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/**************************************************************************
*
* Copyright 2003 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.
*
**************************************************************************/
#include "glheader.h"
#include "macros.h"
#include "mtypes.h"
#include "colormac.h"
#include "intel_fbo.h"
#include "intel_screen.h"
#include "intel_span.h"
#include "intel_regions.h"
#include "intel_ioctl.h"
#include "intel_tex.h"
#include "swrast/swrast.h"
/*
break intelWriteRGBASpan_ARGB8888
*/
#undef DBG
#define DBG 0
#define LOCAL_VARS \
struct intel_renderbuffer *irb = intel_renderbuffer(rb); \
const GLint yScale = irb->RenderToTexture ? 1 : -1; \
const GLint yBias = irb->RenderToTexture ? 0 : irb->Base.Height - 1; \
GLubyte *buf = (GLubyte *) irb->pfMap; \
GLuint p; \
assert(irb->pfMap);\
(void) p;
/* There is just a single cliploop!
*/
#define HW_CLIPLOOP() \
do { \
int minx = 0; \
int miny = 0; \
int maxx = irb->Base.Width - 1; \
int maxy = irb->Base.Height - 1;
#define HW_ENDCLIPLOOP() \
} while (0)
#define Y_FLIP(_y) ((_y) * yScale + yBias)
#define HW_LOCK()
#define HW_UNLOCK()
/* 16 bit, RGB565 color spanline and pixel functions
*/
#define SPANTMP_PIXEL_FMT GL_RGB
#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_SHORT_5_6_5
#define TAG(x) intel##x##_RGB565
#define TAG2(x,y) intel##x##_RGB565##y
#define GET_PTR(X,Y) (buf + ((Y) * irb->pfPitch + (X)) * 2)
#include "spantmp2.h"
/* 32 bit, ARGB8888 color spanline and pixel functions
*/
#define SPANTMP_PIXEL_FMT GL_BGRA
#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV
#define TAG(x) intel##x##_ARGB8888
#define TAG2(x,y) intel##x##_ARGB8888##y
#define GET_PTR(X,Y) (buf + ((Y) * irb->pfPitch + (X)) * 4)
#include "spantmp2.h"
#define LOCAL_DEPTH_VARS \
struct intel_renderbuffer *irb = intel_renderbuffer(rb); \
const GLuint pitch = irb->pfPitch/***XXX region->pitch*/; /* in pixels */ \
const GLint yScale = irb->RenderToTexture ? 1 : -1; \
const GLint yBias = irb->RenderToTexture ? 0 : irb->Base.Height - 1; \
char *buf = (char *) irb->pfMap/*XXX use region->map*/ ;
#define LOCAL_STENCIL_VARS LOCAL_DEPTH_VARS
/**
** 16-bit depthbuffer functions.
**/
#define WRITE_DEPTH( _x, _y, d ) \
((GLushort *)buf)[(_x) + (_y) * pitch] = d;
#define READ_DEPTH( d, _x, _y ) \
d = ((GLushort *)buf)[(_x) + (_y) * pitch];
#define TAG(x) intel##x##_z16
#include "depthtmp.h"
