29f35bfb89faaf0e32ff19f73ff95570f6314390
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
4 *
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR 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/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/glformats.h"
50 #include "main/image.h"
51 #include "main/macros.h"
52 #include "main/matrix.h"
53 #include "main/mipmap.h"
54 #include "main/pixel.h"
55 #include "main/pbo.h"
56 #include "main/polygon.h"
57 #include "main/readpix.h"
58 #include "main/scissor.h"
59 #include "main/shaderapi.h"
60 #include "main/shaderobj.h"
61 #include "main/state.h"
62 #include "main/stencil.h"
63 #include "main/texobj.h"
64 #include "main/texenv.h"
65 #include "main/texgetimage.h"
66 #include "main/teximage.h"
67 #include "main/texparam.h"
68 #include "main/texstate.h"
69 #include "main/transformfeedback.h"
70 #include "main/uniforms.h"
71 #include "main/varray.h"
72 #include "main/viewport.h"
73 #include "main/samplerobj.h"
74 #include "program/program.h"
75 #include "swrast/swrast.h"
76 #include "drivers/common/meta.h"
77 #include "main/enums.h"
78 #include "main/glformats.h"
79
80
81 /** Return offset in bytes of the field within a vertex struct */
82 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
83
84 /**
85 * State which we may save/restore across meta ops.
86 * XXX this may be incomplete...
87 */
88 struct save_state
89 {
90 GLbitfield SavedState; /**< bitmask of MESA_META_* flags */
91
92 /** MESA_META_ALPHA_TEST */
93 GLboolean AlphaEnabled;
94 GLenum AlphaFunc;
95 GLclampf AlphaRef;
96
97 /** MESA_META_BLEND */
98 GLbitfield BlendEnabled;
99 GLboolean ColorLogicOpEnabled;
100
101 /** MESA_META_COLOR_MASK */
102 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];
103
104 /** MESA_META_DEPTH_TEST */
105 struct gl_depthbuffer_attrib Depth;
106
107 /** MESA_META_FOG */
108 GLboolean Fog;
109
110 /** MESA_META_PIXEL_STORE */
111 struct gl_pixelstore_attrib Pack, Unpack;
112
113 /** MESA_META_PIXEL_TRANSFER */
114 GLfloat RedBias, RedScale;
115 GLfloat GreenBias, GreenScale;
116 GLfloat BlueBias, BlueScale;
117 GLfloat AlphaBias, AlphaScale;
118 GLfloat DepthBias, DepthScale;
119 GLboolean MapColorFlag;
120
121 /** MESA_META_RASTERIZATION */
122 GLenum FrontPolygonMode, BackPolygonMode;
123 GLboolean PolygonOffset;
124 GLboolean PolygonSmooth;
125 GLboolean PolygonStipple;
126 GLboolean PolygonCull;
127
128 /** MESA_META_SCISSOR */
129 struct gl_scissor_attrib Scissor;
130
131 /** MESA_META_SHADER */
132 GLboolean VertexProgramEnabled;
133 struct gl_vertex_program *VertexProgram;
134 GLboolean FragmentProgramEnabled;
135 struct gl_fragment_program *FragmentProgram;
136 struct gl_shader_program *VertexShader;
137 struct gl_shader_program *GeometryShader;
138 struct gl_shader_program *FragmentShader;
139 struct gl_shader_program *ActiveShader;
140
141 /** MESA_META_STENCIL_TEST */
142 struct gl_stencil_attrib Stencil;
143
144 /** MESA_META_TRANSFORM */
145 GLenum MatrixMode;
146 GLfloat ModelviewMatrix[16];
147 GLfloat ProjectionMatrix[16];
148 GLfloat TextureMatrix[16];
149
150 /** MESA_META_CLIP */
151 GLbitfield ClipPlanesEnabled;
152
153 /** MESA_META_TEXTURE */
154 GLuint ActiveUnit;
155 GLuint ClientActiveUnit;
156 /** for unit[0] only */
157 struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS];
158 /** mask of TEXTURE_2D_BIT, etc */
159 GLbitfield TexEnabled[MAX_TEXTURE_UNITS];
160 GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS];
161 GLuint EnvMode; /* unit[0] only */
162
163 /** MESA_META_VERTEX */
164 struct gl_array_object *ArrayObj;
165 struct gl_buffer_object *ArrayBufferObj;
166
167 /** MESA_META_VIEWPORT */
168 GLint ViewportX, ViewportY, ViewportW, ViewportH;
169 GLclampd DepthNear, DepthFar;
170
171 /** MESA_META_CLAMP_FRAGMENT_COLOR */
172 GLenum ClampFragmentColor;
173
174 /** MESA_META_CLAMP_VERTEX_COLOR */
175 GLenum ClampVertexColor;
176
177 /** MESA_META_CONDITIONAL_RENDER */
178 struct gl_query_object *CondRenderQuery;
179 GLenum CondRenderMode;
180
181 #if FEATURE_feedback
182 /** MESA_META_SELECT_FEEDBACK */
183 GLenum RenderMode;
184 struct gl_selection Select;
185 struct gl_feedback Feedback;
186 #endif
187
188 /** MESA_META_MULTISAMPLE */
189 GLboolean MultisampleEnabled;
190
191 /** Miscellaneous (always disabled) */
192 GLboolean Lighting;
193 GLboolean RasterDiscard;
194 #if FEATURE_EXT_transform_feedback
195 GLboolean TransformFeedbackNeedsResume;
196 #endif
197 };
198
199 /**
200 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
201 * This is currently shared by all the meta ops. But we could create a
202 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
203 */
204 struct temp_texture
205 {
206 GLuint TexObj;
207 GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
208 GLsizei MinSize; /**< Min texture size to allocate */
209 GLsizei MaxSize; /**< Max possible texture size */
210 GLboolean NPOT; /**< Non-power of two size OK? */
211 GLsizei Width, Height; /**< Current texture size */
212 GLenum IntFormat;
213 GLfloat Sright, Ttop; /**< right, top texcoords */
214 };
215
216
217 /**
218 * State for glBlitFramebufer()
219 */
220 struct blit_state
221 {
222 GLuint ArrayObj;
223 GLuint VBO;
224 GLuint DepthFP;
225 };
226
227
228 /**
229 * State for glClear()
230 */
231 struct clear_state
232 {
233 GLuint ArrayObj;
234 GLuint VBO;
235 GLuint ShaderProg;
236 GLint ColorLocation;
237
238 GLuint IntegerShaderProg;
239 GLint IntegerColorLocation;
240 };
241
242
243 /**
244 * State for glCopyPixels()
245 */
246 struct copypix_state
247 {
248 GLuint ArrayObj;
249 GLuint VBO;
250 };
251
252
253 /**
254 * State for glDrawPixels()
255 */
256 struct drawpix_state
257 {
258 GLuint ArrayObj;
259
260 GLuint StencilFP; /**< Fragment program for drawing stencil images */
261 GLuint DepthFP; /**< Fragment program for drawing depth images */
262 };
263
264
265 /**
266 * State for glBitmap()
267 */
268 struct bitmap_state
269 {
270 GLuint ArrayObj;
271 GLuint VBO;
272 struct temp_texture Tex; /**< separate texture from other meta ops */
273 };
274
275
276 /**
277 * State for _mesa_meta_generate_mipmap()
278 */
279 struct gen_mipmap_state
280 {
281 GLuint ArrayObj;
282 GLuint VBO;
283 GLuint FBO;
284 GLuint Sampler;
285 GLuint ShaderProg;
286 GLuint IntegerShaderProg;
287 };
288
289
290 /**
291 * State for texture decompression
292 */
293 struct decompress_state
294 {
295 GLuint ArrayObj;
296 GLuint VBO, FBO, RBO, Sampler;
297 GLint Width, Height;
298 };
299
300 /**
301 * State for glDrawTex()
302 */
303 struct drawtex_state
304 {
305 GLuint ArrayObj;
306 GLuint VBO;
307 };
308
309 #define MAX_META_OPS_DEPTH 8
310 /**
311 * All per-context meta state.
312 */
313 struct gl_meta_state
314 {
315 /** Stack of state saved during meta-ops */
316 struct save_state Save[MAX_META_OPS_DEPTH];
317 /** Save stack depth */
318 GLuint SaveStackDepth;
319
320 struct temp_texture TempTex;
321
322 struct blit_state Blit; /**< For _mesa_meta_BlitFramebuffer() */
323 struct clear_state Clear; /**< For _mesa_meta_Clear() */
324 struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */
325 struct drawpix_state DrawPix; /**< For _mesa_meta_DrawPixels() */
326 struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */
327 struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */
328 struct decompress_state Decompress; /**< For texture decompression */
329 struct drawtex_state DrawTex; /**< For _mesa_meta_DrawTex() */
330 };
331
332 static void meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit);
333 static void cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex);
334 static void meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear);
335 static void meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
336 struct gen_mipmap_state *mipmap);
337
338 static GLuint
339 compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source)
340 {
341 GLuint shader;
342 GLint ok, size;
343 GLchar *info;
344
345 shader = _mesa_CreateShaderObjectARB(target);
346 _mesa_ShaderSourceARB(shader, 1, &source, NULL);
347 _mesa_CompileShaderARB(shader);
348
349 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
350 if (ok)
351 return shader;
352
353 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
354 if (size == 0) {
355 _mesa_DeleteObjectARB(shader);
356 return 0;
357 }
358
359 info = malloc(size);
360 if (!info) {
361 _mesa_DeleteObjectARB(shader);
362 return 0;
363 }
364
365 _mesa_GetProgramInfoLog(shader, size, NULL, info);
366 _mesa_problem(ctx,
367 "meta program compile failed:\n%s\n"
368 "source:\n%s\n",
369 info, source);
370
371 free(info);
372 _mesa_DeleteObjectARB(shader);
373
374 return 0;
375 }
376
377 static GLuint
378 link_program_with_debug(struct gl_context *ctx, GLuint program)
379 {
380 GLint ok, size;
381 GLchar *info;
382
383 _mesa_LinkProgramARB(program);
384
385 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
386 if (ok)
387 return program;
388
389 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
390 if (size == 0)
391 return 0;
392
393 info = malloc(size);
394 if (!info)
395 return 0;
396
397 _mesa_GetProgramInfoLog(program, size, NULL, info);
398 _mesa_problem(ctx, "meta program link failed:\n%s", info);
399
400 free(info);
401
402 return 0;
403 }
404
405 /**
406 * Initialize meta-ops for a context.
407 * To be called once during context creation.
408 */
409 void
410 _mesa_meta_init(struct gl_context *ctx)
411 {
412 ASSERT(!ctx->Meta);
413
414 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
415 }
416
417
418 /**
419 * Free context meta-op state.
420 * To be called once during context destruction.
421 */
422 void
423 _mesa_meta_free(struct gl_context *ctx)
424 {
425 GET_CURRENT_CONTEXT(old_context);
426 _mesa_make_current(ctx, NULL, NULL);
427 meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
428 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
429 meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
430 cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
431 if (old_context)
432 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
433 else
434 _mesa_make_current(NULL, NULL, NULL);
435 free(ctx->Meta);
436 ctx->Meta = NULL;
437 }
438
439
440 /**
441 * Enter meta state. This is like a light-weight version of glPushAttrib
442 * but it also resets most GL state back to default values.
443 *
444 * \param state bitmask of MESA_META_* flags indicating which attribute groups
445 * to save and reset to their defaults
446 */
447 void
448 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
449 {
450 struct save_state *save;
451
452 /* hope MAX_META_OPS_DEPTH is large enough */
453 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
454
455 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
456 memset(save, 0, sizeof(*save));
457 save->SavedState = state;
458
459 #if FEATURE_EXT_transform_feedback
460 /* Pausing transform feedback needs to be done early, or else we won't be
461 * able to change other state.
