mesa: In helpers, only check driver capability for meta
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/glformats.h"
52 #include "main/image.h"
53 #include "main/macros.h"
54 #include "main/matrix.h"
55 #include "main/mipmap.h"
56 #include "main/multisample.h"
57 #include "main/objectlabel.h"
58 #include "main/pipelineobj.h"
59 #include "main/pixel.h"
60 #include "main/pbo.h"
61 #include "main/polygon.h"
62 #include "main/queryobj.h"
63 #include "main/readpix.h"
64 #include "main/scissor.h"
65 #include "main/shaderapi.h"
66 #include "main/shaderobj.h"
67 #include "main/state.h"
68 #include "main/stencil.h"
69 #include "main/texobj.h"
70 #include "main/texenv.h"
71 #include "main/texgetimage.h"
72 #include "main/teximage.h"
73 #include "main/texparam.h"
74 #include "main/texstate.h"
75 #include "main/texstore.h"
76 #include "main/transformfeedback.h"
77 #include "main/uniforms.h"
78 #include "main/varray.h"
79 #include "main/viewport.h"
80 #include "main/samplerobj.h"
81 #include "program/program.h"
82 #include "swrast/swrast.h"
83 #include "drivers/common/meta.h"
84 #include "main/enums.h"
85 #include "main/glformats.h"
86 #include "util/ralloc.h"
87
88 /** Return offset in bytes of the field within a vertex struct */
89 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
90
91 static void
92 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
93
94 static struct blit_shader *
95 choose_blit_shader(GLenum target, struct blit_shader_table *table);
96
97 static void cleanup_temp_texture(struct temp_texture *tex);
98 static void meta_glsl_clear_cleanup(struct clear_state *clear);
99 static void meta_decompress_cleanup(struct decompress_state *decompress);
100 static void meta_drawpix_cleanup(struct drawpix_state *drawpix);
101
102 void
103 _mesa_meta_bind_fbo_image(GLenum fboTarget, GLenum attachment,
104 struct gl_texture_image *texImage, GLuint layer)
105 {
106 struct gl_texture_object *texObj = texImage->TexObject;
107 int level = texImage->Level;
108 GLenum texTarget = texObj->Target;
109
110 switch (texTarget) {
111 case GL_TEXTURE_1D:
112 _mesa_FramebufferTexture1D(fboTarget,
113 attachment,
114 texTarget,
115 texObj->Name,
116 level);
117 break;
118 case GL_TEXTURE_1D_ARRAY:
119 case GL_TEXTURE_2D_ARRAY:
120 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
121 case GL_TEXTURE_CUBE_MAP_ARRAY:
122 case GL_TEXTURE_3D:
123 _mesa_FramebufferTextureLayer(fboTarget,
124 attachment,
125 texObj->Name,
126 level,
127 layer);
128 break;
129 default: /* 2D / cube */
130 if (texTarget == GL_TEXTURE_CUBE_MAP)
131 texTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
132
133 _mesa_FramebufferTexture2D(fboTarget,
134 attachment,
135 texTarget,
136 texObj->Name,
137 level);
138 }
139 }
140
141 GLuint
142 _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
143 const GLcharARB *source)
144 {
145 GLuint shader;
146 GLint ok, size;
147 GLchar *info;
148
149 shader = _mesa_CreateShader(target);
150 _mesa_ShaderSource(shader, 1, &source, NULL);
151 _mesa_CompileShader(shader);
152
153 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
154 if (ok)
155 return shader;
156
157 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
158 if (size == 0) {
159 _mesa_DeleteShader(shader);
160 return 0;
161 }
162
163 info = malloc(size);
164 if (!info) {
165 _mesa_DeleteShader(shader);
166 return 0;
167 }
168
169 _mesa_GetShaderInfoLog(shader, size, NULL, info);
170 _mesa_problem(ctx,
171 "meta program compile failed:\n%s\n"
172 "source:\n%s\n",
173 info, source);
174
175 free(info);
176 _mesa_DeleteShader(shader);
177
178 return 0;
179 }
180
181 GLuint
182 _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program)
183 {
184 GLint ok, size;
185 GLchar *info;
186
187 _mesa_LinkProgram(program);
188
189 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
190 if (ok)
191 return program;
192
193 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
194 if (size == 0)
195 return 0;
196
197 info = malloc(size);
198 if (!info)
199 return 0;
200
201 _mesa_GetProgramInfoLog(program, size, NULL, info);
202 _mesa_problem(ctx, "meta program link failed:\n%s", info);
203
204 free(info);
205
206 return 0;
207 }
208
209 void
210 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
211 const char *vs_source,
212 const char *fs_source,
213 const char *name,
214 GLuint *program)
215 {
216 GLuint vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
217 vs_source);
218 GLuint fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
219 fs_source);
220
221 *program = _mesa_CreateProgram();
222 _mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
223 _mesa_AttachShader(*program, fs);
224 _mesa_DeleteShader(fs);
225 _mesa_AttachShader(*program, vs);
226 _mesa_DeleteShader(vs);
227 _mesa_BindAttribLocation(*program, 0, "position");
228 _mesa_BindAttribLocation(*program, 1, "texcoords");
229 _mesa_meta_link_program_with_debug(ctx, *program);
230
231 _mesa_UseProgram(*program);
232 }
233
234 /**
235 * Generate a generic shader to blit from a texture to a framebuffer
236 *
237 * \param ctx Current GL context
238 * \param texTarget Texture target that will be the source of the blit
239 *
240 * \returns a handle to a shader program on success or zero on failure.
241 */
242 void
243 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
244 GLenum target,
245 bool do_depth,
246 struct blit_shader_table *table)
247 {
248 char *vs_source, *fs_source;
249 struct blit_shader *shader = choose_blit_shader(target, table);
250 const char *vs_input, *vs_output, *fs_input, *vs_preprocess, *fs_preprocess;
251 void *mem_ctx;
252
253 if (ctx->Const.GLSLVersion < 130) {
254 vs_preprocess = "";
255 vs_input = "attribute";
256 vs_output = "varying";
257 fs_preprocess = "#extension GL_EXT_texture_array : enable";
258 fs_input = "varying";
259 } else {
260 vs_preprocess = "#version 130";
261 vs_input = "in";
262 vs_output = "out";
263 fs_preprocess = "#version 130";
264 fs_input = "in";
265 shader->func = "texture";
266 }
267
268 assert(shader != NULL);
269
270 if (shader->shader_prog != 0) {
271 _mesa_UseProgram(shader->shader_prog);
272 return;
273 }
274
275 mem_ctx = ralloc_context(NULL);
276
277 vs_source = ralloc_asprintf(mem_ctx,
278 "%s\n"
279 "%s vec2 position;\n"
280 "%s vec4 textureCoords;\n"
281 "%s vec4 texCoords;\n"
282 "void main()\n"
283 "{\n"
284 " texCoords = textureCoords;\n"
285 " gl_Position = vec4(position, 0.0, 1.0);\n"
286 "}\n",
287 vs_preprocess, vs_input, vs_input, vs_output);
288
289 fs_source = ralloc_asprintf(mem_ctx,
290 "%s\n"
291 "#extension GL_ARB_texture_cube_map_array: enable\n"
292 "uniform %s texSampler;\n"
293 "%s vec4 texCoords;\n"
294 "void main()\n"
295 "{\n"
296 " gl_FragColor = %s(texSampler, %s);\n"
297 "%s"
298 "}\n",
299 fs_preprocess, shader->type, fs_input,
300 shader->func, shader->texcoords,
301 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
302
303 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
304 ralloc_asprintf(mem_ctx, "%s blit",
305 shader->type),
306 &shader->shader_prog);
307 ralloc_free(mem_ctx);
308 }
309
310 /**
311 * Configure vertex buffer and vertex array objects for tests
312 *
313 * Regardless of whether a new VAO and new VBO are created, the objects
314 * referenced by \c VAO and \c VBO will be bound into the GL state vector
315 * when this function terminates.
316 *
317 * \param VAO Storage for vertex array object handle. If 0, a new VAO
318 * will be created.
319 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
320 * will be created. The new VBO will have storage for 4
321 * \c vertex structures.
322 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
323 * or should traditional, fixed-function color and texture
324 * coordinate be used?
325 * \param vertex_size Number of components for attribute 0 / vertex.
326 * \param texcoord_size Number of components for attribute 1 / texture
327 * coordinate. If this is 0, attribute 1 will not be set or
328 * enabled.
329 * \param color_size Number of components for attribute 1 / primary color.
330 * If this is 0, attribute 1 will not be set or enabled.
331 *
332 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
333 * Use \c texcoord_size instead.
334 */
335 void
336 _mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO,
337 bool use_generic_attributes,
338 unsigned vertex_size, unsigned texcoord_size,
339 unsigned color_size)
340 {
341 if (*VAO == 0) {
342 assert(*VBO == 0);
343
344 /* create vertex array object */
345 _mesa_GenVertexArrays(1, VAO);
346 _mesa_BindVertexArray(*VAO);
347
348 /* create vertex array buffer */
349 _mesa_GenBuffers(1, VBO);
350 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
351 _mesa_BufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), NULL,
352 GL_DYNAMIC_DRAW);
353
354 /* setup vertex arrays */
355 if (use_generic_attributes) {
356 assert(color_size == 0);
357
358 _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE,
359 sizeof(struct vertex), OFFSET(x));
360 _mesa_EnableVertexAttribArray(0);
361
362 if (texcoord_size > 0) {
363 _mesa_VertexAttribPointer(1, texcoord_size, GL_FLOAT, GL_FALSE,
364 sizeof(struct vertex), OFFSET(tex));
365 _mesa_EnableVertexAttribArray(1);
366 }
367 } else {
368 _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex),
369 OFFSET(x));
370 _mesa_EnableClientState(GL_VERTEX_ARRAY);
371
372 if (texcoord_size > 0) {
373 _mesa_TexCoordPointer(texcoord_size, GL_FLOAT,
374 sizeof(struct vertex), OFFSET(tex));
375 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
376 }
377
378 if (color_size > 0) {
379 _mesa_ColorPointer(color_size, GL_FLOAT,
380 sizeof(struct vertex), OFFSET(r));
381 _mesa_EnableClientState(GL_COLOR_ARRAY);
382 }
383 }
384 } else {
385 _mesa_BindVertexArray(*VAO);
386 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
387 }
388 }
389
390 /**
391 * Initialize meta-ops for a context.
392 * To be called once during context creation.
393 */
394 void
395 _mesa_meta_init(struct gl_context *ctx)
396 {
397 assert(!ctx->Meta);
398
399 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
400 }
401
402 /**
403 * Free context meta-op state.
404 * To be called once during context destruction.
405 */
406 void
407 _mesa_meta_free(struct gl_context *ctx)
408 {
409 GET_CURRENT_CONTEXT(old_context);
410 _mesa_make_current(ctx, NULL, NULL);
411 _mesa_meta_glsl_blit_cleanup(&ctx->Meta->Blit);
412 meta_glsl_clear_cleanup(&ctx->Meta->Clear);
413 _mesa_meta_glsl_generate_mipmap_cleanup(&ctx->Meta->Mipmap);
414 cleanup_temp_texture(&ctx->Meta->TempTex);
415 meta_decompress_cleanup(&ctx->Meta->Decompress);
416 meta_drawpix_cleanup(&ctx->Meta->DrawPix);
417 if (old_context)
418 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
419 else
420 _mesa_make_current(NULL, NULL, NULL);
421 free(ctx->Meta);
422 ctx->Meta = NULL;
423 }
424
425
426 /**
427 * Enter meta state. This is like a light-weight version of glPushAttrib
428 * but it also resets most GL state back to default values.
429 *
430 * \param state bitmask of MESA_META_* flags indicating which attribute groups
431 * to save and reset to their defaults
432 */
433 void
434 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
435 {
436 struct save_state *save;
437
438 /* hope MAX_META_OPS_DEPTH is large enough */
439 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
440
441 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
442 memset(save, 0, sizeof(*save));
443 save->SavedState = state;
444
445 /* We always push into desktop GL mode and pop out at the end. No sense in
446 * writing our shaders varying based on the user's context choice, when
447 * Mesa can handle either.
448 */
449 save->API = ctx->API;
450 ctx->API = API_OPENGL_COMPAT;
451
452 /* Mesa's extension helper functions use the current context's API to look up
453 * the version required by an extension as a step in determining whether or
454 * not it has been advertised. Since meta aims to only be restricted by the
455 * driver capability (and not by whether or not an extension has been
456 * advertised), set the helper functions' Version variable to a value that
457 * will make the checks on the context API and version unconditionally pass.
458 */
459 save->ExtensionsVersion = ctx->Extensions.Version;
460 ctx->Extensions.Version = ~0;
461
462 /* Pausing transform feedback needs to be done early, or else we won't be
463 * able to change other state.
464 */
465 save->TransformFeedbackNeedsResume =
466 _mesa_is_xfb_active_and_unpaused(ctx);
467 if (save->TransformFeedbackNeedsResume)
468 _mesa_PauseTransformFeedback();
469
470 /* After saving the current occlusion object, call EndQuery so that no
471 * occlusion querying will be active during the meta-operation.