/**
** 24/8-bit interleaved depth/stencil functions
** Note: we're actually reading back combined depth+stencil values.
** The wrappers in main/depthstencil.c are used to extract the depth
** and stencil values.
**/
/* Change ZZZS -> SZZZ */
#define WRITE_DEPTH( _x, _y, d ) { \
GLuint tmp = ((d) >> 8) | ((d) << 24); \
((GLuint *)buf)[(_x) + (_y) * pitch] = tmp; \
}
/* Change SZZZ -> ZZZS */
#define READ_DEPTH( d, _x, _y ) { \
GLuint tmp = ((GLuint *)buf)[(_x) + (_y) * pitch]; \
d = (tmp << 8) | (tmp >> 24); \
}
#define TAG(x) intel##x##_z24_s8
#include "depthtmp.h"
/**
** 8-bit stencil function (XXX FBO: This is obsolete)
**/
#define WRITE_STENCIL( _x, _y, d ) { \
GLuint tmp = ((GLuint *)buf)[(_x) + (_y) * pitch]; \
tmp &= 0xffffff; \
tmp |= ((d) << 24); \
((GLuint *) buf)[(_x) + (_y) * pitch] = tmp; \
}
#define READ_STENCIL( d, _x, _y ) \
d = ((GLuint *)buf)[(_x) + (_y) * pitch] >> 24;
#define TAG(x) intel##x##_z24_s8
#include "stenciltmp.h"
/**
* Map or unmap all the renderbuffers which we may need during
* software rendering.
* XXX in the future, we could probably convey extra information to
* reduce the number of mappings needed. I.e. if doing a glReadPixels
* from the depth buffer, we really only need one mapping.
*
* XXX Rewrite this function someday.
* We can probably just loop over all the renderbuffer attachments,
* map/unmap all of them, and not worry about the _ColorDrawBuffers
* _ColorReadBuffer, _DepthBuffer or _StencilBuffer fields.
*/
static void
intel_map_unmap_buffers(struct intel_context *intel, GLboolean map)
{
GLcontext *ctx = &intel->ctx;
GLuint i, j;
struct intel_renderbuffer *irb;
/* color draw buffers */
for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
for (j = 0; j < ctx->DrawBuffer->_NumColorDrawBuffers[i]; j++) {
struct gl_renderbuffer *rb =
ctx->DrawBuffer->_ColorDrawBuffers[i][j];
irb = intel_renderbuffer(rb);
if (irb) {
/* this is a user-created intel_renderbuffer */
if (irb->region) {
if (map)
intel_region_map(intel->intelScreen, irb->region);
else
intel_region_unmap(intel->intelScreen, irb->region);
}
irb->pfMap = irb->region->map;
irb->pfPitch = irb->region->pitch;
}
}
}
/* check for render to textures */
for (i = 0; i < BUFFER_COUNT; i++) {
struct gl_renderbuffer_attachment *att =
ctx->DrawBuffer->Attachment + i;
struct gl_texture_object *tex = att->Texture;
if (tex) {
/* render to texture */
ASSERT(att->Renderbuffer);
if (map) {
struct gl_texture_image *texImg;
texImg = tex->Image[att->CubeMapFace][att->TextureLevel];
intel_tex_map_images(intel, intel_texture_object(tex));
}
else {
intel_tex_unmap_images(intel, intel_texture_object(tex));
}
}
}
/* color read buffers */
irb = intel_renderbuffer(ctx->ReadBuffer->_ColorReadBuffer);
if (irb && irb->region) {
if (map)
intel_region_map(intel->intelScreen, irb->region);
else
intel_region_unmap(intel->intelScreen, irb->region);
irb->pfMap = irb->region->map;
irb->pfPitch = irb->region->pitch;
}
/* Account for front/back color page flipping.
* The span routines use the pfMap and pfPitch fields which will
* swap the front/back region map/pitch if we're page flipped.
* Do this after mapping, above, so the map field is valid.
