[Intel-gfx] [PATCH] intel: Add support for glDrawPixels(GL_DEPTH_COMPONENT)
Eric Anholt
eric at anholt.net
Sat Nov 1 00:17:11 CET 2008
---
src/mesa/drivers/dri/intel/intel_context.h | 7 ++
src/mesa/drivers/dri/intel/intel_pixel.c | 120 ++++++++++++++++++++++
src/mesa/drivers/dri/intel/intel_pixel.h | 10 ++
src/mesa/drivers/dri/intel/intel_pixel_draw.c | 135 ++++++++++++++++++-------
4 files changed, 234 insertions(+), 38 deletions(-)
diff --git a/src/mesa/drivers/dri/intel/intel_context.h b/src/mesa/drivers/dri/intel/intel_context.h
index 3938af4..849a5b3 100644
--- a/src/mesa/drivers/dri/intel/intel_context.h
+++ b/src/mesa/drivers/dri/intel/intel_context.h
@@ -157,6 +157,13 @@ struct intel_context
void (*debug_batch)(struct intel_context *intel);
} vtbl;
+ struct {
+ struct gl_fragment_program *drawpixels_depth_fp;
+ struct gl_fragment_program *saved_fp;
+
+ GLboolean saved_fp_enable;
+ } meta;
+
GLint refcount;
GLuint Fallback;
GLuint NewGLState;
diff --git a/src/mesa/drivers/dri/intel/intel_pixel.c b/src/mesa/drivers/dri/intel/intel_pixel.c
index b267ffd..cc1fd67 100644
--- a/src/mesa/drivers/dri/intel/intel_pixel.c
+++ b/src/mesa/drivers/dri/intel/intel_pixel.c
@@ -27,7 +27,14 @@
#include "main/enums.h"
#include "main/state.h"
+#include "main/context.h"
+#include "main/enable.h"
+#include "main/attrib.h"
+#include "main/varray.h"
+#include "glapi/dispatch.h"
#include "swrast/swrast.h"
+#include "shader/arbprogram.h"
+#include "shader/program.h"
#include "intel_context.h"
#include "intel_pixel.h"
@@ -173,6 +180,110 @@ intel_check_blit_format(struct intel_region * region,
return GL_FALSE;
}
+void intel_meta_draw_texture_rect(GLcontext *ctx,
+ GLfloat x, GLfloat y,
+ GLfloat width, GLfloat height)
+{
+ GLfloat vertices[4][4];
+ GLfloat texcoords[4][2];
+
+ /* Create the vertex buffer based on the current raster pos. The x and y
+ * we're handed are ctx->Current.RasterPos[0,1] rounded to integers,
+ * and width and height should reflect PixelZoom if appropriate (true for
+ * DrawPixels, false for Bitmap).
+ *
+ * We also apply the depth. However, the W component is already multiplied
+ * into ctx->Current.RasterPos[0,1,2] and we can ignore it at this point.
+ */
+ vertices[0][0] = x;
+ vertices[0][1] = y;
+ vertices[0][2] = ctx->Current.RasterPos[2];
+ vertices[0][3] = 1.0;
+ vertices[1][0] = x + width;
+ vertices[1][1] = y;
+ vertices[1][2] = ctx->Current.RasterPos[2];
+ vertices[1][3] = 1.0;
+ vertices[2][0] = x + width;
+ vertices[2][1] = y + height;
+ vertices[2][2] = ctx->Current.RasterPos[2];
+ vertices[2][3] = 1.0;
+ vertices[3][0] = x;
+ vertices[3][1] = y + height;
+ vertices[3][2] = ctx->Current.RasterPos[2];
+ vertices[3][3] = 1.0;
+
+ texcoords[0][0] = 0.0;
+ texcoords[0][1] = 0.0;
+ texcoords[1][0] = 1.0;
+ texcoords[1][1] = 0.0;
+ texcoords[2][0] = 1.0;
+ texcoords[2][1] = 1.0;
+ texcoords[3][0] = 0.0;
+ texcoords[3][1] = 1.0;
+
+ _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
+
+ _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
+ _mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
+ _mesa_Enable(GL_VERTEX_ARRAY);
+ _mesa_Enable(GL_TEXTURE_COORD_ARRAY);
+ CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
+
+ _mesa_PopClientAttrib();
+}
+
+/**
+ * Binds the given program string to GL_FRAGMENT_PROGRAM_ARB, caching the
+ * program object.