472 */
473 if (state & MESA_META_OCCLUSION_QUERY) {
474 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
475 if (save->CurrentOcclusionObject)
476 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
477 }
478
479 if (state & MESA_META_ALPHA_TEST) {
480 save->AlphaEnabled = ctx->Color.AlphaEnabled;
481 save->AlphaFunc = ctx->Color.AlphaFunc;
482 save->AlphaRef = ctx->Color.AlphaRef;
483 if (ctx->Color.AlphaEnabled)
484 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
485 }
486
487 if (state & MESA_META_BLEND) {
488 save->BlendEnabled = ctx->Color.BlendEnabled;
489 if (ctx->Color.BlendEnabled) {
490 if (ctx->Extensions.EXT_draw_buffers2) {
491 GLuint i;
492 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
493 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
494 }
495 }
496 else {
497 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
498 }
499 }
500 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
501 if (ctx->Color.ColorLogicOpEnabled)
502 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
503 }
504
505 if (state & MESA_META_DITHER) {
506 save->DitherFlag = ctx->Color.DitherFlag;
507 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
508 }
509
510 if (state & MESA_META_COLOR_MASK) {
511 memcpy(save->ColorMask, ctx->Color.ColorMask,
512 sizeof(ctx->Color.ColorMask));
513 if (!ctx->Color.ColorMask[0][0] ||
514 !ctx->Color.ColorMask[0][1] ||
515 !ctx->Color.ColorMask[0][2] ||
516 !ctx->Color.ColorMask[0][3])
517 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
518 }
519
520 if (state & MESA_META_DEPTH_TEST) {
521 save->Depth = ctx->Depth; /* struct copy */
522 if (ctx->Depth.Test)
523 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
524 }
525
526 if (state & MESA_META_FOG) {
527 save->Fog = ctx->Fog.Enabled;
528 if (ctx->Fog.Enabled)
529 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
530 }
531
532 if (state & MESA_META_PIXEL_STORE) {
533 save->Pack = ctx->Pack;
534 save->Unpack = ctx->Unpack;
535 ctx->Pack = ctx->DefaultPacking;
536 ctx->Unpack = ctx->DefaultPacking;
537 }
538
539 if (state & MESA_META_PIXEL_TRANSFER) {
540 save->RedScale = ctx->Pixel.RedScale;
541 save->RedBias = ctx->Pixel.RedBias;
542 save->GreenScale = ctx->Pixel.GreenScale;
543 save->GreenBias = ctx->Pixel.GreenBias;
544 save->BlueScale = ctx->Pixel.BlueScale;
545 save->BlueBias = ctx->Pixel.BlueBias;
546 save->AlphaScale = ctx->Pixel.AlphaScale;
547 save->AlphaBias = ctx->Pixel.AlphaBias;
548 save->MapColorFlag = ctx->Pixel.MapColorFlag;
549 ctx->Pixel.RedScale = 1.0F;
550 ctx->Pixel.RedBias = 0.0F;
551 ctx->Pixel.GreenScale = 1.0F;
552 ctx->Pixel.GreenBias = 0.0F;
553 ctx->Pixel.BlueScale = 1.0F;
554 ctx->Pixel.BlueBias = 0.0F;
555 ctx->Pixel.AlphaScale = 1.0F;
556 ctx->Pixel.AlphaBias = 0.0F;
557 ctx->Pixel.MapColorFlag = GL_FALSE;
558 /* XXX more state */
559 ctx->NewState |=_NEW_PIXEL;
560 }
561
562 if (state & MESA_META_RASTERIZATION) {
563 save->FrontPolygonMode = ctx->Polygon.FrontMode;
564 save->BackPolygonMode = ctx->Polygon.BackMode;
565 save->PolygonOffset = ctx->Polygon.OffsetFill;
566 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
567 save->PolygonStipple = ctx->Polygon.StippleFlag;
568 save->PolygonCull = ctx->Polygon.CullFlag;
569 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
570 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
571 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
572 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
573 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
574 }
575
576 if (state & MESA_META_SCISSOR) {
577 save->Scissor = ctx->Scissor; /* struct copy */
578 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
579 }
580
581 if (state & MESA_META_SHADER) {
582 int i;
583
584 if (ctx->Extensions.ARB_vertex_program) {
585 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
586 _mesa_reference_vertprog(ctx, &save->VertexProgram,
587 ctx->VertexProgram.Current);
588 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
589 }
590
591 if (ctx->Extensions.ARB_fragment_program) {
592 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
593 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
594 ctx->FragmentProgram.Current);
595 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
596 }
597
598 if (ctx->Extensions.ATI_fragment_shader) {
599 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
600 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
601 }
602
603 if (ctx->Pipeline.Current) {
604 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
605 ctx->Pipeline.Current);
606 _mesa_BindProgramPipeline(0);
607 }
608
609 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
610 * that we don't have to worry about the current pipeline state.
611 */
612 for (i = 0; i < MESA_SHADER_STAGES; i++) {
613 _mesa_reference_shader_program(ctx, &save->Shader[i],
614 ctx->Shader.CurrentProgram[i]);
615 }
616 _mesa_reference_shader_program(ctx, &save->ActiveShader,
617 ctx->Shader.ActiveProgram);
618
619 _mesa_UseProgram(0);
620 }
621
622 if (state & MESA_META_STENCIL_TEST) {
623 save->Stencil = ctx->Stencil; /* struct copy */
624 if (ctx->Stencil.Enabled)
625 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
626 /* NOTE: other stencil state not reset */
627 }
628
629 if (state & MESA_META_TEXTURE) {
630 GLuint u, tgt;
631
632 save->ActiveUnit = ctx->Texture.CurrentUnit;
633 save->ClientActiveUnit = ctx->Array.ActiveTexture;
634 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
635
636 /* Disable all texture units */
637 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
638 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
639 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
640 if (ctx->Texture.Unit[u].Enabled ||
641 ctx->Texture.Unit[u].TexGenEnabled) {
642 _mesa_ActiveTexture(GL_TEXTURE0 + u);
643 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
644 if (ctx->Extensions.ARB_texture_cube_map)
645 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
646
647 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
648 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
649 if (ctx->Extensions.NV_texture_rectangle)
650 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
651 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
652 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
653 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
654 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
655 }
656 }
657
658 /* save current texture objects for unit[0] only */
659 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
660 _mesa_reference_texobj(&save->CurrentTexture[tgt],
661 ctx->Texture.Unit[0].CurrentTex[tgt]);
662 }
663
664 /* set defaults for unit[0] */
665 _mesa_ActiveTexture(GL_TEXTURE0);
666 _mesa_ClientActiveTexture(GL_TEXTURE0);
667 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
668 }
669
670 if (state & MESA_META_TRANSFORM) {
671 GLuint activeTexture = ctx->Texture.CurrentUnit;
672 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
673 16 * sizeof(GLfloat));
674 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
675 16 * sizeof(GLfloat));
676 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
677 16 * sizeof(GLfloat));
678 save->MatrixMode = ctx->Transform.MatrixMode;
679 /* set 1:1 vertex:pixel coordinate transform */
680 _mesa_ActiveTexture(GL_TEXTURE0);
681 _mesa_MatrixMode(GL_TEXTURE);
682 _mesa_LoadIdentity();
683 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
684 _mesa_MatrixMode(GL_MODELVIEW);
685 _mesa_LoadIdentity();
686 _mesa_MatrixMode(GL_PROJECTION);
687 _mesa_LoadIdentity();
688
689 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
690 * This can occur when there is no draw buffer.
691 */
692 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
693 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
694 0.0, ctx->DrawBuffer->Height,
695 -1.0, 1.0);
696
697 if (ctx->Extensions.ARB_clip_control) {
698 save->ClipOrigin = ctx->Transform.ClipOrigin;
699 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
700 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
701 }
702 }
703
704 if (state & MESA_META_CLIP) {
705 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
706 if (ctx->Transform.ClipPlanesEnabled) {
707 GLuint i;
708 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
709 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
710 }
711 }
712 }
713
714 if (state & MESA_META_VERTEX) {
715 /* save vertex array object state */
716 _mesa_reference_vao(ctx, &save->VAO,
717 ctx->Array.VAO);
718 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
719 ctx->Array.ArrayBufferObj);
720 /* set some default state? */
721 }
722
723 if (state & MESA_META_VIEWPORT) {
724 /* save viewport state */
725 save->ViewportX = ctx->ViewportArray[0].X;
726 save->ViewportY = ctx->ViewportArray[0].Y;
727 save->ViewportW = ctx->ViewportArray[0].Width;
728 save->ViewportH = ctx->ViewportArray[0].Height;
729 /* set viewport to match window size */
730 if (ctx->ViewportArray[0].X != 0 ||
731 ctx->ViewportArray[0].Y != 0 ||
732 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
733 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
734 _mesa_set_viewport(ctx, 0, 0, 0,
735 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
736 }
737 /* save depth range state */
738 save->DepthNear = ctx->ViewportArray[0].Near;
739 save->DepthFar = ctx->ViewportArray[0].Far;
740 /* set depth range to default */
741 _mesa_set_depth_range(ctx, 0, 0.0, 1.0);
742 }
743
744 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
745 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
746
747 /* Generally in here we want to do clamping according to whether
748 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
749 * regardless of the internal implementation of the metaops.
750 */
751 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
752 ctx->Extensions.ARB_color_buffer_float)
753 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
754 }
755
756 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
757 save->ClampVertexColor = ctx->Light.ClampVertexColor;
758
759 /* Generally in here we never want vertex color clamping --
760 * result clamping is only dependent on fragment clamping.
761 */
762 if (ctx->Extensions.ARB_color_buffer_float)
763 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
764 }
765
766 if (state & MESA_META_CONDITIONAL_RENDER) {
767 save->CondRenderQuery = ctx->Query.CondRenderQuery;
768 save->CondRenderMode = ctx->Query.CondRenderMode;
769
770 if (ctx->Query.CondRenderQuery)
771 _mesa_EndConditionalRender();
772 }
773
774 if (state & MESA_META_SELECT_FEEDBACK) {
775 save->RenderMode = ctx->RenderMode;
776 if (ctx->RenderMode == GL_SELECT) {
777 save->Select = ctx->Select; /* struct copy */
778 _mesa_RenderMode(GL_RENDER);
779 } else if (ctx->RenderMode == GL_FEEDBACK) {
780 save->Feedback = ctx->Feedback; /* struct copy */
781 _mesa_RenderMode(GL_RENDER);
782 }
783 }
784
785 if (state & MESA_META_MULTISAMPLE) {
786 save->Multisample = ctx->Multisample; /* struct copy */
787
788 if (ctx->Multisample.Enabled)
789 _mesa_set_multisample(ctx, GL_FALSE);
790 if (ctx->Multisample.SampleCoverage)
791 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
792 if (ctx->Multisample.SampleAlphaToCoverage)
793 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
794 if (ctx->Multisample.SampleAlphaToOne)
795 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
796 if (ctx->Multisample.SampleShading)
797 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
798 if (ctx->Multisample.SampleMask)
799 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
800 }
801
802 if (state & MESA_META_FRAMEBUFFER_SRGB) {
803 save->sRGBEnabled = ctx->Color.sRGBEnabled;
804 if (ctx->Color.sRGBEnabled)
805 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
806 }
807
808 if (state & MESA_META_DRAW_BUFFERS) {
809 struct gl_framebuffer *fb = ctx->DrawBuffer;
810 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
811 sizeof(save->ColorDrawBuffers));
812 }
813
814 /* misc */
815 {
816 save->Lighting = ctx->Light.Enabled;
817 if (ctx->Light.Enabled)
818 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
819 save->RasterDiscard = ctx->RasterDiscard;
820 if (ctx->RasterDiscard)
821 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
822
823 save->DrawBufferName = ctx->DrawBuffer->Name;
824 save->ReadBufferName = ctx->ReadBuffer->Name;
825 save->RenderbufferName = (ctx->CurrentRenderbuffer ?
826 ctx->CurrentRenderbuffer->Name : 0);
827 }
828 }
829
830
831 /**
832 * Leave meta state. This is like a light-weight version of glPopAttrib().
