intel: use _mesa_meta_draw_pixels()

The textured quad path is slightly faster and will work with POT textures
on i945.
This commit is contained in:
Brian Paul 2009-09-01 12:16:13 -06:00
parent 90cba4a839
commit 886a0a7150

View file

@ -48,6 +48,7 @@
#include "main/viewport.h"
#include "glapi/dispatch.h"
#include "swrast/swrast.h"
#include "drivers/common/meta.h"
#include "intel_screen.h"
#include "intel_context.h"
@ -59,145 +60,8 @@
#include "intel_buffer_objects.h"
#include "intel_fbo.h"
static GLboolean
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);
GLuint texname;
GLfloat vertices[4][4];
GLfloat z;
GLint old_active_texture;
GLenum internalFormat;
/* 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 (ctx->Texture._EnabledUnits != 0) {
if (INTEL_DEBUG & DEBUG_FALLBACKS)
fprintf(stderr, "glDrawPixels() fallback: texturing enabled\n");
return GL_FALSE;
}
/* 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.
*/
if (ctx->FragmentProgram.Enabled) {
if (INTEL_DEBUG & DEBUG_FALLBACKS)
fprintf(stderr, "glDrawPixels() fallback: fragment program enabled\n");
return GL_FALSE;
}
/* We don't have a way to generate fragments with stencil values which
* will set the resulting stencil value.
*/
if (format == GL_STENCIL_INDEX || format == GL_DEPTH_STENCIL)
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() fallback: bitmap too large (%dx%d)\n",
width, height);
return GL_FALSE;
}
/* 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) {
if (INTEL_DEBUG & DEBUG_FALLBACKS)
fprintf(stderr,
"glDrawPixels() fallback: format == GL_DEPTH_COMPONENT\n");
return GL_FALSE;
}
if (!ctx->Extensions.ARB_texture_non_power_of_two &&
(!is_power_of_two(width) || !is_power_of_two(height))) {
if (INTEL_DEBUG & DEBUG_FALLBACKS)
fprintf(stderr,
"glDrawPixels() fallback: NPOT texture\n");
return GL_FALSE;
}
_mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
GL_CURRENT_BIT | GL_VIEWPORT_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
/* XXX: pixel store stuff */
_mesa_Disable(GL_POLYGON_STIPPLE);
old_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);
if (type == GL_ALPHA)
internalFormat = GL_ALPHA;
else
internalFormat = GL_RGBA;
_mesa_TexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format,
type, pixels);
meta_set_passthrough_transform(&intel->meta);
/* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
/* RasterPos[2] already takes into account the DepthRange mapping. */
_mesa_DepthRange(0.0, 1.0);
/* 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] = z;
vertices[0][3] = 1.0;
vertices[1][0] = x + width * ctx->Pixel.ZoomX;
vertices[1][1] = y;
vertices[1][2] = z;
vertices[1][3] = 1.0;
vertices[2][0] = x + width * ctx->Pixel.ZoomX;
vertices[2][1] = y + height * ctx->Pixel.ZoomY;
vertices[2][2] = z;
vertices[2][3] = 1.0;
vertices[3][0] = x;
vertices[3][1] = y + height * ctx->Pixel.ZoomY;
vertices[3][2] = z;
vertices[3][3] = 1.0;
_mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
_mesa_Enable(GL_VERTEX_ARRAY);
meta_set_default_texrect(&intel->meta);
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
meta_restore_texcoords(&intel->meta);
meta_restore_transform(&intel->meta);
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
_mesa_PopClientAttrib();
_mesa_PopAttrib();
_mesa_DeleteTextures(1, &texname);
return GL_TRUE;
}
/** XXX compare perf of this vs. _mesa_meta_draw_pixels(STENCIL) */
static GLboolean
intel_stencil_drawpixels(GLcontext * ctx,
GLint x, GLint y,
@ -404,17 +268,10 @@ intelDrawPixels(GLcontext * ctx,
const struct gl_pixelstore_attrib *unpack,
const GLvoid * pixels)
{
if (intel_texture_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;
if (INTEL_DEBUG & DEBUG_PIXEL)
_mesa_printf("%s: fallback to swrast\n", __FUNCTION__);
_swrast_DrawPixels(ctx, x, y, width, height, format, type,
unpack, pixels);
_mesa_meta_draw_pixels(ctx, x, y, width, height, format, type,
unpack, pixels);
}