+ */
+void
+intel_meta_set_fragment_program(struct intel_context *intel,
+ struct gl_fragment_program **prog,
+ const char *prog_string)
+{
+ GLcontext *ctx = &intel->ctx;
+ assert(intel->meta.saved_fp == NULL);
+
+ _mesa_reference_fragprog(ctx, &intel->meta.saved_fp,
+ ctx->FragmentProgram.Current);
+ if (*prog == NULL) {
+ GLuint prog_name;
+ _mesa_GenPrograms(1, &prog_name);
+ _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, prog_name);
+ _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB,
+ GL_PROGRAM_FORMAT_ASCII_ARB,
+ strlen(prog_string), (const GLubyte *)prog_string);
+ _mesa_reference_fragprog(ctx, prog, ctx->FragmentProgram.Current);
+ /* Note that DeletePrograms unbinds the program on us */
+ _mesa_DeletePrograms(1, &prog_name);
+ }
+
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, *prog);
+ ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, &((*prog)->Base));
+
+ intel->meta.saved_fp_enable = ctx->FragmentProgram.Enabled;
+ _mesa_Enable(GL_FRAGMENT_PROGRAM_ARB);
+}
+
+/**
+ * Restores the previous fragment program after
+ * intel_meta_set_fragment_program()
+ */
+void
+intel_meta_restore_fragment_program(struct intel_context *intel)
+{
+ GLcontext *ctx = &intel->ctx;
+
+ _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
+ intel->meta.saved_fp);
+ _mesa_reference_fragprog(ctx, &intel->meta.saved_fp, NULL);
+ ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB,
+ &ctx->FragmentProgram.Current->Base);
+
+ if (!intel->meta.saved_fp_enable)
+ _mesa_Disable(GL_FRAGMENT_PROGRAM_ARB);
+}
void
intelInitPixelFuncs(struct dd_function_table *functions)
@@ -187,3 +298,12 @@ intelInitPixelFuncs(struct dd_function_table *functions)
#endif
}
}
+
+void
+intel_free_pixel_state(struct intel_context *intel)
+{
+ GLcontext *ctx = &intel->ctx;
+
+ _mesa_reference_fragprog(ctx, &intel->meta.drawpixels_depth_fp, NULL);
+}
+
diff --git a/src/mesa/drivers/dri/intel/intel_pixel.h b/src/mesa/drivers/dri/intel/intel_pixel.h
index 6fa6eff..ee5b927 100644
--- a/src/mesa/drivers/dri/intel/intel_pixel.h
+++ b/src/mesa/drivers/dri/intel/intel_pixel.h
@@ -32,6 +32,16 @@
void intelInitPixelFuncs(struct dd_function_table *functions);
+void intel_meta_restore_fragment_program(struct intel_context *intel);
+void intel_meta_set_fragment_program(struct intel_context *intel,
+ struct gl_fragment_program **prog,
+ const char *prog_string);
+void intel_meta_draw_texture_rect(GLcontext *ctx,
+ GLfloat x, GLfloat y,
+ GLfloat width, GLfloat height);
+
+void intel_free_pixel_state(struct intel_context *intel);
+
GLboolean intel_check_blit_fragment_ops(GLcontext * ctx,
GLboolean src_alpha_is_one);
diff --git a/src/mesa/drivers/dri/intel/intel_pixel_draw.c b/src/mesa/drivers/dri/intel/intel_pixel_draw.c
index 8ebbc95..ca859a6 100644
--- a/src/mesa/drivers/dri/intel/intel_pixel_draw.c
+++ b/src/mesa/drivers/dri/intel/intel_pixel_draw.c
@@ -69,8 +69,7 @@ intel_texture_drawpixels(GLcontext * ctx,
const GLvoid *pixels)
{
GLuint texname;
- GLfloat vertices[4][4];
- GLfloat texcoords[4][2];
+ GLint saved_active_texture;
/* We're going to mess with texturing with no regard to existing texture
* state, so if there is some set up we have to bail.
@@ -119,11 +118,11 @@ intel_texture_drawpixels(GLcontext * ctx,
_mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT | GL_TEXTURE_BIT |
GL_CURRENT_BIT);
- _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
/* XXX: pixel store stuff */
_mesa_Disable(GL_POLYGON_STIPPLE);
+ saved_active_texture = ctx->Texture.CurrentUnit;
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
_mesa_Enable(GL_TEXTURE_2D);
_mesa_GenTextures(1, &texname);
@@ -147,48 +146,104 @@ intel_texture_drawpixels(GLcontext * ctx,
_mesa_PushMatrix();
_mesa_LoadIdentity();
- /* Create the vertex buffer based on the current raster pos. The x and y
- * we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
- * We also apply the depth. However, the W component is already multiplied
- * into ctx->Current.RasterPos[0,1,2] and we can ignore it at this point.
