2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
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.
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"
56 #include "main/polygon.h"
57 #include "main/queryobj.h"
58 #include "main/readpix.h"
59 #include "main/scissor.h"
60 #include "main/shaderapi.h"
61 #include "main/shaderobj.h"
62 #include "main/state.h"
63 #include "main/stencil.h"
64 #include "main/texobj.h"
65 #include "main/texenv.h"
66 #include "main/texgetimage.h"
67 #include "main/teximage.h"
68 #include "main/texparam.h"
69 #include "main/texstate.h"
70 #include "main/transformfeedback.h"
71 #include "main/uniforms.h"
72 #include "main/varray.h"
73 #include "main/viewport.h"
74 #include "main/samplerobj.h"
75 #include "program/program.h"
76 #include "swrast/swrast.h"
77 #include "drivers/common/meta.h"
78 #include "main/enums.h"
79 #include "main/glformats.h"
80 #include "../glsl/ralloc.h"
82 /** Return offset in bytes of the field within a vertex struct */
83 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
86 * State which we may save/restore across meta ops.
87 * XXX this may be incomplete...
91 GLbitfield SavedState
; /**< bitmask of MESA_META_* flags */
93 /** MESA_META_CLEAR (and others?) */
94 struct gl_query_object
*CurrentOcclusionObject
;
96 /** MESA_META_ALPHA_TEST */
97 GLboolean AlphaEnabled
;
101 /** MESA_META_BLEND */
102 GLbitfield BlendEnabled
;
103 GLboolean ColorLogicOpEnabled
;
105 /** MESA_META_COLOR_MASK */
106 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4];
108 /** MESA_META_DEPTH_TEST */
109 struct gl_depthbuffer_attrib Depth
;
114 /** MESA_META_PIXEL_STORE */
115 struct gl_pixelstore_attrib Pack
, Unpack
;
117 /** MESA_META_PIXEL_TRANSFER */
118 GLfloat RedBias
, RedScale
;
119 GLfloat GreenBias
, GreenScale
;
120 GLfloat BlueBias
, BlueScale
;
121 GLfloat AlphaBias
, AlphaScale
;
122 GLfloat DepthBias
, DepthScale
;
123 GLboolean MapColorFlag
;
125 /** MESA_META_RASTERIZATION */
126 GLenum FrontPolygonMode
, BackPolygonMode
;
127 GLboolean PolygonOffset
;
128 GLboolean PolygonSmooth
;
129 GLboolean PolygonStipple
;
130 GLboolean PolygonCull
;
132 /** MESA_META_SCISSOR */
133 struct gl_scissor_attrib Scissor
;
135 /** MESA_META_SHADER */
136 GLboolean VertexProgramEnabled
;
137 struct gl_vertex_program
*VertexProgram
;
138 GLboolean FragmentProgramEnabled
;
139 struct gl_fragment_program
*FragmentProgram
;
140 GLboolean ATIFragmentShaderEnabled
;
141 struct gl_shader_program
*Shader
[MESA_SHADER_STAGES
];
142 struct gl_shader_program
*ActiveShader
;
144 /** MESA_META_STENCIL_TEST */
145 struct gl_stencil_attrib Stencil
;
147 /** MESA_META_TRANSFORM */
149 GLfloat ModelviewMatrix
[16];
150 GLfloat ProjectionMatrix
[16];
151 GLfloat TextureMatrix
[16];
153 /** MESA_META_CLIP */
154 GLbitfield ClipPlanesEnabled
;
156 /** MESA_META_TEXTURE */
158 GLuint ClientActiveUnit
;
159 /** for unit[0] only */
160 struct gl_texture_object
*CurrentTexture
[NUM_TEXTURE_TARGETS
];
161 /** mask of TEXTURE_2D_BIT, etc */
162 GLbitfield TexEnabled
[MAX_TEXTURE_UNITS
];
163 GLbitfield TexGenEnabled
[MAX_TEXTURE_UNITS
];
164 GLuint EnvMode
; /* unit[0] only */
166 /** MESA_META_VERTEX */
167 struct gl_vertex_array_object
*VAO
;
168 struct gl_buffer_object
*ArrayBufferObj
;
170 /** MESA_META_VIEWPORT */
171 GLfloat ViewportX
, ViewportY
, ViewportW
, ViewportH
;
172 GLclampd DepthNear
, DepthFar
;
174 /** MESA_META_CLAMP_FRAGMENT_COLOR */
175 GLenum ClampFragmentColor
;
177 /** MESA_META_CLAMP_VERTEX_COLOR */
178 GLenum ClampVertexColor
;
180 /** MESA_META_CONDITIONAL_RENDER */
181 struct gl_query_object
*CondRenderQuery
;
182 GLenum CondRenderMode
;
184 /** MESA_META_SELECT_FEEDBACK */
186 struct gl_selection Select
;
187 struct gl_feedback Feedback
;
189 /** MESA_META_MULTISAMPLE */
190 GLboolean MultisampleEnabled
;
192 /** MESA_META_FRAMEBUFFER_SRGB */
193 GLboolean sRGBEnabled
;
195 /** Miscellaneous (always disabled) */
197 GLboolean RasterDiscard
;
198 GLboolean TransformFeedbackNeedsResume
;
202 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
203 * This is currently shared by all the meta ops. But we could create a
204 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
209 GLenum Target
; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
210 GLsizei MinSize
; /**< Min texture size to allocate */
211 GLsizei MaxSize
; /**< Max possible texture size */
212 GLboolean NPOT
; /**< Non-power of two size OK? */
213 GLsizei Width
, Height
; /**< Current texture size */
215 GLfloat Sright
, Ttop
; /**< right, top texcoords */
219 * State for GLSL texture sampler which is used to generate fragment
220 * shader in _mesa_meta_generate_mipmap().
225 const char *texcoords
;
230 * Table of all sampler types and shaders for accessing them.
232 struct blit_shader_table
{
233 struct blit_shader sampler_1d
;
234 struct blit_shader sampler_2d
;
235 struct blit_shader sampler_3d
;
236 struct blit_shader sampler_rect
;
237 struct blit_shader sampler_cubemap
;
238 struct blit_shader sampler_1d_array
;
239 struct blit_shader sampler_2d_array
;
240 struct blit_shader sampler_cubemap_array
;
244 * State for glBlitFramebufer()
251 struct blit_shader_table shaders
;
252 struct temp_texture depthTex
;
257 * State for glClear()
267 GLuint IntegerShaderProg
;
268 GLint IntegerColorLocation
;
269 GLint IntegerLayerLocation
;
274 * State for glCopyPixels()
284 * State for glDrawPixels()
291 GLuint StencilFP
; /**< Fragment program for drawing stencil images */
292 GLuint DepthFP
; /**< Fragment program for drawing depth images */
297 * State for glBitmap()
303 struct temp_texture Tex
; /**< separate texture from other meta ops */
307 * State for _mesa_meta_generate_mipmap()
309 struct gen_mipmap_state
316 struct blit_shader_table shaders
;
320 * State for texture decompression
322 struct decompress_state
325 GLuint VBO
, FBO
, RBO
, Sampler
;
328 struct blit_shader_table shaders
;
332 * State for glDrawTex()
340 #define MAX_META_OPS_DEPTH 8
342 * All per-context meta state.
346 /** Stack of state saved during meta-ops */
347 struct save_state Save
[MAX_META_OPS_DEPTH
];
348 /** Save stack depth */
349 GLuint SaveStackDepth
;
351 struct temp_texture TempTex
;
353 struct blit_state Blit
; /**< For _mesa_meta_BlitFramebuffer() */
354 struct clear_state Clear
; /**< For _mesa_meta_Clear() */
355 struct copypix_state CopyPix
; /**< For _mesa_meta_CopyPixels() */
356 struct drawpix_state DrawPix
; /**< For _mesa_meta_DrawPixels() */
357 struct bitmap_state Bitmap
; /**< For _mesa_meta_Bitmap() */
358 struct gen_mipmap_state Mipmap
; /**< For _mesa_meta_GenerateMipmap() */
359 struct decompress_state Decompress
; /**< For texture decompression */
360 struct drawtex_state DrawTex
; /**< For _mesa_meta_DrawTex() */
364 GLfloat x
, y
, z
, tex
[4];
368 static struct blit_shader
*
369 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
371 static void meta_glsl_blit_cleanup(struct blit_state
*blit
);
372 static void cleanup_temp_texture(struct temp_texture
*tex
);
373 static void meta_glsl_clear_cleanup(struct clear_state
*clear
);
374 static void meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state
*mipmap
);
375 static void meta_decompress_cleanup(struct decompress_state
*decompress
);
376 static void meta_drawpix_cleanup(struct drawpix_state
*drawpix
);
377 static void blit_shader_table_cleanup(struct blit_shader_table
*table
);
380 compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
, const GLcharARB
*source
)
386 shader
= _mesa_CreateShaderObjectARB(target
);
387 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
388 _mesa_CompileShader(shader
);
390 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
394 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
396 _mesa_DeleteObjectARB(shader
);
402 _mesa_DeleteObjectARB(shader
);
406 _mesa_GetShaderInfoLog(shader
, size
, NULL
, info
);
408 "meta program compile failed:\n%s\n"
413 _mesa_DeleteObjectARB(shader
);
419 link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
424 _mesa_LinkProgram(program
);
426 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
430 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
438 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
439 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
447 * Generate a generic shader to blit from a texture to a framebuffer
449 * \param ctx Current GL context
450 * \param texTarget Texture target that will be the source of the blit
452 * \returns a handle to a shader program on success or zero on failure.
455 setup_blit_shader(struct gl_context
*ctx
,
457 struct blit_shader_table
*table
)
459 const char *vs_source
;
462 void *const mem_ctx
= ralloc_context(NULL
);
463 struct blit_shader
*shader
= choose_blit_shader(target
, table
);
465 assert(shader
!= NULL
);
467 if (shader
->shader_prog
!= 0) {
468 _mesa_UseProgram(shader
->shader_prog
);
472 /* The version check is a little tricky. API is set to API_OPENGLES2 even
473 * for OpenGL ES 3.0 contexts, and GLSLVersion may be set to 140, for
474 * example, in an OpenGL ES 2.0 context.
476 if ((ctx
->API
== API_OPENGLES2
&& ctx
->Version
< 30)
477 || ctx
->Const
.GLSLVersion
< 130) {
479 "attribute vec2 position;\n"
480 "attribute vec3 textureCoords;\n"
481 "varying vec4 texCoords;\n"
484 " texCoords = textureCoords;\n"
485 " gl_Position = vec4(position, 0.0, 1.0);\n"
488 fs_source
= ralloc_asprintf(mem_ctx
,
489 "#extension GL_EXT_texture_array : enable\n"
490 "#extension GL_ARB_texture_cube_map_array: enable\n"
492 "precision highp float;\n"
494 "uniform %s texSampler;\n"
495 "varying vec4 texCoords;\n"
498 " gl_FragColor = %s(texSampler, %s);\n"
499 " gl_FragDepth = gl_FragColor.x;\n"
502 shader
->func
, shader
->texcoords
);
505 vs_source
= ralloc_asprintf(mem_ctx
,
507 "in vec2 position;\n"
508 "in vec4 textureCoords;\n"
509 "out vec4 texCoords;\n"
512 " texCoords = textureCoords;\n"
513 " gl_Position = vec4(position, 0.0, 1.0);\n"
515 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
516 fs_source
= ralloc_asprintf(mem_ctx
,
518 "#extension GL_ARB_texture_cube_map_array: enable\n"
520 "precision highp float;\n"
522 "uniform %s texSampler;\n"
523 "in vec4 texCoords;\n"
524 "out vec4 out_color;\n"
528 " out_color = texture(texSampler, %s);\n"
529 " gl_FragDepth = out_color.x;\n"
531 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
536 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
537 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
539 shader
->shader_prog
= _mesa_CreateProgramObjectARB();
540 _mesa_AttachShader(shader
->shader_prog
, fs
);
541 _mesa_DeleteObjectARB(fs
);
542 _mesa_AttachShader(shader
->shader_prog
, vs
);
543 _mesa_DeleteObjectARB(vs
);
544 _mesa_BindAttribLocation(shader
->shader_prog
, 0, "position");
545 _mesa_BindAttribLocation(shader
->shader_prog
, 1, "texcoords");
546 link_program_with_debug(ctx
, shader
->shader_prog
);
547 ralloc_free(mem_ctx
);
549 _mesa_UseProgram(shader
->shader_prog
);
553 * Configure vertex buffer and vertex array objects for tests
555 * Regardless of whether a new VAO and new VBO are created, the objects
556 * referenced by \c VAO and \c VBO will be bound into the GL state vector
557 * when this function terminates.
559 * \param VAO Storage for vertex array object handle. If 0, a new VAO
561 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
562 * will be created. The new VBO will have storage for 4
563 * \c vertex structures.
564 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
565 * or should traditional, fixed-function color and texture
566 * coordinate be used?
567 * \param vertex_size Number of components for attribute 0 / vertex.
568 * \param texcoord_size Number of components for attribute 1 / texture
569 * coordinate. If this is 0, attribute 1 will not be set or
571 * \param color_size Number of components for attribute 1 / primary color.
