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synced 2026-06-02 17:48:17 +02:00
intel: Replace my intel_texture_bitmap code with _mesa_meta_Bitmap.
The meta code is more general than mine, and appears to pass the same sets of tests (piglit + some oglconform).
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2337f364b1
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1 changed files with 1 additions and 180 deletions
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@ -309,178 +309,6 @@ out:
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return GL_TRUE;
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}
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static GLboolean
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intel_texture_bitmap(GLcontext * ctx,
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GLint dst_x, GLint dst_y,
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GLsizei width, GLsizei height,
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const struct gl_pixelstore_attrib *unpack,
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const GLubyte *bitmap)
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{
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struct intel_context *intel = intel_context(ctx);
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static const char *fp =
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"!!ARBfp1.0\n"
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"TEMP val;\n"
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"PARAM color=program.local[0];\n"
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"TEX val, fragment.texcoord[0], texture[0], 2D;\n"
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"ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n"
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"KIL val;\n"
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"MOV result.color, color;\n"
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"END\n";
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GLuint texname;
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GLfloat vertices[4][4];
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GLint old_active_texture;
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GLubyte *a8_bitmap;
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GLfloat dst_z;
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/* We need a fragment program for the KIL effect */
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if (!ctx->Extensions.ARB_fragment_program ||
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!ctx->Extensions.ARB_vertex_program) {
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if (INTEL_DEBUG & DEBUG_FALLBACKS)
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fprintf(stderr,
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"glBitmap fallback: No fragment/vertex program support\n");
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return GL_FALSE;
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}
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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, "glBitmap 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, "glBitmap fallback: fragment program enabled\n");
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return GL_FALSE;
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}
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if (ctx->VertexProgram.Enabled) {
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if (INTEL_DEBUG & DEBUG_FALLBACKS)
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fprintf(stderr, "glBitmap fallback: vertex program enabled\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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"glBitmap() fallback: NPOT texture\n");
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return GL_FALSE;
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}
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if (ctx->Fog.Enabled) {
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if (INTEL_DEBUG & DEBUG_FALLBACKS)
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fprintf(stderr, "glBitmap() fallback: fog\n");
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return GL_FALSE;
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}
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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, "glBitmap 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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if (_mesa_is_bufferobj(unpack->BufferObj)) {
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bitmap = map_pbo(ctx, width, height, unpack, bitmap);
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if (bitmap == NULL)
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return GL_TRUE; /* even though this is an error, we're done */
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}
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/* Convert the A1 bitmap to an A8 format suitable for glTexImage */
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a8_bitmap = calloc(1, width * height);
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_mesa_expand_bitmap(width, height, unpack, bitmap, a8_bitmap, width, 0xff);
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if (_mesa_is_bufferobj(unpack->BufferObj)) {
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/* done with PBO so unmap it now */
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ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
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unpack->BufferObj);
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}
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/* Save GL state before we start setting up our drawing */
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_mesa_PushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_POLYGON_BIT |
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GL_TEXTURE_BIT | GL_VIEWPORT_BIT);
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_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT |
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GL_CLIENT_PIXEL_STORE_BIT);
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old_active_texture = ctx->Texture.CurrentUnit;
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_mesa_Disable(GL_POLYGON_STIPPLE);
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_mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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/* Upload our bitmap data to an alpha texture */
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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_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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_mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
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_mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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_mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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_mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
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_mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 1);
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_mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0,
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GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap);
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free(a8_bitmap);
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meta_set_fragment_program(&intel->meta, &intel->meta.bitmap_fp, fp);
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_mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
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ctx->Current.RasterColor);
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meta_set_passthrough_vertex_program(&intel->meta);
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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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dst_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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vertices[0][0] = dst_x;
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vertices[0][1] = dst_y;
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vertices[0][2] = dst_z;
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vertices[0][3] = 1.0;
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vertices[1][0] = dst_x + width;
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vertices[1][1] = dst_y;
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vertices[1][2] = dst_z;
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vertices[1][3] = 1.0;
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vertices[2][0] = dst_x + width;
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vertices[2][1] = dst_y + height;
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vertices[2][2] = dst_z;
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vertices[2][3] = 1.0;
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vertices[3][0] = dst_x;
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vertices[3][1] = dst_y + height;
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vertices[3][2] = dst_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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meta_restore_fragment_program(&intel->meta);
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meta_restore_vertex_program(&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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/* There are a large number of possible ways to implement bitmap on
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* this hardware, most of them have some sort of drawback. Here are a
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* few that spring to mind:
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@ -512,12 +340,5 @@ intelBitmap(GLcontext * ctx,
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unpack, pixels))
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return;
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if (intel_texture_bitmap(ctx, x, y, width, height,
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unpack, pixels))
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return;
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if (INTEL_DEBUG & DEBUG_PIXEL)
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printf("%s: fallback to swrast\n", __FUNCTION__);
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_swrast_Bitmap(ctx, x, y, width, height, unpack, pixels);
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_mesa_meta_Bitmap(ctx, x, y, width, height, unpack, pixels);
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}
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