360 lines
10 KiB
C
360 lines
10 KiB
C
/**************************************************************************
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*
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* Copyright 2006 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portionsalloc
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "main/glheader.h"
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#include "main/enums.h"
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#include "main/image.h"
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#include "main/colormac.h"
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#include "main/condrender.h"
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#include "main/mtypes.h"
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#include "main/macros.h"
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#include "main/pbo.h"
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#include "main/bufferobj.h"
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#include "main/state.h"
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#include "main/texobj.h"
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#include "main/context.h"
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#include "main/fbobject.h"
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#include "swrast/swrast.h"
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#include "drivers/common/meta.h"
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#include "intel_screen.h"
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#include "intel_context.h"
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#include "intel_batchbuffer.h"
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#include "intel_blit.h"
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#include "intel_fbo.h"
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#include "intel_regions.h"
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#include "intel_buffers.h"
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#include "intel_pixel.h"
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#include "intel_reg.h"
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#define FILE_DEBUG_FLAG DEBUG_PIXEL
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/* Unlike the other intel_pixel_* functions, the expectation here is
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* that the incoming data is not in a PBO. With the XY_TEXT blit
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* method, there's no benefit haveing it in a PBO, but we could
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* implement a path based on XY_MONO_SRC_COPY_BLIT which might benefit
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* PBO bitmaps. I think they are probably pretty rare though - I
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* wonder if Xgl uses them?
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*/
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static const GLubyte *map_pbo( struct gl_context *ctx,
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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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GLubyte *buf;
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if (!_mesa_validate_pbo_access(2, unpack, width, height, 1,
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GL_COLOR_INDEX, GL_BITMAP,
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INT_MAX, (const GLvoid *) bitmap)) {
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_mesa_error(ctx, GL_INVALID_OPERATION,"glBitmap(invalid PBO access)");
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return NULL;
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}
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buf = (GLubyte *) ctx->Driver.MapBufferRange(ctx, 0, unpack->BufferObj->Size,
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GL_MAP_READ_BIT,
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unpack->BufferObj,
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MAP_INTERNAL);
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if (!buf) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "glBitmap(PBO is mapped)");
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return NULL;
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}
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return ADD_POINTERS(buf, bitmap);
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}
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static bool test_bit( const GLubyte *src, GLuint bit )
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{
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return (src[bit/8] & (1<<(bit % 8))) ? 1 : 0;
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}
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static void set_bit( GLubyte *dest, GLuint bit )
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{
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dest[bit/8] |= 1 << (bit % 8);
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}
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/* Extract a rectangle's worth of data from the bitmap. Called
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* per chunk of HW-sized bitmap.
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*/
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static GLuint get_bitmap_rect(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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GLuint x, GLuint y,
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GLuint w, GLuint h,
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GLubyte *dest,
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GLuint row_align,
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bool invert)
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{
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GLuint src_offset = (x + unpack->SkipPixels) & 0x7;
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GLuint mask = unpack->LsbFirst ? 0 : 7;
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GLuint bit = 0;
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GLint row, col;
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GLint first, last;
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GLint incr;
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GLuint count = 0;
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DBG("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n",
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__func__, x,y,w,h,width,height,unpack->SkipPixels, src_offset, mask);
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if (invert) {
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first = h-1;
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last = 0;
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incr = -1;
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}
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else {
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first = 0;
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last = h-1;
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incr = 1;
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}
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/* Require that dest be pre-zero'd.
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*/
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for (row = first; row != (last+incr); row += incr) {
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const GLubyte *rowsrc = _mesa_image_address2d(unpack, bitmap,
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width, height,
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GL_COLOR_INDEX, GL_BITMAP,
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y + row, x);
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for (col = 0; col < w; col++, bit++) {
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if (test_bit(rowsrc, (col + src_offset) ^ mask)) {
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set_bit(dest, bit ^ 7);
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count++;
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}
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}
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if (row_align)
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bit = ALIGN(bit, row_align);
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}
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return count;
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}
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/**
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* Returns the low Y value of the vertical range given, flipped according to
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* whether the framebuffer is or not.
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*/
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static inline int
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y_flip(struct gl_framebuffer *fb, int y, int height)
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{
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if (_mesa_is_user_fbo(fb))
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return y;
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else
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return fb->Height - y - height;
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}
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/*
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* Render a bitmap.
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*/
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static bool
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do_blit_bitmap( struct gl_context *ctx,
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GLint dstx, GLint dsty,
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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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struct gl_framebuffer *fb = ctx->DrawBuffer;
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struct intel_renderbuffer *irb;
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GLfloat tmpColor[4];
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GLubyte ubcolor[4];
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GLuint color;
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GLsizei bitmap_width = width;
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GLsizei bitmap_height = height;
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GLint px, py;
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GLuint stipple[32];
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GLint orig_dstx = dstx;
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GLint orig_dsty = dsty;
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/* Update draw buffer bounds */
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_mesa_update_state(ctx);
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if (ctx->Depth.Test) {
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/* The blit path produces incorrect results when depth testing is on.
