
GL_COLOR_INDEX, GL_BITMAP,
y + row, x);
for (col = 0; col < w; col++, bit++) {
if (test_bit(rowsrc, (col + src_offset) ^ mask)) {
set_bit(dest, bit ^ 7);
count++;
}
}
if (row_align)
bit = ALIGN(bit, row_align);
}
return count;
}
/**
* Returns the low Y value of the vertical range given, flipped according to
* whether the framebuffer is or not.
*/
static INLINE int
y_flip(struct gl_framebuffer *fb, int y, int height)
{
if (_mesa_is_user_fbo(fb))
return y;
else
return fb->Height - y - height;
}
/*
* Render a bitmap.
*/
static bool
do_blit_bitmap( struct gl_context *ctx,
GLint dstx, GLint dsty,
GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap )
{
struct intel_context *intel = intel_context(ctx);
struct intel_region *dst;
struct gl_framebuffer *fb = ctx->DrawBuffer;
GLfloat tmpColor[4];
GLubyte ubcolor[4];
GLuint color;
GLsizei bitmap_width = width;
GLsizei bitmap_height = height;
GLint px, py;
GLuint stipple[32];
GLint orig_dstx = dstx;
GLint orig_dsty = dsty;
/* Update draw buffer bounds */
_mesa_update_state(ctx);
if (ctx->Depth.Test) {
/* The blit path produces incorrect results when depth testing is on.
* It seems the blit Z coord is always 1.0 (the far plane) so fragments
* will likely be obscured by other, closer geometry.
*/
return false;
}
intel_prepare_render(intel);
dst = intel_drawbuf_region(intel);
if (!dst)
return false;
if (_mesa_is_bufferobj(unpack->BufferObj)) {
bitmap = map_pbo(ctx, width, height, unpack, bitmap);
if (bitmap == NULL)
return true; /* even though this is an error, we're done */
}
COPY_4V(tmpColor, ctx->Current.RasterColor);
if (_mesa_need_secondary_color(ctx)) {
ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor);
}
UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[0], tmpColor[0]);
UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[1], tmpColor[1]);
UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[2], tmpColor[2]);
UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[3], tmpColor[3]);
if (dst->cpp == 2)
color = PACK_COLOR_565(ubcolor[0], ubcolor[1], ubcolor[2]);
else
color = PACK_COLOR_8888(ubcolor[3], ubcolor[0], ubcolor[1], ubcolor[2]);
if (!intel_check_blit_fragment_ops(ctx, tmpColor[3] == 1.0F))
return false;
/* Clip to buffer bounds and scissor. */
if (!_mesa_clip_to_region(fb->_Xmin, fb->_Ymin,
fb->_Xmax, fb->_Ymax,
&dstx, &dsty, &width, &height))
goto out;
dsty = y_flip(fb, dsty, height);
#define DY 32
#define DX 32
/* Chop it all into chunks that can be digested by hardware: */
for (py = 0; py < height; py += DY) {
for (px = 0; px < width; px += DX) {
int h = MIN2(DY, height - py);
int w = MIN2(DX, width - px);
GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8;
GLenum logic_op = ctx->Color.ColorLogicOpEnabled ?
ctx->Color.LogicOp : GL_COPY;
assert(sz <= sizeof(stipple));
memset(stipple, 0, sz);
/* May need to adjust this when padding has been introduced in
* sz above:
*
* Have to translate destination coordinates back into source
* coordinates.
*/
if (get_bitmap_rect(bitmap_width, bitmap_height, unpack,
bitmap,
-orig_dstx + (dstx + px),
-orig_dsty + y_flip(fb, dsty + py, h),
w, h,
(GLubyte *)stipple,
8,
_mesa_is_winsys_fbo(fb)) == 0)
continue;
if (!intelEmitImmediateColorExpandBlit(intel,
dst->cpp,
(GLubyte *)stipple,
sz,
color,
dst->pitch,
dst->bo,
0,
dst->tiling,
dstx + px,
dsty + py,
w, h,
logic_op)) {
return false;
}
}
}
out:
if (unlikely(INTEL_DEBUG & DEBUG_SYNC))
intel_batchbuffer_flush(intel);
if (_mesa_is_bufferobj(unpack->BufferObj)) {
/* done with PBO so unmap it now */
ctx->Driver.UnmapBuffer(ctx, unpack->BufferObj);
}
intel_check_front_buffer_rendering(intel);
return true;
}
/* There are a large number of possible ways to implement bitmap on
* this hardware, most of them have some sort of drawback. Here are a
* few that spring to mind:
*
* Blit:
* - XY_MONO_SRC_BLT_CMD
* - use XY_SETUP_CLIP_BLT for cliprect clipping.
* - XY_TEXT_BLT
* - XY_TEXT_IMMEDIATE_BLT
* - blit per cliprect, subject to maximum immediate data size.
* - XY_COLOR_BLT
* - per pixel or run of pixels
* - XY_PIXEL_BLT
* - good for sparse bitmaps
*
* 3D engine:
* - Point per pixel
* - Translate bitmap to an alpha texture and render as a quad
* - Chop bitmap up into 32x32 squares and render w/polygon stipple.
*/
void
intelBitmap(struct gl_context * ctx,
GLint x, GLint y,
GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte * pixels)
{
if (!_mesa_check_conditional_render(ctx))
return;
if (do_blit_bitmap(ctx, x, y, width, height,
unpack, pixels))
return;
_mesa_meta_Bitmap(ctx, x, y, width, height, unpack, pixels);
}