diff options
author | Eric Anholt <eric@anholt.net> | 2008-09-20 16:13:38 -0700 |
---|---|---|
committer | Eric Anholt <eric@anholt.net> | 2008-09-23 13:31:19 -0700 |
commit | f85ea6837da434cdec011de431e62db20ee39df2 (patch) | |
tree | 3236e8a76db26bf5c7f4308211063a4f12896a1a /src | |
parent | 15487e46a29377edc7ceceefabe9977f992ae01c (diff) |
intel: Replace pbo-only drawpixels function with a generic Mesa metaops.
Improves performance of some oglconform regression tests 9x.
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/drivers/dri/intel/intel_pixel_draw.c | 384 |
1 files changed, 108 insertions, 276 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_pixel_draw.c b/src/mesa/drivers/dri/intel/intel_pixel_draw.c index 5e32d8a8ed..0ddc3aa30d 100644 --- a/src/mesa/drivers/dri/intel/intel_pixel_draw.c +++ b/src/mesa/drivers/dri/intel/intel_pixel_draw.c @@ -31,6 +31,14 @@ #include "main/mtypes.h" #include "main/macros.h" #include "main/bufferobj.h" +#include "main/teximage.h" +#include "main/texobj.h" +#include "main/texstate.h" +#include "main/matrix.h" +#include "main/varray.h" +#include "main/attrib.h" +#include "main/enable.h" +#include "glapi/dispatch.h" #include "swrast/swrast.h" #include "intel_screen.h" @@ -44,294 +52,123 @@ #include "intel_tris.h" - static GLboolean -do_texture_drawpixels(GLcontext * ctx, - GLint x, GLint y, - GLsizei width, GLsizei height, - GLenum format, GLenum type, - const struct gl_pixelstore_attrib *unpack, - const GLvoid * pixels) +intel_texture_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); - struct intel_region *dst = intel_drawbuf_region(intel); - struct intel_buffer_object *src = intel_buffer_object(unpack->BufferObj); - GLuint rowLength = unpack->RowLength ? unpack->RowLength : width; - GLuint src_offset; - - if (INTEL_DEBUG & DEBUG_PIXEL) - fprintf(stderr, "%s\n", __FUNCTION__); - - intelFlush(&intel->ctx); - - if (!dst) - return GL_FALSE; - - intel->vtbl.render_start(intel); - intel->vtbl.emit_state(intel); - - if (src) { - if (!_mesa_validate_pbo_access(2, unpack, width, height, 1, - format, type, pixels)) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawPixels"); - return GL_TRUE; - } - } - else { - /* PBO only for now: - */ - if (INTEL_DEBUG & DEBUG_PIXEL) - _mesa_printf("%s - not PBO\n", __FUNCTION__); - return GL_FALSE; - } + GLuint texname; + GLfloat vertices[4][4]; + GLfloat texcoords[4][2]; - /* There are a couple of things we can't do yet, one of which is - * set the correct state for pixel operations when GL texturing is - * enabled. That's a pretty rare state and probably not worth the - * effort. A completely device-independent version of this may do - * more. - * - * Similarly, we make no attempt to merge metaops processing with - * an enabled fragment program, though it would certainly be - * possible. + /* 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. */ - if (!intel_check_meta_tex_fragment_ops(ctx)) { - if (INTEL_DEBUG & DEBUG_PIXEL) - _mesa_printf("%s - bad GL fragment state for metaops texture\n", - __FUNCTION__); + if (ctx->Texture._EnabledUnits != 0) return GL_FALSE; - } - intel->vtbl.install_meta_state(intel); - - - /* Is this true? Also will need to turn depth testing on according - * to state: + /* Can't do textured DrawPixels with a fragment program, unless we were + * to generate a new program that sampled our texture and put the results + * in the fragment color before the user's program started. */ - intel->vtbl.meta_no_stencil_write(intel); - intel->vtbl.meta_no_depth_write(intel); - - /* Set the 3d engine to draw into the destination region: - */ - intel->vtbl.meta_draw_region(intel, dst, intel->depth_region); - - intel->vtbl.meta_import_pixel_state(intel); - - src_offset = (GLuint) _mesa_image_address(2, unpack, pixels, width, height, - format, type, 