833 */
834 void
835 _mesa_meta_end(struct gl_context *ctx)
836 {
837 assert(ctx->Meta->SaveStackDepth > 0);
838
839 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
840 const GLbitfield state = save->SavedState;
841 int i;
842
843 /* Grab the result of the old occlusion query before starting it again. The
844 * old result is added to the result of the new query so the driver will
845 * continue adding where it left off. */
846 if (state & MESA_META_OCCLUSION_QUERY) {
847 if (save->CurrentOcclusionObject) {
848 struct gl_query_object *q = save->CurrentOcclusionObject;
849 GLuint64EXT result;
850 if (!q->Ready)
851 ctx->Driver.WaitQuery(ctx, q);
852 result = q->Result;
853 _mesa_BeginQuery(q->Target, q->Id);
854 ctx->Query.CurrentOcclusionObject->Result += result;
855 }
856 }
857
858 if (state & MESA_META_ALPHA_TEST) {
859 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
860 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
861 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
862 }
863
864 if (state & MESA_META_BLEND) {
865 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
866 if (ctx->Extensions.EXT_draw_buffers2) {
867 GLuint i;
868 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
869 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
870 }
871 }
872 else {
873 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
874 }
875 }
876 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
877 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
878 }
879
880 if (state & MESA_META_DITHER)
881 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
882
883 if (state & MESA_META_COLOR_MASK) {
884 GLuint i;
885 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
886 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
887 if (i == 0) {
888 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
889 save->ColorMask[i][2], save->ColorMask[i][3]);
890 }
891 else {
892 _mesa_ColorMaski(i,
893 save->ColorMask[i][0],
894 save->ColorMask[i][1],
895 save->ColorMask[i][2],
896 save->ColorMask[i][3]);
897 }
898 }
899 }
900 }
901
902 if (state & MESA_META_DEPTH_TEST) {
903 if (ctx->Depth.Test != save->Depth.Test)
904 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
905 _mesa_DepthFunc(save->Depth.Func);
906 _mesa_DepthMask(save->Depth.Mask);
907 }
908
909 if (state & MESA_META_FOG) {
910 _mesa_set_enable(ctx, GL_FOG, save->Fog);
911 }
912
913 if (state & MESA_META_PIXEL_STORE) {
914 ctx->Pack = save->Pack;
915 ctx->Unpack = save->Unpack;
916 }
917
918 if (state & MESA_META_PIXEL_TRANSFER) {
919 ctx->Pixel.RedScale = save->RedScale;
920 ctx->Pixel.RedBias = save->RedBias;
921 ctx->Pixel.GreenScale = save->GreenScale;
922 ctx->Pixel.GreenBias = save->GreenBias;
923 ctx->Pixel.BlueScale = save->BlueScale;
924 ctx->Pixel.BlueBias = save->BlueBias;
925 ctx->Pixel.AlphaScale = save->AlphaScale;
926 ctx->Pixel.AlphaBias = save->AlphaBias;
927 ctx->Pixel.MapColorFlag = save->MapColorFlag;
928 /* XXX more state */
929 ctx->NewState |=_NEW_PIXEL;
930 }
931
932 if (state & MESA_META_RASTERIZATION) {
933 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
934 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
935 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
936 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
937 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
938 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
939 }
940
941 if (state & MESA_META_SCISSOR) {
942 unsigned i;
943
944 for (i = 0; i < ctx->Const.MaxViewports; i++) {
945 _mesa_set_scissor(ctx, i,
946 save->Scissor.ScissorArray[i].X,
947 save->Scissor.ScissorArray[i].Y,
948 save->Scissor.ScissorArray[i].Width,
949 save->Scissor.ScissorArray[i].Height);
950 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
951 (save->Scissor.EnableFlags >> i) & 1);
952 }
953 }
954
955 if (state & MESA_META_SHADER) {
956 static const GLenum targets[] = {
957 GL_VERTEX_SHADER,
958 GL_TESS_CONTROL_SHADER,
959 GL_TESS_EVALUATION_SHADER,
960 GL_GEOMETRY_SHADER,
961 GL_FRAGMENT_SHADER,
962 GL_COMPUTE_SHADER,
963 };
964 STATIC_ASSERT(MESA_SHADER_STAGES == ARRAY_SIZE(targets));
965
966 bool any_shader;
967
968 if (ctx->Extensions.ARB_vertex_program) {
969 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
970 save->VertexProgramEnabled);
971 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
972 save->VertexProgram);
973 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
974 }
975
976 if (ctx->Extensions.ARB_fragment_program) {
977 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
978 save->FragmentProgramEnabled);
979 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
980 save->FragmentProgram);
981 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
982 }
983
984 if (ctx->Extensions.ATI_fragment_shader) {
985 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
986 save->ATIFragmentShaderEnabled);
987 }
988
989 any_shader = false;
990 for (i = 0; i < MESA_SHADER_STAGES; i++) {
991 /* It is safe to call _mesa_use_shader_program even if the extension
992 * necessary for that program state is not supported. In that case,
993 * the saved program object must be NULL and the currently bound
994 * program object must be NULL. _mesa_use_shader_program is a no-op
995 * in that case.
996 */
997 _mesa_use_shader_program(ctx, targets[i],
998 save->Shader[i],
999 &ctx->Shader);
1000
1001 /* Do this *before* killing the reference. :)
1002 */
1003 if (save->Shader[i] != NULL)
1004 any_shader = true;
1005
1006 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
1007 }
1008
1009 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
1010 save->ActiveShader);
1011 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
1012
1013 /* If there were any stages set with programs, use ctx->Shader as the
1014 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1015 * hasn't been restored yet, and that may modify ctx->_Shader further.
1016 */
1017 if (any_shader)
1018 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1019 &ctx->Shader);
1020 else
1021 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1022 ctx->Pipeline.Default);
1023
1024 if (save->Pipeline) {
1025 _mesa_bind_pipeline(ctx, save->Pipeline);
1026
1027 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1028 }
1029 }
1030
1031 if (state & MESA_META_STENCIL_TEST) {
1032 const struct gl_stencil_attrib *stencil = &save->Stencil;
1033
1034 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1035 _mesa_ClearStencil(stencil->Clear);
1036 if (ctx->Extensions.EXT_stencil_two_side) {
1037 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1038 stencil->TestTwoSide);
1039 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1040 ? GL_BACK : GL_FRONT);
1041 }
1042 /* front state */
1043 _mesa_StencilFuncSeparate(GL_FRONT,
1044 stencil->Function[0],
1045 stencil->Ref[0],
1046 stencil->ValueMask[0]);
1047 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1048 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1049 stencil->ZFailFunc[0],
1050 stencil->ZPassFunc[0]);
1051 /* back state */
1052 _mesa_StencilFuncSeparate(GL_BACK,
1053 stencil->Function[1],
1054 stencil->Ref[1],
1055 stencil->ValueMask[1]);
1056 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1057 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1058 stencil->ZFailFunc[1],
1059 stencil->ZPassFunc[1]);
1060 }
1061
1062 if (state & MESA_META_TEXTURE) {
1063 GLuint u, tgt;
1064
1065 assert(ctx->Texture.CurrentUnit == 0);
1066
1067 /* restore texenv for unit[0] */
1068 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1069
1070 /* restore texture objects for unit[0] only */
1071 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1072 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1073 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1074 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1075 save->CurrentTexture[tgt]);
1076 }
1077 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1078 }
1079
1080 /* Restore fixed function texture enables, texgen */
1081 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1082 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1083 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1084 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1085 }
1086
1087 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1088 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1089 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1090 }
1091 }
1092
1093 /* restore current unit state */
1094 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1095 _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
1096 }
1097
1098 if (state & MESA_META_TRANSFORM) {
1099 GLuint activeTexture = ctx->Texture.CurrentUnit;
1100 _mesa_ActiveTexture(GL_TEXTURE0);
1101 _mesa_MatrixMode(GL_TEXTURE);
1102 _mesa_LoadMatrixf(save->TextureMatrix);
1103 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1104
1105 _mesa_MatrixMode(GL_MODELVIEW);
1106 _mesa_LoadMatrixf(save->ModelviewMatrix);
1107
1108 _mesa_MatrixMode(GL_PROJECTION);
1109 _mesa_LoadMatrixf(save->ProjectionMatrix);
1110
1111 _mesa_MatrixMode(save->MatrixMode);
1112
1113 if (ctx->Extensions.ARB_clip_control)
1114 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1115 }
1116
1117 if (state & MESA_META_CLIP) {
1118 if (save->ClipPlanesEnabled) {
1119 GLuint i;
1120 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1121 if (save->ClipPlanesEnabled & (1 << i)) {
1122 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1123 }
1124 }
1125 }
1126 }
1127
1128 if (state & MESA_META_VERTEX) {
1129 /* restore vertex buffer object */
1130 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
1131 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
1132
1133 /* restore vertex array object */
1134 _mesa_BindVertexArray(save->VAO->Name);
1135 _mesa_reference_vao(ctx, &save->VAO, NULL);
1136 }
1137
1138 if (state & MESA_META_VIEWPORT) {
1139 if (save->ViewportX != ctx->ViewportArray[0].X ||
1140 save->ViewportY != ctx->ViewportArray[0].Y ||
1141 save->ViewportW != ctx->ViewportArray[0].Width ||
1142 save->ViewportH != ctx->ViewportArray[0].Height) {
1143 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1144 save->ViewportW, save->ViewportH);
1145 }
1146 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1147 }
1148
1149 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1150 ctx->Extensions.ARB_color_buffer_float) {
1151 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1152 }
1153
1154 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1155 ctx->Extensions.ARB_color_buffer_float) {
1156 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1157 }
1158
1159 if (state & MESA_META_CONDITIONAL_RENDER) {
1160 if (save->CondRenderQuery)
1161 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1162 save->CondRenderMode);
1163 }
1164
1165 if (state & MESA_META_SELECT_FEEDBACK) {
1166 if (save->RenderMode == GL_SELECT) {
1167 _mesa_RenderMode(GL_SELECT);
1168 ctx->Select = save->Select;
1169 } else if (save->RenderMode == GL_FEEDBACK) {
1170 _mesa_RenderMode(GL_FEEDBACK);
1171 ctx->Feedback = save->Feedback;
1172 }
1173 }
1174
1175 if (state & MESA_META_MULTISAMPLE) {
1176 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1177 struct gl_multisample_attrib *save_ms = &save->Multisample;
1178
1179 if (ctx_ms->Enabled != save_ms->Enabled)
1180 _mesa_set_multisample(ctx, save_ms->Enabled);
1181 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1182 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1183 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1184 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1185 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1186 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1187 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1188 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1189 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1190 save_ms->SampleCoverageInvert);
1191 }
1192 if (ctx_ms->SampleShading != save_ms->SampleShading)
1193 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1194 if (ctx_ms->SampleMask != save_ms->SampleMask)
1195 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1196 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1197 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1198 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1199 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1200 }
1201
1202 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1203 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1204 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1205 }
1206
1207 /* misc */
1208 if (save->Lighting) {
1209 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1210 }
1211 if (save->RasterDiscard) {
1212 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1213 }
1214 if (save->TransformFeedbackNeedsResume)
1215 _mesa_ResumeTransformFeedback();
1216
1217 if (ctx->DrawBuffer->Name != save->DrawBufferName)
1218 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
1219
1220 if (ctx->ReadBuffer->Name != save->ReadBufferName)
1221 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
1222
1223 if (!ctx->CurrentRenderbuffer ||
1224 ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
1225 _mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
1226
1227 if (state & MESA_META_DRAW_BUFFERS) {
1228 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1229 save->ColorDrawBuffers, NULL);
1230 }
1231
1232 ctx->Meta->SaveStackDepth--;
1233
1234 ctx->API = save->API;
1235 ctx->Extensions.Version = save->ExtensionsVersion;
1236 }
1237
1238
1239 /**
1240 * Convert Z from a normalized value in the range [0, 1] to an object-space
1241 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1242 * default/identity ortho projection results in the original Z value.
1243 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1244 * value comes from the clear value or raster position.
1245 */
1246 static inline GLfloat
1247 invert_z(GLfloat normZ)
1248 {
1249 GLfloat objZ = 1.0f - 2.0f * normZ;
1250 return objZ;
1251 }
1252
1253
1254 /**
1255 * One-time init for a temp_texture object.
1256 * Choose tex target, compute max tex size, etc.
1257 */
1258 static void
1259 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1260 {
1261 /* prefer texture rectangle */
1262 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1263 tex->Target = GL_TEXTURE_RECTANGLE;
1264 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1265 tex->NPOT = GL_TRUE;
1266 }
1267 else {
1268 /* use 2D texture, NPOT if possible */
1269 tex->Target = GL_TEXTURE_2D;
1270 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1271 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1272 }
1273 tex->MinSize = 16; /* 16 x 16 at least */
1274 assert(tex->MaxSize > 0);
1275
1276 _mesa_GenTextures(1, &tex->TexObj);
1277 }
1278
1279 static void
1280 cleanup_temp_texture(struct temp_texture *tex)
1281 {
1282 if (!tex->TexObj)
1283 return;
1284 _mesa_DeleteTextures(1, &tex->TexObj);
1285 tex->TexObj = 0;
1286 }
1287
1288
1289 /**
1290 * Return pointer to temp_texture info for non-bitmap ops.
1291 * This does some one-time init if needed.
1292 */
1293 struct temp_texture *
1294 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1295 {
1296 struct temp_texture *tex = &ctx->Meta->TempTex;
1297
1298 if (!tex->TexObj) {
1299 init_temp_texture(ctx, tex);
1300 }
1301
1302 return tex;
1303 }
1304
1305
1306 /**
1307 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1308 * We use a separate texture for bitmaps to reduce texture
1309 * allocation/deallocation.
1310 */
1311 static struct temp_texture *
1312 get_bitmap_temp_texture(struct gl_context *ctx)
1313 {
1314 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1315
1316 if (!tex->TexObj) {
1317 init_temp_texture(ctx, tex);
1318 }
1319
1320 return tex;
1321 }
1322
1323 /**
1324 * Return pointer to depth temp_texture.
1325 * This does some one-time init if needed.
1326 */
1327 struct temp_texture *
1328 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1329 {
1330 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1331
1332 if (!tex->TexObj) {
1333 init_temp_texture(ctx, tex);
1334 }
1335
1336 return tex;
1337 }
1338
1339 /**
1340 * Compute the width/height of texture needed to draw an image of the
1341 * given size. Return a flag indicating whether the current texture
1342 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1343 * allocated (glTexImage2D).
1344 * Also, compute s/t texcoords for drawing.
