intel: Share passthrough transform setup between glBitmap and glDrawPixels.

The DrawPixels path was missing glViewport care, so blender's toolbar icons
would go to the wrong places.

Bug #19118.
This commit is contained in:
Eric Anholt 2008-12-31 00:29:49 -08:00
parent e1a9217554
commit bfebeffc00
5 changed files with 52 additions and 45 deletions

View file

@ -165,6 +165,9 @@ struct intel_context
GLboolean saved_fp_enable;
struct gl_vertex_program *saved_vp;
GLboolean saved_vp_enable;
GLint saved_vp_x, saved_vp_y;
GLsizei saved_vp_width, saved_vp_height;
} meta;
GLint refcount;

View file

@ -29,6 +29,7 @@
#include "main/state.h"
#include "main/context.h"
#include "main/enable.h"
#include "main/matrix.h"
#include "swrast/swrast.h"
#include "shader/arbprogram.h"
#include "shader/program.h"
@ -171,6 +172,40 @@ intel_check_blit_format(struct intel_region * region,
return GL_FALSE;
}
void
intel_meta_set_passthrough_transform(struct intel_context *intel)
{
GLcontext *ctx = &intel->ctx;
intel->meta.saved_vp_x = ctx->Viewport.X;
intel->meta.saved_vp_y = ctx->Viewport.Y;
intel->meta.saved_vp_width = ctx->Viewport.Width;
intel->meta.saved_vp_height = ctx->Viewport.Height;
_mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
_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();
}
void
intel_meta_restore_transform(struct intel_context *intel)
{
_mesa_MatrixMode(GL_PROJECTION);
_mesa_PopMatrix();
_mesa_MatrixMode(GL_MODELVIEW);
_mesa_PopMatrix();
_mesa_Viewport(intel->meta.saved_vp_x, intel->meta.saved_vp_y,
intel->meta.saved_vp_width, intel->meta.saved_vp_height);
}
/**
* Set up a vertex program to pass through the position and first texcoord
* for pixel path.

View file

@ -31,7 +31,8 @@
#include "main/mtypes.h"
void intelInitPixelFuncs(struct dd_function_table *functions);
void intel_meta_set_passthrough_transform(struct intel_context *intel);
void intel_meta_restore_transform(struct intel_context *intel);
void intel_meta_set_passthrough_vertex_program(struct intel_context *intel);
void intel_meta_restore_vertex_program(struct intel_context *intel);
void intel_meta_set_fragment_program(struct intel_context *intel,

View file

@ -39,7 +39,6 @@
#include "main/texobj.h"
#include "main/texstate.h"
#include "main/texparam.h"
#include "main/matrix.h"
#include "main/varray.h"
#include "main/attrib.h"
#include "main/enable.h"
@ -425,7 +424,7 @@ intel_texture_bitmap(GLcontext * ctx,
}
/* Save GL state before we start setting up our drawing */
_mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT | GL_CURRENT_BIT |
_mesa_PushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT |
GL_VIEWPORT_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT |
GL_CLIENT_PIXEL_STORE_BIT);
@ -451,20 +450,11 @@ intel_texture_bitmap(GLcontext * ctx,
GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap);
_mesa_free(a8_bitmap);
_mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
_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();
intel_meta_set_fragment_program(intel, &intel->meta.bitmap_fp, fp);
_mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
ctx->Current.RasterColor);
intel_meta_set_passthrough_vertex_program(intel);
intel_meta_set_passthrough_transform(intel);
vertices[0][0] = dst_x;
vertices[0][1] = dst_y;
@ -498,14 +488,10 @@ intel_texture_bitmap(GLcontext * ctx,
_mesa_Enable(GL_TEXTURE_COORD_ARRAY);
CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
intel_meta_restore_transform(intel);
intel_meta_restore_fragment_program(intel);
intel_meta_restore_vertex_program(intel);
_mesa_MatrixMode(GL_PROJECTION);
_mesa_PopMatrix();
_mesa_MatrixMode(GL_MODELVIEW);
_mesa_PopMatrix();
_mesa_PopClientAttrib();
_mesa_Disable(GL_TEXTURE_2D); /* asserted that it was disabled at entry */
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);

View file

@ -36,7 +36,6 @@
#include "main/texobj.h"
#include "main/texstate.h"
#include "main/texparam.h"
#include "main/matrix.h"
#include "main/varray.h"
#include "main/attrib.h"
#include "main/enable.h"
@ -68,6 +67,7 @@ intel_texture_drawpixels(GLcontext * ctx,
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels)
{
struct intel_context *intel = intel_context(ctx);
GLuint texname;
GLfloat vertices[4][4];
GLfloat texcoords[4][2];
@ -117,7 +117,7 @@ intel_texture_drawpixels(GLcontext * ctx,
return GL_FALSE;
}
_mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT | GL_TEXTURE_BIT |
_mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
GL_CURRENT_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
@ -138,14 +138,7 @@ intel_texture_drawpixels(GLcontext * ctx,
_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();
intel_meta_set_passthrough_transform(intel);
/* 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.
@ -184,10 +177,7 @@ intel_texture_drawpixels(GLcontext * ctx,
_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();
intel_meta_restore_transform(intel);
_mesa_PopClientAttrib();
_mesa_PopAttrib();
@ -205,6 +195,7 @@ intel_stencil_drawpixels(GLcontext * ctx,
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels)
{
struct intel_context *intel = intel_context(ctx);
GLuint texname, rb_name, fb_name, old_fb_name;
GLfloat vertices[4][2];
GLfloat texcoords[4][2];
@ -267,7 +258,7 @@ intel_stencil_drawpixels(GLcontext * ctx,
return GL_FALSE;
}
_mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT | GL_TEXTURE_BIT |
_mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
old_fb_name = ctx->DrawBuffer->Name;
@ -335,14 +326,7 @@ intel_stencil_drawpixels(GLcontext * ctx,
ctx->Unpack = old_unpack;
_mesa_free(stencil_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();
intel_meta_set_passthrough_transform(intel);
vertices[0][0] = x;
vertices[0][1] = y;
@ -368,12 +352,10 @@ intel_stencil_drawpixels(GLcontext * ctx,
_mesa_Enable(GL_TEXTURE_COORD_ARRAY);
CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
intel_meta_restore_transform(intel);
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name);
_mesa_MatrixMode(GL_PROJECTION);
_mesa_PopMatrix();
_mesa_MatrixMode(GL_MODELVIEW);
_mesa_PopMatrix();
_mesa_PopClientAttrib();
_mesa_PopAttrib();