572 * If this is 0, attribute 1 will not be set or enabled.
574 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
575 * Use \c texcoord_size instead.
578 setup_vertex_objects(GLuint
*VAO
, GLuint
*VBO
, bool use_generic_attributes
,
579 unsigned vertex_size
, unsigned texcoord_size
,
585 /* create vertex array object */
586 _mesa_GenVertexArrays(1, VAO
);
587 _mesa_BindVertexArray(*VAO
);
589 /* create vertex array buffer */
590 _mesa_GenBuffers(1, VBO
);
591 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
592 _mesa_BufferData(GL_ARRAY_BUFFER
, 4 * sizeof(struct vertex
), NULL
,
595 /* setup vertex arrays */
596 if (use_generic_attributes
) {
597 assert(color_size
== 0);
599 _mesa_VertexAttribPointer(0, vertex_size
, GL_FLOAT
, GL_FALSE
,
600 sizeof(struct vertex
), OFFSET(x
));
601 _mesa_EnableVertexAttribArray(0);
603 if (texcoord_size
> 0) {
604 _mesa_VertexAttribPointer(1, texcoord_size
, GL_FLOAT
, GL_FALSE
,
605 sizeof(struct vertex
), OFFSET(tex
));
606 _mesa_EnableVertexAttribArray(1);
609 _mesa_VertexPointer(vertex_size
, GL_FLOAT
, sizeof(struct vertex
),
611 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
613 if (texcoord_size
> 0) {
614 _mesa_TexCoordPointer(texcoord_size
, GL_FLOAT
,
615 sizeof(struct vertex
), OFFSET(tex
));
616 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
619 if (color_size
> 0) {
620 _mesa_ColorPointer(color_size
, GL_FLOAT
,
621 sizeof(struct vertex
), OFFSET(r
));
622 _mesa_EnableClientState(GL_COLOR_ARRAY
);
626 _mesa_BindVertexArray(*VAO
);
627 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
632 * Initialize meta-ops for a context.
633 * To be called once during context creation.
636 _mesa_meta_init(struct gl_context
*ctx
)
640 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
645 * Free context meta-op state.
646 * To be called once during context destruction.
649 _mesa_meta_free(struct gl_context
*ctx
)
651 GET_CURRENT_CONTEXT(old_context
);
652 _mesa_make_current(ctx
, NULL
, NULL
);
653 meta_glsl_blit_cleanup(&ctx
->Meta
->Blit
);
654 meta_glsl_clear_cleanup(&ctx
->Meta
->Clear
);
655 meta_glsl_generate_mipmap_cleanup(&ctx
->Meta
->Mipmap
);
656 cleanup_temp_texture(&ctx
->Meta
->TempTex
);
657 meta_decompress_cleanup(&ctx
->Meta
->Decompress
);
658 meta_drawpix_cleanup(&ctx
->Meta
->DrawPix
);
660 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
662 _mesa_make_current(NULL
, NULL
, NULL
);
669 * Enter meta state. This is like a light-weight version of glPushAttrib
670 * but it also resets most GL state back to default values.
672 * \param state bitmask of MESA_META_* flags indicating which attribute groups
673 * to save and reset to their defaults
676 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
678 struct save_state
*save
;
680 /* hope MAX_META_OPS_DEPTH is large enough */
681 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
683 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
684 memset(save
, 0, sizeof(*save
));
685 save
->SavedState
= state
;
687 /* Pausing transform feedback needs to be done early, or else we won't be
688 * able to change other state.
690 save
->TransformFeedbackNeedsResume
=
691 _mesa_is_xfb_active_and_unpaused(ctx
);
692 if (save
->TransformFeedbackNeedsResume
)
693 _mesa_PauseTransformFeedback();
695 /* After saving the current occlusion object, call EndQuery so that no
696 * occlusion querying will be active during the meta-operation.
698 if (state
& MESA_META_OCCLUSION_QUERY
) {
699 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
700 if (save
->CurrentOcclusionObject
)
701 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
704 if (state
& MESA_META_ALPHA_TEST
) {
705 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
706 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
707 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
708 if (ctx
->Color
.AlphaEnabled
)
709 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
712 if (state
& MESA_META_BLEND
) {
713 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
714 if (ctx
->Color
.BlendEnabled
) {
715 if (ctx
->Extensions
.EXT_draw_buffers2
) {
717 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
718 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
722 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
725 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
726 if (ctx
->Color
.ColorLogicOpEnabled
)
727 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
730 if (state
& MESA_META_COLOR_MASK
) {
731 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
732 sizeof(ctx
->Color
.ColorMask
));
733 if (!ctx
->Color
.ColorMask
[0][0] ||
734 !ctx
->Color
.ColorMask
[0][1] ||
735 !ctx
->Color
.ColorMask
[0][2] ||
736 !ctx
->Color
.ColorMask
[0][3])
737 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
740 if (state
& MESA_META_DEPTH_TEST
) {
741 save
->Depth
= ctx
->Depth
; /* struct copy */
743 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
746 if ((state
& MESA_META_FOG
)
747 && ctx
->API
!= API_OPENGL_CORE
748 && ctx
->API
!= API_OPENGLES2
) {
749 save
->Fog
= ctx
->Fog
.Enabled
;
750 if (ctx
->Fog
.Enabled
)
751 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
754 if (state
& MESA_META_PIXEL_STORE
) {
755 save
->Pack
= ctx
->Pack
;
756 save
->Unpack
= ctx
->Unpack
;
757 ctx
->Pack
= ctx
->DefaultPacking
;
758 ctx
->Unpack
= ctx
->DefaultPacking
;
761 if (state
& MESA_META_PIXEL_TRANSFER
) {
762 save
->RedScale
= ctx
->Pixel
.RedScale
;
763 save
->RedBias
= ctx
->Pixel
.RedBias
;
764 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
765 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
766 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
767 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
768 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
769 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
770 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
771 ctx
->Pixel
.RedScale
= 1.0F
;
772 ctx
->Pixel
.RedBias
= 0.0F
;
773 ctx
->Pixel
.GreenScale
= 1.0F
;
774 ctx
->Pixel
.GreenBias
= 0.0F
;
775 ctx
->Pixel
.BlueScale
= 1.0F
;
776 ctx
->Pixel
.BlueBias
= 0.0F
;
777 ctx
->Pixel
.AlphaScale
= 1.0F
;
778 ctx
->Pixel
.AlphaBias
= 0.0F
;
779 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
781 ctx
->NewState
|=_NEW_PIXEL
;
784 if (state
& MESA_META_RASTERIZATION
) {
785 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
786 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
787 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
788 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
789 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
790 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
791 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
792 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
793 if (ctx
->API
== API_OPENGL_COMPAT
) {
794 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
795 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
797 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
800 if (state
& MESA_META_SCISSOR
) {
801 save
->Scissor
= ctx
->Scissor
; /* struct copy */
802 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
805 if (state
& MESA_META_SHADER
) {
808 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
809 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
810 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
811 ctx
->VertexProgram
.Current
);
812 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
815 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
816 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
817 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
818 ctx
->FragmentProgram
.Current
);
819 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
822 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
823 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
824 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
827 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
828 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
829 ctx
->Shader
.CurrentProgram
[i
]);
831 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
832 ctx
->Shader
.ActiveProgram
);
837 if (state
& MESA_META_STENCIL_TEST
) {
838 save
->Stencil
= ctx
->Stencil
; /* struct copy */
839 if (ctx
->Stencil
.Enabled
)
840 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
841 /* NOTE: other stencil state not reset */
844 if (state
& MESA_META_TEXTURE
) {
847 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
848 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
849 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
851 /* Disable all texture units */
852 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
853 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
854 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
855 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
856 if (ctx
->Texture
.Unit
[u
].Enabled
||
857 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
858 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
859 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
860 if (ctx
->Extensions
.ARB_texture_cube_map
)
861 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
862 if (_mesa_is_gles(ctx
) &&
863 ctx
->Extensions
.OES_EGL_image_external
)
864 _mesa_set_enable(ctx
, GL_TEXTURE_EXTERNAL_OES
, GL_FALSE
);
866 if (ctx
->API
== API_OPENGL_COMPAT
) {
867 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
868 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
869 if (ctx
->Extensions
.NV_texture_rectangle
)
870 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
871 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
872 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
873 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
874 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
876 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_STR_OES
, GL_FALSE
);
882 /* save current texture objects for unit[0] only */
883 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
884 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
885 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
888 /* set defaults for unit[0] */
889 _mesa_ActiveTexture(GL_TEXTURE0
);
890 _mesa_ClientActiveTexture(GL_TEXTURE0
);
891 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
892 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
896 if (state
& MESA_META_TRANSFORM
) {
897 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
898 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
899 16 * sizeof(GLfloat
));
900 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
901 16 * sizeof(GLfloat
));
902 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
903 16 * sizeof(GLfloat
));
904 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
905 /* set 1:1 vertex:pixel coordinate transform */
906 _mesa_ActiveTexture(GL_TEXTURE0
);
907 _mesa_MatrixMode(GL_TEXTURE
);
908 _mesa_LoadIdentity();
909 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
910 _mesa_MatrixMode(GL_MODELVIEW
);
911 _mesa_LoadIdentity();
912 _mesa_MatrixMode(GL_PROJECTION
);
913 _mesa_LoadIdentity();
915 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
916 * This can occur when there is no draw buffer.
918 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
919 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
920 0.0, ctx
->DrawBuffer
->Height
,
924 if (state
& MESA_META_CLIP
) {
925 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
926 if (ctx
->Transform
.ClipPlanesEnabled
) {
928 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
929 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
934 if (state
& MESA_META_VERTEX
) {
935 /* save vertex array object state */
936 _mesa_reference_vao(ctx
, &save
->VAO
,
938 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
939 ctx
->Array
.ArrayBufferObj
);
940 /* set some default state? */
943 if (state
& MESA_META_VIEWPORT
) {
944 /* save viewport state */
945 save
->ViewportX
= ctx
->ViewportArray
[0].X
;
946 save
->ViewportY
= ctx
->ViewportArray
[0].Y
;
947 save
->ViewportW
= ctx
->ViewportArray
[0].Width
;
948 save
->ViewportH
= ctx
->ViewportArray
[0].Height
;
949 /* set viewport to match window size */
950 if (ctx
->ViewportArray
[0].X
!= 0 ||
951 ctx
->ViewportArray
[0].Y
!= 0 ||
952 ctx
->ViewportArray
[0].Width
!= (float) ctx
->DrawBuffer
->Width
||
953 ctx
->ViewportArray
[0].Height
!= (float) ctx
->DrawBuffer
->Height
) {
954 _mesa_set_viewport(ctx
, 0, 0, 0,
955 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
957 /* save depth range state */
958 save
->DepthNear
= ctx
->ViewportArray
[0].Near
;
959 save
->DepthFar
= ctx
->ViewportArray
[0].Far
;
960 /* set depth range to default */
961 _mesa_DepthRange(0.0, 1.0);
964 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
965 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
967 /* Generally in here we want to do clamping according to whether
968 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
969 * regardless of the internal implementation of the metaops.
971 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
972 ctx
->Extensions
.ARB_color_buffer_float
)
973 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
976 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
977 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
979 /* Generally in here we never want vertex color clamping --
980 * result clamping is only dependent on fragment clamping.
982 if (ctx
->Extensions
.ARB_color_buffer_float
)
983 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
986 if (state
& MESA_META_CONDITIONAL_RENDER
) {
987 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
988 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
990 if (ctx
->Query
.CondRenderQuery
)
991 _mesa_EndConditionalRender();
994 if (state
& MESA_META_SELECT_FEEDBACK
) {
995 save
->RenderMode
= ctx
->RenderMode
;
996 if (ctx
->RenderMode
== GL_SELECT
) {
997 save
->Select
= ctx
->Select
; /* struct copy */
998 _mesa_RenderMode(GL_RENDER
);
999 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
1000 save
->Feedback
= ctx
->Feedback
; /* struct copy */
1001 _mesa_RenderMode(GL_RENDER
);
1005 if (state
& MESA_META_MULTISAMPLE
) {
1006 save
->MultisampleEnabled
= ctx
->Multisample
.Enabled
;
1007 if (ctx
->Multisample
.Enabled
)
1008 _mesa_set_multisample(ctx
, GL_FALSE
);
1011 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1012 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
1013 if (ctx
->Color
.sRGBEnabled
)
1014 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
1019 save
->Lighting
= ctx
->Light
.Enabled
;
1020 if (ctx
->Light
.Enabled
)
1021 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
1022 save
->RasterDiscard
= ctx
->RasterDiscard
;
1023 if (ctx
->RasterDiscard
)
1024 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
1030 * Leave meta state. This is like a light-weight version of glPopAttrib().