462 */
463 save->TransformFeedbackNeedsResume =
464 ctx->TransformFeedback.CurrentObject->Active &&
465 !ctx->TransformFeedback.CurrentObject->Paused;
466 if (save->TransformFeedbackNeedsResume)
467 _mesa_PauseTransformFeedback();
468 #endif
469
470 if (state & MESA_META_ALPHA_TEST) {
471 save->AlphaEnabled = ctx->Color.AlphaEnabled;
472 save->AlphaFunc = ctx->Color.AlphaFunc;
473 save->AlphaRef = ctx->Color.AlphaRef;
474 if (ctx->Color.AlphaEnabled)
475 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
476 }
477
478 if (state & MESA_META_BLEND) {
479 save->BlendEnabled = ctx->Color.BlendEnabled;
480 if (ctx->Color.BlendEnabled) {
481 if (ctx->Extensions.EXT_draw_buffers2) {
482 GLuint i;
483 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
484 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
485 }
486 }
487 else {
488 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
489 }
490 }
491 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
492 if (ctx->Color.ColorLogicOpEnabled)
493 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
494 }
495
496 if (state & MESA_META_COLOR_MASK) {
497 memcpy(save->ColorMask, ctx->Color.ColorMask,
498 sizeof(ctx->Color.ColorMask));
499 if (!ctx->Color.ColorMask[0][0] ||
500 !ctx->Color.ColorMask[0][1] ||
501 !ctx->Color.ColorMask[0][2] ||
502 !ctx->Color.ColorMask[0][3])
503 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
504 }
505
506 if (state & MESA_META_DEPTH_TEST) {
507 save->Depth = ctx->Depth; /* struct copy */
508 if (ctx->Depth.Test)
509 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
510 }
511
512 if (state & MESA_META_FOG) {
513 save->Fog = ctx->Fog.Enabled;
514 if (ctx->Fog.Enabled)
515 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
516 }
517
518 if (state & MESA_META_PIXEL_STORE) {
519 save->Pack = ctx->Pack;
520 save->Unpack = ctx->Unpack;
521 ctx->Pack = ctx->DefaultPacking;
522 ctx->Unpack = ctx->DefaultPacking;
523 }
524
525 if (state & MESA_META_PIXEL_TRANSFER) {
526 save->RedScale = ctx->Pixel.RedScale;
527 save->RedBias = ctx->Pixel.RedBias;
528 save->GreenScale = ctx->Pixel.GreenScale;
529 save->GreenBias = ctx->Pixel.GreenBias;
530 save->BlueScale = ctx->Pixel.BlueScale;
531 save->BlueBias = ctx->Pixel.BlueBias;
532 save->AlphaScale = ctx->Pixel.AlphaScale;
533 save->AlphaBias = ctx->Pixel.AlphaBias;
534 save->MapColorFlag = ctx->Pixel.MapColorFlag;
535 ctx->Pixel.RedScale = 1.0F;
536 ctx->Pixel.RedBias = 0.0F;
537 ctx->Pixel.GreenScale = 1.0F;
538 ctx->Pixel.GreenBias = 0.0F;
539 ctx->Pixel.BlueScale = 1.0F;
540 ctx->Pixel.BlueBias = 0.0F;
541 ctx->Pixel.AlphaScale = 1.0F;
542 ctx->Pixel.AlphaBias = 0.0F;
543 ctx->Pixel.MapColorFlag = GL_FALSE;
544 /* XXX more state */
545 ctx->NewState |=_NEW_PIXEL;
546 }
547
548 if (state & MESA_META_RASTERIZATION) {
549 save->FrontPolygonMode = ctx->Polygon.FrontMode;
550 save->BackPolygonMode = ctx->Polygon.BackMode;
551 save->PolygonOffset = ctx->Polygon.OffsetFill;
552 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
553 save->PolygonStipple = ctx->Polygon.StippleFlag;
554 save->PolygonCull = ctx->Polygon.CullFlag;
555 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
556 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
557 if (ctx->API == API_OPENGL) {
558 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
559 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
560 }
561 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
562 }
563
564 if (state & MESA_META_SCISSOR) {
565 save->Scissor = ctx->Scissor; /* struct copy */
566 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
567 }
568
569 if (state & MESA_META_SHADER) {
570 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_vertex_program) {
571 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
572 _mesa_reference_vertprog(ctx, &save->VertexProgram,
573 ctx->VertexProgram.Current);
574 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
575 }
576
577 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_fragment_program) {
578 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
579 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
580 ctx->FragmentProgram.Current);
581 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
582 }
583
584 if (ctx->Extensions.ARB_shader_objects) {
585 _mesa_reference_shader_program(ctx, &save->VertexShader,
586 ctx->Shader.CurrentVertexProgram);
587 _mesa_reference_shader_program(ctx, &save->GeometryShader,
588 ctx->Shader.CurrentGeometryProgram);
589 _mesa_reference_shader_program(ctx, &save->FragmentShader,
590 ctx->Shader.CurrentFragmentProgram);
591 _mesa_reference_shader_program(ctx, &save->ActiveShader,
592 ctx->Shader.ActiveProgram);
593
594 _mesa_UseProgramObjectARB(0);
595 }
596 }
597
598 if (state & MESA_META_STENCIL_TEST) {
599 save->Stencil = ctx->Stencil; /* struct copy */
600 if (ctx->Stencil.Enabled)
601 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
602 /* NOTE: other stencil state not reset */
603 }
604
605 if (state & MESA_META_TEXTURE) {
606 GLuint u, tgt;
607
608 save->ActiveUnit = ctx->Texture.CurrentUnit;
609 save->ClientActiveUnit = ctx->Array.ActiveTexture;
610 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
611
612 /* Disable all texture units */
613 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
614 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
615 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
616 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
617 if (ctx->Texture.Unit[u].Enabled ||
618 ctx->Texture.Unit[u].TexGenEnabled) {
619 _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
620 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
621 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
622 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
623 if (ctx->Extensions.ARB_texture_cube_map)
624 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
625 if (ctx->Extensions.NV_texture_rectangle)
626 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
627 if (ctx->Extensions.OES_EGL_image_external)
628 _mesa_set_enable(ctx, GL_TEXTURE_EXTERNAL_OES, GL_FALSE);
629 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
630 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
631 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
632 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
633 }
634 }
635 }
636
637 /* save current texture objects for unit[0] only */
638 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
639 _mesa_reference_texobj(&save->CurrentTexture[tgt],
640 ctx->Texture.Unit[0].CurrentTex[tgt]);
641 }
642
643 /* set defaults for unit[0] */
644 _mesa_ActiveTextureARB(GL_TEXTURE0);
645 _mesa_ClientActiveTextureARB(GL_TEXTURE0);
646 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
647 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
648 }
649 }
650
651 if (state & MESA_META_TRANSFORM) {
652 GLuint activeTexture = ctx->Texture.CurrentUnit;
653 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
654 16 * sizeof(GLfloat));
655 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
656 16 * sizeof(GLfloat));
657 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
658 16 * sizeof(GLfloat));
659 save->MatrixMode = ctx->Transform.MatrixMode;
660 /* set 1:1 vertex:pixel coordinate transform */
661 _mesa_ActiveTextureARB(GL_TEXTURE0);
662 _mesa_MatrixMode(GL_TEXTURE);
663 _mesa_LoadIdentity();
664 _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
665 _mesa_MatrixMode(GL_MODELVIEW);
666 _mesa_LoadIdentity();
667 _mesa_MatrixMode(GL_PROJECTION);
668 _mesa_LoadIdentity();
669 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
670 0.0, ctx->DrawBuffer->Height,
671 -1.0, 1.0);
672 }
673
674 if (state & MESA_META_CLIP) {
675 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
676 if (ctx->Transform.ClipPlanesEnabled) {
677 GLuint i;
678 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
679 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
680 }
681 }
682 }
683
684 if (state & MESA_META_VERTEX) {
685 /* save vertex array object state */
686 _mesa_reference_array_object(ctx, &save->ArrayObj,
687 ctx->Array.ArrayObj);
688 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
689 ctx->Array.ArrayBufferObj);
690 /* set some default state? */
691 }
692
693 if (state & MESA_META_VIEWPORT) {
694 /* save viewport state */
695 save->ViewportX = ctx->Viewport.X;
696 save->ViewportY = ctx->Viewport.Y;
697 save->ViewportW = ctx->Viewport.Width;
698 save->ViewportH = ctx->Viewport.Height;
699 /* set viewport to match window size */
700 if (ctx->Viewport.X != 0 ||
701 ctx->Viewport.Y != 0 ||
702 ctx->Viewport.Width != ctx->DrawBuffer->Width ||
703 ctx->Viewport.Height != ctx->DrawBuffer->Height) {
704 _mesa_set_viewport(ctx, 0, 0,
705 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
706 }
707 /* save depth range state */
708 save->DepthNear = ctx->Viewport.Near;
709 save->DepthFar = ctx->Viewport.Far;
710 /* set depth range to default */
711 _mesa_DepthRange(0.0, 1.0);
712 }
713
714 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
715 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
716
717 /* Generally in here we want to do clamping according to whether
718 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
719 * regardless of the internal implementation of the metaops.
720 */
721 if (ctx->Color.ClampFragmentColor != GL_TRUE)
722 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
723 }
724
725 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
726 save->ClampVertexColor = ctx->Light.ClampVertexColor;
727
728 /* Generally in here we never want vertex color clamping --
729 * result clamping is only dependent on fragment clamping.
730 */
731 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
732 }
733
734 if (state & MESA_META_CONDITIONAL_RENDER) {
735 save->CondRenderQuery = ctx->Query.CondRenderQuery;
736 save->CondRenderMode = ctx->Query.CondRenderMode;
737
738 if (ctx->Query.CondRenderQuery)
739 _mesa_EndConditionalRender();
740 }
741
742 #if FEATURE_feedback
743 if (state & MESA_META_SELECT_FEEDBACK) {
744 save->RenderMode = ctx->RenderMode;
745 if (ctx->RenderMode == GL_SELECT) {
746 save->Select = ctx->Select; /* struct copy */
747 _mesa_RenderMode(GL_RENDER);
748 } else if (ctx->RenderMode == GL_FEEDBACK) {
749 save->Feedback = ctx->Feedback; /* struct copy */
750 _mesa_RenderMode(GL_RENDER);
751 }
752 }
753 #endif
754
755 if (state & MESA_META_MULTISAMPLE) {
756 save->MultisampleEnabled = ctx->Multisample.Enabled;
757 if (ctx->Multisample.Enabled)
758 _mesa_set_enable(ctx, GL_MULTISAMPLE, GL_FALSE);
759 }
760
761 /* misc */
762 {
763 save->Lighting = ctx->Light.Enabled;
764 if (ctx->Light.Enabled)
765 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
766 save->RasterDiscard = ctx->RasterDiscard;
767 if (ctx->RasterDiscard)
768 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
769 }
770 }
771
772
773 /**
774 * Leave meta state. This is like a light-weight version of glPopAttrib().
775 */
776 void
777 _mesa_meta_end(struct gl_context *ctx)
778 {
779 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
780 const GLbitfield state = save->SavedState;
781
782 if (state & MESA_META_ALPHA_TEST) {
783 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
784 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
785 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
786 }
787
788 if (state & MESA_META_BLEND) {
789 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
790 if (ctx->Extensions.EXT_draw_buffers2) {
791 GLuint i;
792 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
793 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
794 }
795 }
796 else {
797 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
798 }
799 }
800 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
801 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
802 }
803
804 if (state & MESA_META_COLOR_MASK) {
805 GLuint i;
806 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
807 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
808 if (i == 0) {
809 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
810 save->ColorMask[i][2], save->ColorMask[i][3]);
811 }
812 else {
813 _mesa_ColorMaskIndexed(i,
814 save->ColorMask[i][0],
815 save->ColorMask[i][1],
816 save->ColorMask[i][2],
817 save->ColorMask[i][3]);
818 }
819 }
820 }
821 }
822
823 if (state & MESA_META_DEPTH_TEST) {
824 if (ctx->Depth.Test != save->Depth.Test)
825 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
826 _mesa_DepthFunc(save->Depth.Func);
827 _mesa_DepthMask(save->Depth.Mask);
828 }
829
830 if (state & MESA_META_FOG) {
831 _mesa_set_enable(ctx, GL_FOG, save->Fog);
832 }
833
834 if (state & MESA_META_PIXEL_STORE) {
835 ctx->Pack = save->Pack;
836 ctx->Unpack = save->Unpack;
837 }
838
839 if (state & MESA_META_PIXEL_TRANSFER) {
840 ctx->Pixel.RedScale = save->RedScale;
841 ctx->Pixel.RedBias = save->RedBias;
842 ctx->Pixel.GreenScale = save->GreenScale;
843 ctx->Pixel.GreenBias = save->GreenBias;
844 ctx->Pixel.BlueScale = save->BlueScale;
845 ctx->Pixel.BlueBias = save->BlueBias;
846 ctx->Pixel.AlphaScale = save->AlphaScale;
847 ctx->Pixel.AlphaBias = save->AlphaBias;
848 ctx->Pixel.MapColorFlag = save->MapColorFlag;
849 /* XXX more state */
850 ctx->NewState |=_NEW_PIXEL;
851 }
852
853 if (state & MESA_META_RASTERIZATION) {
854 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
855 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
856 if (ctx->API == API_OPENGL) {
857 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
858 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
859 }
860 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
861 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
862 }
863
864 if (state & MESA_META_SCISSOR) {
865 _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.Enabled);
866 _mesa_Scissor(save->Scissor.X, save->Scissor.Y,
867 save->Scissor.Width, save->Scissor.Height);
868 }
869
870 if (state & MESA_META_SHADER) {
871 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_vertex_program) {
872 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
873 save->VertexProgramEnabled);
874 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
875 save->VertexProgram);
876 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
877 }
878
879 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_fragment_program) {
880 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
881 save->FragmentProgramEnabled);
882 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
883 save->FragmentProgram);
884 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
885 }
886
887 if (ctx->Extensions.ARB_vertex_shader)
888 _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader);
889
890 if (ctx->Extensions.ARB_geometry_shader4)
891 _mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB,
892 save->GeometryShader);
893
894 if (ctx->Extensions.ARB_fragment_shader)
895 _mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER,
896 save->FragmentShader);
897
898 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
899 save->ActiveShader);
900
901 _mesa_reference_shader_program(ctx, &save->VertexShader, NULL);
902 _mesa_reference_shader_program(ctx, &save->GeometryShader, NULL);
903 _mesa_reference_shader_program(ctx, &save->FragmentShader, NULL);
904 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
905 }
906
907 if (state & MESA_META_STENCIL_TEST) {
908 const struct gl_stencil_attrib *stencil = &save->Stencil;
909
910 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
911 _mesa_ClearStencil(stencil->Clear);
912 if (ctx->API == API_OPENGL && ctx->Extensions.EXT_stencil_two_side) {
913 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
914 stencil->TestTwoSide);
915 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
916 ? GL_BACK : GL_FRONT);
917 }
918 /* front state */
919 _mesa_StencilFuncSeparate(GL_FRONT,
920 stencil->Function[0],
921 stencil->Ref[0],
922 stencil->ValueMask[0]);
923 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
924 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
925 stencil->ZFailFunc[0],
926 stencil->ZPassFunc[0]);
927 /* back state */
928 _mesa_StencilFuncSeparate(GL_BACK,
929 stencil->Function[1],
930 stencil->Ref[1],
931 stencil->ValueMask[1]);
932 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
933 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
934 stencil->ZFailFunc[1],
935 stencil->ZPassFunc[1]);
936 }
937
938 if (state & MESA_META_TEXTURE) {
939 GLuint u, tgt;
940
941 ASSERT(ctx->Texture.CurrentUnit == 0);
942
943 /* restore texenv for unit[0] */
944 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
945 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
946 }
947
948 /* restore texture objects for unit[0] only */
949 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
950 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
951 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
952 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
953 save->CurrentTexture[tgt]);
954 }
955 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
956 }
957
958 /* Restore fixed function texture enables, texgen */
959 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
960 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
961 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
962 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
963 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
964 }
965
966 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
967 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
968 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
969 }
970 }
971 }
972
973 /* restore current unit state */
974 _mesa_ActiveTextureARB(GL_TEXTURE0 + save->ActiveUnit);
975 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + save->ClientActiveUnit);
976 }
977
978 if (state & MESA_META_TRANSFORM) {
979 GLuint activeTexture = ctx->Texture.CurrentUnit;
980 _mesa_ActiveTextureARB(GL_TEXTURE0);
981 _mesa_MatrixMode(GL_TEXTURE);
982 _mesa_LoadMatrixf(save->TextureMatrix);
983 _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
984
985 _mesa_MatrixMode(GL_MODELVIEW);
986 _mesa_LoadMatrixf(save->ModelviewMatrix);
987
988 _mesa_MatrixMode(GL_PROJECTION);
989 _mesa_LoadMatrixf(save->ProjectionMatrix);
990
991 _mesa_MatrixMode(save->MatrixMode);
992 }
993
994 if (state & MESA_META_CLIP) {
995 if (save->ClipPlanesEnabled) {
996 GLuint i;
997 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
998 if (save->ClipPlanesEnabled & (1 << i)) {
999 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1000 }
1001 }
1002 }
1003 }
1004
1005 if (state & MESA_META_VERTEX) {
1006 /* restore vertex buffer object */
1007 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
1008 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
1009
1010 /* restore vertex array object */
1011 _mesa_BindVertexArray(save->ArrayObj->Name);
1012 _mesa_reference_array_object(ctx, &save->ArrayObj, NULL);
1013 }
1014
1015 if (state & MESA_META_VIEWPORT) {
1016 if (save->ViewportX != ctx->Viewport.X ||
1017 save->ViewportY != ctx->Viewport.Y ||
1018 save->ViewportW != ctx->Viewport.Width ||
1019 save->ViewportH != ctx->Viewport.Height) {
1020 _mesa_set_viewport(ctx, save->ViewportX, save->ViewportY,
1021 save->ViewportW, save->ViewportH);
1022 }
1023 _mesa_DepthRange(save->DepthNear, save->DepthFar);
1024 }
1025
1026 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
1027 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1028 }
1029
1030 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
1031 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1032 }
1033
1034 if (state & MESA_META_CONDITIONAL_RENDER) {
1035 if (save->CondRenderQuery)
1036 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1037 save->CondRenderMode);
1038 }
1039
1040 #if FEATURE_feedback
1041 if (state & MESA_META_SELECT_FEEDBACK) {
1042 if (save->RenderMode == GL_SELECT) {
1043 _mesa_RenderMode(GL_SELECT);
1044 ctx->Select = save->Select;
1045 } else if (save->RenderMode == GL_FEEDBACK) {
1046 _mesa_RenderMode(GL_FEEDBACK);
1047 ctx->Feedback = save->Feedback;
1048 }
1049 }
1050 #endif
1051
1052 if (state & MESA_META_MULTISAMPLE) {
1053 if (ctx->Multisample.Enabled != save->MultisampleEnabled)
1054 _mesa_set_enable(ctx, GL_MULTISAMPLE, save->MultisampleEnabled);
1055 }
1056
1057 /* misc */
1058 if (save->Lighting) {
1059 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1060 }
1061 if (save->RasterDiscard) {
1062 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1063 }
1064 #if FEATURE_EXT_transform_feedback
1065 if (save->TransformFeedbackNeedsResume)
1066 _mesa_ResumeTransformFeedback();
1067 #endif
1068
1069 ctx->Meta->SaveStackDepth--;
1070 }
1071
1072
1073 /**
1074 * Determine whether Mesa is currently in a meta state.