1345 *
1346 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1347 */
1348 GLboolean
1349 _mesa_meta_alloc_texture(struct temp_texture *tex,
1350 GLsizei width, GLsizei height, GLenum intFormat)
1351 {
1352 GLboolean newTex = GL_FALSE;
1353
1354 assert(width <= tex->MaxSize);
1355 assert(height <= tex->MaxSize);
1356
1357 if (width > tex->Width ||
1358 height > tex->Height ||
1359 intFormat != tex->IntFormat) {
1360 /* alloc new texture (larger or different format) */
1361
1362 if (tex->NPOT) {
1363 /* use non-power of two size */
1364 tex->Width = MAX2(tex->MinSize, width);
1365 tex->Height = MAX2(tex->MinSize, height);
1366 }
1367 else {
1368 /* find power of two size */
1369 GLsizei w, h;
1370 w = h = tex->MinSize;
1371 while (w < width)
1372 w *= 2;
1373 while (h < height)
1374 h *= 2;
1375 tex->Width = w;
1376 tex->Height = h;
1377 }
1378
1379 tex->IntFormat = intFormat;
1380
1381 newTex = GL_TRUE;
1382 }
1383
1384 /* compute texcoords */
1385 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1386 tex->Sright = (GLfloat) width;
1387 tex->Ttop = (GLfloat) height;
1388 }
1389 else {
1390 tex->Sright = (GLfloat) width / tex->Width;
1391 tex->Ttop = (GLfloat) height / tex->Height;
1392 }
1393
1394 return newTex;
1395 }
1396
1397
1398 /**
1399 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1400 */
1401 void
1402 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1403 struct temp_texture *tex,
1404 GLint srcX, GLint srcY,
1405 GLsizei width, GLsizei height,
1406 GLenum intFormat,
1407 GLenum filter)
1408 {
1409 bool newTex;
1410
1411 _mesa_BindTexture(tex->Target, tex->TexObj);
1412 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1413 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1414 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1415
1416 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1417
1418 /* copy framebuffer image to texture */
1419 if (newTex) {
1420 /* create new tex image */
1421 if (tex->Width == width && tex->Height == height) {
1422 /* create new tex with framebuffer data */
1423 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1424 srcX, srcY, width, height, 0);
1425 }
1426 else {
1427 /* create empty texture */
1428 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1429 tex->Width, tex->Height, 0,
1430 intFormat, GL_UNSIGNED_BYTE, NULL);
1431 /* load image */
1432 _mesa_CopyTexSubImage2D(tex->Target, 0,
1433 0, 0, srcX, srcY, width, height);
1434 }
1435 }
1436 else {
1437 /* replace existing tex image */
1438 _mesa_CopyTexSubImage2D(tex->Target, 0,
1439 0, 0, srcX, srcY, width, height);
1440 }
1441 }
1442
1443
1444 /**
1445 * Setup/load texture for glDrawPixels.
1446 */
1447 void
1448 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1449 struct temp_texture *tex,
1450 GLboolean newTex,
1451 GLsizei width, GLsizei height,
1452 GLenum format, GLenum type,
1453 const GLvoid *pixels)
1454 {
1455 _mesa_BindTexture(tex->Target, tex->TexObj);
1456 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1457 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1458 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1459
1460 /* copy pixel data to texture */
1461 if (newTex) {
1462 /* create new tex image */
1463 if (tex->Width == width && tex->Height == height) {
1464 /* create new tex and load image data */
1465 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1466 tex->Width, tex->Height, 0, format, type, pixels);
1467 }
1468 else {
1469 struct gl_buffer_object *save_unpack_obj = NULL;
1470
1471 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1472 ctx->Unpack.BufferObj);
1473 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1474 /* create empty texture */
1475 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1476 tex->Width, tex->Height, 0, format, type, NULL);
1477 if (save_unpack_obj != NULL)
1478 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1479 save_unpack_obj->Name);
1480 /* load image */
1481 _mesa_TexSubImage2D(tex->Target, 0,
1482 0, 0, width, height, format, type, pixels);
1483 }
1484 }
1485 else {
1486 /* replace existing tex image */
1487 _mesa_TexSubImage2D(tex->Target, 0,
1488 0, 0, width, height, format, type, pixels);
1489 }
1490 }
1491
1492 void
1493 _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO,
1494 unsigned texcoord_size)
1495 {
1496 _mesa_meta_setup_vertex_objects(VAO, VBO, false, 2, texcoord_size, 0);
1497
1498 /* setup projection matrix */
1499 _mesa_MatrixMode(GL_PROJECTION);
1500 _mesa_LoadIdentity();
1501 }
1502
1503 /**
1504 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1505 */
1506 void
1507 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1508 {
1509 meta_clear(ctx, buffers, false);
1510 }
1511
1512 void
1513 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1514 {
1515 meta_clear(ctx, buffers, true);
1516 }
1517
1518 static void
1519 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1520 {
1521 const char *vs_source =
1522 "#extension GL_AMD_vertex_shader_layer : enable\n"
1523 "#extension GL_ARB_draw_instanced : enable\n"
1524 "attribute vec4 position;\n"
1525 "void main()\n"
1526 "{\n"
1527 "#ifdef GL_AMD_vertex_shader_layer\n"
1528 " gl_Layer = gl_InstanceID;\n"
1529 "#endif\n"
1530 " gl_Position = position;\n"
1531 "}\n";
1532 const char *fs_source =
1533 "uniform vec4 color;\n"
1534 "void main()\n"
1535 "{\n"
1536 " gl_FragColor = color;\n"
1537 "}\n";
1538 GLuint vs, fs;
1539 bool has_integer_textures;
1540
1541 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, true, 3, 0, 0);
1542
1543 if (clear->ShaderProg != 0)
1544 return;
1545
1546 vs = _mesa_CreateShader(GL_VERTEX_SHADER);
1547 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
1548 _mesa_CompileShader(vs);
1549
1550 fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
1551 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
1552 _mesa_CompileShader(fs);
1553
1554 clear->ShaderProg = _mesa_CreateProgram();
1555 _mesa_AttachShader(clear->ShaderProg, fs);
1556 _mesa_DeleteShader(fs);
1557 _mesa_AttachShader(clear->ShaderProg, vs);
1558 _mesa_DeleteShader(vs);
1559 _mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
1560 _mesa_ObjectLabel(GL_PROGRAM, clear->ShaderProg, -1, "meta clear");
1561 _mesa_LinkProgram(clear->ShaderProg);
1562
1563 clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg, "color");
1564
1565 has_integer_textures = _mesa_is_gles3(ctx) ||
1566 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1567
1568 if (has_integer_textures) {
1569 void *shader_source_mem_ctx = ralloc_context(NULL);
1570 const char *vs_int_source =
1571 ralloc_asprintf(shader_source_mem_ctx,
1572 "#version 130\n"
1573 "#extension GL_AMD_vertex_shader_layer : enable\n"
1574 "#extension GL_ARB_draw_instanced : enable\n"
1575 "in vec4 position;\n"
1576 "void main()\n"
1577 "{\n"
1578 "#ifdef GL_AMD_vertex_shader_layer\n"
1579 " gl_Layer = gl_InstanceID;\n"
1580 "#endif\n"
1581 " gl_Position = position;\n"
1582 "}\n");
1583 const char *fs_int_source =
1584 ralloc_asprintf(shader_source_mem_ctx,
1585 "#version 130\n"
1586 "uniform ivec4 color;\n"
1587 "out ivec4 out_color;\n"
1588 "\n"
1589 "void main()\n"
1590 "{\n"
1591 " out_color = color;\n"
1592 "}\n");
1593
1594 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
1595 vs_int_source);
1596 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
1597 fs_int_source);
1598 ralloc_free(shader_source_mem_ctx);
1599
1600 clear->IntegerShaderProg = _mesa_CreateProgram();
1601 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1602 _mesa_DeleteShader(fs);
1603 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1604 _mesa_DeleteShader(vs);
1605 _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
1606
1607 /* Note that user-defined out attributes get automatically assigned
1608 * locations starting from 0, so we don't need to explicitly
1609 * BindFragDataLocation to 0.
1610 */
1611
1612 _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
1613 "integer clear");
1614 _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
1615
1616 clear->IntegerColorLocation =
1617 _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
1618 }
1619 }
1620
1621 static void
1622 meta_glsl_clear_cleanup(struct clear_state *clear)
1623 {
1624 if (clear->VAO == 0)
1625 return;
1626 _mesa_DeleteVertexArrays(1, &clear->VAO);
1627 clear->VAO = 0;
1628 _mesa_DeleteBuffers(1, &clear->VBO);
1629 clear->VBO = 0;
1630 _mesa_DeleteProgram(clear->ShaderProg);
1631 clear->ShaderProg = 0;
1632
1633 if (clear->IntegerShaderProg) {
1634 _mesa_DeleteProgram(clear->IntegerShaderProg);
1635 clear->IntegerShaderProg = 0;
1636 }
1637 }
1638
1639 /**
1640 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1641 * set GL to only draw to those buffers.
1642 *
1643 * Since the bitfield has no associated order, the assignment of draw buffer
1644 * indices to color attachment indices is rather arbitrary.
1645 */
1646 void
1647 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1648 {
1649 GLenum enums[MAX_DRAW_BUFFERS];
1650 int i = 0;
1651 int n;
1652
1653 /* This function is only legal for color buffer bitfields. */
1654 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1655
1656 /* Make sure we don't overflow any arrays. */
1657 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1658
1659 enums[0] = GL_NONE;
1660
1661 if (bits & BUFFER_BIT_FRONT_LEFT)
1662 enums[i++] = GL_FRONT_LEFT;
1663
1664 if (bits & BUFFER_BIT_FRONT_RIGHT)
1665 enums[i++] = GL_FRONT_RIGHT;
1666
1667 if (bits & BUFFER_BIT_BACK_LEFT)
1668 enums[i++] = GL_BACK_LEFT;
1669
1670 if (bits & BUFFER_BIT_BACK_RIGHT)
1671 enums[i++] = GL_BACK_RIGHT;
1672
1673 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1674 if (bits & (1 << (BUFFER_COLOR0 + n)))
1675 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1676 }
1677
1678 _mesa_DrawBuffers(i, enums);
1679 }
1680
1681 /**
1682 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1683 */
1684 static void
1685 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1686 {
1687 struct clear_state *clear = &ctx->Meta->Clear;
1688 GLbitfield metaSave;
1689 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1690 struct gl_framebuffer *fb = ctx->DrawBuffer;
1691 float x0, y0, x1, y1, z;
1692 struct vertex verts[4];
1693 int i;
1694
1695 metaSave = (MESA_META_ALPHA_TEST |
1696 MESA_META_BLEND |
1697 MESA_META_DEPTH_TEST |
1698 MESA_META_RASTERIZATION |
1699 MESA_META_SHADER |
1700 MESA_META_STENCIL_TEST |
1701 MESA_META_VERTEX |
1702 MESA_META_VIEWPORT |
1703 MESA_META_CLIP |
1704 MESA_META_CLAMP_FRAGMENT_COLOR |
1705 MESA_META_MULTISAMPLE |
1706 MESA_META_OCCLUSION_QUERY);
1707
1708 if (!glsl) {
1709 metaSave |= MESA_META_FOG |
1710 MESA_META_PIXEL_TRANSFER |
1711 MESA_META_TRANSFORM |
1712 MESA_META_TEXTURE |
1713 MESA_META_CLAMP_VERTEX_COLOR |
1714 MESA_META_SELECT_FEEDBACK;
1715 }
1716
1717 if (buffers & BUFFER_BITS_COLOR) {
1718 metaSave |= MESA_META_DRAW_BUFFERS;
1719 } else {
1720 /* We'll use colormask to disable color writes. Otherwise,
1721 * respect color mask
1722 */
1723 metaSave |= MESA_META_COLOR_MASK;
1724 }
1725
1726 _mesa_meta_begin(ctx, metaSave);
1727
1728 if (glsl) {
1729 meta_glsl_clear_init(ctx, clear);
1730
1731 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1732 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1733 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1734 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1735 z = -invert_z(ctx->Depth.Clear);
1736 } else {
1737 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4);
1738
1739 x0 = (float) fb->_Xmin;
1740 y0 = (float) fb->_Ymin;
1741 x1 = (float) fb->_Xmax;
1742 y1 = (float) fb->_Ymax;
1743 z = invert_z(ctx->Depth.Clear);
1744 }
1745
1746 if (fb->_IntegerColor) {
1747 assert(glsl);
1748 _mesa_UseProgram(clear->IntegerShaderProg);
1749 _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
1750 ctx->Color.ClearColor.i);
1751 } else if (glsl) {
1752 _mesa_UseProgram(clear->ShaderProg);
1753 _mesa_Uniform4fv(clear->ColorLocation, 1,
1754 ctx->Color.ClearColor.f);
1755 }
1756
1757 /* GL_COLOR_BUFFER_BIT */
1758 if (buffers & BUFFER_BITS_COLOR) {
1759 /* Only draw to the buffers we were asked to clear. */
1760 _mesa_meta_drawbuffers_from_bitfield(buffers & BUFFER_BITS_COLOR);
1761
1762 /* leave colormask state as-is */
1763
1764 /* Clears never have the color clamped. */
1765 if (ctx->Extensions.ARB_color_buffer_float)
1766 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1767 }
1768 else {
1769 assert(metaSave & MESA_META_COLOR_MASK);
1770 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1771 }
1772
1773 /* GL_DEPTH_BUFFER_BIT */
1774 if (buffers & BUFFER_BIT_DEPTH) {
1775 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1776 _mesa_DepthFunc(GL_ALWAYS);
1777 _mesa_DepthMask(GL_TRUE);
1778 }
1779 else {
1780 assert(!ctx->Depth.Test);
1781 }
1782
1783 /* GL_STENCIL_BUFFER_BIT */
1784 if (buffers & BUFFER_BIT_STENCIL) {
1785 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1786 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1787 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1788 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1789 ctx->Stencil.Clear & stencilMax,
1790 ctx->Stencil.WriteMask[0]);
1791 }
1792 else {
1793 assert(!ctx->Stencil.Enabled);
1794 }
1795
1796 /* vertex positions */
1797 verts[0].x = x0;
1798 verts[0].y = y0;
1799 verts[0].z = z;
1800 verts[1].x = x1;
1801 verts[1].y = y0;
1802 verts[1].z = z;
1803 verts[2].x = x1;
1804 verts[2].y = y1;
1805 verts[2].z = z;
1806 verts[3].x = x0;
1807 verts[3].y = y1;
1808 verts[3].z = z;
1809
1810 if (!glsl) {
1811 for (i = 0; i < 4; i++) {
1812 verts[i].r = ctx->Color.ClearColor.f[0];
1813 verts[i].g = ctx->Color.ClearColor.f[1];
1814 verts[i].b = ctx->Color.ClearColor.f[2];
1815 verts[i].a = ctx->Color.ClearColor.f[3];
1816 }
1817 }
1818
1819 /* upload new vertex data */
1820 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1821 GL_DYNAMIC_DRAW_ARB);
1822
1823 /* draw quad(s) */
1824 if (fb->MaxNumLayers > 0) {
1825 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1826 } else {
1827 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1828 }
1829
1830 _mesa_meta_end(ctx);
1831 }
1832
1833 /**
1834 * Meta implementation of ctx->Driver.CopyPixels() in terms
1835 * of texture mapping and polygon rendering and GLSL shaders.
