intel: Remove disabled stencil drawpixels acceleration.
We still retain the fallback override for GL_STENCIL_INDEX, because the metaops version fails at oglconform.
This commit is contained in:
@@ -49,203 +49,6 @@
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#include "intel_pixel.h"
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#include "intel_fbo.h"
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/** XXX compare perf of this vs. _mesa_meta_DrawPixels(STENCIL) */
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static GLboolean
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intel_stencil_drawpixels(GLcontext * ctx,
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GLint x, GLint y,
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GLsizei width, GLsizei height,
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GLenum format,
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GLenum type,
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const struct gl_pixelstore_attrib *unpack,
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const GLvoid *pixels)
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{
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struct intel_context *intel = intel_context(ctx);
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GLuint texname, rb_name, fb_name, old_fb_name;
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GLfloat vertices[4][2];
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struct intel_renderbuffer *irb;
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struct intel_renderbuffer *depth_irb;
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struct gl_pixelstore_attrib old_unpack;
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GLstencil *stencil_pixels;
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int row, y1, y2;
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GLint old_active_texture;
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GLboolean rendering_to_fbo = ctx->DrawBuffer->Name != 0;
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if (format != GL_STENCIL_INDEX)
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return GL_FALSE;
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/* If there's nothing to write, we're done. */
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if (ctx->Stencil.WriteMask[0] == 0)
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return GL_TRUE;
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/* Can't do a per-bit writemask while treating stencil as rgba data. */
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if ((ctx->Stencil.WriteMask[0] & 0xff) != 0xff) {
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if (INTEL_DEBUG & DEBUG_FALLBACKS)
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fprintf(stderr, "glDrawPixels(STENCIL_INDEX) fallback: "
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"stencil mask enabled\n");
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return GL_FALSE;
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}
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/* We don't support stencil testing/ops here */
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if (ctx->Stencil._Enabled)
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return GL_FALSE;
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/* We use FBOs for our wrapping of the depthbuffer into a color
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* destination.
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*/
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if (!ctx->Extensions.EXT_framebuffer_object)
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return GL_FALSE;
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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, "glDrawPixels(STENCIL_INDEX) fallback: "
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"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, "glDrawPixels(STENCIL_INDEX) fallback: "
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"fragment program enabled\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, "glDrawPixels(STENCIL_INDEX) fallback: "
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"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 (!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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"glDrawPixels(GL_STENCIL_INDEX) fallback: NPOT texture\n");
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return GL_FALSE;
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}
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_mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
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GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
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old_fb_name = ctx->DrawBuffer->Name;
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old_active_texture = ctx->Texture.CurrentUnit;
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_mesa_Disable(GL_POLYGON_STIPPLE);
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_mesa_Disable(GL_DEPTH_TEST);
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_mesa_Disable(GL_STENCIL_TEST);
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/* Unpack the supplied stencil values into a ubyte buffer. */
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assert(sizeof(GLstencil) == sizeof(GLubyte));
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stencil_pixels = malloc(width * height * sizeof(GLstencil));
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for (row = 0; row < height; row++) {
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GLvoid *source = _mesa_image_address2d(unpack, pixels,
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width, height,
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GL_COLOR_INDEX, type,
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row, 0);
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_mesa_unpack_stencil_span(ctx, width, GL_UNSIGNED_BYTE,
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stencil_pixels +
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row * width * sizeof(GLstencil),
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type, source, unpack, ctx->_ImageTransferState);
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}
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/* Take the current depth/stencil renderbuffer, and make a new one wrapping
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* it which will be treated as GL_RGBA8 so we can render to it as a color
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* buffer.
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*/
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depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
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irb = intel_create_renderbuffer(MESA_FORMAT_ARGB8888);
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irb->Base.Width = depth_irb->Base.Width;
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irb->Base.Height = depth_irb->Base.Height;
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intel_renderbuffer_set_region(intel, irb, depth_irb->region);
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/* Create a name for our renderbuffer, which lets us use other mesa
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* rb functions for convenience.
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*/
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_mesa_GenRenderbuffersEXT(1, &rb_name);
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irb->Base.RefCount++;
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_mesa_HashInsert(ctx->Shared->RenderBuffers, rb_name, &irb->Base);
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/* Bind the new renderbuffer to the color attachment point. */
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_mesa_GenFramebuffersEXT(1, &fb_name);
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_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb_name);
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_mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
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GL_COLOR_ATTACHMENT0_EXT,
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GL_RENDERBUFFER_EXT,
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rb_name);
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/* Choose to render to the color attachment. */
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_mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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_mesa_DepthMask(GL_FALSE);
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_mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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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_TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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old_unpack = ctx->Unpack;
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ctx->Unpack = ctx->DefaultPacking;
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_mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, width, height, 0,
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GL_RED, GL_UNSIGNED_BYTE, stencil_pixels);
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ctx->Unpack = old_unpack;
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free(stencil_pixels);
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meta_set_passthrough_transform(&intel->meta);
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/* Since we're rendering to the framebuffer as if it was an FBO,
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* if it's the window system we have to flip the coordinates.
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*/
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if (rendering_to_fbo) {
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y1 = y;
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y2 = y + height * ctx->Pixel.ZoomY;
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} else {
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y1 = irb->Base.Height - (y + height * ctx->Pixel.ZoomY);
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y2 = irb->Base.Height - y;
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}
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vertices[0][0] = x;
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vertices[0][1] = y1;
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vertices[1][0] = x + width * ctx->Pixel.ZoomX;
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vertices[1][1] = y1;
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vertices[2][0] = x + width * ctx->Pixel.ZoomX;
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vertices[2][1] = y2;
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vertices[3][0] = x;
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vertices[3][1] = y2;
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_mesa_VertexPointer(2, GL_FLOAT, 2 * 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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_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
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_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name);
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_mesa_PopClientAttrib();
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_mesa_PopAttrib();
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_mesa_DeleteTextures(1, &texname);
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_mesa_DeleteFramebuffersEXT(1, &fb_name);
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_mesa_DeleteRenderbuffersEXT(1, &rb_name);
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return GL_TRUE;
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}
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void
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intelDrawPixels(GLcontext * ctx,
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GLint x, GLint y,
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@@ -255,24 +58,11 @@ intelDrawPixels(GLcontext * ctx,
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const struct gl_pixelstore_attrib *unpack,
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const GLvoid * pixels)
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{
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#if 0
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/* XXX this function doesn't seem to work reliably even when all
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* the pre-requisite conditions are met.
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* Note that this function is never hit with conform.
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* Fall back to swrast because even the _mesa_meta_DrawPixels() approach
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* isn't working because of an apparent stencil bug.
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*/
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if (intel_stencil_drawpixels(ctx, x, y, width, height, format, type,
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unpack, pixels))
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return;
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#else
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(void) intel_stencil_drawpixels; /* silence warning */
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if (format == GL_STENCIL_INDEX) {
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_swrast_DrawPixels(ctx, x, y, width, height, format, type,
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unpack, pixels);
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return;
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}
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#endif
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_mesa_meta_DrawPixels(ctx, x, y, width, height, format, type,
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unpack, pixels);
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