1075 */
1076 GLboolean
1077 _mesa_meta_in_progress(struct gl_context *ctx)
1078 {
1079 return ctx->Meta->SaveStackDepth != 0;
1080 }
1081
1082
1083 /**
1084 * Convert Z from a normalized value in the range [0, 1] to an object-space
1085 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1086 * default/identity ortho projection results in the original Z value.
1087 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1088 * value comes from the clear value or raster position.
1089 */
1090 static INLINE GLfloat
1091 invert_z(GLfloat normZ)
1092 {
1093 GLfloat objZ = 1.0f - 2.0f * normZ;
1094 return objZ;
1095 }
1096
1097
1098 /**
1099 * One-time init for a temp_texture object.
1100 * Choose tex target, compute max tex size, etc.
1101 */
1102 static void
1103 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1104 {
1105 /* prefer texture rectangle */
1106 if (ctx->Extensions.NV_texture_rectangle) {
1107 tex->Target = GL_TEXTURE_RECTANGLE;
1108 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1109 tex->NPOT = GL_TRUE;
1110 }
1111 else {
1112 /* use 2D texture, NPOT if possible */
1113 tex->Target = GL_TEXTURE_2D;
1114 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1115 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1116 }
1117 tex->MinSize = 16; /* 16 x 16 at least */
1118 assert(tex->MaxSize > 0);
1119
1120 _mesa_GenTextures(1, &tex->TexObj);
1121 }
1122
1123 static void
1124 cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1125 {
1126 if (!tex->TexObj)
1127 return;
1128 _mesa_DeleteTextures(1, &tex->TexObj);
1129 tex->TexObj = 0;
1130 }
1131
1132
1133 /**
1134 * Return pointer to temp_texture info for non-bitmap ops.
1135 * This does some one-time init if needed.
1136 */
1137 static struct temp_texture *
1138 get_temp_texture(struct gl_context *ctx)
1139 {
1140 struct temp_texture *tex = &ctx->Meta->TempTex;
1141
1142 if (!tex->TexObj) {
1143 init_temp_texture(ctx, tex);
1144 }
1145
1146 return tex;
1147 }
1148
1149
1150 /**
1151 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1152 * We use a separate texture for bitmaps to reduce texture
1153 * allocation/deallocation.
1154 */
1155 static struct temp_texture *
1156 get_bitmap_temp_texture(struct gl_context *ctx)
1157 {
1158 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1159
1160 if (!tex->TexObj) {
1161 init_temp_texture(ctx, tex);
1162 }
1163
1164 return tex;
1165 }
1166
1167
1168 /**
1169 * Compute the width/height of texture needed to draw an image of the
1170 * given size. Return a flag indicating whether the current texture
1171 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1172 * allocated (glTexImage2D).
1173 * Also, compute s/t texcoords for drawing.
1174 *
1175 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1176 */
1177 static GLboolean
1178 alloc_texture(struct temp_texture *tex,
1179 GLsizei width, GLsizei height, GLenum intFormat)
1180 {
1181 GLboolean newTex = GL_FALSE;
1182
1183 ASSERT(width <= tex->MaxSize);
1184 ASSERT(height <= tex->MaxSize);
1185
1186 if (width > tex->Width ||
1187 height > tex->Height ||
1188 intFormat != tex->IntFormat) {
1189 /* alloc new texture (larger or different format) */
1190
1191 if (tex->NPOT) {
1192 /* use non-power of two size */
1193 tex->Width = MAX2(tex->MinSize, width);
1194 tex->Height = MAX2(tex->MinSize, height);
1195 }
1196 else {
1197 /* find power of two size */
1198 GLsizei w, h;
1199 w = h = tex->MinSize;
1200 while (w < width)
1201 w *= 2;
1202 while (h < height)
1203 h *= 2;
1204 tex->Width = w;
1205 tex->Height = h;
1206 }
1207
1208 tex->IntFormat = intFormat;
1209
1210 newTex = GL_TRUE;
1211 }
1212
1213 /* compute texcoords */
1214 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1215 tex->Sright = (GLfloat) width;
1216 tex->Ttop = (GLfloat) height;
1217 }
1218 else {
1219 tex->Sright = (GLfloat) width / tex->Width;
1220 tex->Ttop = (GLfloat) height / tex->Height;
1221 }
1222
1223 return newTex;
1224 }
1225
1226
1227 /**
1228 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1229 */
1230 static void
1231 setup_copypix_texture(struct temp_texture *tex,
1232 GLboolean newTex,
1233 GLint srcX, GLint srcY,
1234 GLsizei width, GLsizei height, GLenum intFormat,
1235 GLenum filter)
1236 {
1237 _mesa_BindTexture(tex->Target, tex->TexObj);
1238 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1239 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1240 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1241
1242 /* copy framebuffer image to texture */
1243 if (newTex) {
1244 /* create new tex image */
1245 if (tex->Width == width && tex->Height == height) {
1246 /* create new tex with framebuffer data */
1247 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1248 srcX, srcY, width, height, 0);
1249 }
1250 else {
1251 /* create empty texture */
1252 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1253 tex->Width, tex->Height, 0,
1254 intFormat, GL_UNSIGNED_BYTE, NULL);
1255 /* load image */
1256 _mesa_CopyTexSubImage2D(tex->Target, 0,
1257 0, 0, srcX, srcY, width, height);
1258 }
1259 }
1260 else {
1261 /* replace existing tex image */
1262 _mesa_CopyTexSubImage2D(tex->Target, 0,
1263 0, 0, srcX, srcY, width, height);
1264 }
1265 }
1266
1267
1268 /**
1269 * Setup/load texture for glDrawPixels.
1270 */
1271 static void
1272 setup_drawpix_texture(struct gl_context *ctx,
1273 struct temp_texture *tex,
1274 GLboolean newTex,
1275 GLenum texIntFormat,
1276 GLsizei width, GLsizei height,
1277 GLenum format, GLenum type,
1278 const GLvoid *pixels)
1279 {
1280 _mesa_BindTexture(tex->Target, tex->TexObj);
1281 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1282 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1283 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1284
1285 /* copy pixel data to texture */
1286 if (newTex) {
1287 /* create new tex image */
1288 if (tex->Width == width && tex->Height == height) {
1289 /* create new tex and load image data */
1290 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1291 tex->Width, tex->Height, 0, format, type, pixels);
1292 }
1293 else {
1294 struct gl_buffer_object *save_unpack_obj = NULL;
1295
1296 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1297 ctx->Unpack.BufferObj);
1298 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1299 /* create empty texture */
1300 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1301 tex->Width, tex->Height, 0, format, type, NULL);
1302 if (save_unpack_obj != NULL)
1303 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB,
1304 save_unpack_obj->Name);
1305 /* load image */
1306 _mesa_TexSubImage2D(tex->Target, 0,
1307 0, 0, width, height, format, type, pixels);
1308 }
1309 }
1310 else {
1311 /* replace existing tex image */
1312 _mesa_TexSubImage2D(tex->Target, 0,
1313 0, 0, width, height, format, type, pixels);
1314 }
1315 }
1316
1317
1318
1319 /**
1320 * One-time init for drawing depth pixels.
1321 */
1322 static void
1323 init_blit_depth_pixels(struct gl_context *ctx)
1324 {
1325 static const char *program =
1326 "!!ARBfp1.0\n"
1327 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1328 "END \n";
1329 char program2[200];
1330 struct blit_state *blit = &ctx->Meta->Blit;
1331 struct temp_texture *tex = get_temp_texture(ctx);
1332 const char *texTarget;
1333
1334 assert(blit->DepthFP == 0);
1335
1336 /* replace %s with "RECT" or "2D" */
1337 assert(strlen(program) + 4 < sizeof(program2));
1338 if (tex->Target == GL_TEXTURE_RECTANGLE)
1339 texTarget = "RECT";
1340 else
1341 texTarget = "2D";
1342 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
1343
1344 _mesa_GenPrograms(1, &blit->DepthFP);
1345 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1346 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1347 strlen(program2), (const GLubyte *) program2);
1348 }
1349
1350
1351 /**
1352 * Try to do a glBlitFramebuffer using no-copy texturing.
1353 * We can do this when the src renderbuffer is actually a texture.
1354 * But if the src buffer == dst buffer we cannot do this.
1355 *
1356 * \return new buffer mask indicating the buffers left to blit using the
1357 * normal path.
1358 */
1359 static GLbitfield
1360 blitframebuffer_texture(struct gl_context *ctx,
1361 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1362 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1363 GLbitfield mask, GLenum filter)
1364 {
1365 if (mask & GL_COLOR_BUFFER_BIT) {
1366 const struct gl_framebuffer *drawFb = ctx->DrawBuffer;
1367 const struct gl_framebuffer *readFb = ctx->ReadBuffer;
1368 const struct gl_renderbuffer_attachment *drawAtt =
1369 &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]];
1370 const struct gl_renderbuffer_attachment *readAtt =
1371 &readFb->Attachment[readFb->_ColorReadBufferIndex];
1372
1373 if (readAtt && readAtt->Texture) {
1374 const struct gl_texture_object *texObj = readAtt->Texture;
1375 const GLuint srcLevel = readAtt->TextureLevel;
1376 const GLint baseLevelSave = texObj->BaseLevel;
1377 const GLint maxLevelSave = texObj->MaxLevel;
1378 const GLenum fbo_srgb_save = ctx->Color.sRGBEnabled;
1379 const GLenum target = texObj->Target;
1380 GLuint sampler, samplerSave =
1381 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
1382 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
1383
1384 if (drawAtt->Texture == readAtt->Texture) {
1385 /* Can't use same texture as both the source and dest. We need
1386 * to handle overlapping blits and besides, some hw may not
1387 * support this.
1388 */
1389 return mask;
1390 }
1391
1392 if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
1393 /* Can't handle other texture types at this time */
1394 return mask;
1395 }
1396
1397 _mesa_GenSamplers(1, &sampler);
1398 _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
1399
1400 /*
1401 printf("Blit from texture!\n");
1402 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1403 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1404 */
1405
1406 /* Prepare src texture state */
1407 _mesa_BindTexture(target, texObj->Name);
1408 _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
1409 _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, filter);
1410 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1411 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
1412 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
1413 }
1414 _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1415 _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1416
1417 /* Always do our blits with no sRGB decode or encode.*/
1418 if (ctx->Extensions.EXT_texture_sRGB_decode) {
1419 _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
1420 GL_SKIP_DECODE_EXT);
1421 }
1422 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_framebuffer_sRGB
1423 || _mesa_is_gles3(ctx)) {
1424 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
1425 }
1426
1427 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1428 _mesa_set_enable(ctx, target, GL_TRUE);
1429
1430 /* Prepare vertex data (the VBO was previously created and bound) */
1431 {
1432 struct vertex {
1433 GLfloat x, y, s, t;
1434 };
1435 struct vertex verts[4];
1436 GLfloat s0, t0, s1, t1;
1437
1438 if (target == GL_TEXTURE_2D) {
1439 const struct gl_texture_image *texImage
1440 = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
1441 s0 = srcX0 / (float) texImage->Width;
1442 s1 = srcX1 / (float) texImage->Width;
1443 t0 = srcY0 / (float) texImage->Height;
1444 t1 = srcY1 / (float) texImage->Height;
1445 }
1446 else {
1447 assert(target == GL_TEXTURE_RECTANGLE_ARB);
1448 s0 = srcX0;
1449 s1 = srcX1;
1450 t0 = srcY0;
1451 t1 = srcY1;
1452 }
1453
1454 verts[0].x = (GLfloat) dstX0;
1455 verts[0].y = (GLfloat) dstY0;
1456 verts[1].x = (GLfloat) dstX1;
1457 verts[1].y = (GLfloat) dstY0;
1458 verts[2].x = (GLfloat) dstX1;
1459 verts[2].y = (GLfloat) dstY1;
1460 verts[3].x = (GLfloat) dstX0;
1461 verts[3].y = (GLfloat) dstY1;
1462
1463 verts[0].s = s0;
1464 verts[0].t = t0;
1465 verts[1].s = s1;
1466 verts[1].t = t0;
1467 verts[2].s = s1;
1468 verts[2].t = t1;
1469 verts[3].s = s0;
1470 verts[3].t = t1;
1471
1472 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1473 }
1474
1475 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1476
1477 /* Restore texture object state, the texture binding will
1478 * be restored by _mesa_meta_end().
1479 */
1480 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1481 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
1482 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
1483 }
1484 if (ctx->Extensions.EXT_framebuffer_sRGB && fbo_srgb_save) {
1485 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
1486 }
1487
1488 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
1489 _mesa_DeleteSamplers(1, &sampler);
1490
1491 /* Done with color buffer */
1492 mask &= ~GL_COLOR_BUFFER_BIT;
1493 }
1494 }
1495
1496 return mask;
1497 }
1498
1499
1500 /**
1501 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1502 * of texture mapping and polygon rendering.