1836 */
1837 void
1838 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1839 GLsizei width, GLsizei height,
1840 GLint dstX, GLint dstY, GLenum type)
1841 {
1842 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1843 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1844 struct vertex verts[4];
1845
1846 if (type != GL_COLOR ||
1847 ctx->_ImageTransferState ||
1848 ctx->Fog.Enabled ||
1849 width > tex->MaxSize ||
1850 height > tex->MaxSize) {
1851 /* XXX avoid this fallback */
1852 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1853 return;
1854 }
1855
1856 /* Most GL state applies to glCopyPixels, but a there's a few things
1857 * we need to override:
1858 */
1859 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1860 MESA_META_SHADER |
1861 MESA_META_TEXTURE |
1862 MESA_META_TRANSFORM |
1863 MESA_META_CLIP |
1864 MESA_META_VERTEX |
1865 MESA_META_VIEWPORT));
1866
1867 _mesa_meta_setup_vertex_objects(&copypix->VAO, &copypix->VBO, false,
1868 3, 2, 0);
1869
1870 /* Silence valgrind warnings about reading uninitialized stack. */
1871 memset(verts, 0, sizeof(verts));
1872
1873 /* Alloc/setup texture */
1874 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1875 GL_RGBA, GL_NEAREST);
1876
1877 /* vertex positions, texcoords (after texture allocation!) */
1878 {
1879 const GLfloat dstX0 = (GLfloat) dstX;
1880 const GLfloat dstY0 = (GLfloat) dstY;
1881 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1882 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1883 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1884
1885 verts[0].x = dstX0;
1886 verts[0].y = dstY0;
1887 verts[0].z = z;
1888 verts[0].tex[0] = 0.0F;
1889 verts[0].tex[1] = 0.0F;
1890 verts[1].x = dstX1;
1891 verts[1].y = dstY0;
1892 verts[1].z = z;
1893 verts[1].tex[0] = tex->Sright;
1894 verts[1].tex[1] = 0.0F;
1895 verts[2].x = dstX1;
1896 verts[2].y = dstY1;
1897 verts[2].z = z;
1898 verts[2].tex[0] = tex->Sright;
1899 verts[2].tex[1] = tex->Ttop;
1900 verts[3].x = dstX0;
1901 verts[3].y = dstY1;
1902 verts[3].z = z;
1903 verts[3].tex[0] = 0.0F;
1904 verts[3].tex[1] = tex->Ttop;
1905
1906 /* upload new vertex data */
1907 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1908 }
1909
1910 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1911
1912 /* draw textured quad */
1913 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1914
1915 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1916
1917 _mesa_meta_end(ctx);
1918 }
1919
1920 static void
1921 meta_drawpix_cleanup(struct drawpix_state *drawpix)
1922 {
1923 if (drawpix->VAO != 0) {
1924 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1925 drawpix->VAO = 0;
1926
1927 _mesa_DeleteBuffers(1, &drawpix->VBO);
1928 drawpix->VBO = 0;
1929 }
1930
1931 if (drawpix->StencilFP != 0) {
1932 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1933 drawpix->StencilFP = 0;
1934 }
1935
1936 if (drawpix->DepthFP != 0) {
1937 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1938 drawpix->DepthFP = 0;
1939 }
1940 }
1941
1942 /**
1943 * When the glDrawPixels() image size is greater than the max rectangle
1944 * texture size we use this function to break the glDrawPixels() image
1945 * into tiles which fit into the max texture size.
1946 */
1947 static void
1948 tiled_draw_pixels(struct gl_context *ctx,
1949 GLint tileSize,
1950 GLint x, GLint y, GLsizei width, GLsizei height,
1951 GLenum format, GLenum type,
1952 const struct gl_pixelstore_attrib *unpack,
1953 const GLvoid *pixels)
1954 {
1955 struct gl_pixelstore_attrib tileUnpack = *unpack;
1956 GLint i, j;
1957
1958 if (tileUnpack.RowLength == 0)
1959 tileUnpack.RowLength = width;
1960
1961 for (i = 0; i < width; i += tileSize) {
1962 const GLint tileWidth = MIN2(tileSize, width - i);
1963 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1964
1965 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1966
1967 for (j = 0; j < height; j += tileSize) {
1968 const GLint tileHeight = MIN2(tileSize, height - j);
1969 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1970
1971 tileUnpack.SkipRows = unpack->SkipRows + j;
1972
1973 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1974 format, type, &tileUnpack, pixels);
1975 }
1976 }
1977 }
1978
1979
1980 /**
1981 * One-time init for drawing stencil pixels.
1982 */
1983 static void
1984 init_draw_stencil_pixels(struct gl_context *ctx)
1985 {
1986 /* This program is run eight times, once for each stencil bit.
1987 * The stencil values to draw are found in an 8-bit alpha texture.
1988 * We read the texture/stencil value and test if bit 'b' is set.
1989 * If the bit is not set, use KIL to kill the fragment.
1990 * Finally, we use the stencil test to update the stencil buffer.
1991 *
1992 * The basic algorithm for checking if a bit is set is:
1993 * if (is_odd(value / (1 << bit)))
1994 * result is one (or non-zero).
1995 * else
1996 * result is zero.
1997 * The program parameter contains three values:
1998 * parm.x = 255 / (1 << bit)
1999 * parm.y = 0.5
2000 * parm.z = 0.0
2001 */
2002 static const char *program =
2003 "!!ARBfp1.0\n"
2004 "PARAM parm = program.local[0]; \n"
2005 "TEMP t; \n"
2006 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2007 "# t = t * 255 / bit \n"
2008 "MUL t.x, t.a, parm.x; \n"
2009 "# t = (int) t \n"
2010 "FRC t.y, t.x; \n"
2011 "SUB t.x, t.x, t.y; \n"
2012 "# t = t * 0.5 \n"
2013 "MUL t.x, t.x, parm.y; \n"
2014 "# t = fract(t.x) \n"
2015 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2016 "# t.x = (t.x == 0 ? 1 : 0) \n"
2017 "SGE t.x, -t.x, parm.z; \n"
2018 "KIL -t.x; \n"
2019 "# for debug only \n"
2020 "#MOV result.color, t.x; \n"
2021 "END \n";
2022 char program2[1000];
2023 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2024 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2025 const char *texTarget;
2026
2027 assert(drawpix->StencilFP == 0);
2028
2029 /* replace %s with "RECT" or "2D" */
2030 assert(strlen(program) + 4 < sizeof(program2));
2031 if (tex->Target == GL_TEXTURE_RECTANGLE)
2032 texTarget = "RECT";
2033 else
2034 texTarget = "2D";
2035 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2036
2037 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2038 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2039 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2040 strlen(program2), (const GLubyte *) program2);
2041 }
2042
2043
2044 /**
2045 * One-time init for drawing depth pixels.
2046 */
2047 static void
2048 init_draw_depth_pixels(struct gl_context *ctx)
2049 {
2050 static const char *program =
2051 "!!ARBfp1.0\n"
2052 "PARAM color = program.local[0]; \n"
2053 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2054 "MOV result.color, color; \n"
2055 "END \n";
2056 char program2[200];
2057 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2058 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2059 const char *texTarget;
2060
2061 assert(drawpix->DepthFP == 0);
2062
2063 /* replace %s with "RECT" or "2D" */
2064 assert(strlen(program) + 4 < sizeof(program2));
2065 if (tex->Target == GL_TEXTURE_RECTANGLE)
2066 texTarget = "RECT";
2067 else
2068 texTarget = "2D";
2069 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2070
2071 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2072 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2073 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2074 strlen(program2), (const GLubyte *) program2);
2075 }
2076
2077
2078 /**
2079 * Meta implementation of ctx->Driver.DrawPixels() in terms
2080 * of texture mapping and polygon rendering.
2081 */
2082 void
2083 _mesa_meta_DrawPixels(struct gl_context *ctx,
2084 GLint x, GLint y, GLsizei width, GLsizei height,
2085 GLenum format, GLenum type,
2086 const struct gl_pixelstore_attrib *unpack,
2087 const GLvoid *pixels)
2088 {
2089 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2090 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2091 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2092 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2093 struct vertex verts[4];
2094 GLenum texIntFormat;
2095 GLboolean fallback, newTex;
2096 GLbitfield metaExtraSave = 0x0;
2097
2098 /*
2099 * Determine if we can do the glDrawPixels with texture mapping.
2100 */
2101 fallback = GL_FALSE;
2102 if (ctx->Fog.Enabled) {
2103 fallback = GL_TRUE;
2104 }
2105
2106 if (_mesa_is_color_format(format)) {
2107 /* use more compact format when possible */
2108 /* XXX disable special case for GL_LUMINANCE for now to work around
2109 * apparent i965 driver bug (see bug #23670).
2110 */
2111 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2112 texIntFormat = format;
2113 else
2114 texIntFormat = GL_RGBA;
2115
2116 /* If we're not supposed to clamp the resulting color, then just
2117 * promote our texture to fully float. We could do better by
2118 * just going for the matching set of channels, in floating
2119 * point.
2120 */
2121 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2122 ctx->Extensions.ARB_texture_float)
2123 texIntFormat = GL_RGBA32F;
2124 }
2125 else if (_mesa_is_stencil_format(format)) {
2126 if (ctx->Extensions.ARB_fragment_program &&
2127 ctx->Pixel.IndexShift == 0 &&
2128 ctx->Pixel.IndexOffset == 0 &&
2129 type == GL_UNSIGNED_BYTE) {
2130 /* We'll store stencil as alpha. This only works for GLubyte
2131 * image data because of how incoming values are mapped to alpha
2132 * in [0,1].
2133 */
2134 texIntFormat = GL_ALPHA;
2135 metaExtraSave = (MESA_META_COLOR_MASK |
2136 MESA_META_DEPTH_TEST |
2137 MESA_META_PIXEL_TRANSFER |
2138 MESA_META_SHADER |
2139 MESA_META_STENCIL_TEST);
2140 }
2141 else {
2142 fallback = GL_TRUE;
2143 }
2144 }
2145 else if (_mesa_is_depth_format(format)) {
2146 if (ctx->Extensions.ARB_depth_texture &&
2147 ctx->Extensions.ARB_fragment_program) {
2148 texIntFormat = GL_DEPTH_COMPONENT;
2149 metaExtraSave = (MESA_META_SHADER);
2150 }
2151 else {
2152 fallback = GL_TRUE;
2153 }
2154 }
2155 else {
2156 fallback = GL_TRUE;
2157 }
2158
2159 if (fallback) {
2160 _swrast_DrawPixels(ctx, x, y, width, height,
2161 format, type, unpack, pixels);
2162 return;
2163 }
2164
2165 /*
2166 * Check image size against max texture size, draw as tiles if needed.