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* It seems the blit Z coord is always 1.0 (the far plane) so fragments
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* will likely be obscured by other, closer geometry.
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*/
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return false;
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}
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intel_prepare_render(intel);
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if (fb->_NumColorDrawBuffers != 1) {
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perf_debug("accelerated glBitmap() only supports rendering to a "
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"single color buffer\n");
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return false;
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}
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irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
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if (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 true; /* even though this is an error, we're done */
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}
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COPY_4V(tmpColor, ctx->Current.RasterColor);
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if (_mesa_need_secondary_color(ctx)) {
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ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor);
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}
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UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[0], tmpColor[0]);
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UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[1], tmpColor[1]);
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UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[2], tmpColor[2]);
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UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[3], tmpColor[3]);
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switch (irb->mt->format) {
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case MESA_FORMAT_B8G8R8A8_UNORM:
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case MESA_FORMAT_B8G8R8X8_UNORM:
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color = PACK_COLOR_8888(ubcolor[3], ubcolor[0], ubcolor[1], ubcolor[2]);
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break;
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case MESA_FORMAT_B5G6R5_UNORM:
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color = PACK_COLOR_565(ubcolor[0], ubcolor[1], ubcolor[2]);
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break;
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default:
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perf_debug("Unsupported format %s in accelerated glBitmap()\n",
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_mesa_get_format_name(irb->mt->format));
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return false;
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}
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if (!intel_check_blit_fragment_ops(ctx, tmpColor[3] == 1.0F))
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return false;
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/* Clip to buffer bounds and scissor. */
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if (!_mesa_clip_to_region(fb->_Xmin, fb->_Ymin,
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fb->_Xmax, fb->_Ymax,
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&dstx, &dsty, &width, &height))
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goto out;
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dsty = y_flip(fb, dsty, height);
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#define DY 32
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#define DX 32
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/* Chop it all into chunks that can be digested by hardware: */
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for (py = 0; py < height; py += DY) {
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for (px = 0; px < width; px += DX) {
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int h = MIN2(DY, height - py);
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int w = MIN2(DX, width - px);
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GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8;
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const enum gl_logicop_mode logic_op = ctx->Color.ColorLogicOpEnabled ?
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ctx->Color._LogicOp : COLOR_LOGICOP_COPY;
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assert(sz <= sizeof(stipple));
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memset(stipple, 0, sz);
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/* May need to adjust this when padding has been introduced in
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* sz above:
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*
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* Have to translate destination coordinates back into source
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* coordinates.
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*/
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int count = get_bitmap_rect(bitmap_width, bitmap_height, unpack,
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bitmap,
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-orig_dstx + (dstx + px),
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-orig_dsty + y_flip(fb, dsty + py, h),
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w, h,
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(GLubyte *)stipple,
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8,
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_mesa_is_winsys_fbo(fb));
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if (count == 0)
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continue;
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if (!intelEmitImmediateColorExpandBlit(intel,
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irb->mt->cpp,
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(GLubyte *)stipple,
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sz,
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color,
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irb->mt->region->pitch,
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irb->mt->region->bo,
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0,
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irb->mt->region->tiling,
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dstx + px,
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dsty + py,
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w, h,
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logic_op)) {
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return false;
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}
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if (ctx->Query.CurrentOcclusionObject)
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ctx->Query.CurrentOcclusionObject->Result += count;
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}
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}
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out:
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if (unlikely(INTEL_DEBUG & DEBUG_SYNC))
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intel_batchbuffer_flush(intel);
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if (unpack->BufferObj) {
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/* done with PBO so unmap it now */
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ctx->Driver.UnmapBuffer(ctx, unpack->BufferObj, MAP_INTERNAL);
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}
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intel_check_front_buffer_rendering(intel);
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return 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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*
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* Blit:
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* - XY_MONO_SRC_BLT_CMD
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* - use XY_SETUP_CLIP_BLT for cliprect clipping.
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* - XY_TEXT_BLT
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* - XY_TEXT_IMMEDIATE_BLT
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* - blit per cliprect, subject to maximum immediate data size.
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* - XY_COLOR_BLT
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* - per pixel or run of pixels
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* - XY_PIXEL_BLT
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* - good for sparse bitmaps
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*
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* 3D engine:
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* - Point per pixel
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* - Translate bitmap to an alpha texture and render as a quad
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* - Chop bitmap up into 32x32 squares and render w/polygon stipple.
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*/
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void
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intelBitmap(struct gl_context * ctx,
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GLint x, GLint 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 * pixels)
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{
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if (!_mesa_check_conditional_render(ctx))
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return;
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if (do_blit_bitmap(ctx, x, y, width, height,
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unpack, pixels))
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return;
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_mesa_meta_Bitmap(ctx, x, y, width, height, unpack, pixels);
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}
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