1503 */
1504 void
1505 _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
1506 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1507 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1508 GLbitfield mask, GLenum filter)
1509 {
1510 struct blit_state *blit = &ctx->Meta->Blit;
1511 struct temp_texture *tex = get_temp_texture(ctx);
1512 const GLsizei maxTexSize = tex->MaxSize;
1513 const GLint srcX = MIN2(srcX0, srcX1);
1514 const GLint srcY = MIN2(srcY0, srcY1);
1515 const GLint srcW = abs(srcX1 - srcX0);
1516 const GLint srcH = abs(srcY1 - srcY0);
1517 const GLboolean srcFlipX = srcX1 < srcX0;
1518 const GLboolean srcFlipY = srcY1 < srcY0;
1519 struct vertex {
1520 GLfloat x, y, s, t;
1521 };
1522 struct vertex verts[4];
1523 GLboolean newTex;
1524
1525 /* In addition to falling back if the blit size is larger than the maximum
1526 * texture size, fallback if the source is multisampled. This fallback can
1527 * be removed once Mesa gets support ARB_texture_multisample.
1528 */
1529 if (srcW > maxTexSize || srcH > maxTexSize
1530 || ctx->ReadBuffer->Visual.samples > 0) {
1531 /* XXX avoid this fallback */
1532 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1533 dstX0, dstY0, dstX1, dstY1, mask, filter);
1534 return;
1535 }
1536
1537 if (srcFlipX) {
1538 GLint tmp = dstX0;
1539 dstX0 = dstX1;
1540 dstX1 = tmp;
1541 }
1542
1543 if (srcFlipY) {
1544 GLint tmp = dstY0;
1545 dstY0 = dstY1;
1546 dstY1 = tmp;
1547 }
1548
1549 /* only scissor effects blit so save/clear all other relevant state */
1550 _mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
1551
1552 if (blit->ArrayObj == 0) {
1553 /* one-time setup */
1554
1555 /* create vertex array object */
1556 _mesa_GenVertexArrays(1, &blit->ArrayObj);
1557 _mesa_BindVertexArray(blit->ArrayObj);
1558
1559 /* create vertex array buffer */
1560 _mesa_GenBuffersARB(1, &blit->VBO);
1561 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1562 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
1563 NULL, GL_DYNAMIC_DRAW_ARB);
1564
1565 /* setup vertex arrays */
1566 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1567 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
1568 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1569 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
1570 }
1571 else {
1572 _mesa_BindVertexArray(blit->ArrayObj);
1573 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1574 }
1575
1576 /* Try faster, direct texture approach first */
1577 mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
1578 dstX0, dstY0, dstX1, dstY1, mask, filter);
1579 if (mask == 0x0) {
1580 _mesa_meta_end(ctx);
1581 return;
1582 }
1583
1584 /* Continue with "normal" approach which involves copying the src rect
1585 * into a temporary texture and is "blitted" by drawing a textured quad.
1586 */
1587
1588 newTex = alloc_texture(tex, srcW, srcH, GL_RGBA);
1589
1590 /* vertex positions/texcoords (after texture allocation!) */
1591 {
1592 verts[0].x = (GLfloat) dstX0;
1593 verts[0].y = (GLfloat) dstY0;
1594 verts[1].x = (GLfloat) dstX1;
1595 verts[1].y = (GLfloat) dstY0;
1596 verts[2].x = (GLfloat) dstX1;
1597 verts[2].y = (GLfloat) dstY1;
1598 verts[3].x = (GLfloat) dstX0;
1599 verts[3].y = (GLfloat) dstY1;
1600
1601 verts[0].s = 0.0F;
1602 verts[0].t = 0.0F;
1603 verts[1].s = tex->Sright;
1604 verts[1].t = 0.0F;
1605 verts[2].s = tex->Sright;
1606 verts[2].t = tex->Ttop;
1607 verts[3].s = 0.0F;
1608 verts[3].t = tex->Ttop;
1609
1610 /* upload new vertex data */
1611 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1612 }
1613
1614 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1615
1616 if (mask & GL_COLOR_BUFFER_BIT) {
1617 setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH,
1618 GL_RGBA, filter);
1619 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1620 mask &= ~GL_COLOR_BUFFER_BIT;
1621 }
1622
1623 if (mask & GL_DEPTH_BUFFER_BIT) {
1624 GLuint *tmp = (GLuint *) malloc(srcW * srcH * sizeof(GLuint));
1625 if (tmp) {
1626 if (!blit->DepthFP)
1627 init_blit_depth_pixels(ctx);
1628
1629 /* maybe change tex format here */
1630 newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT);
1631
1632 _mesa_ReadPixels(srcX, srcY, srcW, srcH,
1633 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1634
1635 setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH,
1636 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1637
1638 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1639 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
1640 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1641 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1642 _mesa_DepthFunc(GL_ALWAYS);
1643 _mesa_DepthMask(GL_TRUE);
1644
1645 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1646 mask &= ~GL_DEPTH_BUFFER_BIT;
1647
1648 free(tmp);
1649 }
1650 }
1651
1652 if (mask & GL_STENCIL_BUFFER_BIT) {
1653 /* XXX can't easily do stencil */
1654 }
1655
1656 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1657
1658 _mesa_meta_end(ctx);
1659
1660 if (mask) {
1661 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1662 dstX0, dstY0, dstX1, dstY1, mask, filter);
1663 }
1664 }
1665
1666 static void
1667 meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit)
1668 {
1669 if (blit->ArrayObj) {
1670 _mesa_DeleteVertexArraysAPPLE(1, &blit->ArrayObj);
1671 blit->ArrayObj = 0;
1672 _mesa_DeleteBuffersARB(1, &blit->VBO);
1673 blit->VBO = 0;
1674 }
1675 if (blit->DepthFP) {
1676 _mesa_DeletePrograms(1, &blit->DepthFP);
1677 blit->DepthFP = 0;
1678 }
1679 }
1680
1681
1682 /**
1683 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1684 */
1685 void
1686 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1687 {
1688 struct clear_state *clear = &ctx->Meta->Clear;
1689 struct vertex {
1690 GLfloat x, y, z, r, g, b, a;
1691 };
1692 struct vertex verts[4];
1693 /* save all state but scissor, pixel pack/unpack */
1694 GLbitfield metaSave = (MESA_META_ALL -
1695 MESA_META_SCISSOR -
1696 MESA_META_PIXEL_STORE -
1697 MESA_META_CONDITIONAL_RENDER);
1698 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1699
1700 if (buffers & BUFFER_BITS_COLOR) {
1701 /* if clearing color buffers, don't save/restore colormask */
1702 metaSave -= MESA_META_COLOR_MASK;
1703 }
1704
1705 _mesa_meta_begin(ctx, metaSave);
1706
1707 if (clear->ArrayObj == 0) {
1708 /* one-time setup */
1709
1710 /* create vertex array object */
1711 _mesa_GenVertexArrays(1, &clear->ArrayObj);
1712 _mesa_BindVertexArray(clear->ArrayObj);
1713
1714 /* create vertex array buffer */
1715 _mesa_GenBuffersARB(1, &clear->VBO);
1716 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1717
1718 /* setup vertex arrays */
1719 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1720 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
1721 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1722 _mesa_EnableClientState(GL_COLOR_ARRAY);
1723 }
1724 else {
1725 _mesa_BindVertexArray(clear->ArrayObj);
1726 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1727 }
1728
1729 /* GL_COLOR_BUFFER_BIT */
1730 if (buffers & BUFFER_BITS_COLOR) {
1731 /* leave colormask, glDrawBuffer state as-is */
1732
1733 /* Clears never have the color clamped. */
1734 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1735 }
1736 else {
1737 ASSERT(metaSave & MESA_META_COLOR_MASK);
1738 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1739 }
1740
1741 /* GL_DEPTH_BUFFER_BIT */
1742 if (buffers & BUFFER_BIT_DEPTH) {
1743 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1744 _mesa_DepthFunc(GL_ALWAYS);
1745 _mesa_DepthMask(GL_TRUE);
1746 }
1747 else {
1748 assert(!ctx->Depth.Test);
1749 }
1750
1751 /* GL_STENCIL_BUFFER_BIT */
1752 if (buffers & BUFFER_BIT_STENCIL) {
1753 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1754 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1755 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1756 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1757 ctx->Stencil.Clear & stencilMax,
1758 ctx->Stencil.WriteMask[0]);
1759 }
1760 else {
1761 assert(!ctx->Stencil.Enabled);
1762 }
1763
1764 /* vertex positions/colors */
1765 {
1766 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
1767 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
1768 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
1769 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
1770 const GLfloat z = invert_z(ctx->Depth.Clear);
1771 GLuint i;
1772
1773 verts[0].x = x0;
1774 verts[0].y = y0;
1775 verts[0].z = z;
1776 verts[1].x = x1;
1777 verts[1].y = y0;
1778 verts[1].z = z;
1779 verts[2].x = x1;
1780 verts[2].y = y1;
1781 verts[2].z = z;
1782 verts[3].x = x0;
1783 verts[3].y = y1;
1784 verts[3].z = z;
1785
1786 /* vertex colors */
1787 for (i = 0; i < 4; i++) {
1788 verts[i].r = ctx->Color.ClearColor.f[0];
1789 verts[i].g = ctx->Color.ClearColor.f[1];
1790 verts[i].b = ctx->Color.ClearColor.f[2];
1791 verts[i].a = ctx->Color.ClearColor.f[3];
1792 }
1793
1794 /* upload new vertex data */
1795 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1796 GL_DYNAMIC_DRAW_ARB);
1797 }
1798
1799 /* draw quad */
1800 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1801
1802 _mesa_meta_end(ctx);
1803 }
1804
1805 static void
1806 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1807 {
1808 const char *vs_source =
1809 "attribute vec4 position;\n"
1810 "void main()\n"
1811 "{\n"
1812 " gl_Position = position;\n"
1813 "}\n";
1814 const char *fs_source =
1815 "uniform vec4 color;\n"
1816 "void main()\n"
1817 "{\n"
1818 " gl_FragColor = color;\n"
1819 "}\n";
1820 const char *vs_int_source =
1821 "#version 130\n"
1822 "attribute vec4 position;\n"
1823 "void main()\n"
1824 "{\n"
1825 " gl_Position = position;\n"
1826 "}\n";
1827 const char *fs_int_source =
1828 "#version 130\n"
1829 "uniform ivec4 color;\n"
1830 "out ivec4 out_color;\n"
1831 "\n"
1832 "void main()\n"
1833 "{\n"
1834 " out_color = color;\n"
1835 "}\n";
1836 GLuint vs, fs;
1837
1838 if (clear->ArrayObj != 0)
1839 return;
1840
1841 /* create vertex array object */
1842 _mesa_GenVertexArrays(1, &clear->ArrayObj);
1843 _mesa_BindVertexArray(clear->ArrayObj);
1844
1845 /* create vertex array buffer */
1846 _mesa_GenBuffersARB(1, &clear->VBO);
1847 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1848
1849 /* setup vertex arrays */
1850 _mesa_VertexAttribPointerARB(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
1851 _mesa_EnableVertexAttribArrayARB(0);
1852
1853 vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER);
1854 _mesa_ShaderSourceARB(vs, 1, &vs_source, NULL);
1855 _mesa_CompileShaderARB(vs);
1856
1857 fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER);
1858 _mesa_ShaderSourceARB(fs, 1, &fs_source, NULL);
1859 _mesa_CompileShaderARB(fs);
1860
1861 clear->ShaderProg = _mesa_CreateProgramObjectARB();
1862 _mesa_AttachShader(clear->ShaderProg, fs);
1863 _mesa_DeleteObjectARB(fs);
1864 _mesa_AttachShader(clear->ShaderProg, vs);
1865 _mesa_DeleteObjectARB(vs);
1866 _mesa_BindAttribLocationARB(clear->ShaderProg, 0, "position");
1867 _mesa_LinkProgramARB(clear->ShaderProg);
1868
1869 clear->ColorLocation = _mesa_GetUniformLocationARB(clear->ShaderProg,
1870 "color");
1871
1872 if (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) {
1873 vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
1874 fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
1875
1876 clear->IntegerShaderProg = _mesa_CreateProgramObjectARB();
1877 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1878 _mesa_DeleteObjectARB(fs);
1879 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1880 _mesa_DeleteObjectARB(vs);
1881 _mesa_BindAttribLocationARB(clear->IntegerShaderProg, 0, "position");
1882
1883 /* Note that user-defined out attributes get automatically assigned
1884 * locations starting from 0, so we don't need to explicitly
1885 * BindFragDataLocation to 0.