2167 */
2168 if (width > tex->MaxSize || height > tex->MaxSize) {
2169 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2170 format, type, unpack, pixels);
2171 return;
2172 }
2173
2174 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2175 * but a there's a few things we need to override:
2176 */
2177 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2178 MESA_META_SHADER |
2179 MESA_META_TEXTURE |
2180 MESA_META_TRANSFORM |
2181 MESA_META_CLIP |
2182 MESA_META_VERTEX |
2183 MESA_META_VIEWPORT |
2184 metaExtraSave));
2185
2186 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2187
2188 _mesa_meta_setup_vertex_objects(&drawpix->VAO, &drawpix->VBO, false,
2189 3, 2, 0);
2190
2191 /* Silence valgrind warnings about reading uninitialized stack. */
2192 memset(verts, 0, sizeof(verts));
2193
2194 /* vertex positions, texcoords (after texture allocation!) */
2195 {
2196 const GLfloat x0 = (GLfloat) x;
2197 const GLfloat y0 = (GLfloat) y;
2198 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2199 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2200 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2201
2202 verts[0].x = x0;
2203 verts[0].y = y0;
2204 verts[0].z = z;
2205 verts[0].tex[0] = 0.0F;
2206 verts[0].tex[1] = 0.0F;
2207 verts[1].x = x1;
2208 verts[1].y = y0;
2209 verts[1].z = z;
2210 verts[1].tex[0] = tex->Sright;
2211 verts[1].tex[1] = 0.0F;
2212 verts[2].x = x1;
2213 verts[2].y = y1;
2214 verts[2].z = z;
2215 verts[2].tex[0] = tex->Sright;
2216 verts[2].tex[1] = tex->Ttop;
2217 verts[3].x = x0;
2218 verts[3].y = y1;
2219 verts[3].z = z;
2220 verts[3].tex[0] = 0.0F;
2221 verts[3].tex[1] = tex->Ttop;
2222 }
2223
2224 /* upload new vertex data */
2225 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2226 verts, GL_DYNAMIC_DRAW_ARB);
2227
2228 /* set given unpack params */
2229 ctx->Unpack = *unpack;
2230
2231 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2232
2233 if (_mesa_is_stencil_format(format)) {
2234 /* Drawing stencil */
2235 GLint bit;
2236
2237 if (!drawpix->StencilFP)
2238 init_draw_stencil_pixels(ctx);
2239
2240 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2241 GL_ALPHA, type, pixels);
2242
2243 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2244
2245 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2246
2247 /* set all stencil bits to 0 */
2248 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2249 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2250 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2251
2252 /* set stencil bits to 1 where needed */
2253 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2254
2255 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2256 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2257
2258 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2259 const GLuint mask = 1 << bit;
2260 if (mask & origStencilMask) {
2261 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2262 _mesa_StencilMask(mask);
2263
2264 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2265 255.0f / mask, 0.5f, 0.0f, 0.0f);
2266
2267 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2268 }
2269 }
2270 }
2271 else if (_mesa_is_depth_format(format)) {
2272 /* Drawing depth */
2273 if (!drawpix->DepthFP)
2274 init_draw_depth_pixels(ctx);
2275
2276 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2277 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2278
2279 /* polygon color = current raster color */
2280 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2281 ctx->Current.RasterColor);
2282
2283 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2284 format, type, pixels);
2285
2286 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2287 }
2288 else {
2289 /* Drawing RGBA */
2290 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2291 format, type, pixels);
2292 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2293 }
2294
2295 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2296
2297 /* restore unpack params */
2298 ctx->Unpack = unpackSave;
2299
2300 _mesa_meta_end(ctx);
2301 }
2302
2303 static GLboolean
2304 alpha_test_raster_color(struct gl_context *ctx)
2305 {
2306 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2307 GLfloat ref = ctx->Color.AlphaRef;
2308
2309 switch (ctx->Color.AlphaFunc) {
2310 case GL_NEVER:
2311 return GL_FALSE;
2312 case GL_LESS:
2313 return alpha < ref;
2314 case GL_EQUAL:
2315 return alpha == ref;
2316 case GL_LEQUAL:
2317 return alpha <= ref;
2318 case GL_GREATER:
2319 return alpha > ref;
2320 case GL_NOTEQUAL:
2321 return alpha != ref;
2322 case GL_GEQUAL:
2323 return alpha >= ref;
2324 case GL_ALWAYS:
2325 return GL_TRUE;
2326 default:
2327 assert(0);
2328 return GL_FALSE;
2329 }
2330 }
2331
2332 /**
2333 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2334 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2335 * tracker would improve performance a lot.
2336 */
2337 void
2338 _mesa_meta_Bitmap(struct gl_context *ctx,
2339 GLint x, GLint y, GLsizei width, GLsizei height,
2340 const struct gl_pixelstore_attrib *unpack,
2341 const GLubyte *bitmap1)
2342 {
2343 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2344 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2345 const GLenum texIntFormat = GL_ALPHA;
2346 const struct gl_pixelstore_attrib unpackSave = *unpack;
2347 GLubyte fg, bg;
2348 struct vertex verts[4];
2349 GLboolean newTex;
2350 GLubyte *bitmap8;
2351
2352 /*
2353 * Check if swrast fallback is needed.
2354 */
2355 if (ctx->_ImageTransferState ||
2356 ctx->FragmentProgram._Enabled ||
2357 ctx->Fog.Enabled ||
2358 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2359 width > tex->MaxSize ||
2360 height > tex->MaxSize) {
2361 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2362 return;
2363 }
2364
2365 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2366 return;
2367
2368 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2369 * but a there's a few things we need to override:
2370 */
2371 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2372 MESA_META_PIXEL_STORE |
2373 MESA_META_RASTERIZATION |
2374 MESA_META_SHADER |
2375 MESA_META_TEXTURE |
2376 MESA_META_TRANSFORM |
2377 MESA_META_CLIP |
2378 MESA_META_VERTEX |
2379 MESA_META_VIEWPORT));
2380
2381 _mesa_meta_setup_vertex_objects(&bitmap->VAO, &bitmap->VBO, false, 3, 2, 4);
2382
2383 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2384
2385 /* Silence valgrind warnings about reading uninitialized stack. */
2386 memset(verts, 0, sizeof(verts));
2387
2388 /* vertex positions, texcoords, colors (after texture allocation!) */
2389 {
2390 const GLfloat x0 = (GLfloat) x;
2391 const GLfloat y0 = (GLfloat) y;
2392 const GLfloat x1 = (GLfloat) (x + width);
2393 const GLfloat y1 = (GLfloat) (y + height);
2394 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2395 GLuint i;
2396
2397 verts[0].x = x0;
2398 verts[0].y = y0;
2399 verts[0].z = z;
2400 verts[0].tex[0] = 0.0F;
2401 verts[0].tex[1] = 0.0F;
2402 verts[1].x = x1;
2403 verts[1].y = y0;
2404 verts[1].z = z;
2405 verts[1].tex[0] = tex->Sright;
2406 verts[1].tex[1] = 0.0F;
2407 verts[2].x = x1;
2408 verts[2].y = y1;
2409 verts[2].z = z;
2410 verts[2].tex[0] = tex->Sright;
2411 verts[2].tex[1] = tex->Ttop;
2412 verts[3].x = x0;
2413 verts[3].y = y1;
2414 verts[3].z = z;
2415 verts[3].tex[0] = 0.0F;
2416 verts[3].tex[1] = tex->Ttop;
2417
2418 for (i = 0; i < 4; i++) {
2419 verts[i].r = ctx->Current.RasterColor[0];
2420 verts[i].g = ctx->Current.RasterColor[1];
2421 verts[i].b = ctx->Current.RasterColor[2];
2422 verts[i].a = ctx->Current.RasterColor[3];
2423 }
2424
2425 /* upload new vertex data */
2426 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2427 }
2428
2429 /* choose different foreground/background alpha values */
2430 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2431 bg = (fg > 127 ? 0 : 255);
2432
2433 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2434 if (!bitmap1) {
2435 _mesa_meta_end(ctx);
2436 return;
2437 }
2438
2439 bitmap8 = malloc(width * height);
2440 if (bitmap8) {
2441 memset(bitmap8, bg, width * height);
2442 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2443 bitmap8, width, fg);
2444
2445 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2446
2447 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2448 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2449
2450 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2451 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2452
2453 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2454
2455 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2456
2457 free(bitmap8);
2458 }
2459
2460 _mesa_unmap_pbo_source(ctx, &unpackSave);
2461
2462 _mesa_meta_end(ctx);
2463 }
2464
2465 /**
2466 * Compute the texture coordinates for the four vertices of a quad for
2467 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2468 * and width, height specify a sub-region of the 2D image.
2469 *
2470 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2471 * \param slice slice of a 1D/2D array texture or 3D texture
2472 * \param xoffset X position of sub texture
2473 * \param yoffset Y position of sub texture
2474 * \param width width of the sub texture image
2475 * \param height height of the sub texture image
2476 * \param total_width total width of the texture image
2477 * \param total_height total height of the texture image
2478 * \param total_depth total depth of the texture image
2479 * \param coords0/1/2/3 returns the computed texcoords
2480 */
2481 void
2482 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2483 GLint slice,
2484 GLint xoffset,
2485 GLint yoffset,
2486 GLint width,
2487 GLint height,
2488 GLint total_width,
2489 GLint total_height,
2490 GLint total_depth,
2491 GLfloat coords0[4],
2492 GLfloat coords1[4],
2493 GLfloat coords2[4],
2494 GLfloat coords3[4])
2495 {
2496 float st[4][2];
2497 GLuint i;
2498 const float s0 = (float) xoffset / (float) total_width;
2499 const float s1 = (float) (xoffset + width) / (float) total_width;
2500 const float t0 = (float) yoffset / (float) total_height;
2501 const float t1 = (float) (yoffset + height) / (float) total_height;
2502 GLfloat r;
2503
2504 /* setup the reference texcoords */
2505 st[0][0] = s0;
2506 st[0][1] = t0;
2507 st[1][0] = s1;
2508 st[1][1] = t0;
2509 st[2][0] = s1;
2510 st[2][1] = t1;
2511 st[3][0] = s0;
2512 st[3][1] = t1;
2513
2514 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2515 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2516
2517 /* Currently all texture targets want the W component to be 1.0.
2518 */
2519 coords0[3] = 1.0F;
2520 coords1[3] = 1.0F;
2521 coords2[3] = 1.0F;
2522 coords3[3] = 1.0F;
2523
2524 switch (faceTarget) {
2525 case GL_TEXTURE_1D:
2526 case GL_TEXTURE_2D:
2527 case GL_TEXTURE_3D:
2528 case GL_TEXTURE_2D_ARRAY:
2529 if (faceTarget == GL_TEXTURE_3D) {
2530 assert(slice < total_depth);
2531 assert(total_depth >= 1);
2532 r = (slice + 0.5f) / total_depth;
2533 }
2534 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2535 r = (float) slice;
2536 else
2537 r = 0.0F;
2538 coords0[0] = st[0][0]; /* s */
2539 coords0[1] = st[0][1]; /* t */
2540 coords0[2] = r; /* r */
2541 coords1[0] = st[1][0];
2542 coords1[1] = st[1][1];
2543 coords1[2] = r;
2544 coords2[0] = st[2][0];
2545 coords2[1] = st[2][1];
2546 coords2[2] = r;
2547 coords3[0] = st[3][0];
2548 coords3[1] = st[3][1];
2549 coords3[2] = r;
2550 break;
2551 case GL_TEXTURE_RECTANGLE_ARB:
2552 coords0[0] = (float) xoffset; /* s */
2553 coords0[1] = (float) yoffset; /* t */
2554 coords0[2] = 0.0F; /* r */
2555 coords1[0] = (float) (xoffset + width);
2556 coords1[1] = (float) yoffset;
2557 coords1[2] = 0.0F;
2558 coords2[0] = (float) (xoffset + width);
2559 coords2[1] = (float) (yoffset + height);
2560 coords2[2] = 0.0F;
2561 coords3[0] = (float) xoffset;
2562 coords3[1] = (float) (yoffset + height);
2563 coords3[2] = 0.0F;
2564 break;
2565 case GL_TEXTURE_1D_ARRAY:
2566 coords0[0] = st[0][0]; /* s */
2567 coords0[1] = (float) slice; /* t */
2568 coords0[2] = 0.0F; /* r */
2569 coords1[0] = st[1][0];
2570 coords1[1] = (float) slice;
2571 coords1[2] = 0.0F;
2572 coords2[0] = st[2][0];
2573 coords2[1] = (float) slice;
2574 coords2[2] = 0.0F;
2575 coords3[0] = st[3][0];
2576 coords3[1] = (float) slice;
2577 coords3[2] = 0.0F;
2578 break;
2579
2580 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2581 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2582 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2583 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2584 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2585 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2586 /* loop over quad verts */
2587 for (i = 0; i < 4; i++) {
2588 /* Compute sc = +/-scale and tc = +/-scale.
2589 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2590 * though that can still sometimes happen with this scale factor...
2591 */
2592 const GLfloat scale = 0.9999f;
2593 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2594 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2595 GLfloat *coord;
2596
2597 switch (i) {
2598 case 0:
2599 coord = coords0;
2600 break;
2601 case 1:
2602 coord = coords1;
2603 break;
2604 case 2:
2605 coord = coords2;
2606 break;
2607 case 3:
2608 coord = coords3;
2609 break;
2610 default:
2611 unreachable("not reached");
2612 }
2613
2614 coord[3] = (float) (slice / 6);
2615
2616 switch (faceTarget) {
2617 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2618 coord[0] = 1.0f;
2619 coord[1] = -tc;
2620 coord[2] = -sc;
2621 break;
2622 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2623 coord[0] = -1.0f;
2624 coord[1] = -tc;
2625 coord[2] = sc;
2626 break;
2627 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2628 coord[0] = sc;
2629 coord[1] = 1.0f;
2630 coord[2] = tc;
2631 break;
2632 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2633 coord[0] = sc;
2634 coord[1] = -1.0f;
2635 coord[2] = -tc;
2636 break;
2637 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2638 coord[0] = sc;
2639 coord[1] = -tc;
2640 coord[2] = 1.0f;
2641 break;
2642 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2643 coord[0] = -sc;
2644 coord[1] = -tc;
2645 coord[2] = -1.0f;
2646 break;
2647 default:
2648 assert(0);
2649 }
2650 }
2651 break;
2652 default:
2653 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2654 }
2655 }
2656
2657 static struct blit_shader *
2658 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2659 {
2660 switch(target) {
2661 case GL_TEXTURE_1D:
2662 table->sampler_1d.type = "sampler1D";
2663 table->sampler_1d.func = "texture1D";
2664 table->sampler_1d.texcoords = "texCoords.x";
2665 return &table->sampler_1d;
2666 case GL_TEXTURE_2D:
2667 table->sampler_2d.type = "sampler2D";
2668 table->sampler_2d.func = "texture2D";
2669 table->sampler_2d.texcoords = "texCoords.xy";
2670 return &table->sampler_2d;
2671 case GL_TEXTURE_RECTANGLE:
2672 table->sampler_rect.type = "sampler2DRect";
2673 table->sampler_rect.func = "texture2DRect";
2674 table->sampler_rect.texcoords = "texCoords.xy";
2675 return &table->sampler_rect;
2676 case GL_TEXTURE_3D:
2677 /* Code for mipmap generation with 3D textures is not used yet.
