📄 intel_span.c
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/************************************************************************** * * Copyright 2003 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 portions * 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 "macros.h"#include "mtypes.h"#include "colormac.h"#include "intel_fbo.h"#include "intel_screen.h"#include "intel_span.h"#include "intel_regions.h"#include "intel_ioctl.h"#include "intel_tex.h"#include "swrast/swrast.h"/* break intelWriteRGBASpan_ARGB8888*/#undef DBG#define DBG 0#define LOCAL_VARS \ struct intel_context *intel = intel_context(ctx); \ struct intel_renderbuffer *irb = intel_renderbuffer(rb); \ const GLint yScale = irb->RenderToTexture ? 1 : -1; \ const GLint yBias = irb->RenderToTexture ? 0 : irb->Base.Height - 1; \ GLubyte *buf = (GLubyte *) irb->pfMap \ + (intel->drawY * irb->pfPitch + intel->drawX) * irb->region->cpp;\ GLuint p; \ assert(irb->pfMap);\ (void) p;/* XXX FBO: this is identical to the macro in spantmp2.h except we get * the cliprect info from the context, not the driDrawable. * Move this into spantmp2.h someday. */#define HW_CLIPLOOP() \ do { \ int _nc = intel->numClipRects; \ while ( _nc-- ) { \ int minx = intel->pClipRects[_nc].x1 - intel->drawX; \ int miny = intel->pClipRects[_nc].y1 - intel->drawY; \ int maxx = intel->pClipRects[_nc].x2 - intel->drawX; \ int maxy = intel->pClipRects[_nc].y2 - intel->drawY;#define Y_FLIP(_y) ((_y) * yScale + yBias)#define HW_LOCK()#define HW_UNLOCK()/* 16 bit, RGB565 color spanline and pixel functions */#define SPANTMP_PIXEL_FMT GL_RGB#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_SHORT_5_6_5#define TAG(x) intel##x##_RGB565#define TAG2(x,y) intel##x##_RGB565##y#define GET_PTR(X,Y) (buf + ((Y) * irb->pfPitch + (X)) * 2)#include "spantmp2.h"/* 32 bit, ARGB8888 color spanline and pixel functions */#define SPANTMP_PIXEL_FMT GL_BGRA#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV#define TAG(x) intel##x##_ARGB8888#define TAG2(x,y) intel##x##_ARGB8888##y#define GET_PTR(X,Y) (buf + ((Y) * irb->pfPitch + (X)) * 4)#include "spantmp2.h"#define LOCAL_DEPTH_VARS \ struct intel_context *intel = intel_context(ctx); \ struct intel_renderbuffer *irb = intel_renderbuffer(rb); \ const GLuint pitch = irb->pfPitch/***XXX region->pitch*/; /* in pixels */ \ const GLint yScale = irb->RenderToTexture ? 1 : -1; \ const GLint yBias = irb->RenderToTexture ? 0 : irb->Base.Height - 1; \ char *buf = (char *) irb->pfMap/*XXX use region->map*/ + \ (intel->drawY * pitch + intel->drawX) * irb->region->cpp;#define LOCAL_STENCIL_VARS LOCAL_DEPTH_VARS/** ** 16-bit depthbuffer functions. **/#define VALUE_TYPE GLushort#define WRITE_DEPTH( _x, _y, d ) \ ((GLushort *)buf)[(_x) + (_y) * pitch] = d;#define READ_DEPTH( d, _x, _y ) \ d = ((GLushort *)buf)[(_x) + (_y) * pitch];#define TAG(x) intel##x##_z16#include "depthtmp.h"/** ** 24/8-bit interleaved depth/stencil functions ** Note: we're actually reading back combined depth+stencil values. ** The wrappers in main/depthstencil.c are used to extract the depth ** and stencil values. **/#define VALUE_TYPE GLuint/* Change ZZZS -> SZZZ */#define WRITE_DEPTH( _x, _y, d ) { \ GLuint tmp = ((d) >> 8) | ((d) << 24); \ ((GLuint *)buf)[(_x) + (_y) * pitch] = tmp; \}/* Change SZZZ -> ZZZS */#define READ_DEPTH( d, _x, _y ) { \ GLuint tmp = ((GLuint *)buf)[(_x) + (_y) * pitch]; \ d = (tmp << 8) | (tmp >> 24); \}#define TAG(x) intel##x##_z24_s8#include "depthtmp.h"/** ** 8-bit stencil function (XXX FBO: This is obsolete) **/#define WRITE_STENCIL( _x, _y, d ) { \ GLuint tmp = ((GLuint *)buf)[(_x) + (_y) * pitch]; \ tmp &= 0xffffff; \ tmp |= ((d) << 24); \ ((GLuint *) buf)[(_x) + (_y) * pitch] = tmp; \}#define READ_STENCIL( d, _x, _y ) \ d = ((GLuint *)buf)[(_x) + (_y) * pitch] >> 24;#define TAG(x) intel##x##_z24_s8#include "stenciltmp.h"/** * Map or unmap all the renderbuffers which we may need during * software rendering. * XXX in the future, we could probably convey extra information to * reduce the number of mappings needed. I.e. if doing a glReadPixels * from the depth buffer, we really only need one mapping. * * XXX Rewrite this function someday. * We can probably just loop over all the renderbuffer attachments, * map/unmap all of them, and not worry about the _ColorDrawBuffers * _ColorReadBuffer, _DepthBuffer or _StencilBuffer fields. */static voidintel_map_unmap_buffers(struct intel_context *intel, GLboolean map){ GLcontext *ctx = &intel->ctx; GLuint i, j; struct intel_renderbuffer *irb; /* color draw buffers */ for (j = 0; j < ctx->DrawBuffer->_NumColorDrawBuffers; j++) { struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[j]; irb = intel_renderbuffer(rb); if (irb) { /* this is a user-created intel_renderbuffer */ if (irb->region) { if (map) intel_region_map(intel, irb->region); else intel_region_unmap(intel, irb->region); irb->pfMap = irb->region->map; irb->pfPitch = irb->region->pitch; } } } /* check for render to textures */ for (i = 0; i < BUFFER_COUNT; i++) { struct gl_renderbuffer_attachment *att = ctx->DrawBuffer->Attachment + i; struct gl_texture_object *tex = att->Texture; if (tex) { /* render to texture */ ASSERT(att->Renderbuffer); if (map) { struct gl_texture_image *texImg; texImg = tex->Image[att->CubeMapFace][att->TextureLevel]; intel_tex_map_images(intel, intel_texture_object(tex)); } else { intel_tex_unmap_images(intel, intel_texture_object(tex)); } } } /* color read buffers */ irb = intel_renderbuffer(ctx->ReadBuffer->_ColorReadBuffer); if (irb && irb->region) { if (map) intel_region_map(intel, irb->region); else intel_region_unmap(intel, irb->region); irb->pfMap = irb->region->map; irb->pfPitch = irb->region->pitch; } /* Account for front/back color page flipping. * The span routines use the pfMap and pfPitch fields which will * swap the front/back region map/pitch if we're page flipped. * Do this after mapping, above, so the map field is valid. */#if 0 if (map && ctx->DrawBuffer->Name == 0) { struct intel_renderbuffer *irbFront = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_FRONT_LEFT); struct intel_renderbuffer *irbBack = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_BACK_LEFT); if (irbBack) { /* double buffered */ if (intel->sarea->pf_current_page == 0) { irbFront->pfMap = irbFront->region->map; irbFront->pfPitch = irbFront->region->pitch; irbBack->pfMap = irbBack->region->map; irbBack->pfPitch = irbBack->region->pitch; } else { irbFront->pfMap = irbBack->region->map; irbFront->pfPitch = irbBack->region->pitch; irbBack->pfMap = irbFront->region->map; irbBack->pfPitch = irbFront->region->pitch; } } }#endif /* depth buffer (Note wrapper!) */ if (ctx->DrawBuffer->_DepthBuffer) { irb = intel_renderbuffer(ctx->DrawBuffer->_DepthBuffer->Wrapped); if (irb && irb->region) { if (map) { intel_region_map(intel, irb->region); irb->pfMap = irb->region->map; irb->pfPitch = irb->region->pitch; } else { intel_region_unmap(intel, irb->region); irb->pfMap = irb->region->map; irb->pfPitch = irb->region->pitch; } } } /* stencil buffer (Note wrapper!) */ if (ctx->DrawBuffer->_StencilBuffer) { irb = intel_renderbuffer(ctx->DrawBuffer->_StencilBuffer->Wrapped); if (irb && irb->region) { if (map) { intel_region_map(intel, irb->region); irb->pfMap = irb->region->map; irb->pfPitch = irb->region->pitch; } else { intel_region_unmap(intel, irb->region); irb->pfMap = irb->region->map; irb->pfPitch = irb->region->pitch; } } }}/** * Prepare for softare rendering. Map current read/draw framebuffers' * renderbuffes and all currently bound texture objects. * * Old note: Moved locking out to get reasonable span performance. */voidintelSpanRenderStart(GLcontext * ctx){ struct intel_context *intel = intel_context(ctx); GLuint i; intelFinish(&intel->ctx); LOCK_HARDWARE(intel);#if 0 /* Just map the framebuffer and all textures. Bufmgr code will * take care of waiting on the necessary fences: */ intel_region_map(intel, intel->front_region); intel_region_map(intel, intel->back_region); intel_region_map(intel, intel->depth_region);#endif for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { if (ctx->Texture.Unit[i]._ReallyEnabled) { struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current; intel_tex_map_images(intel, intel_texture_object(texObj)); } } intel_map_unmap_buffers(intel, GL_TRUE);}/** * Called when done softare rendering. Unmap the buffers we mapped in * the above function. */voidintelSpanRenderFinish(GLcontext * ctx){ struct intel_context *intel = intel_context(ctx); GLuint i; _swrast_flush(ctx); /* Now unmap the framebuffer: */#if 0 intel_region_unmap(intel, intel->front_region); intel_region_unmap(intel, intel->back_region); intel_region_unmap(intel, intel->depth_region);#endif for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { if (ctx->Texture.Unit[i]._ReallyEnabled) { struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current; intel_tex_unmap_images(intel, intel_texture_object(texObj)); } } intel_map_unmap_buffers(intel, GL_FALSE); UNLOCK_HARDWARE(intel);}voidintelInitSpanFuncs(GLcontext * ctx){ struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx); swdd->SpanRenderStart = intelSpanRenderStart; swdd->SpanRenderFinish = intelSpanRenderFinish;}/** * Plug in appropriate span read/write functions for the given renderbuffer. * These are used for the software fallbacks. */voidintel_set_span_functions(struct gl_renderbuffer *rb){ if (rb->_ActualFormat == GL_RGB5) { /* 565 RGB */ intelInitPointers_RGB565(rb); } else if (rb->_ActualFormat == GL_RGBA8) { /* 8888 RGBA */ intelInitPointers_ARGB8888(rb); } else if (rb->_ActualFormat == GL_DEPTH_COMPONENT16) { intelInitDepthPointers_z16(rb); } else if (rb->_ActualFormat == GL_DEPTH_COMPONENT24 || /* XXX FBO remove */ rb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT) { intelInitDepthPointers_z24_s8(rb); } else if (rb->_ActualFormat == GL_STENCIL_INDEX8_EXT) { /* XXX FBO remove */ intelInitStencilPointers_z24_s8(rb); } else { _mesa_problem(NULL, "Unexpected _ActualFormat in intelSetSpanFunctions"); }}
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