1886 */
1887
1888 link_program_with_debug(ctx, clear->IntegerShaderProg);
1889
1890 clear->IntegerColorLocation =
1891 _mesa_GetUniformLocationARB(clear->IntegerShaderProg, "color");
1892 }
1893 }
1894
1895 static void
1896 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1897 {
1898 if (clear->ArrayObj == 0)
1899 return;
1900 _mesa_DeleteVertexArraysAPPLE(1, &clear->ArrayObj);
1901 clear->ArrayObj = 0;
1902 _mesa_DeleteBuffersARB(1, &clear->VBO);
1903 clear->VBO = 0;
1904 _mesa_DeleteObjectARB(clear->ShaderProg);
1905 clear->ShaderProg = 0;
1906
1907 if (clear->IntegerShaderProg) {
1908 _mesa_DeleteObjectARB(clear->IntegerShaderProg);
1909 clear->IntegerShaderProg = 0;
1910 }
1911 }
1912
1913 /**
1914 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1915 */
1916 void
1917 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1918 {
1919 struct clear_state *clear = &ctx->Meta->Clear;
1920 GLbitfield metaSave;
1921 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1922 struct gl_framebuffer *fb = ctx->DrawBuffer;
1923 const float x0 = ((float)fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1924 const float y0 = ((float)fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1925 const float x1 = ((float)fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1926 const float y1 = ((float)fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1927 const float z = -invert_z(ctx->Depth.Clear);
1928 struct vertex {
1929 GLfloat x, y, z;
1930 } verts[4];
1931
1932 metaSave = (MESA_META_ALPHA_TEST |
1933 MESA_META_BLEND |
1934 MESA_META_DEPTH_TEST |
1935 MESA_META_RASTERIZATION |
1936 MESA_META_SHADER |
1937 MESA_META_STENCIL_TEST |
1938 MESA_META_VERTEX |
1939 MESA_META_VIEWPORT |
1940 MESA_META_CLIP |
1941 MESA_META_CLAMP_FRAGMENT_COLOR |
1942 MESA_META_MULTISAMPLE);
1943
1944 if (!(buffers & BUFFER_BITS_COLOR)) {
1945 /* We'll use colormask to disable color writes. Otherwise,
1946 * respect color mask
1947 */
1948 metaSave |= MESA_META_COLOR_MASK;
1949 }
1950
1951 _mesa_meta_begin(ctx, metaSave);
1952
1953 meta_glsl_clear_init(ctx, clear);
1954
1955 if (fb->_IntegerColor) {
1956 _mesa_UseProgramObjectARB(clear->IntegerShaderProg);
1957 _mesa_Uniform4ivARB(clear->IntegerColorLocation, 1,
1958 ctx->Color.ClearColor.i);
1959 } else {
1960 _mesa_UseProgramObjectARB(clear->ShaderProg);
1961 _mesa_Uniform4fvARB(clear->ColorLocation, 1,
1962 ctx->Color.ClearColor.f);
1963 }
1964
1965 _mesa_BindVertexArray(clear->ArrayObj);
1966 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1967
1968 /* GL_COLOR_BUFFER_BIT */
1969 if (buffers & BUFFER_BITS_COLOR) {
1970 /* leave colormask, glDrawBuffer state as-is */
1971
1972 /* Clears never have the color clamped. */
1973 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1974 }
1975 else {
1976 ASSERT(metaSave & MESA_META_COLOR_MASK);
1977 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1978 }
1979
1980 /* GL_DEPTH_BUFFER_BIT */
1981 if (buffers & BUFFER_BIT_DEPTH) {
1982 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1983 _mesa_DepthFunc(GL_ALWAYS);
1984 _mesa_DepthMask(GL_TRUE);
1985 }
1986 else {
1987 assert(!ctx->Depth.Test);
1988 }
1989
1990 /* GL_STENCIL_BUFFER_BIT */
1991 if (buffers & BUFFER_BIT_STENCIL) {
1992 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1993 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1994 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1995 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1996 ctx->Stencil.Clear & stencilMax,
1997 ctx->Stencil.WriteMask[0]);
1998 }
1999 else {
2000 assert(!ctx->Stencil.Enabled);
2001 }
2002
2003 /* vertex positions */
2004 verts[0].x = x0;
2005 verts[0].y = y0;
2006 verts[0].z = z;
2007 verts[1].x = x1;
2008 verts[1].y = y0;
2009 verts[1].z = z;
2010 verts[2].x = x1;
2011 verts[2].y = y1;
2012 verts[2].z = z;
2013 verts[3].x = x0;
2014 verts[3].y = y1;
2015 verts[3].z = z;
2016
2017 /* upload new vertex data */
2018 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
2019 GL_DYNAMIC_DRAW_ARB);
2020
2021 /* draw quad */
2022 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2023
2024 _mesa_meta_end(ctx);
2025 }
2026
2027 /**
2028 * Meta implementation of ctx->Driver.CopyPixels() in terms
2029 * of texture mapping and polygon rendering and GLSL shaders.
2030 */
2031 void
2032 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
2033 GLsizei width, GLsizei height,
2034 GLint dstX, GLint dstY, GLenum type)
2035 {
2036 struct copypix_state *copypix = &ctx->Meta->CopyPix;
2037 struct temp_texture *tex = get_temp_texture(ctx);
2038 struct vertex {
2039 GLfloat x, y, z, s, t;
2040 };
2041 struct vertex verts[4];
2042 GLboolean newTex;
2043 GLenum intFormat = GL_RGBA;
2044
2045 if (type != GL_COLOR ||
2046 ctx->_ImageTransferState ||
2047 ctx->Fog.Enabled ||
2048 width > tex->MaxSize ||
2049 height > tex->MaxSize) {
2050 /* XXX avoid this fallback */
2051 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
2052 return;
2053 }
2054
2055 /* Most GL state applies to glCopyPixels, but a there's a few things
2056 * we need to override:
2057 */
2058 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2059 MESA_META_SHADER |
2060 MESA_META_TEXTURE |
2061 MESA_META_TRANSFORM |
2062 MESA_META_CLIP |
2063 MESA_META_VERTEX |
2064 MESA_META_VIEWPORT));
2065
2066 if (copypix->ArrayObj == 0) {
2067 /* one-time setup */
2068
2069 /* create vertex array object */
2070 _mesa_GenVertexArrays(1, &copypix->ArrayObj);
2071 _mesa_BindVertexArray(copypix->ArrayObj);
2072
2073 /* create vertex array buffer */
2074 _mesa_GenBuffersARB(1, &copypix->VBO);
2075 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
2076 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2077 NULL, GL_DYNAMIC_DRAW_ARB);
2078
2079 /* setup vertex arrays */
2080 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2081 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2082 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2083 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2084 }
2085 else {
2086 _mesa_BindVertexArray(copypix->ArrayObj);
2087 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
2088 }
2089
2090 newTex = alloc_texture(tex, width, height, intFormat);
2091
2092 /* vertex positions, texcoords (after texture allocation!) */
2093 {
2094 const GLfloat dstX0 = (GLfloat) dstX;
2095 const GLfloat dstY0 = (GLfloat) dstY;
2096 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
2097 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
2098 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2099
2100 verts[0].x = dstX0;
2101 verts[0].y = dstY0;
2102 verts[0].z = z;
2103 verts[0].s = 0.0F;
2104 verts[0].t = 0.0F;
2105 verts[1].x = dstX1;
2106 verts[1].y = dstY0;
2107 verts[1].z = z;
2108 verts[1].s = tex->Sright;
2109 verts[1].t = 0.0F;
2110 verts[2].x = dstX1;
2111 verts[2].y = dstY1;
2112 verts[2].z = z;
2113 verts[2].s = tex->Sright;
2114 verts[2].t = tex->Ttop;
2115 verts[3].x = dstX0;
2116 verts[3].y = dstY1;
2117 verts[3].z = z;
2118 verts[3].s = 0.0F;
2119 verts[3].t = tex->Ttop;
2120
2121 /* upload new vertex data */
2122 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2123 }
2124
2125 /* Alloc/setup texture */
2126 setup_copypix_texture(tex, newTex, srcX, srcY, width, height,
2127 GL_RGBA, GL_NEAREST);
2128
2129 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2130
2131 /* draw textured quad */
2132 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2133
2134 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2135
2136 _mesa_meta_end(ctx);
2137 }
2138
2139
2140
2141 /**
2142 * When the glDrawPixels() image size is greater than the max rectangle
2143 * texture size we use this function to break the glDrawPixels() image
2144 * into tiles which fit into the max texture size.
2145 */
2146 static void
2147 tiled_draw_pixels(struct gl_context *ctx,
2148 GLint tileSize,
2149 GLint x, GLint y, GLsizei width, GLsizei height,
2150 GLenum format, GLenum type,
2151 const struct gl_pixelstore_attrib *unpack,
2152 const GLvoid *pixels)
2153 {
2154 struct gl_pixelstore_attrib tileUnpack = *unpack;
2155 GLint i, j;
2156
2157 if (tileUnpack.RowLength == 0)
2158 tileUnpack.RowLength = width;
2159
2160 for (i = 0; i < width; i += tileSize) {
2161 const GLint tileWidth = MIN2(tileSize, width - i);
2162 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
2163
2164 tileUnpack.SkipPixels = unpack->SkipPixels + i;
2165
2166 for (j = 0; j < height; j += tileSize) {
2167 const GLint tileHeight = MIN2(tileSize, height - j);
2168 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
2169
2170 tileUnpack.SkipRows = unpack->SkipRows + j;
2171
2172 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
2173 format, type, &tileUnpack, pixels);
2174 }
2175 }
2176 }
2177
2178
2179 /**
2180 * One-time init for drawing stencil pixels.
2181 */
2182 static void
2183 init_draw_stencil_pixels(struct gl_context *ctx)
2184 {
2185 /* This program is run eight times, once for each stencil bit.
2186 * The stencil values to draw are found in an 8-bit alpha texture.
2187 * We read the texture/stencil value and test if bit 'b' is set.
2188 * If the bit is not set, use KIL to kill the fragment.
2189 * Finally, we use the stencil test to update the stencil buffer.
2190 *
2191 * The basic algorithm for checking if a bit is set is:
2192 * if (is_odd(value / (1 << bit)))
2193 * result is one (or non-zero).
2194 * else
2195 * result is zero.
2196 * The program parameter contains three values:
2197 * parm.x = 255 / (1 << bit)
2198 * parm.y = 0.5
2199 * parm.z = 0.0
2200 */
2201 static const char *program =
2202 "!!ARBfp1.0\n"
2203 "PARAM parm = program.local[0]; \n"
2204 "TEMP t; \n"
2205 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2206 "# t = t * 255 / bit \n"
2207 "MUL t.x, t.a, parm.x; \n"
2208 "# t = (int) t \n"
2209 "FRC t.y, t.x; \n"
2210 "SUB t.x, t.x, t.y; \n"
2211 "# t = t * 0.5 \n"
2212 "MUL t.x, t.x, parm.y; \n"
2213 "# t = fract(t.x) \n"
2214 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2215 "# t.x = (t.x == 0 ? 1 : 0) \n"
2216 "SGE t.x, -t.x, parm.z; \n"
2217 "KIL -t.x; \n"
2218 "# for debug only \n"
2219 "#MOV result.color, t.x; \n"
2220 "END \n";
2221 char program2[1000];
2222 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2223 struct temp_texture *tex = get_temp_texture(ctx);
2224 const char *texTarget;
2225
2226 assert(drawpix->StencilFP == 0);
2227
2228 /* replace %s with "RECT" or "2D" */
2229 assert(strlen(program) + 4 < sizeof(program2));
2230 if (tex->Target == GL_TEXTURE_RECTANGLE)
2231 texTarget = "RECT";
2232 else
2233 texTarget = "2D";
2234 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2235
2236 _mesa_GenPrograms(1, &drawpix->StencilFP);
2237 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2238 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2239 strlen(program2), (const GLubyte *) program2);
2240 }
2241
2242
2243 /**
2244 * One-time init for drawing depth pixels.
2245 */
2246 static void
2247 init_draw_depth_pixels(struct gl_context *ctx)
2248 {
2249 static const char *program =
2250 "!!ARBfp1.0\n"
2251 "PARAM color = program.local[0]; \n"
2252 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2253 "MOV result.color, color; \n"
2254 "END \n";
2255 char program2[200];
2256 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2257 struct temp_texture *tex = get_temp_texture(ctx);
2258 const char *texTarget;
2259
2260 assert(drawpix->DepthFP == 0);
2261
2262 /* replace %s with "RECT" or "2D" */
2263 assert(strlen(program) + 4 < sizeof(program2));
2264 if (tex->Target == GL_TEXTURE_RECTANGLE)
2265 texTarget = "RECT";
2266 else
2267 texTarget = "2D";
2268 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2269
2270 _mesa_GenPrograms(1, &drawpix->DepthFP);
2271 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2272 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2273 strlen(program2), (const GLubyte *) program2);
2274 }
2275
2276
2277 /**
2278 * Meta implementation of ctx->Driver.DrawPixels() in terms
2279 * of texture mapping and polygon rendering.
2280 */
2281 void
2282 _mesa_meta_DrawPixels(struct gl_context *ctx,
2283 GLint x, GLint y, GLsizei width, GLsizei height,
2284 GLenum format, GLenum type,
2285 const struct gl_pixelstore_attrib *unpack,
2286 const GLvoid *pixels)
2287 {
2288 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2289 struct temp_texture *tex = get_temp_texture(ctx);
2290 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2291 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2292 struct vertex {
2293 GLfloat x, y, z, s, t;
2294 };
2295 struct vertex verts[4];
2296 GLenum texIntFormat;
2297 GLboolean fallback, newTex;
2298 GLbitfield metaExtraSave = 0x0;
2299 GLuint vbo;
2300
2301 /*
2302 * Determine if we can do the glDrawPixels with texture mapping.
2303 */
2304 fallback = GL_FALSE;
2305 if (ctx->Fog.Enabled) {
2306 fallback = GL_TRUE;
2307 }
2308
2309 if (_mesa_is_color_format(format)) {
2310 /* use more compact format when possible */
2311 /* XXX disable special case for GL_LUMINANCE for now to work around
2312 * apparent i965 driver bug (see bug #23670).
2313 */
2314 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2315 texIntFormat = format;
2316 else
2317 texIntFormat = GL_RGBA;
2318
2319 /* If we're not supposed to clamp the resulting color, then just
2320 * promote our texture to fully float. We could do better by
2321 * just going for the matching set of channels, in floating
2322 * point.
2323 */
2324 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2325 ctx->Extensions.ARB_texture_float)
2326 texIntFormat = GL_RGBA32F;
2327 }
2328 else if (_mesa_is_stencil_format(format)) {
2329 if (ctx->Extensions.ARB_fragment_program &&
2330 ctx->Pixel.IndexShift == 0 &&
2331 ctx->Pixel.IndexOffset == 0 &&
2332 type == GL_UNSIGNED_BYTE) {
2333 /* We'll store stencil as alpha. This only works for GLubyte
2334 * image data because of how incoming values are mapped to alpha
2335 * in [0,1].
2336 */
2337 texIntFormat = GL_ALPHA;
2338 metaExtraSave = (MESA_META_COLOR_MASK |
2339 MESA_META_DEPTH_TEST |
2340 MESA_META_PIXEL_TRANSFER |
2341 MESA_META_SHADER |
2342 MESA_META_STENCIL_TEST);
2343 }
2344 else {
2345 fallback = GL_TRUE;
2346 }
2347 }
2348 else if (_mesa_is_depth_format(format)) {
2349 if (ctx->Extensions.ARB_depth_texture &&
2350 ctx->Extensions.ARB_fragment_program) {
2351 texIntFormat = GL_DEPTH_COMPONENT;
2352 metaExtraSave = (MESA_META_SHADER);
2353 }
2354 else {
2355 fallback = GL_TRUE;
2356 }
2357 }
2358 else {
2359 fallback = GL_TRUE;
2360 }
2361
2362 if (fallback) {
2363 _swrast_DrawPixels(ctx, x, y, width, height,
2364 format, type, unpack, pixels);
2365 return;
2366 }
2367
2368 /*
2369 * Check image size against max texture size, draw as tiles if needed.