0, 0, 0); - - - /* Setup the pbo up as a rectangular texture, if possible. - * - * TODO: This is almost always possible if the i915 fragment - * program is adjusted to correctly swizzle the sampled colors. - * The major exception is any 24bit texture, like RGB888, for which - * there is no hardware support. - */ - if (!intel->vtbl.meta_tex_rect_source(intel, src->buffer, src_offset, - rowLength, height, format, type)) { - intel->vtbl.leave_meta_state(intel); - return GL_FALSE; - } - - intel->vtbl.meta_texture_blend_replace(intel); - - - LOCK_HARDWARE(intel); - - if (intel->driDrawable->numClipRects) { - __DRIdrawablePrivate *dPriv = intel->driDrawable; - GLint srcx, srcy; - GLint dstx, dsty; - - dstx = x; - dsty = dPriv->h - (y + height); - - srcx = 0; /* skiprows/pixels already done */ - srcy = 0; - - if (0) { - const GLint orig_x = dstx; - const GLint orig_y = dsty; - - if (!_mesa_clip_to_region(0, 0, dst->pitch, dst->height, - &dstx, &dsty, &width, &height)) - goto out; - - srcx += dstx - orig_x; - srcy += dsty - orig_y; - } - - - if (INTEL_DEBUG & DEBUG_PIXEL) - _mesa_printf("draw %d,%d %dx%d\n", dstx, dsty, width, height); - - /* Must use the regular cliprect mechanism in order to get the - * drawing origin set correctly. Otherwise scissor state is in - * incorrect coordinate space. Does this even need to hold the - * lock??? - */ - intel->vtbl.meta_draw_quad(intel, - dstx, dstx + width * ctx->Pixel.ZoomX, - dPriv->h - (y + height * ctx->Pixel.ZoomY), - dPriv->h - (y), - -ctx->Current.RasterPos[2] * .5, - 0x00ff00ff, - srcx, srcx + width, srcy + height, srcy); - out: - intel->vtbl.leave_meta_state(intel); - intel_batchbuffer_emit_mi_flush(intel->batch); - } - UNLOCK_HARDWARE(intel); - return GL_TRUE; -} - - - - - -/* Pros: - * - no waiting for idle before updating framebuffer. - * - * Cons: - * - if upload is by memcpy, this may actually be slower than fallback path. - * - uploads the whole image even if destination is clipped - * - * Need to benchmark. - * - * Given the questions about performance, implement for pbo's only. - * This path is definitely a win if the pbo is already in agp. If it - * turns out otherwise, we can add the code necessary to upload client - * data to agp space before performing the blit. (Though it may turn - * out to be better/simpler just to use the texture engine). - */ -static GLboolean -do_blit_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); - struct intel_region *dest = intel_drawbuf_region(intel); - struct intel_buffer_object *src = intel_buffer_object(unpack->BufferObj); - GLuint src_offset; - GLuint rowLength; - - if (INTEL_DEBUG & DEBUG_PIXEL) - _mesa_printf("%s\n", __FUNCTION__); - - - if (!dest) { - if (INTEL_DEBUG & DEBUG_PIXEL) - _mesa_printf("%s - no dest\n", __FUNCTION__); - return GL_FALSE; - } - - if (src) { - /* This validation should be done by core mesa: - */ - if (!_mesa_validate_pbo_access(2, unpack, width, height, 1, - format, type, pixels)) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawPixels"); - return GL_TRUE; - } - } - else { - /* PBO only for now: - */ - if (INTEL_DEBUG & DEBUG_PIXEL) - _mesa_printf("%s - not PBO\n", __FUNCTION__); + if (ctx->FragmentProgram.Enabled) return GL_FALSE; - } - if (!intel_check_blit_format(dest, format, type)) { - if (INTEL_DEBUG & DEBUG_PIXEL) - _mesa_printf("%s - bad format for blit\n", __FUNCTION__); + /* Don't even want to think about it */ + if (format == GL_COLOR_INDEX) return GL_FALSE; - } - if (!intel_check_blit_fragment_ops(ctx, GL_FALSE)) { - if (INTEL_DEBUG & DEBUG_PIXEL) - _mesa_printf("%s - bad GL fragment state for blitter\n", - __FUNCTION__); + /* We don't have a way to generate fragments with stencil values which * + * will set the resulting stencil value. + */ + if (format == GL_STENCIL_INDEX) return GL_FALSE; - } - if (ctx->Pixel.ZoomX != 1.0F) { - if (INTEL_DEBUG & DEBUG_PIXEL) - _mesa_printf("%s - bad PixelZoomX for blit\n", __FUNCTION__); - return GL_FALSE; - } - - - if (unpack->RowLength > 0) - rowLength = unpack->RowLength; - else - rowLength = width; - - if (ctx->Pixel.ZoomY == -1.0F) { - if (INTEL_DEBUG & DEBUG_PIXEL) - _mesa_printf("%s - bad PixelZoomY for blit\n", __FUNCTION__); - return GL_FALSE; /* later */ - y -= height; - } - else if (ctx->Pixel.ZoomY == 1.0F) { - rowLength = -rowLength; - } - else { - if (INTEL_DEBUG & DEBUG_PIXEL) - _mesa_printf("%s - bad PixelZoomY for blit\n", __FUNCTION__); + /* To do DEPTH_COMPONENT, we would need to change our setup to not draw to + * the color buffer, and sample the texture values into the fragment depth + * in a program. + */ + if (format == GL_DEPTH_COMPONENT) return GL_FALSE; - } - - src_offset = (GLuint) _mesa_image_address(2, unpack, pixels, width, height, - format, type, 0, 0, 0); - - intelFlush(&intel->ctx); - LOCK_HARDWARE(intel); - - if (intel->driDrawable->numClipRects) { - __DRIdrawablePrivate *dPriv = intel->driDrawable; - int nbox = dPriv->numClipRects; - drm_clip_rect_t *box = dPriv->pClipRects; - drm_clip_rect_t rect; - drm_clip_rect_t dest_rect; - dri_bo *src_buffer = intel_bufferobj_buffer(intel, src, INTEL_READ); - int i; - dest_rect.x1 = dPriv->x + x; - dest_rect.y1 = dPriv->y + dPriv->h - (y + height); - dest_rect.x2 = dest_rect.x1 + width; - dest_rect.y2 = dest_rect.y1 + height; - - for (i = 0; i < nbox; i++) { - if (!intel_intersect_cliprects(&rect, &dest_rect, &box[i])) - continue; - - intelEmitCopyBlit(intel, - dest->cpp, - rowLength, src_buffer, src_offset, GL_FALSE, - dest->pitch, dest->buffer, 0, dest->tiling, - rect.x1 - dest_rect.x1, - rect.y2 - dest_rect.y2, - rect.x1, - rect.y1, rect.x2 - rect.x1, rect.y2 - rect.y1, - ctx->Color.ColorLogicOpEnabled ? - ctx->Color.LogicOp : GL_COPY); - } - } - UNLOCK_HARDWARE(intel); - - if (INTEL_DEBUG & DEBUG_PIXEL) - _mesa_printf("%s - DONE\n", __FUNCTION__); + _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); + + _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_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE); + _mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); + */ + _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format, + type, pixels); + + _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(); + + vertices[0][0] = x; + vertices[0][1] = y; + vertices[0][2] = ctx->Current.RasterPos[2]; + vertices[0][3] = ctx->Current.RasterPos[3]; + vertices[1][0] = x + width * ctx->Pixel.ZoomX; + vertices[1][1] = y; + vertices[1][2] = ctx->Current.RasterPos[2]; + vertices[1][3] = ctx->Current.RasterPos[3]; + 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] = ctx->Current.RasterPos[3]; + vertices[3][0] = x; + vertices[3][1] = y + height * ctx->Pixel.ZoomY; + vertices[3][2] = ctx->Current.RasterPos[2]; + vertices[3][3] = ctx->Current.RasterPos[3]; + + 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_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_MatrixMode(GL_PROJECTION); + _mesa_PopMatrix(); + _mesa_MatrixMode(GL_MODELVIEW); + _mesa_PopMatrix(); + _mesa_PopClientAttrib(); + _mesa_PopAttrib(); + + _mesa_DeleteTextures(1, &texname); return GL_TRUE; } - - void intelDrawPixels(GLcontext * ctx, GLint x, GLint y, @@ -341,15 +178,10 @@ intelDrawPixels(GLcontext * ctx, const struct gl_pixelstore_attrib *unpack, const GLvoid * pixels) { - if (do_blit_drawpixels(ctx, x, y, width, height, format, type, - unpack, pixels)) + if (intel_texture_drawpixels(ctx, x, y, width, height, format, type, + unpack, pixels)) return; - if (do_texture_drawpixels(ctx, x, y, width, height, format, type, - unpack, pixels)) - return; - - if (INTEL_DEBUG & DEBUG_PIXEL) _mesa_printf("%s: fallback to swrast\n", __FUNCTION__); |