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author | marha <marha@users.sourceforge.net> | 2010-12-28 16:10:20 +0000 |
---|---|---|
committer | marha <marha@users.sourceforge.net> | 2010-12-28 16:10:20 +0000 |
commit | 807c6931fe683fd844ceec1b023232181e6aae03 (patch) | |
tree | 1a131ed95fe2200d0ad33da8f7755a7ed2364adc /mesalib/src/mesa/state_tracker/st_cb_drawpixels.c | |
parent | 973099dda7e49e5abe29819a7124b3b1e7bd8b92 (diff) | |
download | vcxsrv-807c6931fe683fd844ceec1b023232181e6aae03.tar.gz vcxsrv-807c6931fe683fd844ceec1b023232181e6aae03.tar.bz2 vcxsrv-807c6931fe683fd844ceec1b023232181e6aae03.zip |
xserver and mesa git update 28-12-2010
Diffstat (limited to 'mesalib/src/mesa/state_tracker/st_cb_drawpixels.c')
-rw-r--r-- | mesalib/src/mesa/state_tracker/st_cb_drawpixels.c | 1362 |
1 files changed, 1362 insertions, 0 deletions
diff --git a/mesalib/src/mesa/state_tracker/st_cb_drawpixels.c b/mesalib/src/mesa/state_tracker/st_cb_drawpixels.c new file mode 100644 index 000000000..8a63192d7 --- /dev/null +++ b/mesalib/src/mesa/state_tracker/st_cb_drawpixels.c @@ -0,0 +1,1362 @@ +/**************************************************************************
+ *
+ * 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/pack.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, 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,
+ sizeof(verts));
+ pipe_buffer_write(st->pipe, buf, 0, sizeof(verts), verts);
+
+ util_draw_vertex_buffer(pipe, 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);
+ 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);
+ 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);
+}
+
+
+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;
+ }
+
+ /*
+ * 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,
+ 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));
+ pipe_get_tile_rgba(pipe, ptRead, readX, readY, readW, readH, buf);
+ pipe_put_tile_rgba(pipe, ptTex, pack.SkipPixels, pack.SkipRows,
+ readW, readH, buf);
+ free(buf);
+ }
+ else {
+ /* GL_DEPTH */
+ GLuint *buf = (GLuint *) malloc(width * height * sizeof(GLuint));
+ pipe_get_tile_z(pipe, ptRead, readX, readY, 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 */
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