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/**************************************************************************
*
* 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/format_pack.h"
#include "main/macros.h"
#include "main/mtypes.h"
#include "main/pack.h"
#include "main/pbo.h"
#include "main/readpix.h"
#include "main/texformat.h"
#include "main/teximage.h"
#include "main/texstore.h"
#include "main/glformats.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 "util/u_upload_mgr.h"
#include "cso_cache/cso_context.h"
/**
* 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 == VARYING_SLOT_COL0 &&
inst[0].SrcReg[0].Swizzle == SWIZZLE_XYZW) {
return GL_TRUE;
}
}
return GL_FALSE;
}
/**
* Returns a fragment program which implements the current pixel transfer ops.
*/
static struct gl_fragment_program *
get_glsl_pixel_transfer_program(struct st_context *st,
struct st_fragment_program *orig)
{
int pixelMaps = 0, scaleAndBias = 0;
struct gl_context *ctx = st->ctx;
struct st_fragment_program *fp = (struct st_fragment_program *)
ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
if (!fp)
return NULL;
if (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) {
scaleAndBias = 1;
}
pixelMaps = ctx->Pixel.MapColorFlag;
if (pixelMaps) {
/* create the colormap/texture now if not already done */
if (!st->pixel_xfer.pixelmap_texture) {
st->pixel_xfer.pixelmap_texture = st_create_color_map_texture(ctx);
st->pixel_xfer.pixelmap_sampler_view =
st_create_texture_sampler_view(st->pipe,
st->pixel_xfer.pixelmap_texture);
}
}
get_pixel_transfer_visitor(fp, orig->glsl_to_tgsi,
scaleAndBias, pixelMaps);
return &fp->Base;
}
/**
* 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;
struct st_fragment_program *stfp = (struct st_fragment_program *) fpIn;
if (is_passthrough_program(fpIn)) {
newProg = (struct gl_program *) _mesa_clone_fragment_program(st->ctx,
&st->pixel_xfer.program->Base);
}
else if (stfp->glsl_to_tgsi != NULL) {
newProg = (struct gl_program *) get_glsl_pixel_transfer_program(st, stfp);
}
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 ? 3 : 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 = VARYING_SLOT_TEX0;
p->Instructions[ic].TexSrcUnit = 0;
p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
ic++;
/* MOV result.color, fragment.color; */
p->Instructions[ic].Opcode = OPCODE_MOV;
p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[ic].DstReg.Index = FRAG_RESULT_COLOR;
p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[ic].SrcReg[0].Index = VARYING_SLOT_COL0;
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 = VARYING_SLOT_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 = VARYING_BIT_TEX0 | VARYING_BIT_COL0;
p->OutputsWritten = 0;
if (write_depth) {
p->OutputsWritten |= BITFIELD64_BIT(FRAG_RESULT_DEPTH);
p->OutputsWritten |= BITFIELD64_BIT(FRAG_RESULT_COLOR);
}
if (write_stencil)
p->OutputsWritten |= BITFIELD64_BIT(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)
{
const unsigned texcoord_semantic = st->needs_texcoord_semantic ?
TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC;
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, texcoord_semantic, 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 internalFormat for drawing/copying an image
* of the given format and type.