2678 * It's a sw fallback.
2679 */
2680 table->sampler_3d.type = "sampler3D";
2681 table->sampler_3d.func = "texture3D";
2682 table->sampler_3d.texcoords = "texCoords.xyz";
2683 return &table->sampler_3d;
2684 case GL_TEXTURE_CUBE_MAP:
2685 table->sampler_cubemap.type = "samplerCube";
2686 table->sampler_cubemap.func = "textureCube";
2687 table->sampler_cubemap.texcoords = "texCoords.xyz";
2688 return &table->sampler_cubemap;
2689 case GL_TEXTURE_1D_ARRAY:
2690 table->sampler_1d_array.type = "sampler1DArray";
2691 table->sampler_1d_array.func = "texture1DArray";
2692 table->sampler_1d_array.texcoords = "texCoords.xy";
2693 return &table->sampler_1d_array;
2694 case GL_TEXTURE_2D_ARRAY:
2695 table->sampler_2d_array.type = "sampler2DArray";
2696 table->sampler_2d_array.func = "texture2DArray";
2697 table->sampler_2d_array.texcoords = "texCoords.xyz";
2698 return &table->sampler_2d_array;
2699 case GL_TEXTURE_CUBE_MAP_ARRAY:
2700 table->sampler_cubemap_array.type = "samplerCubeArray";
2701 table->sampler_cubemap_array.func = "textureCubeArray";
2702 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2703 return &table->sampler_cubemap_array;
2704 default:
2705 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2706 " setup_texture_sampler()\n", target);
2707 return NULL;
2708 }
2709 }
2710
2711 void
2712 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
2713 {
2714 _mesa_DeleteProgram(table->sampler_1d.shader_prog);
2715 _mesa_DeleteProgram(table->sampler_2d.shader_prog);
2716 _mesa_DeleteProgram(table->sampler_3d.shader_prog);
2717 _mesa_DeleteProgram(table->sampler_rect.shader_prog);
2718 _mesa_DeleteProgram(table->sampler_cubemap.shader_prog);
2719 _mesa_DeleteProgram(table->sampler_1d_array.shader_prog);
2720 _mesa_DeleteProgram(table->sampler_2d_array.shader_prog);
2721 _mesa_DeleteProgram(table->sampler_cubemap_array.shader_prog);
2722
2723 table->sampler_1d.shader_prog = 0;
2724 table->sampler_2d.shader_prog = 0;
2725 table->sampler_3d.shader_prog = 0;
2726 table->sampler_rect.shader_prog = 0;
2727 table->sampler_cubemap.shader_prog = 0;
2728 table->sampler_1d_array.shader_prog = 0;
2729 table->sampler_2d_array.shader_prog = 0;
2730 table->sampler_cubemap_array.shader_prog = 0;
2731 }
2732
2733 /**
2734 * Determine the GL data type to use for the temporary image read with
2735 * ReadPixels() and passed to Tex[Sub]Image().
2736 */
2737 static GLenum
2738 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2739 {
2740 const GLenum baseFormat = _mesa_get_format_base_format(format);
2741 const GLenum datatype = _mesa_get_format_datatype(format);
2742 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2743
2744 switch (baseFormat) {
2745 case GL_RGBA:
2746 case GL_RGB:
2747 case GL_RG:
2748 case GL_RED:
2749 case GL_ALPHA:
2750 case GL_LUMINANCE:
2751 case GL_LUMINANCE_ALPHA:
2752 case GL_INTENSITY:
2753 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2754 return datatype;
2755 } else if (format_red_bits <= 8) {
2756 return GL_UNSIGNED_BYTE;
2757 } else if (format_red_bits <= 16) {
2758 return GL_UNSIGNED_SHORT;
2759 }
2760 return GL_FLOAT;
2761 case GL_DEPTH_COMPONENT:
2762 if (datatype == GL_FLOAT)
2763 return GL_FLOAT;
2764 else
2765 return GL_UNSIGNED_INT;
2766 case GL_DEPTH_STENCIL:
2767 if (datatype == GL_FLOAT)
2768 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2769 else
2770 return GL_UNSIGNED_INT_24_8;
2771 default:
2772 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2773 baseFormat);
2774 return 0;
2775 }
2776 }
2777
2778 /**
2779 * Attempts to wrap the destination texture in an FBO and use
2780 * glBlitFramebuffer() to implement glCopyTexSubImage().
2781 */
2782 static bool
2783 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2784 struct gl_texture_image *texImage,
2785 GLint xoffset,
2786 GLint yoffset,
2787 GLint zoffset,
2788 struct gl_renderbuffer *rb,
2789 GLint x, GLint y,
2790 GLsizei width, GLsizei height)
2791 {
2792 GLuint fbo;
2793 bool success = false;
2794 GLbitfield mask;
2795 GLenum status;
2796
2797 if (!ctx->Extensions.ARB_framebuffer_object)
2798 return false;
2799
2800 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2801
2802 _mesa_GenFramebuffers(1, &fbo);
2803 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
2804
2805 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2806 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2807 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
2808 texImage, zoffset);
2809 mask = GL_DEPTH_BUFFER_BIT;
2810
2811 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2812 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2813 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2814 texImage, zoffset);
2815 mask |= GL_STENCIL_BUFFER_BIT;
2816 }
2817 _mesa_DrawBuffer(GL_NONE);
2818 } else {
2819 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
2820 texImage, zoffset);
2821 mask = GL_COLOR_BUFFER_BIT;
2822 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2823 }
2824
2825 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
2826 if (status != GL_FRAMEBUFFER_COMPLETE)
2827 goto out;
2828
2829 ctx->Meta->Blit.no_ctsi_fallback = true;
2830
2831 /* Since we've bound a new draw framebuffer, we need to update
2832 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2833 * be correct.
2834 */
2835 _mesa_update_state(ctx);
2836
2837 /* We skip the core BlitFramebuffer checks for format consistency, which
2838 * are too strict for CopyTexImage. We know meta will be fine with format
2839 * changes.
2840 */
2841 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2842 x, y,
2843 x + width, y + height,
2844 xoffset, yoffset,
2845 xoffset + width, yoffset + height,
2846 mask, GL_NEAREST);
2847 ctx->Meta->Blit.no_ctsi_fallback = false;
2848 success = mask == 0x0;
2849
2850 out:
2851 _mesa_DeleteFramebuffers(1, &fbo);
2852 _mesa_meta_end(ctx);
2853 return success;
2854 }
2855
2856 /**
2857 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2858 * Have to be careful with locking and meta state for pixel transfer.
2859 */
2860 void
2861 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2862 struct gl_texture_image *texImage,
2863 GLint xoffset, GLint yoffset, GLint zoffset,
2864 struct gl_renderbuffer *rb,
2865 GLint x, GLint y,
2866 GLsizei width, GLsizei height)
2867 {
2868 GLenum format, type;
2869 GLint bpp;
2870 void *buf;
2871
2872 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2873 texImage,
2874 xoffset, yoffset, zoffset,
2875 rb,
2876 x, y,
2877 width, height)) {
2878 return;
2879 }
2880
2881 /* Choose format/type for temporary image buffer */
2882 format = _mesa_get_format_base_format(texImage->TexFormat);
2883 if (format == GL_LUMINANCE ||
2884 format == GL_LUMINANCE_ALPHA ||
2885 format == GL_INTENSITY) {
2886 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2887 * temp image buffer because glReadPixels will do L=R+G+B which is
2888 * not what we want (should be L=R).
2889 */
2890 format = GL_RGBA;
2891 }
2892
2893 type = get_temp_image_type(ctx, texImage->TexFormat);
2894 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2895 format = _mesa_base_format_to_integer_format(format);
2896 }
2897 bpp = _mesa_bytes_per_pixel(format, type);
2898 if (bpp <= 0) {
2899 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2900 return;
2901 }
2902
2903 /*
2904 * Alloc image buffer (XXX could use a PBO)
2905 */
2906 buf = malloc(width * height * bpp);
2907 if (!buf) {
2908 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2909 return;
2910 }
2911
2912 /*
2913 * Read image from framebuffer (disable pixel transfer ops)
2914 */
2915 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2916 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2917 format, type, &ctx->Pack, buf);
2918 _mesa_meta_end(ctx);
2919
2920 _mesa_update_state(ctx); /* to update pixel transfer state */
2921
2922 /*
2923 * Store texture data (with pixel transfer ops)
2924 */
2925 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2926
2927 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2928 assert(yoffset == 0);
2929 ctx->Driver.TexSubImage(ctx, dims, texImage,
2930 xoffset, zoffset, 0, width, 1, 1,
2931 format, type, buf, &ctx->Unpack);
2932 } else {
2933 ctx->Driver.TexSubImage(ctx, dims, texImage,
2934 xoffset, yoffset, zoffset, width, height, 1,
2935 format, type, buf, &ctx->Unpack);
2936 }
2937
2938 _mesa_meta_end(ctx);
2939
2940 free(buf);
2941 }
2942
2943 static void
2944 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2945 {
2946 if (decompress_fbo->FBO != 0) {
2947 _mesa_DeleteFramebuffers(1, &decompress_fbo->FBO);
2948 _mesa_DeleteRenderbuffers(1, &decompress_fbo->RBO);
2949 }
2950
2951 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2952 }
2953
2954 static void
2955 meta_decompress_cleanup(struct decompress_state *decompress)
2956 {
2957 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2958 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2959
2960 if (decompress->VAO != 0) {
2961 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2962 _mesa_DeleteBuffers(1, &decompress->VBO);
2963 }
2964
2965 if (decompress->Sampler != 0)
2966 _mesa_DeleteSamplers(1, &decompress->Sampler);
2967
2968 memset(decompress, 0, sizeof(*decompress));
2969 }
2970
2971 /**
2972 * Decompress a texture image by drawing a quad with the compressed
2973 * texture and reading the pixels out of the color buffer.
2974 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2975 * \param destFormat format, ala glReadPixels
2976 * \param destType type, ala glReadPixels
2977 * \param dest destination buffer
2978 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2979 */
2980 static bool
2981 decompress_texture_image(struct gl_context *ctx,
2982 struct gl_texture_image *texImage,
2983 GLuint slice,
2984 GLint xoffset, GLint yoffset,
2985 GLsizei width, GLsizei height,
2986 GLenum destFormat, GLenum destType,
2987 GLvoid *dest)
2988 {
2989 struct decompress_state *decompress = &ctx->Meta->Decompress;
2990 struct decompress_fbo_state *decompress_fbo;
2991 struct gl_texture_object *texObj = texImage->TexObject;
2992 const GLenum target = texObj->Target;
2993 GLenum rbFormat;
2994 GLenum faceTarget;
2995 struct vertex verts[4];
2996 GLuint samplerSave;
2997 GLenum status;
2998 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
2999 ctx->Extensions.ARB_fragment_shader;
3000
3001 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
3002 case GL_FLOAT:
3003 decompress_fbo = &decompress->floatFBO;
3004 rbFormat = GL_RGBA32F;
3005 break;
3006 case GL_UNSIGNED_NORMALIZED:
3007 decompress_fbo = &decompress->byteFBO;
3008 rbFormat = GL_RGBA;
3009 break;
3010 default:
3011 return false;
3012 }
3013
3014 if (slice > 0) {
3015 assert(target == GL_TEXTURE_3D ||
3016 target == GL_TEXTURE_2D_ARRAY ||
3017 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3018 }
3019
3020 switch (target) {
3021 case GL_TEXTURE_1D:
3022 case GL_TEXTURE_1D_ARRAY:
3023 assert(!"No compressed 1D textures.");
3024 return false;
3025
3026 case GL_TEXTURE_3D:
3027 assert(!"No compressed 3D textures.");
3028 return false;
3029
3030 case GL_TEXTURE_CUBE_MAP_ARRAY:
3031 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3032 break;
3033
3034 case GL_TEXTURE_CUBE_MAP:
3035 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3036 break;
3037
3038 default:
3039 faceTarget = target;
3040 break;
3041 }
3042
3043 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3044 MESA_META_DRAW_BUFFERS));
3045
3046 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3047 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3048
3049 /* Create/bind FBO/renderbuffer */
3050 if (decompress_fbo->FBO == 0) {
3051 _mesa_GenFramebuffers(1, &decompress_fbo->FBO);
3052 _mesa_GenRenderbuffers(1, &decompress_fbo->RBO);
3053 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
3054 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
3055 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
3056 GL_COLOR_ATTACHMENT0_EXT,
3057 GL_RENDERBUFFER_EXT,
3058 decompress_fbo->RBO);
3059 }
3060 else {
3061 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
3062 }
3063
3064 /* alloc dest surface */
3065 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3066 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
3067 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, rbFormat,
3068 width, height);
3069 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3070 if (status != GL_FRAMEBUFFER_COMPLETE) {
3071 /* If the framebuffer isn't complete then we'll leave
3072 * decompress_fbo->Width as zero so that it will fail again next time
3073 * too */
3074 _mesa_meta_end(ctx);
3075 return false;
3076 }
3077 decompress_fbo->Width = width;
3078 decompress_fbo->Height = height;
3079 }
3080
3081 if (use_glsl_version) {
3082 _mesa_meta_setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
3083 2, 4, 0);
3084
3085 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3086 } else {
3087 _mesa_meta_setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
3088 }
3089
3090 if (!decompress->Sampler) {
3091 _mesa_GenSamplers(1, &decompress->Sampler);
3092 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3093 /* nearest filtering */
3094 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3095 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3096 /* No sRGB decode or encode.*/
3097 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3098 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3099 GL_SKIP_DECODE_EXT);
3100 }
3101
3102 } else {
3103 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3104 }
3105
3106 /* Silence valgrind warnings about reading uninitialized stack. */
3107 memset(verts, 0, sizeof(verts));
3108
3109 _mesa_meta_setup_texture_coords(faceTarget, slice,
3110 xoffset, yoffset, width, height,
3111 texImage->Width, texImage->Height,
3112 texImage->Depth,
3113 verts[0].tex,
3114 verts[1].tex,
3115 verts[2].tex,
3116 verts[3].tex);
3117
3118 /* setup vertex positions */
3119 verts[0].x = -1.0F;
3120 verts[0].y = -1.0F;
3121 verts[1].x = 1.0F;
3122 verts[1].y = -1.0F;
3123 verts[2].x = 1.0F;
3124 verts[2].y = 1.0F;
3125 verts[3].x = -1.0F;
3126 verts[3].y = 1.0F;
3127
3128 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3129
3130 /* upload new vertex data */
3131 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3132
3133 /* setup texture state */
3134 _mesa_BindTexture(target, texObj->Name);
3135
3136 if (!use_glsl_version)
3137 _mesa_set_enable(ctx, target, GL_TRUE);
3138
3139 {
3140 /* save texture object state */
3141 const GLint baseLevelSave = texObj->BaseLevel;
3142 const GLint maxLevelSave = texObj->MaxLevel;
3143
3144 /* restrict sampling to the texture level of interest */
3145 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3146 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
3147 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
3148 }
3149
3150 /* render quad w/ texture into renderbuffer */
3151 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3152
3153 /* Restore texture object state, the texture binding will
3154 * be restored by _mesa_meta_end().
