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/**************************************************************************
*
* Copyright 2006 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 portionsalloc
* 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 "main/glheader.h"
#include "main/enums.h"
#include "main/image.h"
#include "main/colormac.h"
#include "main/mtypes.h"
#include "main/macros.h"
#include "main/bufferobj.h"
#include "main/state.h"
#include "swrast/swrast.h"
#include "intel_screen.h"
#include "intel_context.h"
#include "intel_batchbuffer.h"
#include "intel_blit.h"
#include "intel_regions.h"
#include "intel_buffer_objects.h"
#include "intel_buffers.h"
#include "intel_pixel.h"
#include "intel_reg.h"
#define FILE_DEBUG_FLAG DEBUG_PIXEL
/* Unlike the other intel_pixel_* functions, the expectation here is
* that the incoming data is not in a PBO. With the XY_TEXT blit
* method, there's no benefit haveing it in a PBO, but we could
* implement a path based on XY_MONO_SRC_COPY_BLIT which might benefit
* PBO bitmaps. I think they are probably pretty rare though - I
* wonder if Xgl uses them?
*/
static const GLubyte *map_pbo( GLcontext *ctx,
GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap )
{
GLubyte *buf;
if (!_mesa_validate_pbo_access(2, unpack, width, height, 1,
GL_COLOR_INDEX, GL_BITMAP,
(GLvoid *) bitmap)) {
_mesa_error(ctx, GL_INVALID_OPERATION,"glBitmap(invalid PBO access)");
return NULL;
}
buf = (GLubyte *) ctx->Driver.MapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
GL_READ_ONLY_ARB,
unpack->BufferObj);
if (!buf) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glBitmap(PBO is mapped)");
return NULL;
}
return ADD_POINTERS(buf, bitmap);
}
static GLboolean test_bit( const GLubyte *src,
GLuint bit )
{
return (src[bit/8] & (1<<(bit % 8))) ? 1 : 0;
}
static void set_bit( GLubyte *dest,
GLuint bit )
{
dest[bit/8] |= 1 << (bit % 8);
}
/* Extract a rectangle's worth of data from the bitmap. Called
* per-cliprect.
*/
static GLuint get_bitmap_rect(GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap,
GLuint x, GLuint y,
GLuint w, GLuint h,
GLubyte *dest,
GLuint row_align,
GLboolean invert)
{
GLuint src_offset = (x + unpack->SkipPixels) & 0x7;
GLuint mask = unpack->LsbFirst ? 0 : 7;
GLuint bit = 0;
GLint row, col;
GLint first, last;
GLint incr;
GLuint count = 0;
if (INTEL_DEBUG & DEBUG_PIXEL)
_mesa_printf("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n",
__FUNCTION__, x,y,w,h,width,height,unpack->SkipPixels, src_offset, mask);
if (invert) {
first = h-1;
last = 0;
incr = -1;
}
else {
first = 0;
last = h-1;
incr = 1;
}
/* Require that dest be pre-zero'd.
*/
for (row = first; row != (last+incr); row += incr) {
const GLubyte *rowsrc = _mesa_image_address2d(unpack, bitmap,
width, height,
GL_COLOR_INDEX, GL_BITMAP,
y + row, x);
for (col = 0; col < w; col++, bit++) {
if (test_bit(rowsrc, (col + src_offset) ^ mask)) {
set_bit(dest, bit ^ 7);
count++;
}
}
if (row_align)
bit = ALIGN(bit, row_align);
}
return count;
}
/**
* Returns the low Y value of the vertical range given, flipped according to
* whether the framebuffer is or not.
*/
static inline int
y_flip(struct gl_framebuffer *fb, int y, int height)
{
if (fb->Name != 0)
return y;
else
return fb->Height - y - height;
}
/*
* Render a bitmap.