*/
static GLenum
internal_format(struct gl_context *ctx, GLenum format, GLenum type)
{
switch (format) {
case GL_DEPTH_COMPONENT:
switch (type) {
case GL_UNSIGNED_SHORT:
return GL_DEPTH_COMPONENT16;
case GL_UNSIGNED_INT:
return GL_DEPTH_COMPONENT32;
case GL_FLOAT:
if (ctx->Extensions.ARB_depth_buffer_float)
return GL_DEPTH_COMPONENT32F;
else
return GL_DEPTH_COMPONENT;
default:
return GL_DEPTH_COMPONENT;
}
case GL_DEPTH_STENCIL:
switch (type) {
case GL_FLOAT_32_UNSIGNED_INT_24_8_REV:
return GL_DEPTH32F_STENCIL8;
case GL_UNSIGNED_INT_24_8:
default:
return GL_DEPTH24_STENCIL8;
}
case GL_STENCIL_INDEX:
return GL_STENCIL_INDEX;
default:
if (_mesa_is_enum_format_integer(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 {
switch (type) {
case GL_UNSIGNED_BYTE:
case GL_UNSIGNED_INT_8_8_8_8:
case GL_UNSIGNED_INT_8_8_8_8_REV:
default:
return GL_RGBA8;
case GL_UNSIGNED_BYTE_3_3_2:
case GL_UNSIGNED_BYTE_2_3_3_REV:
return GL_R3_G3_B2;
case GL_UNSIGNED_SHORT_4_4_4_4:
case GL_UNSIGNED_SHORT_4_4_4_4_REV:
return GL_RGBA4;
case GL_UNSIGNED_SHORT_5_6_5:
case GL_UNSIGNED_SHORT_5_6_5_REV:
return GL_RGB565;
case GL_UNSIGNED_SHORT_5_5_5_1:
case GL_UNSIGNED_SHORT_1_5_5_5_REV:
return GL_RGB5_A1;
case GL_UNSIGNED_INT_10_10_10_2:
case GL_UNSIGNED_INT_2_10_10_10_REV:
return GL_RGB10_A2;
case GL_UNSIGNED_SHORT:
case GL_UNSIGNED_INT:
return GL_RGBA16;
case GL_BYTE:
return
ctx->Extensions.EXT_texture_snorm ? GL_RGBA8_SNORM : GL_RGBA8;
case GL_SHORT:
case GL_INT:
return
ctx->Extensions.EXT_texture_snorm ? GL_RGBA16_SNORM : GL_RGBA16;
case GL_HALF_FLOAT_ARB:
return
ctx->Extensions.ARB_texture_float ? GL_RGBA16F :
ctx->Extensions.EXT_texture_snorm ? GL_RGBA16_SNORM : GL_RGBA16;
case GL_FLOAT:
case GL_DOUBLE:
return
ctx->Extensions.ARB_texture_float ? GL_RGBA32F :
ctx->Extensions.EXT_texture_snorm ? GL_RGBA16_SNORM : GL_RGBA16;
case GL_UNSIGNED_INT_5_9_9_9_REV:
assert(ctx->Extensions.EXT_texture_shared_exponent);
return GL_RGB9_E5;
case GL_UNSIGNED_INT_10F_11F_11F_REV:
assert(ctx->Extensions.EXT_packed_float);
return GL_R11F_G11F_B10F;
}
}
}
}
/**
* 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, unsigned bind)
{
struct pipe_resource *pt;
pt = st_texture_create(st, st->internal_target, texFormat, 0,
width, height, 1, 1, 0, bind);
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;
GLenum baseInternalFormat;
/* Choose a pixel format for the temp texture which will hold the
* image to draw.
*/
pipeFormat = st_choose_matching_format(pipe->screen, PIPE_BIND_SAMPLER_VIEW,
format, type, unpack->SwapBytes);
if (pipeFormat != PIPE_FORMAT_NONE) {
mformat = st_pipe_format_to_mesa_format(pipeFormat);
baseInternalFormat = _mesa_get_format_base_format(mformat);
}
else {
/* Use the generic approach. */
GLenum intFormat = internal_format(ctx, format, type);
baseInternalFormat = _mesa_base_tex_format(ctx, intFormat);
pipeFormat = st_choose_format(st, intFormat, format, type,
PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW,
FALSE);
assert(pipeFormat != PIPE_FORMAT_NONE);
mformat = st_pipe_format_to_mesa_format(pipeFormat);
}
pixels = _mesa_map_pbo_source(ctx, unpack, pixels);
if (!pixels)
return NULL;
/* alloc temporary texture */
pt = alloc_texture(st, width, height, pipeFormat, PIPE_BIND_SAMPLER_VIEW);
if (!pt) {
_mesa_unmap_pbo_source(ctx, unpack);
return NULL;
}
{
struct pipe_transfer *transfer;
GLboolean success;
GLubyte *dest;
const GLbitfield imageTransferStateSave = ctx->_ImageTransferState;
/* we'll do pixel transfer in a fragment shader */
ctx->_ImageTransferState = 0x0;
/* map texture transfer */
dest = pipe_transfer_map(pipe, pt, 0, 0,
