Fix for bug #8132: on Mac OS X 10.5 with Nvidia cards drawing

background images and node previews goes wrong. The exact cause
of that is not sure, may be a driver bug, workaround is to fall
back to another slower function.
This commit is contained in:
2008-09-10 13:02:58 +00:00
parent a42dd1482f
commit 90272dfdad
3 changed files with 70 additions and 22 deletions

View File

@@ -204,6 +204,7 @@ void bglVertex2fv(float *vec);
/* intel gfx cards frontbuffer problem */ /* intel gfx cards frontbuffer problem */
void bglFlush(void); void bglFlush(void);
int is_a_really_crappy_intel_card(void); int is_a_really_crappy_intel_card(void);
int is_a_really_crappy_nvidia_card(void);
void set_inverted_drawing(int enable); void set_inverted_drawing(int enable);

View File

@@ -290,17 +290,66 @@ static int get_cached_work_texture(int *w_r, int *h_r)
return texid; return texid;
} }
#define FTOCHAR(val) val<=0.0f?0: (val>=1.0f?255: (char)(255.0f*val))
void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, void *rect) void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, void *rect)
{ {
unsigned char *uc_rect= (unsigned char*) rect; float *f_rect;
float *f_rect= (float *)rect; float xzoom, yzoom;
float xzoom= glaGetOneFloat(GL_ZOOM_X), yzoom= glaGetOneFloat(GL_ZOOM_Y); unsigned char *uc_rect;
int ltexid= glaGetOneInteger(GL_TEXTURE_2D); int ltexid, lrowlength, texid, tex_w, tex_h;
int lrowlength= glaGetOneInteger(GL_UNPACK_ROW_LENGTH); int subpart_x, subpart_y, nsubparts_x, nsubparts_y;
int subpart_x, subpart_y, tex_w, tex_h;
int texid= get_cached_work_texture(&tex_w, &tex_h); uc_rect= (unsigned char*) rect;
int nsubparts_x= (img_w+(tex_w-1))/tex_w; f_rect= (float *)rect;
int nsubparts_y= (img_h+(tex_h-1))/tex_h;
#ifdef __APPLE__
/* On Nvidia, Mac OS X 10.5 this function doesn't work correct and
* can crash even, use glDrawPixels instead of textures then */
if(is_a_really_crappy_nvidia_card()) {
float col[4], modcol[4];
unsigned char *srect = rect;
int a;
/* modulate with current color */
glGetFloatv(GL_CURRENT_COLOR, col);
if(col[0]!=1.0f || col[1]!=1.0f ||col[2]!=1.0f ||col[3]!=1.0f) {
srect = MEM_callocN(4*img_w*img_h, "glDrawPixelsTexSafe");
for(a=0; a<img_w*img_h*4; a+=4) {
if(format == GL_FLOAT) {
modcol[0]= col[0]*f_rect[a];
modcol[1]= col[1]*f_rect[a+1];
modcol[2]= col[2]*f_rect[a+2];
modcol[3]= col[3]*f_rect[a+3];
}
else {
modcol[0]= col[0]*uc_rect[a]*(1.0f/255.0f);
modcol[1]= col[1]*uc_rect[a+1]*(1.0f/255.0f);
modcol[2]= col[2]*uc_rect[a+2]*(1.0f/255.0f);
modcol[3]= col[3]*uc_rect[a+3]*(1.0f/255.0f);
}
srect[a]= FTOCHAR(modcol[0]);
srect[a+1]= FTOCHAR(modcol[1]);
srect[a+2]= FTOCHAR(modcol[2]);
srect[a+3]= FTOCHAR(modcol[3]);
}
}
glaDrawPixelsSafe(x, y, img_w, img_h, img_w, GL_RGBA, format, srect);
if(srect != rect)
MEM_freeN(srect);
return;
}
#endif
xzoom= glaGetOneFloat(GL_ZOOM_X), yzoom= glaGetOneFloat(GL_ZOOM_Y);
ltexid= glaGetOneInteger(GL_TEXTURE_2D);
lrowlength= glaGetOneInteger(GL_UNPACK_ROW_LENGTH);
texid= get_cached_work_texture(&tex_w, &tex_h);
nsubparts_x= (img_w+(tex_w-1))/tex_w;
nsubparts_y= (img_h+(tex_h-1))/tex_h;
/* Specify the color outside this function, and tex will modulate it. /* Specify the color outside this function, and tex will modulate it.
* This is useful for changing alpha without using glPixelTransferf() * This is useful for changing alpha without using glPixelTransferf()
@@ -348,7 +397,6 @@ void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, void *
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
} }
#define FTOCHAR(val) val<=0.0f?0: (val>=1.0f?255: (char)(255.0f*val))
void glaDrawPixelsSafe_to32(float fx, float fy, int img_w, int img_h, int row_w, float *rectf) void glaDrawPixelsSafe_to32(float fx, float fy, int img_w, int img_h, int row_w, float *rectf)
{ {
float *rf; float *rf;
@@ -717,6 +765,17 @@ int is_a_really_crappy_intel_card(void)
return well_is_it; return well_is_it;
} }
int is_a_really_crappy_nvidia_card(void)
{
static int well_is_it= -1;
/* Do you understand the implication? Do you? */
if (well_is_it==-1)
well_is_it= (strcmp((char*) glGetString(GL_VENDOR), "NVIDIA Corporation") == 0);
return well_is_it;
}
void bglFlush(void) void bglFlush(void)
{ {
glFlush(); glFlush();

View File

@@ -604,18 +604,6 @@ int framebuffer_to_index(unsigned int col)
/* ********** END MY WINDOW ************** */ /* ********** END MY WINDOW ************** */
#ifdef WIN32
static int is_a_really_crappy_nvidia_card(void) {
static int well_is_it= -1;
/* Do you understand the implication? Do you? */
if (well_is_it==-1)
well_is_it= (strcmp((char*) glGetString(GL_VENDOR), "NVIDIA Corporation") == 0);
return well_is_it;
}
#endif
void myswapbuffers(void) void myswapbuffers(void)
{ {
ScrArea *sa; ScrArea *sa;