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📄 intel_pixel_draw.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
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/************************************************************************** *  * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. *  * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: *  * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portionsalloc * of the Software. *  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *  **************************************************************************/#include "glheader.h"#include "enums.h"#include "image.h"#include "mtypes.h"#include "macros.h"#include "bufferobj.h"#include "swrast/swrast.h"#include "intel_screen.h"#include "intel_context.h"#include "intel_ioctl.h"#include "intel_batchbuffer.h"#include "intel_blit.h"#include "intel_buffers.h"#include "intel_regions.h"#include "intel_pixel.h"#include "intel_buffer_objects.h"#include "intel_tris.h"static GLbooleando_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);   struct intel_region *dst = intel_drawbuf_region(intel);   struct intel_buffer_object *src = intel_buffer_object(unpack->BufferObj);   GLuint rowLength = unpack->RowLength ? unpack->RowLength : width;   GLuint src_offset;   if (INTEL_DEBUG & DEBUG_PIXEL)      fprintf(stderr, "%s\n", __FUNCTION__);   intelFlush(&intel->ctx);   if (!dst)      return GL_FALSE;   intel->vtbl.render_start(intel);   intel->vtbl.emit_state(intel);   if (src) {      if (!_mesa_validate_pbo_access(2, unpack, width, height, 1,                                     format, type, pixels)) {         _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawPixels");         return GL_TRUE;      }   }   else {      /* PBO only for now:       *//*       _mesa_printf("%s - not PBO\n", __FUNCTION__); */      return GL_FALSE;   }   /* There are a couple of things we can't do yet, one of which is    * set the correct state for pixel operations when GL texturing is    * enabled.  That's a pretty rare state and probably not worth the    * effort.  A completely device-independent version of this may do    * more.    *    * Similarly, we make no attempt to merge metaops processing with    * an enabled fragment program, though it would certainly be    * possible.    */   if (!intel_check_meta_tex_fragment_ops(ctx)) {      if (INTEL_DEBUG & DEBUG_PIXEL)         _mesa_printf("%s - bad GL fragment state for metaops texture\n",                      __FUNCTION__);      return GL_FALSE;   }   intel->vtbl.install_meta_state(intel);   /* Is this true?  Also will need to turn depth testing on according    * to state:    */   intel->vtbl.meta_no_stencil_write(intel);   intel->vtbl.meta_no_depth_write(intel);   /* Set the 3d engine to draw into the destination region:    */   intel->vtbl.meta_draw_region(intel, dst, intel->depth_region);   intel->vtbl.meta_import_pixel_state(intel);   src_offset = (GLuint) _mesa_image_address(2, unpack, pixels, width, height,                                             format, type, 0, 0, 0);   /* Setup the pbo up as a rectangular texture, if possible.    *    * TODO: This is almost always possible if the i915 fragment    * program is adjusted to correctly swizzle the sampled colors.    * The major exception is any 24bit texture, like RGB888, for which    * there is no hardware support.      */   if (!intel->vtbl.meta_tex_rect_source(intel, src->buffer, src_offset,                                         rowLength, height, format, type)) {      intel->vtbl.leave_meta_state(intel);      return GL_FALSE;   }   intel->vtbl.meta_texture_blend_replace(intel);   LOCK_HARDWARE(intel);   if (intel->driDrawable->numClipRects) {      __DRIdrawablePrivate *dPriv = intel->driDrawable;      GLint srcx, srcy;      GLint dstx, dsty;      dstx = x;      dsty = dPriv->h - (y + height);      srcx = 0;                 /* skiprows/pixels already done */      srcy = 0;      if (0) {         const GLint orig_x = dstx;         const GLint orig_y = dsty;         if (!_mesa_clip_to_region(0, 0, dst->pitch, dst->height,                                   &dstx, &dsty, &width, &height))            goto out;         srcx += dstx - orig_x;         srcy += dsty - orig_y;      }      if (INTEL_DEBUG & DEBUG_PIXEL)         _mesa_printf("draw %d,%d %dx%d\n", dstx, dsty, width, height);      /* Must use the regular cliprect mechanism in order to get the       * drawing origin set correctly.  Otherwise scissor state is in       * incorrect coordinate space.  Does this even need to hold the       * lock???       */      intel->vtbl.meta_draw_quad(intel,				 dstx, dstx + width * ctx->Pixel.ZoomX,				 dPriv->h - (y + height * ctx->Pixel.ZoomY),				 dPriv->h - (y),				 -ctx->Current.RasterPos[2] * .5,				 0x00ff00ff,				 srcx, srcx + width, srcy + height, srcy);    out:      intel->vtbl.leave_meta_state(intel);      intel_batchbuffer_flush(intel->batch);   }   UNLOCK_HARDWARE(intel);   return GL_TRUE;}/* Pros:   *   - no waiting for idle before updating framebuffer. *    * Cons: *   - if upload is by memcpy, this may actually be slower than fallback path. *   - uploads the whole image even if destination is clipped *    * Need to benchmark. * * Given the questions about performance, implement for pbo's only. * This path is definitely a win if the pbo is already in agp.  If it * turns out otherwise, we can add the code necessary to upload client * data to agp space before performing the blit.  (Though it may turn * out to be better/simpler just to use the texture engine). */static GLbooleando_blit_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);   struct intel_region *dest = intel_drawbuf_region(intel);   struct intel_buffer_object *src = intel_buffer_object(unpack->BufferObj);   GLuint src_offset;   GLuint rowLength;   dri_fence *fence = NULL;   if (INTEL_DEBUG & DEBUG_PIXEL)      _mesa_printf("%s\n", __FUNCTION__);   if (!dest) {      if (INTEL_DEBUG & DEBUG_PIXEL)         _mesa_printf("%s - no dest\n", __FUNCTION__);      return GL_FALSE;   }   if (src) {      /* This validation should be done by core mesa:       */      if (!_mesa_validate_pbo_access(2, unpack, width, height, 1,                                     format, type, pixels)) {         _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawPixels");         return GL_TRUE;      }   }   else {      /* PBO only for now:       */      if (INTEL_DEBUG & DEBUG_PIXEL)         _mesa_printf("%s - not PBO\n", __FUNCTION__);      return GL_FALSE;   }   if (!intel_check_blit_format(dest, format, type)) {      if (INTEL_DEBUG & DEBUG_PIXEL)         _mesa_printf("%s - bad format for blit\n", __FUNCTION__);      return GL_FALSE;   }   if (!intel_check_blit_fragment_ops(ctx, GL_FALSE)) {      if (INTEL_DEBUG & DEBUG_PIXEL)         _mesa_printf("%s - bad GL fragment state for blitter\n",                      __FUNCTION__);      return GL_FALSE;   }   if (ctx->Pixel.ZoomX != 1.0F) {      if (INTEL_DEBUG & DEBUG_PIXEL)         _mesa_printf("%s - bad PixelZoomX for blit\n", __FUNCTION__);      return GL_FALSE;   }   if (unpack->RowLength > 0)      rowLength = unpack->RowLength;   else      rowLength = width;   if (ctx->Pixel.ZoomY == -1.0F) {      if (INTEL_DEBUG & DEBUG_PIXEL)         _mesa_printf("%s - bad PixelZoomY for blit\n", __FUNCTION__);      return GL_FALSE;          /* later */      y -= height;   }   else if (ctx->Pixel.ZoomY == 1.0F) {      rowLength = -rowLength;   }   else {      if (INTEL_DEBUG & DEBUG_PIXEL)         _mesa_printf("%s - bad PixelZoomY for blit\n", __FUNCTION__);      return GL_FALSE;   }   src_offset = (GLuint) _mesa_image_address(2, unpack, pixels, width, height,                                             format, type, 0, 0, 0);   intelFlush(&intel->ctx);   LOCK_HARDWARE(intel);   if (intel->driDrawable->numClipRects) {      __DRIdrawablePrivate *dPriv = intel->driDrawable;      int nbox = dPriv->numClipRects;      drm_clip_rect_t *box = dPriv->pClipRects;      drm_clip_rect_t rect;      drm_clip_rect_t dest_rect;      dri_bo *src_buffer = intel_bufferobj_buffer(intel, src, INTEL_READ);      int i;      dest_rect.x1 = dPriv->x + x;      dest_rect.y1 = dPriv->y + dPriv->h - (y + height);      dest_rect.x2 = dest_rect.x1 + width;      dest_rect.y2 = dest_rect.y1 + height;      for (i = 0; i < nbox; i++) {         if (!intel_intersect_cliprects(&rect, &dest_rect, &box[i]))            continue;         intelEmitCopyBlit(intel,                           dest->cpp,                           rowLength, src_buffer, src_offset, GL_FALSE,                           dest->pitch, dest->buffer, 0, dest->tiled,                           rect.x1 - dest_rect.x1,                           rect.y2 - dest_rect.y2,                           rect.x1,                           rect.y1, rect.x2 - rect.x1, rect.y2 - rect.y1,			   ctx->Color.ColorLogicOpEnabled ?			   ctx->Color.LogicOp : GL_COPY);      }      intel_batchbuffer_flush(intel->batch);      fence = intel->batch->last_fence;      dri_fence_reference(fence);   }   UNLOCK_HARDWARE(intel);   if (fence) {      dri_fence_wait(fence);      dri_fence_unreference(fence);   }   if (INTEL_DEBUG & DEBUG_PIXEL)      _mesa_printf("%s - DONE\n", __FUNCTION__);   return GL_TRUE;}voidintelDrawPixels(GLcontext * ctx,                GLint x, GLint y,                GLsizei width, GLsizei height,                GLenum format,                GLenum type,                const struct gl_pixelstore_attrib *unpack,                const GLvoid * pixels){   if (do_blit_drawpixels(ctx, x, y, width, height, format, type,                          unpack, pixels))      return;   if (do_texture_drawpixels(ctx, x, y, width, height, format, type,                             unpack, pixels))      return;   if (INTEL_DEBUG & DEBUG_PIXEL)      _mesa_printf("%s: fallback to swrast\n", __FUNCTION__);   if (ctx->FragmentProgram._Current == ctx->FragmentProgram._TexEnvProgram) {      /*       * We don't want the i915 texenv program to be applied to DrawPixels.       * This is really just a performance optimization (mesa will other-       * wise happily run the fragment program on each pixel in the image).       */      struct gl_fragment_program *fpSave = ctx->FragmentProgram._Current;   /* can't just set current frag prog to 0 here as on buffer resize      we'll get new state checks which will segfault. Remains a hack. */      ctx->FragmentProgram._Current = NULL;      ctx->FragmentProgram._UseTexEnvProgram = GL_FALSE;      ctx->FragmentProgram._Active = GL_FALSE;      _swrast_DrawPixels( ctx, x, y, width, height, format, type,                          unpack, pixels );      ctx->FragmentProgram._Current = fpSave;      ctx->FragmentProgram._UseTexEnvProgram = GL_TRUE;      ctx->FragmentProgram._Active = GL_TRUE;      _swrast_InvalidateState(ctx, _NEW_PROGRAM);   }   else {      _swrast_DrawPixels( ctx, x, y, width, height, format, type,                          unpack, pixels );   }}

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