PIPE_TRANSFER_WRITE, 0, 0,
width, height, &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 */
baseInternalFormat, /* baseInternalFormat */
mformat, /* gl_format */
transfer->stride, /* dstRowStride, bytes */
&dest, /* destSlices */
width, height, 1, /* size */
format, type, /* src format/type */
pixels, /* data source */
unpack);
/* unmap */
pipe_transfer_unmap(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)[3][4]; /* four verts, three attribs, XYZW */
struct pipe_resource *buf = NULL;
unsigned offset;
if (u_upload_alloc(st->uploader, 0, 4 * sizeof(verts[0]), &offset,
&buf, (void **) &verts) != PIPE_OK) {
return;
}
/* 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*/
}
}
}
u_upload_unmap(st->uploader);
util_draw_vertex_buffer(pipe, st->cso_context, buf,
cso_get_aux_vertex_buffer_slot(st->cso_context),
offset,
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, PIPE_SHADER_FRAGMENT);
cso_save_sampler_views(cso, PIPE_SHADER_FRAGMENT);
cso_save_fragment_shader(cso);
cso_save_stream_outputs(cso);
cso_save_vertex_shader(cso);
cso_save_geometry_shader(cso);
cso_save_vertex_elements(cso);
cso_save_aux_vertex_buffer_slot(cso);
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.clamp_fragment_color = !st->clamp_frag_color_in_shader &&
ctx->Color._ClampFragmentColor;
rasterizer.half_pixel_center = 1;
rasterizer.bottom_edge_rule = 1;
rasterizer.depth_clip = !ctx->Transform.DepthClamp;
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);
/* geometry shader state: disabled */
cso_set_geometry_shader_handle(cso, NULL);
/* 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, PIPE_SHADER_FRAGMENT, 0, &sampler);
if (num_sampler_view > 1) {
cso_single_sampler(cso, PIPE_SHADER_FRAGMENT, 1, &sampler);
}
cso_single_sampler_done(cso, PIPE_SHADER_FRAGMENT);
}
/* 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);
cso_set_stream_outputs(st->cso_context, 0, NULL, 0);
/* texture state: */
cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, 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 * 2.0f - 1.0f;
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, PIPE_SHADER_FRAGMENT);
cso_restore_sampler_views(cso, PIPE_SHADER_FRAGMENT);
cso_restore_fragment_shader(cso);
cso_restore_vertex_shader(cso);
cso_restore_geometry_shader(cso);
cso_restore_vertex_elements(cso);
cso_restore_aux_vertex_buffer_slot(cso);
cso_restore_stream_outputs(cso);
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;
ubyte *stmap;
struct gl_pixelstore_attrib clippedUnpack = *unpack;
GLubyte *sValues;
GLuint *zValues;
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_STENCIL_INDEX &&
_mesa_is_format_packed_depth_stencil(strb->Base.Format)) {
/* writing stencil to a combined depth+stencil buffer */
usage = PIPE_TRANSFER_READ_WRITE;
}
else {
usage = PIPE_TRANSFER_WRITE;
}
stmap = pipe_transfer_map(pipe, strb->texture,
strb->surface->u.tex.level,
strb->surface->u.tex.first_layer,
usage, x, y,
width, height, &pt);
pixels = _mesa_map_pbo_source(ctx, &clippedUnpack, pixels);
assert(pixels);
sValues = malloc(width * sizeof(GLubyte));
zValues = malloc(width * sizeof(GLuint));
if (sValues && zValues) {
GLint row;
for (row = 0; row < height; row++) {
GLfloat *zValuesFloat = (GLfloat*)zValues;
GLenum destType = GL_UNSIGNED_BYTE;
const GLvoid *source = _mesa_image_address2d(&clippedUnpack, pixels,
width, height,
format, type,
row, 0);
_mesa_unpack_stencil_span(ctx, width, destType, sValues,
type, source, &clippedUnpack,
ctx->_ImageTransferState);
if (format == GL_DEPTH_STENCIL) {
GLenum ztype =
pt->resource->format == PIPE_FORMAT_Z32_FLOAT_S8X24_UINT ?