3155 */
3156 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3157 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
3158 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3159 }
3160
3161 }
3162
3163 /* read pixels from renderbuffer */
3164 {
3165 GLenum baseTexFormat = texImage->_BaseFormat;
3166 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3167
3168 /* The pixel transfer state will be set to default values at this point
3169 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3170 * turned off (as required by glGetTexImage) but we need to handle some
3171 * special cases. In particular, single-channel texture values are
3172 * returned as red and two-channel texture values are returned as
3173 * red/alpha.
3174 */
3175 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3176 destBaseFormat) ||
3177 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3178 * luminance then we need to return L=tex(R).
3179 */
3180 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3181 destBaseFormat)) {
3182 /* Green and blue must be zero */
3183 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3184 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3185 }
3186
3187 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3188 }
3189
3190 /* disable texture unit */
3191 if (!use_glsl_version)
3192 _mesa_set_enable(ctx, target, GL_FALSE);
3193
3194 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3195
3196 _mesa_meta_end(ctx);
3197
3198 return true;
3199 }
3200
3201
3202 /**
3203 * This is just a wrapper around _mesa_get_tex_image() and
3204 * decompress_texture_image(). Meta functions should not be directly called
3205 * from core Mesa.
3206 */
3207 void
3208 _mesa_meta_GetTexSubImage(struct gl_context *ctx,
3209 GLint xoffset, GLint yoffset, GLint zoffset,
3210 GLsizei width, GLsizei height, GLsizei depth,
3211 GLenum format, GLenum type, GLvoid *pixels,
3212 struct gl_texture_image *texImage)
3213 {
3214 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3215 GLuint slice;
3216 bool result = true;
3217
3218 for (slice = 0; slice < depth; slice++) {
3219 void *dst;
3220 if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY
3221 || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
3222 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3223 * in the decompress_texture_image() function's call to
3224 * glReadPixels but we need to compute the dest slice's address
3225 * here (according to SkipImages and ImageHeight).
3226 */
3227 struct gl_pixelstore_attrib packing = ctx->Pack;
3228 packing.SkipPixels = 0;
3229 packing.SkipRows = 0;
3230 dst = _mesa_image_address3d(&packing, pixels, width, height,
3231 format, type, slice, 0, 0);
3232 }
3233 else {
3234 dst = pixels;
3235 }
3236 result = decompress_texture_image(ctx, texImage, slice,
3237 xoffset, yoffset, width, height,
3238 format, type, dst);
3239 if (!result)
3240 break;
3241 }
3242
3243 if (result)
3244 return;
3245 }
3246
3247 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3248 width, height, depth, format, type, pixels, texImage);
3249 }
3250
3251
3252 /**
3253 * Meta implementation of ctx->Driver.DrawTex() in terms
3254 * of polygon rendering.
3255 */
3256 void
3257 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3258 GLfloat width, GLfloat height)
3259 {
3260 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3261 struct vertex {
3262 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3263 };
3264 struct vertex verts[4];
3265 GLuint i;
3266
3267 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3268 MESA_META_SHADER |
3269 MESA_META_TRANSFORM |
3270 MESA_META_VERTEX |
3271 MESA_META_VIEWPORT));
3272
3273 if (drawtex->VAO == 0) {
3274 /* one-time setup */
3275 GLint active_texture;
3276
3277 /* create vertex array object */
3278 _mesa_GenVertexArrays(1, &drawtex->VAO);
3279 _mesa_BindVertexArray(drawtex->VAO);
3280
3281 /* create vertex array buffer */
3282 _mesa_GenBuffers(1, &drawtex->VBO);
3283 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3284 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3285 NULL, GL_DYNAMIC_DRAW_ARB);
3286
3287 /* client active texture is not part of the array object */
3288 active_texture = ctx->Array.ActiveTexture;
3289
3290 /* setup vertex arrays */
3291 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3292 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3293 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3294 _mesa_ClientActiveTexture(GL_TEXTURE0 + i);
3295 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
3296 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3297 }
3298
3299 /* restore client active texture */
3300 _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture);
3301 }
3302 else {
3303 _mesa_BindVertexArray(drawtex->VAO);
3304 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3305 }
3306
3307 /* vertex positions, texcoords */
3308 {
3309 const GLfloat x1 = x + width;
3310 const GLfloat y1 = y + height;
3311
3312 z = CLAMP(z, 0.0f, 1.0f);
3313 z = invert_z(z);
3314
3315 verts[0].x = x;
3316 verts[0].y = y;
3317 verts[0].z = z;
3318
3319 verts[1].x = x1;
3320 verts[1].y = y;
3321 verts[1].z = z;
3322
3323 verts[2].x = x1;
3324 verts[2].y = y1;
3325 verts[2].z = z;
3326
3327 verts[3].x = x;
3328 verts[3].y = y1;
3329 verts[3].z = z;
3330
3331 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3332 const struct gl_texture_object *texObj;
3333 const struct gl_texture_image *texImage;
3334 GLfloat s, t, s1, t1;
3335 GLuint tw, th;
3336
3337 if (!ctx->Texture.Unit[i]._Current) {
3338 GLuint j;
3339 for (j = 0; j < 4; j++) {
3340 verts[j].st[i][0] = 0.0f;
3341 verts[j].st[i][1] = 0.0f;
3342 }
3343 continue;
3344 }
3345
3346 texObj = ctx->Texture.Unit[i]._Current;
3347 texImage = texObj->Image[0][texObj->BaseLevel];
3348 tw = texImage->Width2;
3349 th = texImage->Height2;
3350
3351 s = (GLfloat) texObj->CropRect[0] / tw;
3352 t = (GLfloat) texObj->CropRect[1] / th;
3353 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3354 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3355
3356 verts[0].st[i][0] = s;
3357 verts[0].st[i][1] = t;
3358
3359 verts[1].st[i][0] = s1;
3360 verts[1].st[i][1] = t;
3361
3362 verts[2].st[i][0] = s1;
3363 verts[2].st[i][1] = t1;
3364
3365 verts[3].st[i][0] = s;
3366 verts[3].st[i][1] = t1;
3367 }
3368
3369 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3370 }
3371
3372 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3373
3374 _mesa_meta_end(ctx);
3375 }
3376
3377 static bool
3378 cleartexsubimage_color(struct gl_context *ctx,
3379 struct gl_texture_image *texImage,
3380 const GLvoid *clearValue,
3381 GLint zoffset)
3382 {
3383 mesa_format format;
3384 union gl_color_union colorValue;
3385 GLenum datatype;
3386 GLenum status;
3387
3388 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3389 texImage, zoffset);
3390
3391 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3392 if (status != GL_FRAMEBUFFER_COMPLETE)
3393 return false;
3394
3395 /* We don't want to apply an sRGB conversion so override the format */
3396 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3397 datatype = _mesa_get_format_datatype(format);
3398
3399 switch (datatype) {
3400 case GL_UNSIGNED_INT:
3401 case GL_INT:
3402 if (clearValue)
3403 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3404 (GLuint (*)[4]) colorValue.ui);
3405 else
3406 memset(&colorValue, 0, sizeof colorValue);
3407 if (datatype == GL_INT)
3408 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3409 else
3410 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3411 break;
3412 default:
3413 if (clearValue)
3414 _mesa_unpack_rgba_row(format, 1, clearValue,
3415 (GLfloat (*)[4]) colorValue.f);
3416 else
3417 memset(&colorValue, 0, sizeof colorValue);
3418 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3419 break;
3420 }
3421
3422 return true;
3423 }
3424
3425 static bool
3426 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3427 struct gl_texture_image *texImage,
3428 const GLvoid *clearValue,
3429 GLint zoffset)
3430 {
3431 GLint stencilValue;
3432 GLfloat depthValue;
3433 GLenum status;
3434
3435 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
3436 texImage, zoffset);
3437
3438 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3439 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
3440 texImage, zoffset);
3441
3442 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3443 if (status != GL_FRAMEBUFFER_COMPLETE)
3444 return false;
3445
3446 if (clearValue) {
3447 GLuint depthStencilValue[2];
3448
3449 /* Convert the clearValue from whatever format it's in to a floating
3450 * point value for the depth and an integer value for the stencil index
3451 */
3452 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3453 1, /* n */
3454 clearValue,
3455 depthStencilValue);
3456 /* We need a memcpy here instead of a cast because we need to
3457 * reinterpret the bytes as a float rather than converting it
3458 */
3459 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3460 stencilValue = depthStencilValue[1] & 0xff;
3461 } else {
3462 depthValue = 0.0f;
3463 stencilValue = 0;
3464 }
3465
3466 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3467 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3468 else
3469 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3470
3471 return true;
3472 }
3473
3474 static bool
3475 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3476 struct gl_texture_image *texImage,
3477 GLint zoffset,
3478 const GLvoid *clearValue)
3479 {
3480 GLuint fbo;
3481 bool success;
3482
3483 _mesa_GenFramebuffers(1, &fbo);
3484 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
3485
3486 switch(texImage->_BaseFormat) {
3487 case GL_DEPTH_STENCIL:
3488 case GL_DEPTH_COMPONENT:
3489 success = cleartexsubimage_depth_stencil(ctx, texImage,
3490 clearValue, zoffset);
3491 break;
3492 default:
3493 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3494 break;
3495 }
3496
3497 _mesa_DeleteFramebuffers(1, &fbo);
3498
3499 return success;
3500 }
3501
3502 static bool
3503 cleartexsubimage_using_fbo(struct gl_context *ctx,
3504 struct gl_texture_image *texImage,
3505 GLint xoffset, GLint yoffset, GLint zoffset,
3506 GLsizei width, GLsizei height, GLsizei depth,
3507 const GLvoid *clearValue)
3508 {
3509 bool success = true;
3510 GLint z;
3511
3512 _mesa_meta_begin(ctx,
3513 MESA_META_SCISSOR |
3514 MESA_META_COLOR_MASK |
3515 MESA_META_DITHER |
3516 MESA_META_FRAMEBUFFER_SRGB);
3517
3518 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3519
3520 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3521 _mesa_Scissor(xoffset, yoffset, width, height);
3522
3523 for (z = zoffset; z < zoffset + depth; z++) {
3524 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3525 success = false;
3526 break;
3527 }
3528 }
3529
3530 _mesa_meta_end(ctx);
3531
3532 return success;
3533 }
3534
3535 extern void
3536 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3537 struct gl_texture_image *texImage,
3538 GLint xoffset, GLint yoffset, GLint zoffset,
3539 GLsizei width, GLsizei height, GLsizei depth,
3540 const GLvoid *clearValue)
3541 {
3542 bool res;
3543
3544 res = cleartexsubimage_using_fbo(ctx, texImage,
3545 xoffset, yoffset, zoffset,
3546 width, height, depth,
3547 clearValue);
3548
3549 if (res)
3550 return;
3551
3552 _mesa_warning(ctx,
3553 "Falling back to mapping the texture in "
3554 "glClearTexSubImage\n");
3555
3556 _mesa_store_cleartexsubimage(ctx, texImage,
3557 xoffset, yoffset, zoffset,
3558 width, height, depth,
3559 clearValue);
3560 }