1033 _mesa_meta_end(struct gl_context
*ctx
)
1035 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
1036 const GLbitfield state
= save
->SavedState
;
1039 /* After starting a new occlusion query, initialize the results to the
1040 * values saved previously. The driver will then continue to increment
1043 if (state
& MESA_META_OCCLUSION_QUERY
) {
1044 if (save
->CurrentOcclusionObject
) {
1045 _mesa_BeginQuery(save
->CurrentOcclusionObject
->Target
,
1046 save
->CurrentOcclusionObject
->Id
);
1047 ctx
->Query
.CurrentOcclusionObject
->Result
= save
->CurrentOcclusionObject
->Result
;
1051 if (state
& MESA_META_ALPHA_TEST
) {
1052 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
1053 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
1054 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
1057 if (state
& MESA_META_BLEND
) {
1058 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
1059 if (ctx
->Extensions
.EXT_draw_buffers2
) {
1061 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
1062 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
1066 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
1069 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
1070 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
1073 if (state
& MESA_META_COLOR_MASK
) {
1075 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
1076 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
1078 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
1079 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
1083 save
->ColorMask
[i
][0],
1084 save
->ColorMask
[i
][1],
1085 save
->ColorMask
[i
][2],
1086 save
->ColorMask
[i
][3]);
1092 if (state
& MESA_META_DEPTH_TEST
) {
1093 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
1094 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
1095 _mesa_DepthFunc(save
->Depth
.Func
);
1096 _mesa_DepthMask(save
->Depth
.Mask
);
1099 if ((state
& MESA_META_FOG
)
1100 && ctx
->API
!= API_OPENGL_CORE
1101 && ctx
->API
!= API_OPENGLES2
) {
1102 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
1105 if (state
& MESA_META_PIXEL_STORE
) {
1106 ctx
->Pack
= save
->Pack
;
1107 ctx
->Unpack
= save
->Unpack
;
1110 if (state
& MESA_META_PIXEL_TRANSFER
) {
1111 ctx
->Pixel
.RedScale
= save
->RedScale
;
1112 ctx
->Pixel
.RedBias
= save
->RedBias
;
1113 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
1114 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
1115 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
1116 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
1117 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
1118 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
1119 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
1120 /* XXX more state */
1121 ctx
->NewState
|=_NEW_PIXEL
;
1124 if (state
& MESA_META_RASTERIZATION
) {
1125 /* Core context requires that front and back mode be the same.
1127 if (ctx
->API
== API_OPENGL_CORE
) {
1128 _mesa_PolygonMode(GL_FRONT_AND_BACK
, save
->FrontPolygonMode
);
1130 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
1131 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
1133 if (ctx
->API
== API_OPENGL_COMPAT
) {
1134 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
1135 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
1137 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
1138 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
1141 if (state
& MESA_META_SCISSOR
) {
1144 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
1145 _mesa_set_scissor(ctx
, i
,
1146 save
->Scissor
.ScissorArray
[i
].X
,
1147 save
->Scissor
.ScissorArray
[i
].Y
,
1148 save
->Scissor
.ScissorArray
[i
].Width
,
1149 save
->Scissor
.ScissorArray
[i
].Height
);
1150 _mesa_set_enablei(ctx
, GL_SCISSOR_TEST
, i
,
1151 (save
->Scissor
.EnableFlags
>> i
) & 1);
1155 if (state
& MESA_META_SHADER
) {
1156 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
1157 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
1158 save
->VertexProgramEnabled
);
1159 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
1160 save
->VertexProgram
);
1161 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
1164 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
1165 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
1166 save
->FragmentProgramEnabled
);
1167 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
1168 save
->FragmentProgram
);
1169 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
1172 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
1173 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
1174 save
->ATIFragmentShaderEnabled
);
1177 if (ctx
->Extensions
.ARB_vertex_shader
) {
1178 _mesa_use_shader_program(ctx
, GL_VERTEX_SHADER
,
1179 save
->Shader
[MESA_SHADER_VERTEX
]);
1182 if (_mesa_has_geometry_shaders(ctx
))
1183 _mesa_use_shader_program(ctx
, GL_GEOMETRY_SHADER_ARB
,
1184 save
->Shader
[MESA_SHADER_GEOMETRY
]);
1186 if (ctx
->Extensions
.ARB_fragment_shader
)
1187 _mesa_use_shader_program(ctx
, GL_FRAGMENT_SHADER
,
1188 save
->Shader
[MESA_SHADER_FRAGMENT
]);
1190 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1191 save
->ActiveShader
);
1193 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++)
1194 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
1195 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
1198 if (state
& MESA_META_STENCIL_TEST
) {
1199 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
1201 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1202 _mesa_ClearStencil(stencil
->Clear
);
1203 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.EXT_stencil_two_side
) {
1204 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1205 stencil
->TestTwoSide
);
1206 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1207 ? GL_BACK
: GL_FRONT
);
1210 _mesa_StencilFuncSeparate(GL_FRONT
,
1211 stencil
->Function
[0],
1213 stencil
->ValueMask
[0]);
1214 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1215 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1216 stencil
->ZFailFunc
[0],
1217 stencil
->ZPassFunc
[0]);
1219 _mesa_StencilFuncSeparate(GL_BACK
,
1220 stencil
->Function
[1],
1222 stencil
->ValueMask
[1]);
1223 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1224 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1225 stencil
->ZFailFunc
[1],
1226 stencil
->ZPassFunc
[1]);
1229 if (state
& MESA_META_TEXTURE
) {
1232 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
1234 /* restore texenv for unit[0] */
1235 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1236 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1239 /* restore texture objects for unit[0] only */
1240 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1241 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1242 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1243 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1244 save
->CurrentTexture
[tgt
]);
1246 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1249 /* Restore fixed function texture enables, texgen */
1250 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1251 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1252 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1253 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1254 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1257 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1258 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1259 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1264 /* restore current unit state */
1265 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1266 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
1269 if (state
& MESA_META_TRANSFORM
) {
1270 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1271 _mesa_ActiveTexture(GL_TEXTURE0
);
1272 _mesa_MatrixMode(GL_TEXTURE
);
1273 _mesa_LoadMatrixf(save
->TextureMatrix
);
1274 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1276 _mesa_MatrixMode(GL_MODELVIEW
);
1277 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1279 _mesa_MatrixMode(GL_PROJECTION
);
1280 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1282 _mesa_MatrixMode(save
->MatrixMode
);
1285 if (state
& MESA_META_CLIP
) {
1286 if (save
->ClipPlanesEnabled
) {
1288 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1289 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1290 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1296 if (state
& MESA_META_VERTEX
) {
1297 /* restore vertex buffer object */
1298 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1299 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1301 /* restore vertex array object */
1302 _mesa_BindVertexArray(save
->VAO
->Name
);
1303 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1306 if (state
& MESA_META_VIEWPORT
) {
1307 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1308 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1309 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1310 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1311 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1312 save
->ViewportW
, save
->ViewportH
);
1314 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1317 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1318 ctx
->Extensions
.ARB_color_buffer_float
) {
1319 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1322 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1323 ctx
->Extensions
.ARB_color_buffer_float
) {
1324 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1327 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1328 if (save
->CondRenderQuery
)
1329 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1330 save
->CondRenderMode
);
1333 if (state
& MESA_META_SELECT_FEEDBACK
) {
1334 if (save
->RenderMode
== GL_SELECT
) {
1335 _mesa_RenderMode(GL_SELECT
);
1336 ctx
->Select
= save
->Select
;
1337 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1338 _mesa_RenderMode(GL_FEEDBACK
);
1339 ctx
->Feedback
= save
->Feedback
;
1343 if (state
& MESA_META_MULTISAMPLE
) {
1344 if (ctx
->Multisample
.Enabled
!= save
->MultisampleEnabled
)
1345 _mesa_set_multisample(ctx
, save
->MultisampleEnabled
);
1348 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1349 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1350 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1354 if (save
->Lighting
) {
1355 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1357 if (save
->RasterDiscard
) {
1358 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1360 if (save
->TransformFeedbackNeedsResume
)
1361 _mesa_ResumeTransformFeedback();
1363 ctx
->Meta
->SaveStackDepth
--;
1368 * Determine whether Mesa is currently in a meta state.
1371 _mesa_meta_in_progress(struct gl_context
*ctx
)
1373 return ctx
->Meta
->SaveStackDepth
!= 0;
1378 * Convert Z from a normalized value in the range [0, 1] to an object-space
1379 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1380 * default/identity ortho projection results in the original Z value.
1381 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1382 * value comes from the clear value or raster position.
1384 static INLINE GLfloat
1385 invert_z(GLfloat normZ
)
1387 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1393 * One-time init for a temp_texture object.
1394 * Choose tex target, compute max tex size, etc.
1397 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1399 /* prefer texture rectangle */
1400 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1401 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1402 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1403 tex
->NPOT
= GL_TRUE
;
1406 /* use 2D texture, NPOT if possible */
1407 tex
->Target
= GL_TEXTURE_2D
;
1408 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1409 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1411 tex
->MinSize
= 16; /* 16 x 16 at least */
1412 assert(tex
->MaxSize
> 0);
1414 _mesa_GenTextures(1, &tex
->TexObj
);
1418 cleanup_temp_texture(struct temp_texture
*tex
)
1422 _mesa_DeleteTextures(1, &tex
->TexObj
);
1428 * Return pointer to temp_texture info for non-bitmap ops.
1429 * This does some one-time init if needed.
1431 static struct temp_texture
*
1432 get_temp_texture(struct gl_context
*ctx
)
1434 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1437 init_temp_texture(ctx
, tex
);
1445 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1446 * We use a separate texture for bitmaps to reduce texture
1447 * allocation/deallocation.
1449 static struct temp_texture
*
1450 get_bitmap_temp_texture(struct gl_context
*ctx
)
1452 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1455 init_temp_texture(ctx
, tex
);
1462 * Return pointer to depth temp_texture.
1463 * This does some one-time init if needed.
1465 static struct temp_texture
*
1466 get_temp_depth_texture(struct gl_context
*ctx
)
1468 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1471 init_temp_texture(ctx
, tex
);
1478 * Compute the width/height of texture needed to draw an image of the
1479 * given size. Return a flag indicating whether the current texture
1480 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1481 * allocated (glTexImage2D).
1482 * Also, compute s/t texcoords for drawing.
1484 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1487 alloc_texture(struct temp_texture
*tex
,
1488 GLsizei width
, GLsizei height
, GLenum intFormat
)
1490 GLboolean newTex
= GL_FALSE
;
1492 ASSERT(width
<= tex
->MaxSize
);
1493 ASSERT(height
<= tex
->MaxSize
);
1495 if (width
> tex
->Width
||
1496 height
> tex
->Height
||
1497 intFormat
!= tex
->IntFormat
) {
1498 /* alloc new texture (larger or different format) */
1501 /* use non-power of two size */
1502 tex
->Width
= MAX2(tex
->MinSize
, width
);
1503 tex
->Height
= MAX2(tex
->MinSize
, height
);
1506 /* find power of two size */
1508 w
= h
= tex
->MinSize
;
1517 tex
->IntFormat
= intFormat
;
1522 /* compute texcoords */
1523 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1524 tex
->Sright
= (GLfloat
) width
;
1525 tex
->Ttop
= (GLfloat
) height
;
1528 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1529 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1537 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1540 setup_copypix_texture(struct gl_context
*ctx
,
1541 struct temp_texture
*tex
,
1543 GLint srcX
, GLint srcY
,
1544 GLsizei width
, GLsizei height
, GLenum intFormat
,
1547 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1548 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1549 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1550 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1551 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1553 /* copy framebuffer image to texture */
1555 /* create new tex image */
1556 if (tex
->Width
== width
&& tex
->Height
== height
) {
1557 /* create new tex with framebuffer data */
1558 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1559 srcX
, srcY
, width
, height
, 0);
1562 /* create empty texture */
1563 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1564 tex
->Width
, tex
->Height
, 0,
1565 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1567 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1568 0, 0, srcX
, srcY
, width
, height
);
1572 /* replace existing tex image */
1573 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1574 0, 0, srcX
, srcY
, width
, height
);
1580 * Setup/load texture for glDrawPixels.
1583 setup_drawpix_texture(struct gl_context
*ctx
,
1584 struct temp_texture
*tex
,
1586 GLsizei width
, GLsizei height
,
1587 GLenum format
, GLenum type
,
1588 const GLvoid
*pixels
)
1590 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1591 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1592 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1593 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1594 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1596 /* copy pixel data to texture */
1598 /* create new tex image */
1599 if (tex
->Width
== width
&& tex
->Height
== height
) {
1600 /* create new tex and load image data */
1601 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1602 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1605 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1607 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1608 ctx
->Unpack
.BufferObj
);
1609 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1610 /* create empty texture */
1611 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1612 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1613 if (save_unpack_obj
!= NULL
)
1614 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1615 save_unpack_obj
->Name
);
1617 _mesa_TexSubImage2D(tex
->Target
, 0,
1618 0, 0, width
, height
, format
, type
, pixels
);
1622 /* replace existing tex image */
1623 _mesa_TexSubImage2D(tex
->Target
, 0,
1624 0, 0, width
, height
, format
, type
, pixels
);
1631 * One-time init for drawing depth pixels.