2370 */
2371 if (width > tex->MaxSize || height > tex->MaxSize) {
2372 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2373 format, type, unpack, pixels);
2374 return;
2375 }
2376
2377 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2378 * but a there's a few things we need to override:
2379 */
2380 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2381 MESA_META_SHADER |
2382 MESA_META_TEXTURE |
2383 MESA_META_TRANSFORM |
2384 MESA_META_CLIP |
2385 MESA_META_VERTEX |
2386 MESA_META_VIEWPORT |
2387 metaExtraSave));
2388
2389 newTex = alloc_texture(tex, width, height, texIntFormat);
2390
2391 /* vertex positions, texcoords (after texture allocation!) */
2392 {
2393 const GLfloat x0 = (GLfloat) x;
2394 const GLfloat y0 = (GLfloat) y;
2395 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2396 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2397 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2398
2399 verts[0].x = x0;
2400 verts[0].y = y0;
2401 verts[0].z = z;
2402 verts[0].s = 0.0F;
2403 verts[0].t = 0.0F;
2404 verts[1].x = x1;
2405 verts[1].y = y0;
2406 verts[1].z = z;
2407 verts[1].s = tex->Sright;
2408 verts[1].t = 0.0F;
2409 verts[2].x = x1;
2410 verts[2].y = y1;
2411 verts[2].z = z;
2412 verts[2].s = tex->Sright;
2413 verts[2].t = tex->Ttop;
2414 verts[3].x = x0;
2415 verts[3].y = y1;
2416 verts[3].z = z;
2417 verts[3].s = 0.0F;
2418 verts[3].t = tex->Ttop;
2419 }
2420
2421 if (drawpix->ArrayObj == 0) {
2422 /* one-time setup: create vertex array object */
2423 _mesa_GenVertexArrays(1, &drawpix->ArrayObj);
2424 }
2425 _mesa_BindVertexArray(drawpix->ArrayObj);
2426
2427 /* create vertex array buffer */
2428 _mesa_GenBuffersARB(1, &vbo);
2429 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, vbo);
2430 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2431 verts, GL_DYNAMIC_DRAW_ARB);
2432
2433 /* setup vertex arrays */
2434 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2435 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2436 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2437 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2438
2439 /* set given unpack params */
2440 ctx->Unpack = *unpack;
2441
2442 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2443
2444 if (_mesa_is_stencil_format(format)) {
2445 /* Drawing stencil */
2446 GLint bit;
2447
2448 if (!drawpix->StencilFP)
2449 init_draw_stencil_pixels(ctx);
2450
2451 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2452 GL_ALPHA, type, pixels);
2453
2454 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2455
2456 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2457
2458 /* set all stencil bits to 0 */
2459 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2460 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2461 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2462
2463 /* set stencil bits to 1 where needed */
2464 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2465
2466 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2467 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2468
2469 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2470 const GLuint mask = 1 << bit;
2471 if (mask & origStencilMask) {
2472 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2473 _mesa_StencilMask(mask);
2474
2475 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2476 255.0 / mask, 0.5, 0.0, 0.0);
2477
2478 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2479 }
2480 }
2481 }
2482 else if (_mesa_is_depth_format(format)) {
2483 /* Drawing depth */
2484 if (!drawpix->DepthFP)
2485 init_draw_depth_pixels(ctx);
2486
2487 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2488 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2489
2490 /* polygon color = current raster color */
2491 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2492 ctx->Current.RasterColor);
2493
2494 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2495 format, type, pixels);
2496
2497 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2498 }
2499 else {
2500 /* Drawing RGBA */
2501 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2502 format, type, pixels);
2503 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2504 }
2505
2506 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2507
2508 _mesa_DeleteBuffersARB(1, &vbo);
2509
2510 /* restore unpack params */
2511 ctx->Unpack = unpackSave;
2512
2513 _mesa_meta_end(ctx);
2514 }
2515
2516 static GLboolean
2517 alpha_test_raster_color(struct gl_context *ctx)
2518 {
2519 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2520 GLfloat ref = ctx->Color.AlphaRef;
2521
2522 switch (ctx->Color.AlphaFunc) {
2523 case GL_NEVER:
2524 return GL_FALSE;
2525 case GL_LESS:
2526 return alpha < ref;
2527 case GL_EQUAL:
2528 return alpha == ref;
2529 case GL_LEQUAL:
2530 return alpha <= ref;
2531 case GL_GREATER:
2532 return alpha > ref;
2533 case GL_NOTEQUAL:
2534 return alpha != ref;
2535 case GL_GEQUAL:
2536 return alpha >= ref;
2537 case GL_ALWAYS:
2538 return GL_TRUE;
2539 default:
2540 assert(0);
2541 return GL_FALSE;
2542 }
2543 }
2544
2545 /**
2546 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2547 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2548 * tracker would improve performance a lot.
2549 */
2550 void
2551 _mesa_meta_Bitmap(struct gl_context *ctx,
2552 GLint x, GLint y, GLsizei width, GLsizei height,
2553 const struct gl_pixelstore_attrib *unpack,
2554 const GLubyte *bitmap1)
2555 {
2556 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2557 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2558 const GLenum texIntFormat = GL_ALPHA;
2559 const struct gl_pixelstore_attrib unpackSave = *unpack;
2560 GLubyte fg, bg;
2561 struct vertex {
2562 GLfloat x, y, z, s, t, r, g, b, a;
2563 };
2564 struct vertex verts[4];
2565 GLboolean newTex;
2566 GLubyte *bitmap8;
2567
2568 /*
2569 * Check if swrast fallback is needed.
2570 */
2571 if (ctx->_ImageTransferState ||
2572 ctx->FragmentProgram._Enabled ||
2573 ctx->Fog.Enabled ||
2574 ctx->Texture._EnabledUnits ||
2575 width > tex->MaxSize ||
2576 height > tex->MaxSize) {
2577 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2578 return;
2579 }
2580
2581 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2582 return;
2583
2584 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2585 * but a there's a few things we need to override:
2586 */
2587 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2588 MESA_META_PIXEL_STORE |
2589 MESA_META_RASTERIZATION |
2590 MESA_META_SHADER |
2591 MESA_META_TEXTURE |
2592 MESA_META_TRANSFORM |
2593 MESA_META_CLIP |
2594 MESA_META_VERTEX |
2595 MESA_META_VIEWPORT));
2596
2597 if (bitmap->ArrayObj == 0) {
2598 /* one-time setup */
2599
2600 /* create vertex array object */
2601 _mesa_GenVertexArraysAPPLE(1, &bitmap->ArrayObj);
2602 _mesa_BindVertexArrayAPPLE(bitmap->ArrayObj);
2603
2604 /* create vertex array buffer */
2605 _mesa_GenBuffersARB(1, &bitmap->VBO);
2606 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2607 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2608 NULL, GL_DYNAMIC_DRAW_ARB);
2609
2610 /* setup vertex arrays */
2611 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2612 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2613 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
2614 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2615 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2616 _mesa_EnableClientState(GL_COLOR_ARRAY);
2617 }
2618 else {
2619 _mesa_BindVertexArray(bitmap->ArrayObj);
2620 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2621 }
2622
2623 newTex = alloc_texture(tex, width, height, texIntFormat);
2624
2625 /* vertex positions, texcoords, colors (after texture allocation!) */
2626 {
2627 const GLfloat x0 = (GLfloat) x;
2628 const GLfloat y0 = (GLfloat) y;
2629 const GLfloat x1 = (GLfloat) (x + width);
2630 const GLfloat y1 = (GLfloat) (y + height);
2631 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2632 GLuint i;
2633
2634 verts[0].x = x0;
2635 verts[0].y = y0;
2636 verts[0].z = z;
2637 verts[0].s = 0.0F;
2638 verts[0].t = 0.0F;
2639 verts[1].x = x1;
2640 verts[1].y = y0;
2641 verts[1].z = z;
2642 verts[1].s = tex->Sright;
2643 verts[1].t = 0.0F;
2644 verts[2].x = x1;
2645 verts[2].y = y1;
2646 verts[2].z = z;
2647 verts[2].s = tex->Sright;
2648 verts[2].t = tex->Ttop;
2649 verts[3].x = x0;
2650 verts[3].y = y1;
2651 verts[3].z = z;
2652 verts[3].s = 0.0F;
2653 verts[3].t = tex->Ttop;
2654
2655 for (i = 0; i < 4; i++) {
2656 verts[i].r = ctx->Current.RasterColor[0];
2657 verts[i].g = ctx->Current.RasterColor[1];
2658 verts[i].b = ctx->Current.RasterColor[2];
2659 verts[i].a = ctx->Current.RasterColor[3];
2660 }
2661
2662 /* upload new vertex data */
2663 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2664 }
2665
2666 /* choose different foreground/background alpha values */
2667 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2668 bg = (fg > 127 ? 0 : 255);
2669
2670 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2671 if (!bitmap1) {
2672 _mesa_meta_end(ctx);
2673 return;
2674 }
2675
2676 bitmap8 = (GLubyte *) malloc(width * height);
2677 if (bitmap8) {
2678 memset(bitmap8, bg, width * height);
2679 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2680 bitmap8, width, fg);
2681
2682 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2683
2684 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2685 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2686
2687 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2688 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2689
2690 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2691
2692 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2693
2694 free(bitmap8);
2695 }
2696
2697 _mesa_unmap_pbo_source(ctx, &unpackSave);
2698
2699 _mesa_meta_end(ctx);
2700 }
2701
2702
2703 /**
2704 * Check if the call to _mesa_meta_GenerateMipmap() will require a
2705 * software fallback. The fallback path will require that the texture
2706 * images are mapped.
2707 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
2708 */
2709 GLboolean
2710 _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target,
2711 struct gl_texture_object *texObj)
2712 {
2713 const GLuint fboSave = ctx->DrawBuffer->Name;
2714 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
2715 struct gl_texture_image *baseImage;
2716 GLuint srcLevel;
2717 GLenum status;
2718
2719 /* check for fallbacks */
2720 if (!ctx->Extensions.EXT_framebuffer_object ||
2721 target == GL_TEXTURE_3D ||
2722 target == GL_TEXTURE_1D_ARRAY ||
2723 target == GL_TEXTURE_2D_ARRAY) {
2724 return GL_TRUE;
2725 }
2726
2727 srcLevel = texObj->BaseLevel;
2728 baseImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
2729 if (!baseImage || _mesa_is_format_compressed(baseImage->TexFormat)) {
2730 return GL_TRUE;
2731 }
2732
2733 if (_mesa_get_format_color_encoding(baseImage->TexFormat) == GL_SRGB &&
2734 !ctx->Extensions.EXT_texture_sRGB_decode) {
2735 /* The texture format is sRGB but we can't turn off sRGB->linear
2736 * texture sample conversion. So we won't be able to generate the
2737 * right colors when rendering. Need to use a fallback.
2738 */
2739 return GL_TRUE;
2740 }
2741
2742 /*
2743 * Test that we can actually render in the texture's format.
2744 */
2745 if (!mipmap->FBO)
2746 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
2747 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
2748
2749 if (target == GL_TEXTURE_1D) {
2750 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
2751 GL_COLOR_ATTACHMENT0_EXT,
2752 target, texObj->Name, srcLevel);
2753 }
2754 #if 0
2755 /* other work is needed to enable 3D mipmap generation */
2756 else if (target == GL_TEXTURE_3D) {
2757 GLint zoffset = 0;
2758 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
2759 GL_COLOR_ATTACHMENT0_EXT,
2760 target, texObj->Name, srcLevel, zoffset);
2761 }
2762 #endif
2763 else {
2764 /* 2D / cube */
2765 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
2766 GL_COLOR_ATTACHMENT0_EXT,
2767 target, texObj->Name, srcLevel);
2768 }
2769
2770 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
2771
2772 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
2773
2774 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
2775 return GL_TRUE;
2776 }
2777
2778 return GL_FALSE;
2779 }
2780
2781
2782 /**
2783 * Compute the texture coordinates for the four vertices of a quad for
2784 * drawing a 2D texture image or slice of a cube/3D texture.
2785 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2786 * \param slice slice of a 1D/2D array texture or 3D texture
2787 * \param width width of the texture image
2788 * \param height height of the texture image
2789 * \param coords0/1/2/3 returns the computed texcoords
2790 */
2791 static void
2792 setup_texture_coords(GLenum faceTarget,
2793 GLint slice,
2794 GLint width,
2795 GLint height,
2796 GLfloat coords0[3],
2797 GLfloat coords1[3],
2798 GLfloat coords2[3],
2799 GLfloat coords3[3])
2800 {
2801 static const GLfloat st[4][2] = {
2802 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2803 };
2804 GLuint i;
2805 GLfloat r;
2806
2807 switch (faceTarget) {
2808 case GL_TEXTURE_1D:
2809 case GL_TEXTURE_2D:
2810 case GL_TEXTURE_3D:
2811 case GL_TEXTURE_2D_ARRAY:
2812 if (faceTarget == GL_TEXTURE_3D)
2813 r = 1.0F / slice;
2814 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2815 r = slice;
2816 else
2817 r = 0.0F;
2818 coords0[0] = 0.0F; /* s */
2819 coords0[1] = 0.0F; /* t */
2820 coords0[2] = r; /* r */
2821 coords1[0] = 1.0F;
2822 coords1[1] = 0.0F;
2823 coords1[2] = r;
2824 coords2[0] = 1.0F;
2825 coords2[1] = 1.0F;
2826 coords2[2] = r;
2827 coords3[0] = 0.0F;
2828 coords3[1] = 1.0F;
2829 coords3[2] = r;
2830 break;
2831 case GL_TEXTURE_RECTANGLE_ARB:
2832 coords0[0] = 0.0F; /* s */
2833 coords0[1] = 0.0F; /* t */
2834 coords0[2] = 0.0F; /* r */
2835 coords1[0] = width;
2836 coords1[1] = 0.0F;
2837 coords1[2] = 0.0F;
2838 coords2[0] = width;
2839 coords2[1] = height;
2840 coords2[2] = 0.0F;
2841 coords3[0] = 0.0F;
2842 coords3[1] = height;
2843 coords3[2] = 0.0F;
2844 break;
2845 case GL_TEXTURE_1D_ARRAY:
2846 coords0[0] = 0.0F; /* s */
2847 coords0[1] = slice; /* t */
2848 coords0[2] = 0.0F; /* r */
2849 coords1[0] = 1.0f;
2850 coords1[1] = slice;
2851 coords1[2] = 0.0F;
2852 coords2[0] = 1.0F;
2853 coords2[1] = slice;
2854 coords2[2] = 0.0F;
2855 coords3[0] = 0.0F;
2856 coords3[1] = slice;
2857 coords3[2] = 0.0F;
2858 break;
2859
2860 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2861 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2862 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2863 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2864 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2865 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2866 /* loop over quad verts */
2867 for (i = 0; i < 4; i++) {
2868 /* Compute sc = +/-scale and tc = +/-scale.
2869 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2870 * though that can still sometimes happen with this scale factor...
