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).
This commit is contained in:
Eric Anholt 2010-09-23 15:12:21 -07:00
parent 2337f364b1
commit fae1855946

View file

@ -309,178 +309,6 @@ out:
return GL_TRUE;
}
static GLboolean
intel_texture_bitmap(GLcontext * ctx,
GLint dst_x, GLint dst_y,
GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap)
{
struct intel_context *intel = intel_context(ctx);
static const char *fp =
"!!ARBfp1.0\n"
"TEMP val;\n"
"PARAM color=program.local[0];\n"
"TEX val, fragment.texcoord[0], texture[0], 2D;\n"
"ADD val, val.wwww, {-.5, -.5, -.5, -.5};\n"
"KIL val;\n"
"MOV result.color, color;\n"
"END\n";
GLuint texname;
GLfloat vertices[4][4];
GLint old_active_texture;
GLubyte *a8_bitmap;
GLfloat dst_z;
/* We need a fragment program for the KIL effect */
if (!ctx->Extensions.ARB_fragment_program ||
!ctx->Extensions.ARB_vertex_program) {
if (INTEL_DEBUG & DEBUG_FALLBACKS)
fprintf(stderr,
"glBitmap fallback: No fragment/vertex program support\n");
return GL_FALSE;
}
/* 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, "glBitmap 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, "glBitmap fallback: fragment program enabled\n");
return GL_FALSE;
}
if (ctx->VertexProgram.Enabled) {
if (INTEL_DEBUG & DEBUG_FALLBACKS)
fprintf(stderr, "glBitmap fallback: vertex program enabled\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,
"glBitmap() fallback: NPOT texture\n");
return GL_FALSE;
}
if (ctx->Fog.Enabled) {
if (INTEL_DEBUG & DEBUG_FALLBACKS)
fprintf(stderr, "glBitmap() fallback: fog\n");
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, "glBitmap fallback: bitmap too large (%dx%d)\n",
width, height);
return GL_FALSE;
}
if (_mesa_is_bufferobj(unpack->BufferObj)) {
bitmap = map_pbo(ctx, width, height, unpack, bitmap);
if (bitmap == NULL)
return GL_TRUE; /* even though this is an error, we're done */
}
/* Convert the A1 bitmap to an A8 format suitable for glTexImage */
a8_bitmap = calloc(1, width * height);
_mesa_expand_bitmap(width, height, unpack, bitmap, a8_bitmap, width, 0xff);
if (_mesa_is_bufferobj(unpack->BufferObj)) {
/* done with PBO so unmap it now */
ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
unpack->BufferObj);
}
/* Save GL state before we start setting up our drawing */
_mesa_PushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_POLYGON_BIT |
GL_TEXTURE_BIT | GL_VIEWPORT_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT |
GL_CLIENT_PIXEL_STORE_BIT);
old_active_texture = ctx->Texture.CurrentUnit;
_mesa_Disable(GL_POLYGON_STIPPLE);
_mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
/* Upload our bitmap data to an alpha texture */
_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_PixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
_mesa_PixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
_mesa_PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
_mesa_PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
_mesa_PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
_mesa_PixelStorei(GL_UNPACK_ALIGNMENT, 1);
_mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap);
free(a8_bitmap);
meta_set_fragment_program(&intel->meta, &intel->meta.bitmap_fp, fp);
_mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
ctx->Current.RasterColor);
meta_set_passthrough_vertex_program(&intel->meta);
meta_set_passthrough_transform(&intel->meta);
/* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
/* RasterPos[2] already takes into account the DepthRange mapping. */
_mesa_DepthRange(0.0, 1.0);
vertices[0][0] = dst_x;
vertices[0][1] = dst_y;
vertices[0][2] = dst_z;
vertices[0][3] = 1.0;
vertices[1][0] = dst_x + width;
vertices[1][1] = dst_y;
vertices[1][2] = dst_z;
vertices[1][3] = 1.0;
vertices[2][0] = dst_x + width;
vertices[2][1] = dst_y + height;
vertices[2][2] = dst_z;
vertices[2][3] = 1.0;
vertices[3][0] = dst_x;
vertices[3][1] = dst_y + height;
vertices[3][2] = dst_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);
meta_restore_fragment_program(&intel->meta);
meta_restore_vertex_program(&intel->meta);
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
_mesa_PopClientAttrib();
_mesa_PopAttrib();
_mesa_DeleteTextures(1, &texname);
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:
@ -512,12 +340,5 @@ intelBitmap(GLcontext * ctx,
unpack, pixels))
return;
if (intel_texture_bitmap(ctx, x, y, width, height,
unpack, pixels))
return;
if (INTEL_DEBUG & DEBUG_PIXEL)
printf("%s: fallback to swrast\n", __FUNCTION__);
_swrast_Bitmap(ctx, x, y, width, height, unpack, pixels);
_mesa_meta_Bitmap(ctx, x, y, width, height, unpack, pixels);
}