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intel: use _mesa_meta_draw_pixels()
The textured quad path is slightly faster and will work with POT textures on i945.
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commit
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1 changed files with 4 additions and 147 deletions
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@ -48,6 +48,7 @@
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#include "main/viewport.h"
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#include "glapi/dispatch.h"
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#include "swrast/swrast.h"
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#include "drivers/common/meta.h"
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#include "intel_screen.h"
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#include "intel_context.h"
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@ -59,145 +60,8 @@
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#include "intel_buffer_objects.h"
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#include "intel_fbo.h"
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static GLboolean
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intel_texture_drawpixels(GLcontext * ctx,
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GLint x, GLint y,
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GLsizei width, GLsizei height,
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GLenum format,
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GLenum type,
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const struct gl_pixelstore_attrib *unpack,
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const GLvoid *pixels)
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{
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struct intel_context *intel = intel_context(ctx);
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GLuint texname;
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GLfloat vertices[4][4];
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GLfloat z;
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GLint old_active_texture;
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GLenum internalFormat;
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/* We're going to mess with texturing with no regard to existing texture
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* state, so if there is some set up we have to bail.
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*/
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if (ctx->Texture._EnabledUnits != 0) {
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if (INTEL_DEBUG & DEBUG_FALLBACKS)
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fprintf(stderr, "glDrawPixels() fallback: texturing enabled\n");
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return GL_FALSE;
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}
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/* Can't do textured DrawPixels with a fragment program, unless we were
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* to generate a new program that sampled our texture and put the results
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* in the fragment color before the user's program started.
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*/
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if (ctx->FragmentProgram.Enabled) {
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if (INTEL_DEBUG & DEBUG_FALLBACKS)
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fprintf(stderr, "glDrawPixels() fallback: fragment program enabled\n");
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return GL_FALSE;
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}
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/* We don't have a way to generate fragments with stencil values which
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* will set the resulting stencil value.
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*/
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if (format == GL_STENCIL_INDEX || format == GL_DEPTH_STENCIL)
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return GL_FALSE;
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/* Check that we can load in a texture this big. */
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if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) ||
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height > (1 << (ctx->Const.MaxTextureLevels - 1))) {
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if (INTEL_DEBUG & DEBUG_FALLBACKS)
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fprintf(stderr, "glDrawPixels() fallback: bitmap too large (%dx%d)\n",
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width, height);
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return GL_FALSE;
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}
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/* To do DEPTH_COMPONENT, we would need to change our setup to not draw to
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* the color buffer, and sample the texture values into the fragment depth
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* in a program.
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*/
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if (format == GL_DEPTH_COMPONENT) {
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if (INTEL_DEBUG & DEBUG_FALLBACKS)
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fprintf(stderr,
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"glDrawPixels() fallback: format == GL_DEPTH_COMPONENT\n");
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return GL_FALSE;
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}
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if (!ctx->Extensions.ARB_texture_non_power_of_two &&
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(!is_power_of_two(width) || !is_power_of_two(height))) {
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if (INTEL_DEBUG & DEBUG_FALLBACKS)
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fprintf(stderr,
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"glDrawPixels() fallback: NPOT texture\n");
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return GL_FALSE;
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}
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_mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
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GL_CURRENT_BIT | GL_VIEWPORT_BIT);
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_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
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/* XXX: pixel store stuff */
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_mesa_Disable(GL_POLYGON_STIPPLE);
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old_active_texture = ctx->Texture.CurrentUnit;
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_mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
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_mesa_Enable(GL_TEXTURE_2D);
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_mesa_GenTextures(1, &texname);
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_mesa_BindTexture(GL_TEXTURE_2D, texname);
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_mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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_mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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_mesa_TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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if (type == GL_ALPHA)
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internalFormat = GL_ALPHA;
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else
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internalFormat = GL_RGBA;
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_mesa_TexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format,
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type, pixels);
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meta_set_passthrough_transform(&intel->meta);
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/* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
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z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
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/* RasterPos[2] already takes into account the DepthRange mapping. */
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_mesa_DepthRange(0.0, 1.0);
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/* Create the vertex buffer based on the current raster pos. The x and y
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* we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
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* We also apply the depth. However, the W component is already multiplied
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* into ctx->Current.RasterPos[0,1,2] and we can ignore it at this point.
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*/
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vertices[0][0] = x;
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vertices[0][1] = y;
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vertices[0][2] = z;
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vertices[0][3] = 1.0;
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vertices[1][0] = x + width * ctx->Pixel.ZoomX;
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vertices[1][1] = y;
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vertices[1][2] = z;
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vertices[1][3] = 1.0;
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vertices[2][0] = x + width * ctx->Pixel.ZoomX;
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vertices[2][1] = y + height * ctx->Pixel.ZoomY;
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vertices[2][2] = z;
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vertices[2][3] = 1.0;
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vertices[3][0] = x;
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vertices[3][1] = y + height * ctx->Pixel.ZoomY;
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vertices[3][2] = z;
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vertices[3][3] = 1.0;
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_mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
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_mesa_Enable(GL_VERTEX_ARRAY);
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meta_set_default_texrect(&intel->meta);
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_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
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meta_restore_texcoords(&intel->meta);
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meta_restore_transform(&intel->meta);
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_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
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_mesa_PopClientAttrib();
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_mesa_PopAttrib();
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_mesa_DeleteTextures(1, &texname);
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return GL_TRUE;
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}
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/** XXX compare perf of this vs. _mesa_meta_draw_pixels(STENCIL) */
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static GLboolean
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intel_stencil_drawpixels(GLcontext * ctx,
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GLint x, GLint y,
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@ -404,17 +268,10 @@ intelDrawPixels(GLcontext * ctx,
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const struct gl_pixelstore_attrib *unpack,
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const GLvoid * pixels)
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{
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if (intel_texture_drawpixels(ctx, x, y, width, height, format, type,
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unpack, pixels))
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return;
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if (intel_stencil_drawpixels(ctx, x, y, width, height, format, type,
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unpack, pixels))
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return;
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if (INTEL_DEBUG & DEBUG_PIXEL)
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_mesa_printf("%s: fallback to swrast\n", __FUNCTION__);
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_swrast_DrawPixels(ctx, x, y, width, height, format, type,
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unpack, pixels);
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_mesa_meta_draw_pixels(ctx, x, y, width, height, format, type,
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unpack, pixels);
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}
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