1634 init_blit_depth_pixels(struct gl_context
*ctx
)
1636 static const char *program
=
1638 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1641 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1642 struct temp_texture
*tex
= get_temp_texture(ctx
);
1643 const char *texTarget
;
1645 assert(blit
->DepthFP
== 0);
1647 /* replace %s with "RECT" or "2D" */
1648 assert(strlen(program
) + 4 < sizeof(program2
));
1649 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
1653 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
1655 _mesa_GenProgramsARB(1, &blit
->DepthFP
);
1656 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1657 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1658 strlen(program2
), (const GLubyte
*) program2
);
1662 setup_ff_tnl_for_blit(GLuint
*VAO
, GLuint
*VBO
, unsigned texcoord_size
)
1664 setup_vertex_objects(VAO
, VBO
, false, 2, texcoord_size
, 0);
1666 /* setup projection matrix */
1667 _mesa_MatrixMode(GL_PROJECTION
);
1668 _mesa_LoadIdentity();
1672 setup_glsl_blit_framebuffer(struct gl_context
*ctx
,
1673 struct blit_state
*blit
,
1676 /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
1677 assert(_mesa_is_desktop_gl(ctx
) || target
== GL_TEXTURE_2D
);
1679 setup_vertex_objects(&blit
->VAO
, &blit
->VBO
, true, 2, 2, 0);
1681 setup_blit_shader(ctx
, target
, &blit
->shaders
);
1685 * Try to do a glBlitFramebuffer using no-copy texturing.
1686 * We can do this when the src renderbuffer is actually a texture.
1687 * But if the src buffer == dst buffer we cannot do this.
1689 * \return new buffer mask indicating the buffers left to blit using the
1693 blitframebuffer_texture(struct gl_context
*ctx
,
1694 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1695 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1696 GLbitfield mask
, GLenum filter
, GLint flipX
,
1697 GLint flipY
, GLboolean glsl_version
)
1699 if (mask
& GL_COLOR_BUFFER_BIT
) {
1700 const struct gl_framebuffer
*drawFb
= ctx
->DrawBuffer
;
1701 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1702 const struct gl_renderbuffer_attachment
*drawAtt
;
1703 const struct gl_renderbuffer_attachment
*readAtt
=
1704 &readFb
->Attachment
[readFb
->_ColorReadBufferIndex
];
1706 if (readAtt
&& readAtt
->Texture
) {
1707 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1708 const GLint dstX
= MIN2(dstX0
, dstX1
);
1709 const GLint dstY
= MIN2(dstY0
, dstY1
);
1710 const GLint dstW
= abs(dstX1
- dstX0
);
1711 const GLint dstH
= abs(dstY1
- dstY0
);
1712 const struct gl_texture_object
*texObj
= readAtt
->Texture
;
1713 const GLuint srcLevel
= readAtt
->TextureLevel
;
1714 const GLint baseLevelSave
= texObj
->BaseLevel
;
1715 const GLint maxLevelSave
= texObj
->MaxLevel
;
1716 const GLenum target
= texObj
->Target
;
1717 GLuint sampler
, samplerSave
=
1718 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
1719 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
1722 /* Iterate through all draw buffers */
1723 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
1724 int idx
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
1727 drawAtt
= &drawFb
->Attachment
[idx
];
1729 if (drawAtt
->Texture
== readAtt
->Texture
) {
1730 /* Can't use same texture as both the source and dest. We need
1731 * to handle overlapping blits and besides, some hw may not
1738 if (target
!= GL_TEXTURE_2D
&& target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1739 /* Can't handle other texture types at this time */
1743 /* Choose between glsl version and fixed function version of
1744 * BlitFramebuffer function.
1747 setup_glsl_blit_framebuffer(ctx
, blit
, target
);
1750 setup_ff_tnl_for_blit(&ctx
->Meta
->Blit
.VAO
,
1751 &ctx
->Meta
->Blit
.VBO
,
1755 _mesa_GenSamplers(1, &sampler
);
1756 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, sampler
);
1759 printf("Blit from texture!\n");
1760 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1761 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1764 /* Prepare src texture state */
1765 _mesa_BindTexture(target
, texObj
->Name
);
1766 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MIN_FILTER
, filter
);
1767 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MAG_FILTER
, filter
);
1768 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1769 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, srcLevel
);
1770 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
1772 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1773 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1775 /* Always do our blits with no sRGB decode or encode. Note that
1776 * GL_FRAMEBUFFER_SRGB has already been disabled by
1777 * _mesa_meta_begin().
1779 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1780 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
1781 GL_SKIP_DECODE_EXT
);
1784 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1785 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1786 _mesa_set_enable(ctx
, target
, GL_TRUE
);
1789 /* Prepare vertex data (the VBO was previously created and bound) */
1791 struct vertex verts
[4];
1792 GLfloat s0
, t0
, s1
, t1
;
1794 if (target
== GL_TEXTURE_2D
) {
1795 const struct gl_texture_image
*texImage
1796 = _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
1797 s0
= srcX0
/ (float) texImage
->Width
;
1798 s1
= srcX1
/ (float) texImage
->Width
;
1799 t0
= srcY0
/ (float) texImage
->Height
;
1800 t1
= srcY1
/ (float) texImage
->Height
;
1803 assert(target
== GL_TEXTURE_RECTANGLE_ARB
);
1810 /* Silence valgrind warnings about reading uninitialized stack. */
1811 memset(verts
, 0, sizeof(verts
));
1813 /* setup vertex positions */
1814 verts
[0].x
= -1.0F
* flipX
;
1815 verts
[0].y
= -1.0F
* flipY
;
1816 verts
[1].x
= 1.0F
* flipX
;
1817 verts
[1].y
= -1.0F
* flipY
;
1818 verts
[2].x
= 1.0F
* flipX
;
1819 verts
[2].y
= 1.0F
* flipY
;
1820 verts
[3].x
= -1.0F
* flipX
;
1821 verts
[3].y
= 1.0F
* flipY
;
1823 verts
[0].tex
[0] = s0
;
1824 verts
[0].tex
[1] = t0
;
1825 verts
[1].tex
[0] = s1
;
1826 verts
[1].tex
[1] = t0
;
1827 verts
[2].tex
[0] = s1
;
1828 verts
[2].tex
[1] = t1
;
1829 verts
[3].tex
[0] = s0
;
1830 verts
[3].tex
[1] = t1
;
1832 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1835 /* setup viewport */
1836 _mesa_set_viewport(ctx
, 0, dstX
, dstY
, dstW
, dstH
);
1837 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1838 _mesa_DepthMask(GL_FALSE
);
1839 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1841 /* Restore texture object state, the texture binding will
1842 * be restored by _mesa_meta_end().
1844 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1845 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
1846 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
1849 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
1850 _mesa_DeleteSamplers(1, &sampler
);
1852 /* Done with color buffer */
1853 mask
&= ~GL_COLOR_BUFFER_BIT
;
1862 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1863 * of texture mapping and polygon rendering.
1866 _mesa_meta_BlitFramebuffer(struct gl_context
*ctx
,
1867 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1868 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1869 GLbitfield mask
, GLenum filter
)
1871 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1872 struct temp_texture
*tex
= get_temp_texture(ctx
);
1873 struct temp_texture
*depthTex
= get_temp_depth_texture(ctx
);
1874 const GLsizei maxTexSize
= tex
->MaxSize
;
1875 const GLint srcX
= MIN2(srcX0
, srcX1
);
1876 const GLint srcY
= MIN2(srcY0
, srcY1
);
1877 const GLint srcW
= abs(srcX1
- srcX0
);
1878 const GLint srcH
= abs(srcY1
- srcY0
);
1879 const GLint dstX
= MIN2(dstX0
, dstX1
);
1880 const GLint dstY
= MIN2(dstY0
, dstY1
);
1881 const GLint dstW
= abs(dstX1
- dstX0
);
1882 const GLint dstH
= abs(dstY1
- dstY0
);
1883 const GLint srcFlipX
= (srcX1
- srcX0
) / srcW
;
1884 const GLint srcFlipY
= (srcY1
- srcY0
) / srcH
;
1885 const GLint dstFlipX
= (dstX1
- dstX0
) / dstW
;
1886 const GLint dstFlipY
= (dstY1
- dstY0
) / dstH
;
1887 const GLint flipX
= srcFlipX
* dstFlipX
;
1888 const GLint flipY
= srcFlipY
* dstFlipY
;
1890 struct vertex verts
[4];
1892 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
1893 ctx
->Extensions
.ARB_fragment_shader
&&
1894 (ctx
->API
!= API_OPENGLES
);
1896 /* In addition to falling back if the blit size is larger than the maximum
1897 * texture size, fallback if the source is multisampled. This fallback can
1898 * be removed once Mesa gets support ARB_texture_multisample.
1900 if (srcW
> maxTexSize
|| srcH
> maxTexSize
1901 || ctx
->ReadBuffer
->Visual
.samples
> 0) {
1902 /* XXX avoid this fallback */
1903 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1904 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1908 /* only scissor effects blit so save/clear all other relevant state */
1909 _mesa_meta_begin(ctx
, ~MESA_META_SCISSOR
);
1911 /* Try faster, direct texture approach first */
1912 mask
= blitframebuffer_texture(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1913 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
,
1914 dstFlipX
, dstFlipY
, use_glsl_version
);
1916 _mesa_meta_end(ctx
);
1920 /* Choose between glsl version and fixed function version of
1921 * BlitFramebuffer function.
1923 if (use_glsl_version
) {
1924 setup_glsl_blit_framebuffer(ctx
, blit
, tex
->Target
);
1927 setup_ff_tnl_for_blit(&blit
->VAO
, &blit
->VBO
, 2);
1930 /* Silence valgrind warnings about reading uninitialized stack. */
1931 memset(verts
, 0, sizeof(verts
));
1933 /* Continue with "normal" approach which involves copying the src rect
1934 * into a temporary texture and is "blitted" by drawing a textured quad.
1937 /* setup vertex positions */
1938 verts
[0].x
= -1.0F
* flipX
;
1939 verts
[0].y
= -1.0F
* flipY
;
1940 verts
[1].x
= 1.0F
* flipX
;
1941 verts
[1].y
= -1.0F
* flipY
;
1942 verts
[2].x
= 1.0F
* flipX
;
1943 verts
[2].y
= 1.0F
* flipY
;
1944 verts
[3].x
= -1.0F
* flipX
;
1945 verts
[3].y
= 1.0F
* flipY
;
1949 /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
1952 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
1953 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1955 if (mask
& GL_COLOR_BUFFER_BIT
) {
1956 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1957 const struct gl_renderbuffer
*colorReadRb
= readFb
->_ColorReadBuffer
;
1958 const GLenum rb_base_format
=
1959 _mesa_base_tex_format(ctx
, colorReadRb
->InternalFormat
);
1961 /* Using the exact source rectangle to create the texture does incorrect
1962 * linear filtering along the edges. So, allocate the texture extended along
1963 * edges by one pixel in x, y directions.