2871 */
2872 const GLfloat scale = 0.9999f;
2873 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2874 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2875 GLfloat *coord;
2876
2877 switch (i) {
2878 case 0:
2879 coord = coords0;
2880 break;
2881 case 1:
2882 coord = coords1;
2883 break;
2884 case 2:
2885 coord = coords2;
2886 break;
2887 case 3:
2888 coord = coords3;
2889 break;
2890 default:
2891 assert(0);
2892 }
2893
2894 switch (faceTarget) {
2895 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2896 coord[0] = 1.0f;
2897 coord[1] = -tc;
2898 coord[2] = -sc;
2899 break;
2900 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2901 coord[0] = -1.0f;
2902 coord[1] = -tc;
2903 coord[2] = sc;
2904 break;
2905 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2906 coord[0] = sc;
2907 coord[1] = 1.0f;
2908 coord[2] = tc;
2909 break;
2910 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2911 coord[0] = sc;
2912 coord[1] = -1.0f;
2913 coord[2] = -tc;
2914 break;
2915 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2916 coord[0] = sc;
2917 coord[1] = -tc;
2918 coord[2] = 1.0f;
2919 break;
2920 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2921 coord[0] = -sc;
2922 coord[1] = -tc;
2923 coord[2] = -1.0f;
2924 break;
2925 default:
2926 assert(0);
2927 }
2928 }
2929 break;
2930 default:
2931 assert(0 && "unexpected target in meta setup_texture_coords()");
2932 }
2933 }
2934
2935
2936 static void
2937 setup_ff_generate_mipmap(struct gl_context *ctx,
2938 struct gen_mipmap_state *mipmap)
2939 {
2940 struct vertex {
2941 GLfloat x, y, tex[3];
2942 };
2943
2944 if (mipmap->ArrayObj == 0) {
2945 /* one-time setup */
2946 /* create vertex array object */
2947 _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
2948 _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
2949
2950 /* create vertex array buffer */
2951 _mesa_GenBuffersARB(1, &mipmap->VBO);
2952 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
2953 /* setup vertex arrays */
2954 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2955 _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
2956 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2957 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2958 }
2959
2960 /* setup projection matrix */
2961 _mesa_MatrixMode(GL_PROJECTION);
2962 _mesa_LoadIdentity();
2963 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
2964 }
2965
2966
2967 static void
2968 setup_glsl_generate_mipmap(struct gl_context *ctx,
2969 struct gen_mipmap_state *mipmap)
2970 {
2971 struct vertex {
2972 GLfloat x, y, tex[3];
2973 };
2974
2975 static const char *vs_source =
2976 "attribute vec2 position;\n"
2977 "attribute vec3 textureCoords;\n"
2978 "varying vec3 texCoords;\n"
2979 "void main()\n"
2980 "{\n"
2981 " texCoords = textureCoords;\n"
2982 " gl_Position = vec4(position, 0.0, 1.0);\n"
2983 "}\n";
2984 static const char *fs_source =
2985 "uniform sampler2D tex2d;\n"
2986 "varying vec3 texCoords;\n"
2987 "void main()\n"
2988 "{\n"
2989 " gl_FragColor = texture2D(tex2d, texCoords.xy);\n"
2990 "}\n";
2991
2992 static const char *vs_int_source =
2993 "#version 130\n"
2994 "in vec2 position;\n"
2995 "in vec3 textureCoords;\n"
2996 "out vec3 texCoords;\n"
2997 "void main()\n"
2998 "{\n"
2999 " texCoords = textureCoords;\n"
3000 " gl_Position = gl_Vertex;\n"
3001 "}\n";
3002 static const char *fs_int_source =
3003 "#version 130\n"
3004 "uniform isampler2D tex2d;\n"
3005 "in vec3 texCoords;\n"
3006 "out ivec4 out_color;\n"
3007 "\n"
3008 "void main()\n"
3009 "{\n"
3010 " out_color = texture(tex2d, texCoords.xy);\n"
3011 "}\n";
3012 GLuint vs, fs;
3013
3014 /* Check if already initialized */
3015 if (mipmap->ArrayObj != 0)
3016 return;
3017 /* create vertex array object */
3018 _mesa_GenVertexArrays(1, &mipmap->ArrayObj);
3019 _mesa_BindVertexArray(mipmap->ArrayObj);
3020
3021 /* create vertex array buffer */
3022 _mesa_GenBuffersARB(1, &mipmap->VBO);
3023 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
3024
3025 /* setup vertex arrays */
3026 _mesa_VertexAttribPointerARB(0, 2, GL_FLOAT, GL_FALSE,
3027 sizeof(struct vertex), OFFSET(x));
3028 _mesa_VertexAttribPointerARB(1, 3, GL_FLOAT, GL_FALSE,
3029 sizeof(struct vertex), OFFSET(tex));
3030
3031 vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
3032 fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
3033
3034 mipmap->ShaderProg = _mesa_CreateProgramObjectARB();
3035 _mesa_AttachShader(mipmap->ShaderProg, fs);
3036 _mesa_DeleteObjectARB(fs);
3037 _mesa_AttachShader(mipmap->ShaderProg, vs);
3038 _mesa_DeleteObjectARB(vs);
3039 _mesa_BindAttribLocationARB(mipmap->ShaderProg, 0, "position");
3040 _mesa_BindAttribLocationARB(mipmap->ShaderProg, 1, "texcoords");
3041 _mesa_EnableVertexAttribArrayARB(0);
3042 _mesa_EnableVertexAttribArrayARB(1);
3043 link_program_with_debug(ctx, mipmap->ShaderProg);
3044
3045 if ((_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) ||
3046 _mesa_is_gles3(ctx)){
3047 vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
3048 fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
3049
3050 mipmap->IntegerShaderProg = _mesa_CreateProgramObjectARB();
3051 _mesa_AttachShader(mipmap->IntegerShaderProg, fs);
3052 _mesa_DeleteObjectARB(fs);
3053 _mesa_AttachShader(mipmap->IntegerShaderProg, vs);
3054 _mesa_DeleteObjectARB(vs);
3055 _mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 0, "position");
3056 _mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 1, "texcoords");
3057
3058 /* Note that user-defined out attributes get automatically assigned
3059 * locations starting from 0, so we don't need to explicitly
3060 * BindFragDataLocation to 0.
3061 */
3062 link_program_with_debug(ctx, mipmap->IntegerShaderProg);
3063 }
3064 }
3065
3066
3067 static void
3068 meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
3069 struct gen_mipmap_state *mipmap)
3070 {
3071 if (mipmap->ArrayObj == 0)
3072 return;
3073 _mesa_DeleteVertexArraysAPPLE(1, &mipmap->ArrayObj);
3074 mipmap->ArrayObj = 0;
3075 _mesa_DeleteBuffersARB(1, &mipmap->VBO);
3076 mipmap->VBO = 0;
3077 _mesa_DeleteObjectARB(mipmap->ShaderProg);
3078 mipmap->ShaderProg = 0;
3079
3080 if (mipmap->IntegerShaderProg) {
3081 _mesa_DeleteObjectARB(mipmap->IntegerShaderProg);
3082 mipmap->IntegerShaderProg = 0;
3083 }
3084 }
3085
3086
3087 /**
3088 * Called via ctx->Driver.GenerateMipmap()
3089 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
3090 * borders.
3091 */
3092 void
3093 _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
3094 struct gl_texture_object *texObj)
3095 {
3096 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
3097 struct vertex {
3098 GLfloat x, y, tex[3];
3099 };
3100 struct vertex verts[4];
3101 const GLuint baseLevel = texObj->BaseLevel;
3102 const GLuint maxLevel = texObj->MaxLevel;
3103 const GLint maxLevelSave = texObj->MaxLevel;
3104 const GLboolean genMipmapSave = texObj->GenerateMipmap;
3105 const GLenum srgbBufferSave = ctx->Color.sRGBEnabled;
3106 const GLuint fboSave = ctx->DrawBuffer->Name;
3107 const GLuint currentTexUnitSave = ctx->Texture.CurrentUnit;
3108 const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3109 ctx->Extensions.ARB_fragment_shader &&
3110 (ctx->API != API_OPENGLES);
3111 GLenum faceTarget;
3112 GLuint dstLevel;
3113 const GLint slice = 0;
3114 GLuint samplerSave;
3115
3116 if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
3117 _mesa_generate_mipmap(ctx, target, texObj);
3118 return;
3119 }
3120
3121 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
3122 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
3123 faceTarget = target;
3124 target = GL_TEXTURE_CUBE_MAP;
3125 }
3126 else {
3127 faceTarget = target;
3128 }
3129
3130 _mesa_meta_begin(ctx, MESA_META_ALL);
3131
3132 /* Choose between glsl version and fixed function version of
3133 * GenerateMipmap function.
3134 */
3135 if (use_glsl_version) {
3136 setup_glsl_generate_mipmap(ctx, mipmap);
3137
3138 if (texObj->_IsIntegerFormat)
3139 _mesa_UseProgramObjectARB(mipmap->IntegerShaderProg);
3140 else
3141 _mesa_UseProgramObjectARB(mipmap->ShaderProg);
3142 }
3143 else {
3144 setup_ff_generate_mipmap(ctx, mipmap);
3145 _mesa_set_enable(ctx, target, GL_TRUE);
3146 }
3147
3148 _mesa_BindVertexArray(mipmap->ArrayObj);
3149 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
3150
3151 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3152 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3153
3154 if (currentTexUnitSave != 0)
3155 _mesa_BindTexture(target, texObj->Name);
3156
3157 if (!mipmap->FBO) {
3158 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
3159 }
3160
3161 if (!mipmap->Sampler) {
3162 _mesa_GenSamplers(1, &mipmap->Sampler);
3163 _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
3164
3165 if (use_glsl_version && texObj->_IsIntegerFormat)
3166 _mesa_SamplerParameteri(mipmap->Sampler,
3167 GL_TEXTURE_MIN_FILTER,
3168 GL_NEAREST_MIPMAP_NEAREST);
3169 else
3170 _mesa_SamplerParameteri(mipmap->Sampler,
3171 GL_TEXTURE_MIN_FILTER,
3172 GL_LINEAR_MIPMAP_LINEAR);
3173
3174 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3175 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3176 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3177 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3178
3179 /* We don't want to encode or decode sRGB values; treat them as linear.
3180 * This is not technically correct for GLES3 but we don't get any API
3181 * error at the moment.
3182 */
3183 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3184 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3185 GL_SKIP_DECODE_EXT);
3186 }
3187
3188 } else {
3189 _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
3190 }
3191
3192 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
3193
3194 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES)
3195 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
3196 else
3197 assert(!genMipmapSave);
3198
3199 if ((ctx->Extensions.EXT_framebuffer_sRGB &&
3200 _mesa_is_desktop_gl(ctx)) ||
3201 _mesa_is_gles3(ctx)) {
3202 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
3203 }
3204
3205 /* Setup texture coordinates */
3206 setup_texture_coords(faceTarget,
3207 slice,
3208 0, 0, /* width, height never used here */
3209 verts[0].tex,
3210 verts[1].tex,
3211 verts[2].tex,
3212 verts[3].tex);
3213
3214 /* setup vertex positions */
3215 verts[0].x = -1.0F;
3216 verts[0].y = -1.0F;
3217 verts[1].x = 1.0F;
3218 verts[1].y = -1.0F;
3219 verts[2].x = 1.0F;
3220 verts[2].y = 1.0F;
3221 verts[3].x = -1.0F;
3222 verts[3].y = 1.0F;
3223
3224 /* upload vertex data */
3225 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3226 verts, GL_DYNAMIC_DRAW_ARB);
3227
3228 /* texture is already locked, unlock now */
3229 _mesa_unlock_texture(ctx, texObj);
3230
3231 for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
3232 const struct gl_texture_image *srcImage;
3233 const GLuint srcLevel = dstLevel - 1;
3234 GLsizei srcWidth, srcHeight, srcDepth;
3235 GLsizei dstWidth, dstHeight, dstDepth;
3236 GLenum status;
3237
3238 srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
3239 assert(srcImage->Border == 0);
3240
3241 /* src size */
3242 srcWidth = srcImage->Width;
3243 srcHeight = srcImage->Height;
3244 srcDepth = srcImage->Depth;
3245
3246 /* new dst size */
3247 dstWidth = MAX2(1, srcWidth / 2);
3248 dstHeight = MAX2(1, srcHeight / 2);
3249 dstDepth = MAX2(1, srcDepth / 2);
3250
3251 if (dstWidth == srcImage->Width &&
3252 dstHeight == srcImage->Height &&
3253 dstDepth == srcImage->Depth) {
3254 /* all done */
3255 break;
3256 }
3257
3258 /* Allocate storage for the destination mipmap image(s) */
3259
3260 /* Set MaxLevel large enough to hold the new level when we allocate it */
3261 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
3262
3263 if (!_mesa_prepare_mipmap_level(ctx, texObj, dstLevel,
3264 dstWidth, dstHeight, dstDepth,
3265 srcImage->Border,
3266 srcImage->InternalFormat,
3267 srcImage->TexFormat)) {
3268 /* All done. We either ran out of memory or we would go beyond the
3269 * last valid level of an immutable texture if we continued.
3270 */
3271 break;
3272 }
3273
3274 /* limit minification to src level */
3275 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
3276
3277 /* Set to draw into the current dstLevel */
3278 if (target == GL_TEXTURE_1D) {
3279 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
3280 GL_COLOR_ATTACHMENT0_EXT,
3281 target,
3282 texObj->Name,
3283 dstLevel);
3284 }
3285 else if (target == GL_TEXTURE_3D) {
3286 GLint zoffset = 0; /* XXX unfinished */
3287 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
3288 GL_COLOR_ATTACHMENT0_EXT,
3289 target,
3290 texObj->Name,
3291 dstLevel, zoffset);
3292 }
3293 else {
3294 /* 2D / cube */
3295 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
3296 GL_COLOR_ATTACHMENT0_EXT,
3297 faceTarget,
3298 texObj->Name,
3299 dstLevel);
3300 }
3301
3302 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
3303
3304 /* sanity check */
3305 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
3306 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
3307 _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
3308 "_mesa_meta_GenerateMipmap()");
3309 break;
3310 }
3311
3312 assert(dstWidth == ctx->DrawBuffer->Width);
3313 assert(dstHeight == ctx->DrawBuffer->Height);
3314
3315 /* setup viewport */
3316 _mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight);
3317
3318 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3319 }
3320
3321 if (ctx->Extensions.EXT_framebuffer_sRGB && srgbBufferSave) {
3322 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
3323 }
3324
3325 _mesa_lock_texture(ctx, texObj); /* relock */
3326
3327 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3328
3329 _mesa_meta_end(ctx);
3330
3331 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3332 if (genMipmapSave)
3333 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
3334
3335 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
3336 }
3337
3338
3339 /**
3340 * Determine the GL data type to use for the temporary image read with
3341 * ReadPixels() and passed to Tex[Sub]Image().