*/
#if 0
if (map && ctx->DrawBuffer->Name == 0) {
struct intel_renderbuffer *irbFront
= intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_FRONT_LEFT);
struct intel_renderbuffer *irbBack
= intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_BACK_LEFT);
if (irbBack) {
/* double buffered */
if (intel->sarea->pf_current_page == 0) {
irbFront->pfMap = irbFront->region->map;
irbFront->pfPitch = irbFront->region->pitch;
irbBack->pfMap = irbBack->region->map;
irbBack->pfPitch = irbBack->region->pitch;
}
else {
irbFront->pfMap = irbBack->region->map;
irbFront->pfPitch = irbBack->region->pitch;
irbBack->pfMap = irbFront->region->map;
irbBack->pfPitch = irbFront->region->pitch;
}
}
}
#endif
/* depth buffer (Note wrapper!) */
if (ctx->DrawBuffer->_DepthBuffer) {
irb = intel_renderbuffer(ctx->DrawBuffer->_DepthBuffer->Wrapped);
if (irb && irb->region) {
if (map) {
intel_region_map(intel->intelScreen, irb->region);
irb->pfMap = irb->region->map;
irb->pfPitch = irb->region->pitch;
}
else {
intel_region_unmap(intel->intelScreen, irb->region);
irb->pfMap = NULL;
irb->pfPitch = 0;
}
}
}
/* stencil buffer (Note wrapper!) */
if (ctx->DrawBuffer->_StencilBuffer) {
irb = intel_renderbuffer(ctx->DrawBuffer->_StencilBuffer->Wrapped);
if (irb && irb->region) {
if (map) {
intel_region_map(intel->intelScreen, irb->region);
irb->pfMap = irb->region->map;
irb->pfPitch = irb->region->pitch;
}
else {
intel_region_unmap(intel->intelScreen, irb->region);
irb->pfMap = NULL;
irb->pfPitch = 0;
}
}
}
}
/**
* Prepare for softare rendering. Map current read/draw framebuffers'
* renderbuffes and all currently bound texture objects.
*
* Old note: Moved locking out to get reasonable span performance.
*/
void
intelSpanRenderStart(GLcontext * ctx)
{
struct intel_context *intel = intel_context(ctx);
GLuint i;
intelFinish(&intel->ctx);
LOCK_HARDWARE(intel);
#if 0
/* Just map the framebuffer and all textures. Bufmgr code will
* take care of waiting on the necessary fences:
*/
intel_region_map(intel->intelScreen, intel->front_region);
intel_region_map(intel->intelScreen, intel->back_region);
intel_region_map(intel->intelScreen, intel->intelScreen->depth_region);
#endif
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled) {
struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
intel_tex_map_images(intel, intel_texture_object(texObj));
}
}
intel_map_unmap_buffers(intel, GL_TRUE);
}
/**
* Called when done softare rendering. Unmap the buffers we mapped in
* the above function.
*/
void
intelSpanRenderFinish(GLcontext * ctx)
{
struct intel_context *intel = intel_context(ctx);
GLuint i;
_swrast_flush(ctx);
/* Now unmap the framebuffer:
*/
#if 0
intel_region_unmap(intel, intel->front_region);
intel_region_unmap(intel, intel->back_region);
intel_region_unmap(intel, intel->intelScreen->depth_region);
#endif
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled) {
struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
intel_tex_unmap_images(intel, intel_texture_object(texObj));
}
}
intel_map_unmap_buffers(intel, GL_FALSE);
UNLOCK_HARDWARE(intel);
}
void
intelInitSpanFuncs(GLcontext * ctx)
{
struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx);
swdd->SpanRenderStart = intelSpanRenderStart;
swdd->SpanRenderFinish = intelSpanRenderFinish;
}
/**
* Plug in appropriate span read/write functions for the given renderbuffer.
* These are used for the software fallbacks.
*/
void
intel_set_span_functions(struct gl_renderbuffer *rb)
{
if (rb->_ActualFormat == GL_RGB5) {
/* 565 RGB */
intelInitPointers_RGB565(rb);
}
else if (rb->_ActualFormat == GL_RGBA8) {
/* 8888 RGBA */
intelInitPointers_ARGB8888(rb);
}
else if (rb->_ActualFormat == GL_DEPTH_COMPONENT16) {
intelInitDepthPointers_z16(rb);
}
else if (rb->_ActualFormat == GL_DEPTH_COMPONENT24 || /* XXX FBO remove */
rb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT) {
intelInitDepthPointers_z24_s8(rb);
}
else if (rb->_ActualFormat == GL_STENCIL_INDEX8_EXT) { /* XXX FBO remove */
intelInitStencilPointers_z24_s8(rb);
}
else {
_mesa_problem(NULL,
"Unexpected _ActualFormat in intelSetSpanFunctions");
}
}
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