1965 newTex
= alloc_texture(tex
, srcW
+ 2, srcH
+ 2, rb_base_format
);
1966 setup_copypix_texture(ctx
, tex
, newTex
,
1967 srcX
- 1, srcY
- 1, srcW
+ 2, srcH
+ 2,
1968 rb_base_format
, filter
);
1969 /* texcoords (after texture allocation!) */
1971 verts
[0].tex
[0] = 1.0F
;
1972 verts
[0].tex
[1] = 1.0F
;
1973 verts
[1].tex
[0] = tex
->Sright
- 1.0F
;
1974 verts
[1].tex
[1] = 1.0F
;
1975 verts
[2].tex
[0] = tex
->Sright
- 1.0F
;
1976 verts
[2].tex
[1] = tex
->Ttop
- 1.0F
;
1977 verts
[3].tex
[0] = 1.0F
;
1978 verts
[3].tex
[1] = tex
->Ttop
- 1.0F
;
1980 /* upload new vertex data */
1981 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1984 _mesa_set_viewport(ctx
, 0, dstX
, dstY
, dstW
, dstH
);
1985 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1986 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
1987 _mesa_DepthMask(GL_FALSE
);
1988 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1989 mask
&= ~GL_COLOR_BUFFER_BIT
;
1992 if ((mask
& GL_DEPTH_BUFFER_BIT
) &&
1993 _mesa_is_desktop_gl(ctx
) &&
1994 ctx
->Extensions
.ARB_depth_texture
&&
1995 ctx
->Extensions
.ARB_fragment_program
) {
1997 GLuint
*tmp
= malloc(srcW
* srcH
* sizeof(GLuint
));
2001 newTex
= alloc_texture(depthTex
, srcW
, srcH
, GL_DEPTH_COMPONENT
);
2002 _mesa_ReadPixels(srcX
, srcY
, srcW
, srcH
, GL_DEPTH_COMPONENT
,
2003 GL_UNSIGNED_INT
, tmp
);
2004 setup_drawpix_texture(ctx
, depthTex
, newTex
,
2005 srcW
, srcH
, GL_DEPTH_COMPONENT
,
2006 GL_UNSIGNED_INT
, tmp
);
2008 /* texcoords (after texture allocation!) */
2010 verts
[0].tex
[0] = 0.0F
;
2011 verts
[0].tex
[1] = 0.0F
;
2012 verts
[1].tex
[0] = depthTex
->Sright
;
2013 verts
[1].tex
[1] = 0.0F
;
2014 verts
[2].tex
[0] = depthTex
->Sright
;
2015 verts
[2].tex
[1] = depthTex
->Ttop
;
2016 verts
[3].tex
[0] = 0.0F
;
2017 verts
[3].tex
[1] = depthTex
->Ttop
;
2019 /* upload new vertex data */
2020 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2024 init_blit_depth_pixels(ctx
);
2026 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
2027 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2028 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2029 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2030 _mesa_DepthFunc(GL_ALWAYS
);
2031 _mesa_DepthMask(GL_TRUE
);
2033 _mesa_set_viewport(ctx
, 0, dstX
, dstY
, dstW
, dstH
);
2034 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2035 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2036 mask
&= ~GL_DEPTH_BUFFER_BIT
;
2042 if (mask
& GL_STENCIL_BUFFER_BIT
) {
2043 /* XXX can't easily do stencil */
2046 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
2047 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2049 _mesa_meta_end(ctx
);
2052 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
2053 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
2058 meta_glsl_blit_cleanup(struct blit_state
*blit
)
2061 _mesa_DeleteVertexArrays(1, &blit
->VAO
);
2063 _mesa_DeleteBuffers(1, &blit
->VBO
);
2066 if (blit
->DepthFP
) {
2067 _mesa_DeleteProgramsARB(1, &blit
->DepthFP
);
2071 blit_shader_table_cleanup(&blit
->shaders
);
2073 _mesa_DeleteTextures(1, &blit
->depthTex
.TexObj
);
2074 blit
->depthTex
.TexObj
= 0;
2079 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2082 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2084 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2085 struct vertex verts
[4];
2086 /* save all state but scissor, pixel pack/unpack */
2087 GLbitfield metaSave
= (MESA_META_ALL
-
2089 MESA_META_PIXEL_STORE
-
2090 MESA_META_CONDITIONAL_RENDER
-
2091 MESA_META_FRAMEBUFFER_SRGB
);
2092 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2094 if (buffers
& BUFFER_BITS_COLOR
) {
2095 /* if clearing color buffers, don't save/restore colormask */
2096 metaSave
-= MESA_META_COLOR_MASK
;
2099 _mesa_meta_begin(ctx
, metaSave
);
2101 setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, false, 3, 0, 4);
2103 /* GL_COLOR_BUFFER_BIT */
2104 if (buffers
& BUFFER_BITS_COLOR
) {
2105 /* leave colormask, glDrawBuffer state as-is */
2107 /* Clears never have the color clamped. */
2108 if (ctx
->Extensions
.ARB_color_buffer_float
)
2109 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2112 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2113 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2116 /* GL_DEPTH_BUFFER_BIT */
2117 if (buffers
& BUFFER_BIT_DEPTH
) {
2118 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2119 _mesa_DepthFunc(GL_ALWAYS
);
2120 _mesa_DepthMask(GL_TRUE
);
2123 assert(!ctx
->Depth
.Test
);
2126 /* GL_STENCIL_BUFFER_BIT */
2127 if (buffers
& BUFFER_BIT_STENCIL
) {
2128 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2129 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2130 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2131 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2132 ctx
->Stencil
.Clear
& stencilMax
,
2133 ctx
->Stencil
.WriteMask
[0]);
2136 assert(!ctx
->Stencil
.Enabled
);
2139 /* vertex positions/colors */
2141 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
;
2142 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
;
2143 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
;
2144 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
;
2145 const GLfloat z
= invert_z(ctx
->Depth
.Clear
);
2162 for (i
= 0; i
< 4; i
++) {
2163 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
2164 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
2165 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
2166 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
2169 /* upload new vertex data */
2170 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2171 GL_DYNAMIC_DRAW_ARB
);
2175 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2177 _mesa_meta_end(ctx
);
2181 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
2183 const char *vs_source
=
2184 "attribute vec4 position;\n"
2187 " gl_Position = position;\n"
2189 const char *gs_source
=
2191 "layout(triangles) in;\n"
2192 "layout(triangle_strip, max_vertices = 4) out;\n"
2193 "uniform int layer;\n"
2196 " for (int i = 0; i < 3; i++) {\n"
2197 " gl_Layer = layer;\n"
2198 " gl_Position = gl_in[i].gl_Position;\n"
2202 const char *fs_source
=
2204 "precision highp float;\n"
2206 "uniform vec4 color;\n"
2209 " gl_FragColor = color;\n"
2211 GLuint vs
, gs
= 0, fs
;
2212 bool has_integer_textures
;
2214 setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, true, 3, 0, 0);
2216 if (clear
->ShaderProg
!= 0)
2219 vs
= _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER
);
2220 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
2221 _mesa_CompileShader(vs
);
2223 if (_mesa_has_geometry_shaders(ctx
)) {
2224 gs
= _mesa_CreateShaderObjectARB(GL_GEOMETRY_SHADER
);
2225 _mesa_ShaderSource(gs
, 1, &gs_source
, NULL
);
2226 _mesa_CompileShader(gs
);
2229 fs
= _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER
);
2230 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
2231 _mesa_CompileShader(fs
);
2233 clear
->ShaderProg
= _mesa_CreateProgramObjectARB();
2234 _mesa_AttachShader(clear
->ShaderProg
, fs
);
2235 _mesa_DeleteObjectARB(fs
);
2237 _mesa_AttachShader(clear
->ShaderProg
, gs
);
2238 _mesa_AttachShader(clear
->ShaderProg
, vs
);
2239 _mesa_DeleteObjectARB(vs
);
2240 _mesa_BindAttribLocation(clear
->ShaderProg
, 0, "position");
2241 _mesa_LinkProgram(clear
->ShaderProg
);
2243 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
2246 clear
->LayerLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
2250 has_integer_textures
= _mesa_is_gles3(ctx
) ||
2251 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
2253 if (has_integer_textures
) {
2254 void *shader_source_mem_ctx
= ralloc_context(NULL
);
2255 const char *vs_int_source
=
2256 ralloc_asprintf(shader_source_mem_ctx
,
2258 "in vec4 position;\n"
2261 " gl_Position = position;\n"
2263 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2264 const char *fs_int_source
=
2265 ralloc_asprintf(shader_source_mem_ctx
,
2268 "precision highp float;\n"
2270 "uniform ivec4 color;\n"
2271 "out ivec4 out_color;\n"
2275 " out_color = color;\n"
2277 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2279 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_int_source
);
2280 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_int_source
);
2281 ralloc_free(shader_source_mem_ctx
);
2283 clear
->IntegerShaderProg
= _mesa_CreateProgramObjectARB();
2284 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
2285 _mesa_DeleteObjectARB(fs
);
2287 _mesa_AttachShader(clear
->IntegerShaderProg
, gs
);
2288 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
2289 _mesa_DeleteObjectARB(vs
);
2290 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
2292 /* Note that user-defined out attributes get automatically assigned
2293 * locations starting from 0, so we don't need to explicitly
2294 * BindFragDataLocation to 0.
2297 link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
2299 clear
->IntegerColorLocation
=
2300 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
2302 clear
->IntegerLayerLocation
=
2303 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "layer");
2307 _mesa_DeleteObjectARB(gs
);
2311 meta_glsl_clear_cleanup(struct clear_state
*clear
)
2313 if (clear
->VAO
== 0)
2315 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
2317 _mesa_DeleteBuffers(1, &clear
->VBO
);
2319 _mesa_DeleteObjectARB(clear
->ShaderProg
);
2320 clear
->ShaderProg
= 0;
2322 if (clear
->IntegerShaderProg
) {
2323 _mesa_DeleteObjectARB(clear
->IntegerShaderProg
);
2324 clear
->IntegerShaderProg
= 0;
2329 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2332 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2334 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2335 GLbitfield metaSave
;
2336 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2337 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
2338 const float x0
= ((float)fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
2339 const float y0
= ((float)fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
2340 const float x1
= ((float)fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
2341 const float y1
= ((float)fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
2342 const float z
= -invert_z(ctx
->Depth
.Clear
);
2343 struct vertex verts
[4];
2345 metaSave
= (MESA_META_ALPHA_TEST
|
2347 MESA_META_DEPTH_TEST
|
2348 MESA_META_RASTERIZATION
|
2350 MESA_META_STENCIL_TEST
|
2352 MESA_META_VIEWPORT
|
2354 MESA_META_CLAMP_FRAGMENT_COLOR
|
2355 MESA_META_MULTISAMPLE
|
2356 MESA_META_OCCLUSION_QUERY
);
2358 if (!(buffers
& BUFFER_BITS_COLOR
)) {
2359 /* We'll use colormask to disable color writes. Otherwise,
2360 * respect color mask
2362 metaSave
|= MESA_META_COLOR_MASK
;
2365 _mesa_meta_begin(ctx
, metaSave
);
2367 meta_glsl_clear_init(ctx
, clear
);
2369 if (fb
->_IntegerColor
) {
2370 _mesa_UseProgram(clear
->IntegerShaderProg
);
2371 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
2372 ctx
->Color
.ClearColor
.i
);
2374 _mesa_UseProgram(clear
->ShaderProg
);
2375 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
2376 ctx
->Color
.ClearColor
.f
);
2379 /* GL_COLOR_BUFFER_BIT */
2380 if (buffers
& BUFFER_BITS_COLOR
) {
2381 /* leave colormask, glDrawBuffer state as-is */
2383 /* Clears never have the color clamped. */
2384 if (ctx
->Extensions
.ARB_color_buffer_float
)
2385 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2388 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2389 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2392 /* GL_DEPTH_BUFFER_BIT */
2393 if (buffers
& BUFFER_BIT_DEPTH
) {
2394 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2395 _mesa_DepthFunc(GL_ALWAYS
);
2396 _mesa_DepthMask(GL_TRUE
);
2399 assert(!ctx
->Depth
.Test
);
2402 /* GL_STENCIL_BUFFER_BIT */
2403 if (buffers
& BUFFER_BIT_STENCIL
) {
2404 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2405 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2406 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2407 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2408 ctx
->Stencil
.Clear
& stencilMax
,
2409 ctx
->Stencil
.WriteMask
[0]);
2412 assert(!ctx
->Stencil
.Enabled
);
2415 /* vertex positions */
2429 /* upload new vertex data */
2430 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2431 GL_DYNAMIC_DRAW_ARB
);
2434 if (fb
->MaxNumLayers
> 0) {
2436 for (layer
= 0; layer
< fb
->MaxNumLayers
; layer
++) {
2437 if (fb
->_IntegerColor
)
2438 _mesa_Uniform1i(clear
->IntegerLayerLocation
, layer
);
2440 _mesa_Uniform1i(clear
->LayerLocation
, layer
);
2441 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2444 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2447 _mesa_meta_end(ctx
);
2451 * Meta implementation of ctx->Driver.CopyPixels() in terms
2452 * of texture mapping and polygon rendering and GLSL shaders.
2455 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
2456 GLsizei width
, GLsizei height
,
2457 GLint dstX
, GLint dstY
, GLenum type
)
2459 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
2460 struct temp_texture
*tex
= get_temp_texture(ctx
);
2461 struct vertex verts
[4];
2463 GLenum intFormat
= GL_RGBA
;
2465 if (type
!= GL_COLOR
||
2466 ctx
->_ImageTransferState
||
2468 width
> tex
->MaxSize
||
2469 height
> tex
->MaxSize
) {
2470 /* XXX avoid this fallback */
2471 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
2475 /* Most GL state applies to glCopyPixels, but a there's a few things
2476 * we need to override:
2478 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2481 MESA_META_TRANSFORM
|
2484 MESA_META_VIEWPORT
));
2486 setup_vertex_objects(©pix
->VAO
, ©pix
->VBO
, false, 3, 2, 0);
2488 newTex
= alloc_texture(tex
, width
, height
, intFormat
);
2490 /* Silence valgrind warnings about reading uninitialized stack. */
2491 memset(verts
, 0, sizeof(verts
));
2493 /* vertex positions, texcoords (after texture allocation!) */
2495 const GLfloat dstX0
= (GLfloat
) dstX
;
2496 const GLfloat dstY0
= (GLfloat
) dstY
;
2497 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
2498 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
2499 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2504 verts
[0].tex
[0] = 0.0F
;
2505 verts
[0].tex
[1] = 0.0F
;
2509 verts
[1].tex
[0] = tex
->Sright
;
2510 verts
[1].tex
[1] = 0.0F
;
2514 verts
[2].tex
[0] = tex
->Sright
;
2515 verts
[2].tex
[1] = tex
->Ttop
;
2519 verts
[3].tex
[0] = 0.0F
;
2520 verts
[3].tex
[1] = tex
->Ttop
;
2522 /* upload new vertex data */
2523 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2526 /* Alloc/setup texture */
2527 setup_copypix_texture(ctx
, tex
, newTex
, srcX
, srcY
, width
, height
,
2528 GL_RGBA
, GL_NEAREST
);
2530 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2532 /* draw textured quad */
2533 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2535 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2537 _mesa_meta_end(ctx
);
2541 meta_drawpix_cleanup(struct drawpix_state
*drawpix
)
2543 if (drawpix
->VAO
!= 0) {
2544 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
2547 _mesa_DeleteBuffers(1, &drawpix
->VBO
);
2551 if (drawpix
->StencilFP
!= 0) {
2552 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
2553 drawpix
->StencilFP
= 0;
2556 if (drawpix
->DepthFP
!= 0) {
2557 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
2558 drawpix
->DepthFP
= 0;
2563 * When the glDrawPixels() image size is greater than the max rectangle
2564 * texture size we use this function to break the glDrawPixels() image
2565 * into tiles which fit into the max texture size.