*/
static GLboolean
do_blit_bitmap( GLcontext *ctx,
GLint dstx, GLint dsty,
GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap )
{
struct intel_context *intel = intel_context(ctx);
struct intel_region *dst = intel_drawbuf_region(intel);
struct gl_framebuffer *fb = ctx->DrawBuffer;
GLfloat tmpColor[4];
GLubyte ubcolor[4];
GLuint color8888, color565;
unsigned int num_cliprects;
drm_clip_rect_t *cliprects;
int x_off, y_off;
GLsizei bitmap_width = width;
GLsizei bitmap_height = height;
/* Update draw buffer bounds */
_mesa_update_state(ctx);
if (!dst)
return GL_FALSE;
if (unpack->BufferObj->Name) {
bitmap = map_pbo(ctx, width, height, unpack, bitmap);
if (bitmap == NULL)
return GL_TRUE; /* even though this is an error, we're done */
}
COPY_4V(tmpColor, ctx->Current.RasterColor);
if (NEED_SECONDARY_COLOR(ctx)) {
ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor);
}
UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[0], tmpColor[0]);
UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[1], tmpColor[1]);
UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[2], tmpColor[2]);
UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[3], tmpColor[3]);
color8888 = INTEL_PACKCOLOR8888(ubcolor[0], ubcolor[1], ubcolor[2], ubcolor[3]);
color565 = INTEL_PACKCOLOR565(ubcolor[0], ubcolor[1], ubcolor[2]);
if (!intel_check_blit_fragment_ops(ctx, tmpColor[3] == 1.0F))
return GL_FALSE;
LOCK_HARDWARE(intel);
intel_get_cliprects(intel, &cliprects, &num_cliprects, &x_off, &y_off);
if (num_cliprects != 0) {
GLuint i;
GLint orig_dstx = dstx;
GLint orig_dsty = dsty;
/* Clip to buffer bounds and scissor. */
if (!_mesa_clip_to_region(fb->_Xmin, fb->_Ymin,
fb->_Xmax, fb->_Ymax,
&dstx, &dsty, &width, &height))
goto out;
dstx = x_off + dstx;
dsty = y_off + y_flip(fb, dsty, height);
for (i = 0; i < num_cliprects; i++) {
int box_x, box_y, box_w, box_h;
GLint px, py;
GLuint stipple[32];
box_x = dstx;
box_y = dsty;
box_w = width;
box_h = height;
/* Clip to drawable cliprect */
if (!_mesa_clip_to_region(cliprects[i].x1,
cliprects[i].y1,
cliprects[i].x2 - cliprects[i].x1,
cliprects[i].y2 - cliprects[i].y1,
&box_x, &box_y, &box_w, &box_h))
continue;
#define DY 32
#define DX 32
/* Then, finally, chop it all into chunks that can be
* digested by hardware:
*/
for (py = 0; py < box_h; py += DY) {
for (px = 0; px < box_w; px += DX) {
int h = MIN2(DY, box_h - py);
int w = MIN2(DX, box_w - px);
GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8;
GLenum logic_op = ctx->Color.ColorLogicOpEnabled ?
ctx->Color.LogicOp : GL_COPY;
assert(sz <= sizeof(stipple));
memset(stipple, 0, sz);
/* May need to adjust this when padding has been introduced in
* sz above:
*
* Have to translate destination coordinates back into source
* coordinates.
*/
if (get_bitmap_rect(bitmap_width, bitmap_height, unpack,
bitmap,
-orig_dstx + (box_x + px - x_off),
-orig_dsty + y_flip(fb,
box_y + py - y_off, h),
w, h,
(GLubyte *)stipple,
8,
fb->Name == 0 ? GL_TRUE : GL_FALSE) == 0)
continue;
/*
*/
intelEmitImmediateColorExpandBlit( intel,
dst->cpp,
(GLubyte *)stipple,
sz,
(dst->cpp == 2) ? color565 : color8888,
dst->pitch,
dst->buffer,
0,
dst->tiling,
box_x + px,
box_y + py,
w, h,
logic_op);
}
}
}
}
out:
UNLOCK_HARDWARE(intel);
if (INTEL_DEBUG & DEBUG_SYNC)
intel_batchbuffer_flush(intel->batch);
if (unpack->BufferObj->Name) {
/* done with PBO so unmap it now */
ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
unpack->BufferObj);
}
return GL_TRUE;
}
/* There are a large number of possible ways to implement bitmap on
* this hardware, most of them have some sort of drawback. Here are a
* few that spring to mind:
*
* Blit:
* - XY_MONO_SRC_BLT_CMD
* - use XY_SETUP_CLIP_BLT for cliprect clipping.
* - XY_TEXT_BLT
* - XY_TEXT_IMMEDIATE_BLT
* - blit per cliprect, subject to maximum immediate data size.
* - XY_COLOR_BLT
* - per pixel or run of pixels
* - XY_PIXEL_BLT
* - good for sparse bitmaps
*
* 3D engine:
* - Point per pixel
* - Translate bitmap to an alpha texture and render as a quad
* - Chop bitmap up into 32x32 squares and render w/polygon stipple.
*/
void
intelBitmap(GLcontext * ctx,
GLint x, GLint y,
GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte * pixels)
{
if (do_blit_bitmap(ctx, x, y, width, height,
unpack, pixels))
return;
if (INTEL_DEBUG & DEBUG_PIXEL)
_mesa_printf("%s: fallback to swrast\n", __FUNCTION__);
_swrast_Bitmap(ctx, x, y, width, height, unpack, pixels);
}
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