- */
- vertices[0][0] = x;
- vertices[0][1] = y;
- vertices[0][2] = ctx->Current.RasterPos[2];
- vertices[0][3] = 1.0;
- vertices[1][0] = x + width * ctx->Pixel.ZoomX;
- vertices[1][1] = y;
- vertices[1][2] = ctx->Current.RasterPos[2];
- vertices[1][3] = 1.0;
- vertices[2][0] = x + width * ctx->Pixel.ZoomX;
- vertices[2][1] = y + height * ctx->Pixel.ZoomY;
- vertices[2][2] = ctx->Current.RasterPos[2];
- vertices[2][3] = 1.0;
- vertices[3][0] = x;
- vertices[3][1] = y + height * ctx->Pixel.ZoomY;
- vertices[3][2] = ctx->Current.RasterPos[2];
- vertices[3][3] = 1.0;
+ intel_meta_draw_texture_rect(ctx,
+ x,
+ y,
+ width * ctx->Pixel.ZoomX,
+ height * ctx->Pixel.ZoomY);
- texcoords[0][0] = 0.0;
- texcoords[0][1] = 0.0;
- texcoords[1][0] = 1.0;
- texcoords[1][1] = 0.0;
- texcoords[2][0] = 1.0;
- texcoords[2][1] = 1.0;
- texcoords[3][0] = 0.0;
- texcoords[3][1] = 1.0;
+ _mesa_MatrixMode(GL_PROJECTION);
+ _mesa_PopMatrix();
+ _mesa_MatrixMode(GL_MODELVIEW);
+ _mesa_PopMatrix();
+ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + saved_active_texture);
+ _mesa_PopAttrib();
- _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
- _mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
- _mesa_Enable(GL_VERTEX_ARRAY);
- _mesa_Enable(GL_TEXTURE_COORD_ARRAY);
- CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
+ _mesa_DeleteTextures(1, &texname);
+
+ return GL_TRUE;
+}
+
+static GLboolean
+intel_depth_drawpixels(GLcontext * ctx,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum format,
+ GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLvoid *pixels)
+{
+ struct intel_context *intel = intel_context(ctx);
+ static const char *fp =
+ "!!ARBfp1.0\n"
+ "TEMP depth;\n"
+ "TEX depth, fragment.texcoord[0], texture[0], 2D;\n"
+ "MOV result.depth, depth.rrrr;\n"
+ "END\n";
+ GLuint texname;
+ GLint saved_active_texture;
+
+ if (format != GL_DEPTH_COMPONENT)
+ return GL_FALSE;
+
+ /* Check that we can load in a texture this big. */
+ if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
+ height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
+ if (INTEL_DEBUG & DEBUG_FALLBACKS)
+ fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
+ "bitmap too large (%dx%d)\n",
+ width, height);
+ return GL_FALSE;
+ }
+
+ _mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT | GL_TEXTURE_BIT |
+ GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ _mesa_Disable(GL_POLYGON_STIPPLE);
+ _mesa_Disable(GL_STENCIL_TEST);
+
+ /* Enable writing to depth but not color */
+ _mesa_DepthMask(GL_TRUE);
+ _mesa_DepthFunc(GL_ALWAYS);
+ _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+ /* Load the texture data to a depth_component texture */
+ saved_active_texture = ctx->Texture.CurrentUnit;
+ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
+ _mesa_Enable(GL_TEXTURE_2D);
+ _mesa_GenTextures(1, &texname);
+ _mesa_BindTexture(GL_TEXTURE_2D, texname);
+ _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ _mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ _mesa_TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
+ GL_DEPTH_COMPONENT, type, pixels);
+
+ intel_meta_set_fragment_program(intel, &intel->meta.drawpixels_depth_fp, fp);
+
+ _mesa_MatrixMode(GL_PROJECTION);
+ _mesa_PushMatrix();
+ _mesa_LoadIdentity();
+ _mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
+
+ _mesa_MatrixMode(GL_MODELVIEW);
+ _mesa_PushMatrix();
+ _mesa_LoadIdentity();
+
+ intel_meta_draw_texture_rect(ctx,
+ x,
+ y,
+ width * ctx->Pixel.ZoomX,
+ height * ctx->Pixel.ZoomY);
+
+
+ intel_meta_restore_fragment_program(intel);
_mesa_MatrixMode(GL_PROJECTION);
_mesa_PopMatrix();
_mesa_MatrixMode(GL_MODELVIEW);
_mesa_PopMatrix();
- _mesa_PopClientAttrib();
+ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + saved_active_texture);
_mesa_PopAttrib();
_mesa_DeleteTextures(1, &texname);
@@ -397,6 +452,10 @@ intelDrawPixels(GLcontext * ctx,
unpack, pixels))
return;
+ if (intel_depth_drawpixels(ctx, x, y, width, height, format, type,
+ unpack, pixels))
+ return;
+
if (intel_stencil_drawpixels(ctx, x, y, width, height, format, type,
unpack, pixels))
return;
--
1.5.6.5
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