2568 tiled_draw_pixels(struct gl_context
*ctx
,
2570 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2571 GLenum format
, GLenum type
,
2572 const struct gl_pixelstore_attrib
*unpack
,
2573 const GLvoid
*pixels
)
2575 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
2578 if (tileUnpack
.RowLength
== 0)
2579 tileUnpack
.RowLength
= width
;
2581 for (i
= 0; i
< width
; i
+= tileSize
) {
2582 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
2583 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
2585 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
2587 for (j
= 0; j
< height
; j
+= tileSize
) {
2588 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
2589 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
2591 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2593 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2594 format
, type
, &tileUnpack
, pixels
);
2601 * One-time init for drawing stencil pixels.
2604 init_draw_stencil_pixels(struct gl_context
*ctx
)
2606 /* This program is run eight times, once for each stencil bit.
2607 * The stencil values to draw are found in an 8-bit alpha texture.
2608 * We read the texture/stencil value and test if bit 'b' is set.
2609 * If the bit is not set, use KIL to kill the fragment.
2610 * Finally, we use the stencil test to update the stencil buffer.
2612 * The basic algorithm for checking if a bit is set is:
2613 * if (is_odd(value / (1 << bit)))
2614 * result is one (or non-zero).
2617 * The program parameter contains three values:
2618 * parm.x = 255 / (1 << bit)
2622 static const char *program
=
2624 "PARAM parm = program.local[0]; \n"
2626 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2627 "# t = t * 255 / bit \n"
2628 "MUL t.x, t.a, parm.x; \n"
2631 "SUB t.x, t.x, t.y; \n"
2633 "MUL t.x, t.x, parm.y; \n"
2634 "# t = fract(t.x) \n"
2635 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2636 "# t.x = (t.x == 0 ? 1 : 0) \n"
2637 "SGE t.x, -t.x, parm.z; \n"
2639 "# for debug only \n"
2640 "#MOV result.color, t.x; \n"
2642 char program2
[1000];
2643 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2644 struct temp_texture
*tex
= get_temp_texture(ctx
);
2645 const char *texTarget
;
2647 assert(drawpix
->StencilFP
== 0);
2649 /* replace %s with "RECT" or "2D" */
2650 assert(strlen(program
) + 4 < sizeof(program2
));
2651 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2655 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2657 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2658 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2659 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2660 strlen(program2
), (const GLubyte
*) program2
);
2665 * One-time init for drawing depth pixels.
2668 init_draw_depth_pixels(struct gl_context
*ctx
)
2670 static const char *program
=
2672 "PARAM color = program.local[0]; \n"
2673 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2674 "MOV result.color, color; \n"
2677 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2678 struct temp_texture
*tex
= get_temp_texture(ctx
);
2679 const char *texTarget
;
2681 assert(drawpix
->DepthFP
== 0);
2683 /* replace %s with "RECT" or "2D" */
2684 assert(strlen(program
) + 4 < sizeof(program2
));
2685 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2689 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2691 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2692 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2693 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2694 strlen(program2
), (const GLubyte
*) program2
);
2699 * Meta implementation of ctx->Driver.DrawPixels() in terms
2700 * of texture mapping and polygon rendering.
2703 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2704 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2705 GLenum format
, GLenum type
,
2706 const struct gl_pixelstore_attrib
*unpack
,
2707 const GLvoid
*pixels
)
2709 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2710 struct temp_texture
*tex
= get_temp_texture(ctx
);
2711 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2712 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2713 struct vertex verts
[4];
2714 GLenum texIntFormat
;
2715 GLboolean fallback
, newTex
;
2716 GLbitfield metaExtraSave
= 0x0;
2719 * Determine if we can do the glDrawPixels with texture mapping.
2721 fallback
= GL_FALSE
;
2722 if (ctx
->Fog
.Enabled
) {
2726 if (_mesa_is_color_format(format
)) {
2727 /* use more compact format when possible */
2728 /* XXX disable special case for GL_LUMINANCE for now to work around
2729 * apparent i965 driver bug (see bug #23670).
2731 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2732 texIntFormat
= format
;
2734 texIntFormat
= GL_RGBA
;
2736 /* If we're not supposed to clamp the resulting color, then just
2737 * promote our texture to fully float. We could do better by
2738 * just going for the matching set of channels, in floating
2741 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2742 ctx
->Extensions
.ARB_texture_float
)
2743 texIntFormat
= GL_RGBA32F
;
2745 else if (_mesa_is_stencil_format(format
)) {
2746 if (ctx
->Extensions
.ARB_fragment_program
&&
2747 ctx
->Pixel
.IndexShift
== 0 &&
2748 ctx
->Pixel
.IndexOffset
== 0 &&
2749 type
== GL_UNSIGNED_BYTE
) {
2750 /* We'll store stencil as alpha. This only works for GLubyte
2751 * image data because of how incoming values are mapped to alpha
2754 texIntFormat
= GL_ALPHA
;
2755 metaExtraSave
= (MESA_META_COLOR_MASK
|
2756 MESA_META_DEPTH_TEST
|
2757 MESA_META_PIXEL_TRANSFER
|
2759 MESA_META_STENCIL_TEST
);
2765 else if (_mesa_is_depth_format(format
)) {
2766 if (ctx
->Extensions
.ARB_depth_texture
&&
2767 ctx
->Extensions
.ARB_fragment_program
) {
2768 texIntFormat
= GL_DEPTH_COMPONENT
;
2769 metaExtraSave
= (MESA_META_SHADER
);
2780 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2781 format
, type
, unpack
, pixels
);
2786 * Check image size against max texture size, draw as tiles if needed.
2788 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2789 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2790 format
, type
, unpack
, pixels
);
2794 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2795 * but a there's a few things we need to override:
2797 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2800 MESA_META_TRANSFORM
|
2803 MESA_META_VIEWPORT
|
2806 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2808 setup_vertex_objects(&drawpix
->VAO
, &drawpix
->VBO
, false, 3, 2, 0);
2810 /* Silence valgrind warnings about reading uninitialized stack. */
2811 memset(verts
, 0, sizeof(verts
));
2813 /* vertex positions, texcoords (after texture allocation!) */
2815 const GLfloat x0
= (GLfloat
) x
;
2816 const GLfloat y0
= (GLfloat
) y
;
2817 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2818 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2819 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2824 verts
[0].tex
[0] = 0.0F
;
2825 verts
[0].tex
[1] = 0.0F
;
2829 verts
[1].tex
[0] = tex
->Sright
;
2830 verts
[1].tex
[1] = 0.0F
;
2834 verts
[2].tex
[0] = tex
->Sright
;
2835 verts
[2].tex
[1] = tex
->Ttop
;
2839 verts
[3].tex
[0] = 0.0F
;
2840 verts
[3].tex
[1] = tex
->Ttop
;
2843 /* upload new vertex data */
2844 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2845 verts
, GL_DYNAMIC_DRAW_ARB
);
2847 /* set given unpack params */
2848 ctx
->Unpack
= *unpack
;
2850 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2852 if (_mesa_is_stencil_format(format
)) {
2853 /* Drawing stencil */
2856 if (!drawpix
->StencilFP
)
2857 init_draw_stencil_pixels(ctx
);
2859 setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2860 GL_ALPHA
, type
, pixels
);
2862 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2864 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2866 /* set all stencil bits to 0 */
2867 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2868 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2869 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2871 /* set stencil bits to 1 where needed */
2872 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2874 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2875 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2877 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2878 const GLuint mask
= 1 << bit
;
2879 if (mask
& origStencilMask
) {
2880 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2881 _mesa_StencilMask(mask
);
2883 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2884 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2886 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2890 else if (_mesa_is_depth_format(format
)) {
2892 if (!drawpix
->DepthFP
)
2893 init_draw_depth_pixels(ctx
);
2895 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2896 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2898 /* polygon color = current raster color */
2899 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2900 ctx
->Current
.RasterColor
);
2902 setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2903 format
, type
, pixels
);
2905 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2909 setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2910 format
, type
, pixels
);
2911 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2914 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2916 /* restore unpack params */
2917 ctx
->Unpack
= unpackSave
;
2919 _mesa_meta_end(ctx
);
2923 alpha_test_raster_color(struct gl_context
*ctx
)
2925 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2926 GLfloat ref
= ctx
->Color
.AlphaRef
;
2928 switch (ctx
->Color
.AlphaFunc
) {
2934 return alpha
== ref
;
2936 return alpha
<= ref
;
2940 return alpha
!= ref
;
2942 return alpha
>= ref
;
2952 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2953 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2954 * tracker would improve performance a lot.
2957 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2958 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2959 const struct gl_pixelstore_attrib
*unpack
,
2960 const GLubyte
*bitmap1
)
2962 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2963 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2964 const GLenum texIntFormat
= GL_ALPHA
;
2965 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2967 struct vertex verts
[4];
2972 * Check if swrast fallback is needed.
2974 if (ctx
->_ImageTransferState
||
2975 ctx
->FragmentProgram
._Enabled
||
2977 ctx
->Texture
._EnabledUnits
||
2978 width
> tex
->MaxSize
||
2979 height
> tex
->MaxSize
) {
2980 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2984 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2987 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2988 * but a there's a few things we need to override:
2990 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2991 MESA_META_PIXEL_STORE
|
2992 MESA_META_RASTERIZATION
|
2995 MESA_META_TRANSFORM
|
2998 MESA_META_VIEWPORT
));
3000 setup_vertex_objects(&bitmap
->VAO
, &bitmap
->VBO
, false, 3, 2, 4);
3002 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
3004 /* Silence valgrind warnings about reading uninitialized stack. */
3005 memset(verts
, 0, sizeof(verts
));
3007 /* vertex positions, texcoords, colors (after texture allocation!) */
3009 const GLfloat x0
= (GLfloat
) x
;
3010 const GLfloat y0
= (GLfloat
) y
;
3011 const GLfloat x1
= (GLfloat
) (x
+ width
);
3012 const GLfloat y1
= (GLfloat
) (y
+ height
);
3013 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
3019 verts
[0].tex
[0] = 0.0F
;
3020 verts
[0].tex
[1] = 0.0F
;
3024 verts
[1].tex
[0] = tex
->Sright
;
3025 verts
[1].tex
[1] = 0.0F
;
3029 verts
[2].tex
[0] = tex
->Sright
;
3030 verts
[2].tex
[1] = tex
->Ttop
;
3034 verts
[3].tex
[0] = 0.0F
;
3035 verts
[3].tex
[1] = tex
->Ttop
;
3037 for (i
= 0; i
< 4; i
++) {
3038 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
3039 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
3040 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
3041 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
3044 /* upload new vertex data */
3045 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3048 /* choose different foreground/background alpha values */
3049 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
3050 bg
= (fg
> 127 ? 0 : 255);
3052 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
3054 _mesa_meta_end(ctx
);
3058 bitmap8
= malloc(width
* height
);
3060 memset(bitmap8
, bg
, width
* height
);
3061 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
3062 bitmap8
, width
, fg
);
3064 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
3066 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
3067 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
3069 setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
3070 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
3072 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3074 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
3079 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
3081 _mesa_meta_end(ctx
);
3086 * Check if the call to _mesa_meta_GenerateMipmap() will require a
3087 * software fallback. The fallback path will require that the texture
3088 * images are mapped.
3089 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
3092 _mesa_meta_check_generate_mipmap_fallback(struct gl_context
*ctx
, GLenum target
,
3093 struct gl_texture_object
*texObj
)
3095 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3096 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3097 struct gl_texture_image
*baseImage
;
3101 /* check for fallbacks */
3102 if (target
== GL_TEXTURE_3D
||
3103 target
== GL_TEXTURE_1D_ARRAY
||
3104 target
== GL_TEXTURE_2D_ARRAY
) {
3105 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3106 "glGenerateMipmap() to %s target\n",
3107 _mesa_lookup_enum_by_nr(target
));
3111 srcLevel
= texObj
->BaseLevel
;
3112 baseImage
= _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
3114 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3115 "glGenerateMipmap() couldn't find base teximage\n");
3119 if (_mesa_is_format_compressed(baseImage
->TexFormat
)) {
3120 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3121 "glGenerateMipmap() with %s format\n",
3122 _mesa_get_format_name(baseImage
->TexFormat
));
3126 if (_mesa_get_format_color_encoding(baseImage
->TexFormat
) == GL_SRGB
&&
3127 !ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3128 /* The texture format is sRGB but we can't turn off sRGB->linear
3129 * texture sample conversion. So we won't be able to generate the
3130 * right colors when rendering. Need to use a fallback.
3132 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3133 "glGenerateMipmap() of sRGB texture without "
3139 * Test that we can actually render in the texture's format.