GL_FLOAT : GL_UNSIGNED_INT;
_mesa_unpack_depth_span(ctx, width, ztype, 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_UINT:
{
ubyte *dest = stmap + spanY * pt->stride;
assert(usage == PIPE_TRANSFER_WRITE);
memcpy(dest, sValues, width);
}
break;
case PIPE_FORMAT_Z24_UNORM_S8_UINT:
if (format == GL_DEPTH_STENCIL) {
uint *dest = (uint *) (stmap + spanY * pt->stride);
GLint k;
assert(usage == PIPE_TRANSFER_WRITE);
for (k = 0; k < width; k++) {
dest[k] = zValues[k] | (sValues[k] << 24);
}
}
else {
uint *dest = (uint *) (stmap + spanY * pt->stride);
GLint k;
assert(usage == PIPE_TRANSFER_READ_WRITE);
for (k = 0; k < width; k++) {
dest[k] = (dest[k] & 0xffffff) | (sValues[k] << 24);
}
}
break;
case PIPE_FORMAT_S8_UINT_Z24_UNORM:
if (format == GL_DEPTH_STENCIL) {
uint *dest = (uint *) (stmap + spanY * pt->stride);
GLint k;
assert(usage == PIPE_TRANSFER_WRITE);
for (k = 0; k < width; k++) {
dest[k] = (zValues[k] << 8) | (sValues[k] & 0xff);
}
}
else {
uint *dest = (uint *) (stmap + spanY * pt->stride);
GLint k;
assert(usage == PIPE_TRANSFER_READ_WRITE);
for (k = 0; k < width; k++) {
dest[k] = (dest[k] & 0xffffff00) | (sValues[k] & 0xff);
}
}
break;
case PIPE_FORMAT_Z32_FLOAT_S8X24_UINT:
if (format == GL_DEPTH_STENCIL) {
uint *dest = (uint *) (stmap + spanY * pt->stride);
GLfloat *destf = (GLfloat*)dest;
GLint k;
assert(usage == PIPE_TRANSFER_WRITE);
for (k = 0; k < width; k++) {
destf[k*2] = zValuesFloat[k];
dest[k*2+1] = sValues[k] & 0xff;
}
}
else {
uint *dest = (uint *) (stmap + spanY * pt->stride);
GLint k;
assert(usage == PIPE_TRANSFER_READ_WRITE);
for (k = 0; k < width; k++) {
dest[k*2+1] = sValues[k] & 0xff;
}
}
break;
default:
assert(0);
}
}
}
}
else {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels()");
}
free(sValues);
free(zValues);
_mesa_unmap_pbo_source(ctx, &clippedUnpack);
/* unmap the stencil buffer */
pipe_transfer_unmap(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;
key.clamp_color = st->clamp_frag_color_in_shader &&
st->ctx->Color._ClampFragmentColor;
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;
}
/**
* Clamp glDrawPixels width and height to the maximum texture size.
*/
static void
clamp_size(struct pipe_context *pipe, GLsizei *width, GLsizei *height,
struct gl_pixelstore_attrib *unpack)
{
const int maxSize =
1 << (pipe->screen->get_param(pipe->screen,
PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
if (*width > maxSize) {
if (unpack->RowLength == 0)
unpack->RowLength = *width;
*width = maxSize;
}
if (*height > maxSize) {
*height = maxSize;
}
}
/**
* 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;
struct st_fp_variant *fpv;
struct gl_pixelstore_attrib clippedUnpack;
/* Mesa state should be up to date by now */
assert(ctx->NewState == 0x0);
st_validate_state(st);
/* Limit the size of the glDrawPixels to the max texture size.
* Strictly speaking, that's not correct but since we don't handle
* larger images yet, this is better than crashing.
*/
clippedUnpack = *unpack;
unpack = &clippedUnpack;
clamp_size(st->pipe, &width, &height, &clippedUnpack);
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 &&
!pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT)) {
/* software fallback */
draw_stencil_pixels(ctx, x, y, width, height, format, type,
unpack, pixels);
return;
}
/*
* 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]) {
/* Create a second sampler view to read stencil.