3342 */
3343 static GLenum
3344 get_temp_image_type(struct gl_context *ctx, gl_format format)
3345 {
3346 GLenum baseFormat;
3347
3348 baseFormat = _mesa_get_format_base_format(format);
3349
3350 switch (baseFormat) {
3351 case GL_RGBA:
3352 case GL_RGB:
3353 case GL_RG:
3354 case GL_RED:
3355 case GL_ALPHA:
3356 case GL_LUMINANCE:
3357 case GL_LUMINANCE_ALPHA:
3358 case GL_INTENSITY:
3359 if (ctx->DrawBuffer->Visual.redBits <= 8)
3360 return GL_UNSIGNED_BYTE;
3361 else if (ctx->DrawBuffer->Visual.redBits <= 16)
3362 return GL_UNSIGNED_SHORT;
3363 else
3364 return _mesa_get_format_datatype(format);
3365 case GL_DEPTH_COMPONENT:
3366 return GL_UNSIGNED_INT;
3367 case GL_DEPTH_STENCIL:
3368 return GL_UNSIGNED_INT_24_8;
3369 default:
3370 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
3371 baseFormat);
3372 return 0;
3373 }
3374 }
3375
3376
3377 /**
3378 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3379 * Have to be careful with locking and meta state for pixel transfer.
3380 */
3381 void
3382 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
3383 struct gl_texture_image *texImage,
3384 GLint xoffset, GLint yoffset, GLint zoffset,
3385 struct gl_renderbuffer *rb,
3386 GLint x, GLint y,
3387 GLsizei width, GLsizei height)
3388 {
3389 struct gl_texture_object *texObj = texImage->TexObject;
3390 GLenum format, type;
3391 GLint bpp;
3392 void *buf;
3393
3394 /* Choose format/type for temporary image buffer */
3395 format = _mesa_get_format_base_format(texImage->TexFormat);
3396 if (format == GL_LUMINANCE ||
3397 format == GL_LUMINANCE_ALPHA ||
3398 format == GL_INTENSITY) {
3399 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3400 * temp image buffer because glReadPixels will do L=R+G+B which is
3401 * not what we want (should be L=R).
3402 */
3403 format = GL_RGBA;
3404 }
3405
3406 type = get_temp_image_type(ctx, texImage->TexFormat);
3407 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
3408 format = _mesa_base_format_to_integer_format(format);
3409 }
3410 bpp = _mesa_bytes_per_pixel(format, type);
3411 if (bpp <= 0) {
3412 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
3413 return;
3414 }
3415
3416 /*
3417 * Alloc image buffer (XXX could use a PBO)
3418 */
3419 buf = malloc(width * height * bpp);
3420 if (!buf) {
3421 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
3422 return;
3423 }
3424
3425 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
3426
3427 /*
3428 * Read image from framebuffer (disable pixel transfer ops)
3429 */
3430 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
3431 ctx->Driver.ReadPixels(ctx, x, y, width, height,
3432 format, type, &ctx->Pack, buf);
3433 _mesa_meta_end(ctx);
3434
3435 _mesa_update_state(ctx); /* to update pixel transfer state */
3436
3437 /*
3438 * Store texture data (with pixel transfer ops)
3439 */
3440 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
3441
3442 ctx->Driver.TexSubImage(ctx, dims, texImage,
3443 xoffset, yoffset, zoffset, width, height, 1,
3444 format, type, buf, &ctx->Unpack);
3445
3446 _mesa_meta_end(ctx);
3447
3448 _mesa_lock_texture(ctx, texObj); /* re-lock */
3449
3450 free(buf);
3451 }
3452
3453
3454 /**
3455 * Decompress a texture image by drawing a quad with the compressed
3456 * texture and reading the pixels out of the color buffer.
3457 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3458 * \param destFormat format, ala glReadPixels
3459 * \param destType type, ala glReadPixels
3460 * \param dest destination buffer
3461 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3462 */
3463 static void
3464 decompress_texture_image(struct gl_context *ctx,
3465 struct gl_texture_image *texImage,
3466 GLuint slice,
3467 GLenum destFormat, GLenum destType,
3468 GLvoid *dest)
3469 {
3470 struct decompress_state *decompress = &ctx->Meta->Decompress;
3471 struct gl_texture_object *texObj = texImage->TexObject;
3472 const GLint width = texImage->Width;
3473 const GLint height = texImage->Height;
3474 const GLenum target = texObj->Target;
3475 GLenum faceTarget;
3476 struct vertex {
3477 GLfloat x, y, tex[3];
3478 };
3479 struct vertex verts[4];
3480 GLuint fboDrawSave, fboReadSave;
3481 GLuint rbSave;
3482 GLuint samplerSave;
3483
3484 if (slice > 0) {
3485 assert(target == GL_TEXTURE_3D ||
3486 target == GL_TEXTURE_2D_ARRAY);
3487 }
3488
3489 if (target == GL_TEXTURE_CUBE_MAP) {
3490 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3491 }
3492 else {
3493 faceTarget = target;
3494 }
3495
3496 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3497 fboDrawSave = ctx->DrawBuffer->Name;
3498 fboReadSave = ctx->ReadBuffer->Name;
3499 rbSave = ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
3500
3501 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_PIXEL_STORE);
3502
3503 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3504 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3505
3506 /* Create/bind FBO/renderbuffer */
3507 if (decompress->FBO == 0) {
3508 _mesa_GenFramebuffersEXT(1, &decompress->FBO);
3509 _mesa_GenRenderbuffersEXT(1, &decompress->RBO);
3510 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO);
3511 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO);
3512 _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
3513 GL_COLOR_ATTACHMENT0_EXT,
3514 GL_RENDERBUFFER_EXT,
3515 decompress->RBO);
3516 }
3517 else {
3518 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO);
3519 }
3520
3521 /* alloc dest surface */
3522 if (width > decompress->Width || height > decompress->Height) {
3523 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO);
3524 _mesa_RenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA,
3525 width, height);
3526 decompress->Width = width;
3527 decompress->Height = height;
3528 }
3529
3530 /* setup VBO data */
3531 if (decompress->ArrayObj == 0) {
3532 /* create vertex array object */
3533 _mesa_GenVertexArrays(1, &decompress->ArrayObj);
3534 _mesa_BindVertexArray(decompress->ArrayObj);
3535
3536 /* create vertex array buffer */
3537 _mesa_GenBuffersARB(1, &decompress->VBO);
3538 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
3539 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3540 NULL, GL_DYNAMIC_DRAW_ARB);
3541
3542 /* setup vertex arrays */
3543 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3544 _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
3545 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3546 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3547 }
3548 else {
3549 _mesa_BindVertexArray(decompress->ArrayObj);
3550 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
3551 }
3552
3553 if (!decompress->Sampler) {
3554 _mesa_GenSamplers(1, &decompress->Sampler);
3555 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3556 /* nearest filtering */
3557 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3558 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3559 /* No sRGB decode or encode.*/
3560 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3561 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3562 GL_SKIP_DECODE_EXT);
3563 }
3564
3565 } else {
3566 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3567 }
3568
3569 setup_texture_coords(faceTarget, slice, width, height,
3570 verts[0].tex,
3571 verts[1].tex,
3572 verts[2].tex,
3573 verts[3].tex);
3574
3575 /* setup vertex positions */
3576 verts[0].x = 0.0F;
3577 verts[0].y = 0.0F;
3578 verts[1].x = width;
3579 verts[1].y = 0.0F;
3580 verts[2].x = width;
3581 verts[2].y = height;
3582 verts[3].x = 0.0F;
3583 verts[3].y = height;
3584
3585 /* upload new vertex data */
3586 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3587
3588 /* setup texture state */
3589 _mesa_BindTexture(target, texObj->Name);
3590 _mesa_set_enable(ctx, target, GL_TRUE);
3591
3592 {
3593 /* save texture object state */
3594 const GLint baseLevelSave = texObj->BaseLevel;
3595 const GLint maxLevelSave = texObj->MaxLevel;
3596
3597 /* restrict sampling to the texture level of interest */
3598 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3599 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
3600 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
3601 }
3602
3603 /* No sRGB decode or encode.*/
3604 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_framebuffer_sRGB
3605 || _mesa_is_gles3(ctx)) {
3606 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
3607 }
3608
3609 /* render quad w/ texture into renderbuffer */
3610 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3611
3612 /* Restore texture object state, the texture binding will
3613 * be restored by _mesa_meta_end().
3614 */
3615 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3616 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
3617 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3618 }
3619
3620 }
3621
3622 /* read pixels from renderbuffer */
3623 {
3624 GLenum baseTexFormat = texImage->_BaseFormat;
3625
3626 /* The pixel transfer state will be set to default values at this point
3627 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3628 * turned off (as required by glGetTexImage) but we need to handle some
3629 * special cases. In particular, single-channel texture values are
3630 * returned as red and two-channel texture values are returned as
3631 * red/alpha.
3632 */
3633 if (baseTexFormat == GL_LUMINANCE ||
3634 baseTexFormat == GL_LUMINANCE_ALPHA ||
3635 baseTexFormat == GL_INTENSITY) {
3636 /* Green and blue must be zero */
3637 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3638 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3639 }
3640
3641 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3642 }
3643
3644 /* disable texture unit */
3645 _mesa_set_enable(ctx, target, GL_FALSE);
3646
3647 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3648
3649 _mesa_meta_end(ctx);
3650
3651 /* restore fbo bindings */
3652 if (fboDrawSave == fboReadSave) {
3653 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboDrawSave);
3654 }
3655 else {
3656 _mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fboDrawSave);
3657 _mesa_BindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fboReadSave);
3658 }
3659 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, rbSave);
3660 }
3661
3662
3663 /**
3664 * This is just a wrapper around _mesa_get_tex_image() and
3665 * decompress_texture_image(). Meta functions should not be directly called
3666 * from core Mesa.
3667 */
3668 void
3669 _mesa_meta_GetTexImage(struct gl_context *ctx,
3670 GLenum format, GLenum type, GLvoid *pixels,
3671 struct gl_texture_image *texImage)
3672 {
3673 /* We can only use the decompress-with-blit method here if the texels are
3674 * unsigned, normalized values. We could handle signed and unnormalized
3675 * with floating point renderbuffers...
3676 */
3677 if (_mesa_is_format_compressed(texImage->TexFormat) &&
3678 _mesa_get_format_datatype(texImage->TexFormat)
3679 == GL_UNSIGNED_NORMALIZED) {
3680 struct gl_texture_object *texObj = texImage->TexObject;
3681 const GLuint slice = 0; /* only 2D compressed textures for now */
3682 /* Need to unlock the texture here to prevent deadlock... */
3683 _mesa_unlock_texture(ctx, texObj);
3684 decompress_texture_image(ctx, texImage, slice, format, type, pixels);
3685 /* ... and relock it */
3686 _mesa_lock_texture(ctx, texObj);
3687 }
3688 else {
3689 _mesa_get_teximage(ctx, format, type, pixels, texImage);
3690 }
3691 }
3692
3693
3694 /**
3695 * Meta implementation of ctx->Driver.DrawTex() in terms
3696 * of polygon rendering.
3697 */
3698 void
3699 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3700 GLfloat width, GLfloat height)
3701 {
3702 #if FEATURE_OES_draw_texture
3703 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3704 struct vertex {
3705 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3706 };
3707 struct vertex verts[4];
3708 GLuint i;
3709
3710 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3711 MESA_META_SHADER |
3712 MESA_META_TRANSFORM |
3713 MESA_META_VERTEX |
3714 MESA_META_VIEWPORT));
3715
3716 if (drawtex->ArrayObj == 0) {
3717 /* one-time setup */
3718 GLint active_texture;
3719
3720 /* create vertex array object */
3721 _mesa_GenVertexArrays(1, &drawtex->ArrayObj);
3722 _mesa_BindVertexArray(drawtex->ArrayObj);
3723
3724 /* create vertex array buffer */
3725 _mesa_GenBuffersARB(1, &drawtex->VBO);
3726 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3727 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3728 NULL, GL_DYNAMIC_DRAW_ARB);
3729
3730 /* client active texture is not part of the array object */
3731 active_texture = ctx->Array.ActiveTexture;
3732
3733 /* setup vertex arrays */
3734 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3735 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3736 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3737 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + i);
3738 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
3739 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3740 }
3741
3742 /* restore client active texture */
3743 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + active_texture);
3744 }
3745 else {
3746 _mesa_BindVertexArray(drawtex->ArrayObj);
3747 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3748 }
3749
3750 /* vertex positions, texcoords */
3751 {
3752 const GLfloat x1 = x + width;
3753 const GLfloat y1 = y + height;
3754
3755 z = CLAMP(z, 0.0, 1.0);
3756 z = invert_z(z);
3757
3758 verts[0].x = x;
3759 verts[0].y = y;
3760 verts[0].z = z;
3761
3762 verts[1].x = x1;
3763 verts[1].y = y;
3764 verts[1].z = z;
3765
3766 verts[2].x = x1;
3767 verts[2].y = y1;
3768 verts[2].z = z;
3769
3770 verts[3].x = x;
3771 verts[3].y = y1;
3772 verts[3].z = z;
3773
3774 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3775 const struct gl_texture_object *texObj;
3776 const struct gl_texture_image *texImage;
3777 GLfloat s, t, s1, t1;
3778 GLuint tw, th;
3779
3780 if (!ctx->Texture.Unit[i]._ReallyEnabled) {
3781 GLuint j;
3782 for (j = 0; j < 4; j++) {
3783 verts[j].st[i][0] = 0.0f;
3784 verts[j].st[i][1] = 0.0f;
3785 }
3786 continue;
3787 }
3788
3789 texObj = ctx->Texture.Unit[i]._Current;
3790 texImage = texObj->Image[0][texObj->BaseLevel];
3791 tw = texImage->Width2;
3792 th = texImage->Height2;
3793
3794 s = (GLfloat) texObj->CropRect[0] / tw;
3795 t = (GLfloat) texObj->CropRect[1] / th;
3796 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3797 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3798
3799 verts[0].st[i][0] = s;
3800 verts[0].st[i][1] = t;
3801
3802 verts[1].st[i][0] = s1;
3803 verts[1].st[i][1] = t;
3804
3805 verts[2].st[i][0] = s1;
3806 verts[2].st[i][1] = t1;
3807
3808 verts[3].st[i][0] = s;
3809 verts[3].st[i][1] = t1;
3810 }
3811
3812 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3813 }
3814
3815 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3816
3817 _mesa_meta_end(ctx);
3818 #endif /* FEATURE_OES_draw_texture */
3819 }