3142 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3143 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3145 if (target
== GL_TEXTURE_1D
) {
3146 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3147 GL_COLOR_ATTACHMENT0_EXT
,
3148 target
, texObj
->Name
, srcLevel
);
3151 /* other work is needed to enable 3D mipmap generation */
3152 else if (target
== GL_TEXTURE_3D
) {
3154 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3155 GL_COLOR_ATTACHMENT0_EXT
,
3156 target
, texObj
->Name
, srcLevel
, zoffset
);
3161 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3162 GL_COLOR_ATTACHMENT0_EXT
,
3163 target
, texObj
->Name
, srcLevel
);
3166 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3168 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3170 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3171 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3172 "glGenerateMipmap() got incomplete FBO\n");
3181 * Compute the texture coordinates for the four vertices of a quad for
3182 * drawing a 2D texture image or slice of a cube/3D texture.
3183 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
3184 * \param slice slice of a 1D/2D array texture or 3D texture
3185 * \param width width of the texture image
3186 * \param height height of the texture image
3187 * \param coords0/1/2/3 returns the computed texcoords
3190 setup_texture_coords(GLenum faceTarget
,
3200 static const GLfloat st
[4][2] = {
3201 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
3206 /* Currently all texture targets want the W component to be 1.0.
3213 switch (faceTarget
) {
3217 case GL_TEXTURE_2D_ARRAY
:
3218 if (faceTarget
== GL_TEXTURE_3D
) {
3219 assert(slice
< depth
);
3221 r
= (slice
+ 0.5f
) / depth
;
3223 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
3227 coords0
[0] = 0.0F
; /* s */
3228 coords0
[1] = 0.0F
; /* t */
3229 coords0
[2] = r
; /* r */
3240 case GL_TEXTURE_RECTANGLE_ARB
:
3241 coords0
[0] = 0.0F
; /* s */
3242 coords0
[1] = 0.0F
; /* t */
3243 coords0
[2] = 0.0F
; /* r */
3244 coords1
[0] = (float) width
;
3247 coords2
[0] = (float) width
;
3248 coords2
[1] = (float) height
;
3251 coords3
[1] = (float) height
;
3254 case GL_TEXTURE_1D_ARRAY
:
3255 coords0
[0] = 0.0F
; /* s */
3256 coords0
[1] = (float) slice
; /* t */
3257 coords0
[2] = 0.0F
; /* r */
3259 coords1
[1] = (float) slice
;
3262 coords2
[1] = (float) slice
;
3265 coords3
[1] = (float) slice
;
3269 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3270 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3271 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3272 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3273 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3274 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3275 /* loop over quad verts */
3276 for (i
= 0; i
< 4; i
++) {
3277 /* Compute sc = +/-scale and tc = +/-scale.
3278 * Not +/-1 to avoid cube face selection ambiguity near the edges,
3279 * though that can still sometimes happen with this scale factor...
3281 const GLfloat scale
= 0.9999f
;
3282 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
3283 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
3303 coord
[3] = (float) (slice
/ 6);
3305 switch (faceTarget
) {
3306 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3311 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3316 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3321 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3326 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3331 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3342 assert(0 && "unexpected target in meta setup_texture_coords()");
3346 static struct blit_shader
*
3347 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
3351 table
->sampler_1d
.type
= "sampler1D";
3352 table
->sampler_1d
.func
= "texture1D";
3353 table
->sampler_1d
.texcoords
= "texCoords.x";
3354 return &table
->sampler_1d
;
3356 table
->sampler_2d
.type
= "sampler2D";
3357 table
->sampler_2d
.func
= "texture2D";
3358 table
->sampler_2d
.texcoords
= "texCoords.xy";
3359 return &table
->sampler_2d
;
3360 case GL_TEXTURE_RECTANGLE
:
3361 table
->sampler_rect
.type
= "sampler2DRect";
3362 table
->sampler_rect
.func
= "texture2DRect";
3363 table
->sampler_rect
.texcoords
= "texCoords.xy";
3364 return &table
->sampler_rect
;
3366 /* Code for mipmap generation with 3D textures is not used yet.
3367 * It's a sw fallback.
3369 table
->sampler_3d
.type
= "sampler3D";
3370 table
->sampler_3d
.func
= "texture3D";
3371 table
->sampler_3d
.texcoords
= "texCoords.xyz";
3372 return &table
->sampler_3d
;
3373 case GL_TEXTURE_CUBE_MAP
:
3374 table
->sampler_cubemap
.type
= "samplerCube";
3375 table
->sampler_cubemap
.func
= "textureCube";
3376 table
->sampler_cubemap
.texcoords
= "texCoords.xyz";
3377 return &table
->sampler_cubemap
;
3378 case GL_TEXTURE_1D_ARRAY
:
3379 table
->sampler_1d_array
.type
= "sampler1DArray";
3380 table
->sampler_1d_array
.func
= "texture1DArray";
3381 table
->sampler_1d_array
.texcoords
= "texCoords.xy";
3382 return &table
->sampler_1d_array
;
3383 case GL_TEXTURE_2D_ARRAY
:
3384 table
->sampler_2d_array
.type
= "sampler2DArray";
3385 table
->sampler_2d_array
.func
= "texture2DArray";
3386 table
->sampler_2d_array
.texcoords
= "texCoords.xyz";
3387 return &table
->sampler_2d_array
;
3388 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3389 table
->sampler_cubemap_array
.type
= "samplerCubeArray";
3390 table
->sampler_cubemap_array
.func
= "textureCubeArray";
3391 table
->sampler_cubemap_array
.texcoords
= "texCoords.xyzw";
3392 return &table
->sampler_cubemap_array
;
3394 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
3395 " setup_texture_sampler()\n", target
);
3401 blit_shader_table_cleanup(struct blit_shader_table
*table
)
3403 _mesa_DeleteObjectARB(table
->sampler_1d
.shader_prog
);
3404 _mesa_DeleteObjectARB(table
->sampler_2d
.shader_prog
);
3405 _mesa_DeleteObjectARB(table
->sampler_3d
.shader_prog
);
3406 _mesa_DeleteObjectARB(table
->sampler_rect
.shader_prog
);
3407 _mesa_DeleteObjectARB(table
->sampler_cubemap
.shader_prog
);
3408 _mesa_DeleteObjectARB(table
->sampler_1d_array
.shader_prog
);
3409 _mesa_DeleteObjectARB(table
->sampler_2d_array
.shader_prog
);
3410 _mesa_DeleteObjectARB(table
->sampler_cubemap_array
.shader_prog
);
3412 table
->sampler_1d
.shader_prog
= 0;
3413 table
->sampler_2d
.shader_prog
= 0;
3414 table
->sampler_3d
.shader_prog
= 0;
3415 table
->sampler_rect
.shader_prog
= 0;
3416 table
->sampler_cubemap
.shader_prog
= 0;
3417 table
->sampler_1d_array
.shader_prog
= 0;
3418 table
->sampler_2d_array
.shader_prog
= 0;
3419 table
->sampler_cubemap_array
.shader_prog
= 0;
3423 meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state
*mipmap
)
3425 if (mipmap
->VAO
== 0)
3427 _mesa_DeleteVertexArrays(1, &mipmap
->VAO
);
3429 _mesa_DeleteBuffers(1, &mipmap
->VBO
);
3432 blit_shader_table_cleanup(&mipmap
->shaders
);
3437 * Called via ctx->Driver.GenerateMipmap()
3438 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
3442 _mesa_meta_GenerateMipmap(struct gl_context
*ctx
, GLenum target
,
3443 struct gl_texture_object
*texObj
)
3445 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3446 struct vertex verts
[4];
3447 const GLuint baseLevel
= texObj
->BaseLevel
;
3448 const GLuint maxLevel
= texObj
->MaxLevel
;
3449 const GLint maxLevelSave
= texObj
->MaxLevel
;
3450 const GLboolean genMipmapSave
= texObj
->GenerateMipmap
;
3451 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3452 const GLuint currentTexUnitSave
= ctx
->Texture
.CurrentUnit
;
3453 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3454 ctx
->Extensions
.ARB_fragment_shader
&&
3455 (ctx
->API
!= API_OPENGLES
);
3458 const GLint slice
= 0;
3461 if (_mesa_meta_check_generate_mipmap_fallback(ctx
, target
, texObj
)) {
3462 _mesa_generate_mipmap(ctx
, target
, texObj
);
3466 if (target
>= GL_TEXTURE_CUBE_MAP_POSITIVE_X
&&
3467 target
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
) {
3468 faceTarget
= target
;
3469 target
= GL_TEXTURE_CUBE_MAP
;
3472 faceTarget
= target
;
3475 _mesa_meta_begin(ctx
, MESA_META_ALL
);
3477 /* Choose between glsl version and fixed function version of
3478 * GenerateMipmap function.
3480 if (use_glsl_version
) {
3481 setup_vertex_objects(&mipmap
->VAO
, &mipmap
->VBO
, true,
3483 setup_blit_shader(ctx
, target
, &mipmap
->shaders
);
3486 setup_ff_tnl_for_blit(&mipmap
->VAO
, &mipmap
->VBO
, 3);
3487 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3490 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3491 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3493 if (currentTexUnitSave
!= 0)
3494 _mesa_BindTexture(target
, texObj
->Name
);
3497 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3500 if (!mipmap
->Sampler
) {
3501 _mesa_GenSamplers(1, &mipmap
->Sampler
);
3502 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3504 _mesa_SamplerParameteri(mipmap
->Sampler
,
3505 GL_TEXTURE_MIN_FILTER
,
3506 GL_LINEAR_MIPMAP_LINEAR
);
3507 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
3508 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
3509 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
3510 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
3512 /* We don't want to encode or decode sRGB values; treat them as linear.
3513 * This is not technically correct for GLES3 but we don't get any API
3514 * error at the moment.
3516 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3517 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3518 GL_SKIP_DECODE_EXT
);
3522 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3525 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3527 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
3528 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, GL_FALSE
);
3530 assert(!genMipmapSave
);
3532 /* Silence valgrind warnings about reading uninitialized stack. */
3533 memset(verts
, 0, sizeof(verts
));
3535 /* Setup texture coordinates */
3536 setup_texture_coords(faceTarget
,
3538 0, 0, 1, /* width, height never used here */
3544 /* setup vertex positions */
3554 /* upload vertex data */
3555 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3556 verts
, GL_DYNAMIC_DRAW_ARB
);
3558 /* texture is already locked, unlock now */
3559 _mesa_unlock_texture(ctx
, texObj
);
3561 for (dstLevel
= baseLevel
+ 1; dstLevel
<= maxLevel
; dstLevel
++) {
3562 const struct gl_texture_image
*srcImage
;
3563 const GLuint srcLevel
= dstLevel
- 1;
3564 GLsizei srcWidth
, srcHeight
, srcDepth
;
3565 GLsizei dstWidth
, dstHeight
, dstDepth
;
3568 srcImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, srcLevel
);
3569 assert(srcImage
->Border
== 0);
3572 srcWidth
= srcImage
->Width
;
3573 srcHeight
= srcImage
->Height
;
3574 srcDepth
= srcImage
->Depth
;
3577 dstWidth
= MAX2(1, srcWidth
/ 2);
3578 dstHeight
= MAX2(1, srcHeight
/ 2);
3579 dstDepth
= MAX2(1, srcDepth
/ 2);
3581 if (dstWidth
== srcImage
->Width
&&
3582 dstHeight
== srcImage
->Height
&&
3583 dstDepth
== srcImage
->Depth
) {
3588 /* Allocate storage for the destination mipmap image(s) */
3590 /* Set MaxLevel large enough to hold the new level when we allocate it */
3591 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, dstLevel
);
3593 if (!_mesa_prepare_mipmap_level(ctx
, texObj
, dstLevel
,
3594 dstWidth
, dstHeight
, dstDepth
,
3596 srcImage
->InternalFormat
,
3597 srcImage
->TexFormat
)) {
3598 /* All done. We either ran out of memory or we would go beyond the
3599 * last valid level of an immutable texture if we continued.
3604 /* limit minification to src level */
3605 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
3607 /* Set to draw into the current dstLevel */
3608 if (target
== GL_TEXTURE_1D
) {
3609 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3610 GL_COLOR_ATTACHMENT0_EXT
,
3615 else if (target
== GL_TEXTURE_3D
) {
3616 GLint zoffset
= 0; /* XXX unfinished */
3617 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3618 GL_COLOR_ATTACHMENT0_EXT
,
3625 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3626 GL_COLOR_ATTACHMENT0_EXT
,
3632 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
3635 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3636 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3637 _mesa_problem(ctx
, "Unexpected incomplete framebuffer in "
3638 "_mesa_meta_GenerateMipmap()");
3642 assert(dstWidth
== ctx
->DrawBuffer
->Width
);
3643 assert(dstHeight
== ctx
->DrawBuffer
->Height
);
3645 /* setup viewport */
3646 _mesa_set_viewport(ctx
, 0, 0, 0, dstWidth
, dstHeight
);
3648 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3651 _mesa_lock_texture(ctx
, texObj
); /* relock */
3653 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3655 _mesa_meta_end(ctx
);
3657 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3659 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, genMipmapSave
);
3661 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3666 * Determine the GL data type to use for the temporary image read with
3667 * ReadPixels() and passed to Tex[Sub]Image().