* The stencil is written using the shader stencil export
* functionality. */
if (write_stencil) {
enum pipe_format stencil_format =
util_format_stencil_only(pt->format);
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);
}
}
}
/**
* 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 */
rbDraw = st_renderbuffer(ctx->DrawBuffer->
Attachment[BUFFER_STENCIL].Renderbuffer);
/* this will do stencil pixel transfer ops */
_mesa_readpixels(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 (_mesa_is_format_packed_depth_stencil(rbDraw->Base.Format))
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;
}
assert(util_format_get_blockwidth(rbDraw->texture->format) == 1);
assert(util_format_get_blockheight(rbDraw->texture->format) == 1);
/* map the stencil buffer */
drawMap = pipe_transfer_map(pipe,
rbDraw->texture,
rbDraw->surface->u.tex.level,
rbDraw->surface->u.tex.first_layer,
usage, dstx, dsty,
width, height, &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;
_mesa_pack_ubyte_stencil_row(rbDraw->Base.Format, width, src, dst);
}
free(buffer);
/* unmap the stencil buffer */
pipe_transfer_unmap(pipe, ptDraw);
}
/**
* Return renderbuffer to use for reading color pixels for glCopyPixels
*/
static struct st_renderbuffer *
st_get_color_read_renderbuffer(struct gl_context *ctx)
{
struct gl_framebuffer *fb = ctx->ReadBuffer;
struct st_renderbuffer *strb =
st_renderbuffer(fb->_ColorReadBuffer);
return strb;
}
/**
* \return TRUE if two regions overlap, FALSE otherwise
*/
static boolean
regions_overlap(int srcX0, int srcY0,
int srcX1, int srcY1,
int dstX0, int dstY0,
int dstX1, int dstY1)
{
if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1))
return FALSE; /* src completely left of dst */
if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1))
return FALSE; /* dst completely left of src */
if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1))
return FALSE; /* src completely above dst */
if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1))
return FALSE; /* dst completely above src */
return TRUE; /* some overlap */
}
/**
* Try to do a glCopyPixels for simple cases with a blit by calling
* pipe->blit().
*
* 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, and the src/dest regions don't overlap.
*/
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 pipe_screen *screen = pipe->screen;
struct gl_pixelstore_attrib pack, unpack;
GLint readX, readY, readW, readH, drawX, drawY, drawW, drawH;
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 &&
ctx->DrawBuffer->_NumColorDrawBuffers == 1 &&
!ctx->Query.CondRenderQuery &&
!ctx->Query.CurrentOcclusionObject) {
struct st_renderbuffer *rbRead, *rbDraw;
/*
* 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;
drawW = readW;
drawH = readH;
rbRead = st_get_color_read_renderbuffer(ctx);
rbDraw = st_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]);
/* Flip src/dst position depending on the orientation of buffers. */
if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
readY = rbRead->Base.Height - readY;
readH = -readH;
}
if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
/* We can't flip the destination for pipe->blit, so we only adjust
* its position and flip the source.
*/
drawY = rbDraw->Base.Height - drawY - drawH;
readY += readH;
readH = -readH;
}
if (rbRead != rbDraw ||
!regions_overlap(readX, readY, readX + readW, readY + readH,
drawX, drawY, drawX + drawW, drawY + drawH)) {
struct pipe_blit_info blit;
memset(&blit, 0, sizeof(blit));
blit.src.resource = rbRead->texture;
blit.src.level = rbRead->surface->u.tex.level;
blit.src.format = rbRead->texture->format;
blit.src.box.x = readX;
blit.src.box.y = readY;
blit.src.box.z = rbRead->surface->u.tex.first_layer;
blit.src.box.width = readW;
blit.src.box.height = readH;
blit.src.box.depth = 1;
blit.dst.resource = rbDraw->texture;
blit.dst.level = rbDraw->surface->u.tex.level;
blit.dst.format = rbDraw->texture->format;
blit.dst.box.x = drawX;
blit.dst.box.y = drawY;
blit.dst.box.z = rbDraw->surface->u.tex.first_layer;
blit.dst.box.width = drawW;
blit.dst.box.height = drawH;