3670 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
3674 baseFormat
= _mesa_get_format_base_format(format
);
3676 switch (baseFormat
) {
3683 case GL_LUMINANCE_ALPHA
:
3685 if (ctx
->DrawBuffer
->Visual
.redBits
<= 8) {
3686 return GL_UNSIGNED_BYTE
;
3687 } else if (ctx
->DrawBuffer
->Visual
.redBits
<= 16) {
3688 return GL_UNSIGNED_SHORT
;
3690 GLenum datatype
= _mesa_get_format_datatype(format
);
3691 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
)
3695 case GL_DEPTH_COMPONENT
: {
3696 GLenum datatype
= _mesa_get_format_datatype(format
);
3697 if (datatype
== GL_FLOAT
)
3700 return GL_UNSIGNED_INT
;
3702 case GL_DEPTH_STENCIL
: {
3703 GLenum datatype
= _mesa_get_format_datatype(format
);
3704 if (datatype
== GL_FLOAT
)
3705 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
3707 return GL_UNSIGNED_INT_24_8
;
3710 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
3718 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3719 * Have to be careful with locking and meta state for pixel transfer.
3722 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
3723 struct gl_texture_image
*texImage
,
3724 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3725 struct gl_renderbuffer
*rb
,
3727 GLsizei width
, GLsizei height
)
3729 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3730 GLenum format
, type
;
3734 /* The gl_renderbuffer is part of the interface for
3735 * dd_function_table::CopyTexSubImage, but this implementation does not use
3740 /* Choose format/type for temporary image buffer */
3741 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
3742 if (format
== GL_LUMINANCE
||
3743 format
== GL_LUMINANCE_ALPHA
||
3744 format
== GL_INTENSITY
) {
3745 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3746 * temp image buffer because glReadPixels will do L=R+G+B which is
3747 * not what we want (should be L=R).
3752 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
3753 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
3754 format
= _mesa_base_format_to_integer_format(format
);
3756 bpp
= _mesa_bytes_per_pixel(format
, type
);
3758 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
3763 * Alloc image buffer (XXX could use a PBO)
3765 buf
= malloc(width
* height
* bpp
);
3767 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
3771 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
3774 * Read image from framebuffer (disable pixel transfer ops)
3776 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
3777 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
3778 format
, type
, &ctx
->Pack
, buf
);
3779 _mesa_meta_end(ctx
);
3781 _mesa_update_state(ctx
); /* to update pixel transfer state */
3784 * Store texture data (with pixel transfer ops)
3786 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
3788 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
3789 assert(yoffset
== 0);
3790 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3791 xoffset
, zoffset
, 0, width
, 1, 1,
3792 format
, type
, buf
, &ctx
->Unpack
);
3794 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3795 xoffset
, yoffset
, zoffset
, width
, height
, 1,
3796 format
, type
, buf
, &ctx
->Unpack
);
3799 _mesa_meta_end(ctx
);
3801 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
3808 meta_decompress_cleanup(struct decompress_state
*decompress
)
3810 if (decompress
->FBO
!= 0) {
3811 _mesa_DeleteFramebuffers(1, &decompress
->FBO
);
3812 _mesa_DeleteRenderbuffers(1, &decompress
->RBO
);
3815 if (decompress
->VAO
!= 0) {
3816 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
3817 _mesa_DeleteBuffers(1, &decompress
->VBO
);
3820 if (decompress
->Sampler
!= 0)
3821 _mesa_DeleteSamplers(1, &decompress
->Sampler
);
3823 memset(decompress
, 0, sizeof(*decompress
));
3827 * Decompress a texture image by drawing a quad with the compressed
3828 * texture and reading the pixels out of the color buffer.
3829 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3830 * \param destFormat format, ala glReadPixels
3831 * \param destType type, ala glReadPixels
3832 * \param dest destination buffer
3833 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3836 decompress_texture_image(struct gl_context
*ctx
,
3837 struct gl_texture_image
*texImage
,
3839 GLenum destFormat
, GLenum destType
,
3842 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3843 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3844 const GLint width
= texImage
->Width
;
3845 const GLint height
= texImage
->Height
;
3846 const GLint depth
= texImage
->Height
;
3847 const GLenum target
= texObj
->Target
;
3849 struct vertex verts
[4];
3850 GLuint fboDrawSave
, fboReadSave
;
3853 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3854 ctx
->Extensions
.ARB_fragment_shader
&&
3855 (ctx
->API
!= API_OPENGLES
);
3858 assert(target
== GL_TEXTURE_3D
||
3859 target
== GL_TEXTURE_2D_ARRAY
||
3860 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3865 case GL_TEXTURE_1D_ARRAY
:
3866 assert(!"No compressed 1D textures.");
3870 assert(!"No compressed 3D textures.");
3873 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3874 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3877 case GL_TEXTURE_CUBE_MAP
:
3878 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3882 faceTarget
= target
;
3886 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3887 fboDrawSave
= ctx
->DrawBuffer
->Name
;
3888 fboReadSave
= ctx
->ReadBuffer
->Name
;
3889 rbSave
= ctx
->CurrentRenderbuffer
? ctx
->CurrentRenderbuffer
->Name
: 0;
3891 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_PIXEL_STORE
);
3893 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3894 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3896 /* Create/bind FBO/renderbuffer */
3897 if (decompress
->FBO
== 0) {
3898 _mesa_GenFramebuffers(1, &decompress
->FBO
);
3899 _mesa_GenRenderbuffers(1, &decompress
->RBO
);
3900 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3901 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3902 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
3903 GL_COLOR_ATTACHMENT0_EXT
,
3904 GL_RENDERBUFFER_EXT
,
3908 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3911 /* alloc dest surface */
3912 if (width
> decompress
->Width
|| height
> decompress
->Height
) {
3913 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3914 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT
, GL_RGBA
,
3916 decompress
->Width
= width
;
3917 decompress
->Height
= height
;
3920 if (use_glsl_version
) {
3921 setup_vertex_objects(&decompress
->VAO
, &decompress
->VBO
, true,
3924 setup_blit_shader(ctx
, target
, &decompress
->shaders
);
3926 setup_ff_tnl_for_blit(&decompress
->VAO
, &decompress
->VBO
, 3);
3929 if (!decompress
->Sampler
) {
3930 _mesa_GenSamplers(1, &decompress
->Sampler
);
3931 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3932 /* nearest filtering */
3933 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3934 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3935 /* No sRGB decode or encode.*/
3936 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3937 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3938 GL_SKIP_DECODE_EXT
);
3942 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3945 /* Silence valgrind warnings about reading uninitialized stack. */
3946 memset(verts
, 0, sizeof(verts
));
3948 setup_texture_coords(faceTarget
, slice
, width
, height
, depth
,
3954 /* setup vertex positions */
3964 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3966 /* upload new vertex data */
3967 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3969 /* setup texture state */
3970 _mesa_BindTexture(target
, texObj
->Name
);
3972 if (!use_glsl_version
)
3973 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3976 /* save texture object state */
3977 const GLint baseLevelSave
= texObj
->BaseLevel
;
3978 const GLint maxLevelSave
= texObj
->MaxLevel
;
3980 /* restrict sampling to the texture level of interest */
3981 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3982 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
3983 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
3986 /* render quad w/ texture into renderbuffer */
3987 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3989 /* Restore texture object state, the texture binding will
3990 * be restored by _mesa_meta_end().
3992 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3993 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
3994 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3999 /* read pixels from renderbuffer */
4001 GLenum baseTexFormat
= texImage
->_BaseFormat
;
4002 GLenum destBaseFormat
= _mesa_base_tex_format(ctx
, destFormat
);
4004 /* The pixel transfer state will be set to default values at this point
4005 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
4006 * turned off (as required by glGetTexImage) but we need to handle some
4007 * special cases. In particular, single-channel texture values are
4008 * returned as red and two-channel texture values are returned as
4011 if ((baseTexFormat
== GL_LUMINANCE
||
4012 baseTexFormat
== GL_LUMINANCE_ALPHA
||
4013 baseTexFormat
== GL_INTENSITY
) ||
4014 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
4015 * luminance then we need to return L=tex(R).
4017 ((baseTexFormat
== GL_RGBA
||
4018 baseTexFormat
== GL_RGB
||
4019 baseTexFormat
== GL_RG
) &&
4020 (destBaseFormat
== GL_LUMINANCE
||
4021 destBaseFormat
== GL_LUMINANCE_ALPHA
||
4022 destBaseFormat
== GL_LUMINANCE_INTEGER_EXT
||
4023 destBaseFormat
== GL_LUMINANCE_ALPHA_INTEGER_EXT
))) {
4024 /* Green and blue must be zero */
4025 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
4026 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
4029 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
4032 /* disable texture unit */
4033 if (!use_glsl_version
)
4034 _mesa_set_enable(ctx
, target
, GL_FALSE
);
4036 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
4038 _mesa_meta_end(ctx
);
4040 /* restore fbo bindings */
4041 if (fboDrawSave
== fboReadSave
) {
4042 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboDrawSave
);
4045 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT
, fboDrawSave
);
4046 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER_EXT
, fboReadSave
);
4048 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, rbSave
);
4053 * This is just a wrapper around _mesa_get_tex_image() and
4054 * decompress_texture_image(). Meta functions should not be directly called
4058 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
4059 GLenum format
, GLenum type
, GLvoid
*pixels
,
4060 struct gl_texture_image
*texImage
)
4062 /* We can only use the decompress-with-blit method here if the texels are
4063 * unsigned, normalized values. We could handle signed and unnormalized
4064 * with floating point renderbuffers...
4066 if (_mesa_is_format_compressed(texImage
->TexFormat
) &&
4067 _mesa_get_format_datatype(texImage
->TexFormat
)
4068 == GL_UNSIGNED_NORMALIZED
) {
4069 struct gl_texture_object
*texObj
= texImage
->TexObject
;
4071 /* Need to unlock the texture here to prevent deadlock... */
4072 _mesa_unlock_texture(ctx
, texObj
);
4073 for (slice
= 0; slice
< texImage
->Depth
; slice
++) {
4075 if (texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
4076 || texImage
->TexObject
->Target
== GL_TEXTURE_CUBE_MAP_ARRAY
) {
4077 /* Setup pixel packing. SkipPixels and SkipRows will be applied
4078 * in the decompress_texture_image() function's call to
4079 * glReadPixels but we need to compute the dest slice's address
4080 * here (according to SkipImages and ImageHeight).
4082 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
4083 packing
.SkipPixels
= 0;
4084 packing
.SkipRows
= 0;
4085 dst
= _mesa_image_address3d(&packing
, pixels
, texImage
->Width
,
4086 texImage
->Height
, format
, type
,
4092 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, dst
);
4094 /* ... and relock it */
4095 _mesa_lock_texture(ctx
, texObj
);
4098 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
4104 * Meta implementation of ctx->Driver.DrawTex() in terms
4105 * of polygon rendering.
4108 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
4109 GLfloat width
, GLfloat height
)
4111 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
4113 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
4115 struct vertex verts
[4];
4118 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
4120 MESA_META_TRANSFORM
|
4122 MESA_META_VIEWPORT
));
4124 if (drawtex
->VAO
== 0) {
4125 /* one-time setup */
4126 GLint active_texture
;
4128 /* create vertex array object */
4129 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
4130 _mesa_BindVertexArray(drawtex
->VAO
);
4132 /* create vertex array buffer */
4133 _mesa_GenBuffers(1, &drawtex
->VBO
);
4134 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4135 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
4136 NULL
, GL_DYNAMIC_DRAW_ARB
);
4138 /* client active texture is not part of the array object */
4139 active_texture
= ctx
->Array
.ActiveTexture
;
4141 /* setup vertex arrays */
4142 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
4143 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
4144 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4145 _mesa_ClientActiveTexture(GL_TEXTURE0
+ i
);
4146 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
4147 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
4150 /* restore client active texture */
4151 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
4154 _mesa_BindVertexArray(drawtex
->VAO
);
4155 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4158 /* vertex positions, texcoords */
4160 const GLfloat x1
= x
+ width
;
4161 const GLfloat y1
= y
+ height
;
4163 z
= CLAMP(z
, 0.0f
, 1.0f
);
4182 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4183 const struct gl_texture_object
*texObj
;
4184 const struct gl_texture_image
*texImage
;
4185 GLfloat s
, t
, s1
, t1
;
4188 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
) {
4190 for (j
= 0; j
< 4; j
++) {
4191 verts
[j
].st
[i
][0] = 0.0f
;
4192 verts
[j
].st
[i
][1] = 0.0f
;
4197 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
4198 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
4199 tw
= texImage
->Width2
;
4200 th
= texImage
->Height2
;
4202 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
4203 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
4204 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
4205 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
4207 verts
[0].st
[i
][0] = s
;
4208 verts
[0].st
[i
][1] = t
;
4210 verts
[1].st
[i
][0] = s1
;
4211 verts
[1].st
[i
][1] = t
;
4213 verts
[2].st
[i
][0] = s1
;
4214 verts
[2].st
[i
][1] = t1
;
4216 verts
[3].st
[i
][0] = s
;
4217 verts
[3].st
[i
][1] = t1
;
4220 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
4223 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
4225 _mesa_meta_end(ctx
);