blit.dst.box.depth = 1;
blit.mask = PIPE_MASK_RGBA;
blit.filter = PIPE_TEX_FILTER_NEAREST;
if (screen->is_format_supported(screen, blit.src.format,
blit.src.resource->target,
blit.src.resource->nr_samples,
PIPE_BIND_SAMPLER_VIEW) &&
screen->is_format_supported(screen, blit.dst.format,
blit.dst.resource->target,
blit.dst.resource->nr_samples,
PIPE_BIND_RENDER_TARGET)) {
pipe->blit(pipe, &blit);
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;
unsigned srcBind;
GLboolean invertTex = GL_FALSE;
GLint readX, readY, readW, readH;
struct gl_pixelstore_attrib pack = ctx->DefaultPacking;
struct st_fp_variant *fpv;
st_validate_state(st);
if (type == GL_DEPTH_STENCIL) {
/* XXX make this more efficient */
st_CopyPixels(ctx, srcx, srcy, width, height, dstx, dsty, GL_STENCIL);
st_CopyPixels(ctx, srcx, srcy, width, height, dstx, dsty, GL_DEPTH);
return;
}
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->
Attachment[BUFFER_DEPTH].Renderbuffer);
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);
/* Choose the format for the temporary texture. */
srcFormat = rbRead->texture->format;
srcBind = PIPE_BIND_SAMPLER_VIEW |
(type == GL_COLOR ? PIPE_BIND_RENDER_TARGET : PIPE_BIND_DEPTH_STENCIL);
if (!screen->is_format_supported(screen, srcFormat, st->internal_target, 0,
srcBind)) {
/* srcFormat is non-renderable. Find a compatible renderable format. */
if (type == GL_DEPTH) {
srcFormat = st_choose_format(st, GL_DEPTH_COMPONENT, GL_NONE,
GL_NONE, st->internal_target, 0,
srcBind, FALSE);
}
else {
assert(type == GL_COLOR);
if (util_format_is_float(srcFormat)) {
srcFormat = st_choose_format(st, GL_RGBA32F, GL_NONE,
GL_NONE, st->internal_target, 0,
srcBind, FALSE);
}
else if (util_format_is_pure_sint(srcFormat)) {
srcFormat = st_choose_format(st, GL_RGBA32I, GL_NONE,
GL_NONE, st->internal_target, 0,
srcBind, FALSE);
}
else if (util_format_is_pure_uint(srcFormat)) {
srcFormat = st_choose_format(st, GL_RGBA32UI, GL_NONE,
GL_NONE, st->internal_target, 0,
srcBind, FALSE);
}
else if (util_format_is_snorm(srcFormat)) {
srcFormat = st_choose_format(st, GL_RGBA16_SNORM, GL_NONE,
GL_NONE, st->internal_target, 0,
srcBind, FALSE);
}
else {
srcFormat = st_choose_format(st, GL_RGBA, GL_NONE,
GL_NONE, st->internal_target, 0,
srcBind, FALSE);
}
}
if (srcFormat == PIPE_FORMAT_NONE) {
assert(0 && "cannot choose a format for src of CopyPixels");
return;
}
}
/* 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;
if (!_mesa_clip_readpixels(ctx, &readX, &readY, &readW, &readH, &pack)) {
/* The source region is completely out of bounds. Do nothing.
* The GL spec says "Results of copies from outside the window,
* or from regions of the window that are not exposed, are
* hardware dependent and undefined."
*/
return;
}
readW = MAX2(0, readW);
readH = MAX2(0, readH);
/* Allocate the temporary texture. */
pt = alloc_texture(st, width, height, srcFormat, srcBind);
if (!pt)
return;
sv[0] = st_create_texture_sampler_view(st->pipe, pt);
if (!sv[0]) {
pipe_resource_reference(&pt, NULL);
return;
}
/* Copy the src region to the temporary texture. */
{
struct pipe_blit_info blit;
memset(&blit, 0, sizeof(blit));
blit.src.resource = rbRead->texture;
blit.src.level = rbRead->surface->u.tex.level;
blit.src.format = rbRead->texture->format;
blit.src.box.x = readX;
blit.src.box.y = readY;
blit.src.box.z = rbRead->surface->u.tex.first_layer;
blit.src.box.width = readW;
blit.src.box.height = readH;
blit.src.box.depth = 1;
blit.dst.resource = pt;
blit.dst.level = 0;
blit.dst.format = pt->format;
blit.dst.box.x = pack.SkipPixels;
blit.dst.box.y = pack.SkipRows;
blit.dst.box.z = 0;
blit.dst.box.width = readW;
blit.dst.box.height = readH;
blit.dst.box.depth = 1;
blit.mask = util_format_get_mask(pt->format) & ~PIPE_MASK_S;
blit.filter = PIPE_TEX_FILTER_NEAREST;
pipe->blit(pipe, &blit);
}
/* 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])
cso_delete_vertex_shader(st->cso_context, st->drawpix.vert_shaders[0]);
if (st->drawpix.vert_shaders[1])
cso_delete_vertex_shader(st->cso_context, st->drawpix.vert_shaders[1]);
}
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