mesa: Only FRONT_AND_BACK is allowed for PolygonMode in core context
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
4 *
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/glformats.h"
50 #include "main/image.h"
51 #include "main/macros.h"
52 #include "main/matrix.h"
53 #include "main/mipmap.h"
54 #include "main/pixel.h"
55 #include "main/pbo.h"
56 #include "main/polygon.h"
57 #include "main/readpix.h"
58 #include "main/scissor.h"
59 #include "main/shaderapi.h"
60 #include "main/shaderobj.h"
61 #include "main/state.h"
62 #include "main/stencil.h"
63 #include "main/texobj.h"
64 #include "main/texenv.h"
65 #include "main/texgetimage.h"
66 #include "main/teximage.h"
67 #include "main/texparam.h"
68 #include "main/texstate.h"
69 #include "main/transformfeedback.h"
70 #include "main/uniforms.h"
71 #include "main/varray.h"
72 #include "main/viewport.h"
73 #include "main/samplerobj.h"
74 #include "program/program.h"
75 #include "swrast/swrast.h"
76 #include "drivers/common/meta.h"
77 #include "main/enums.h"
78 #include "main/glformats.h"
79
80
81 /** Return offset in bytes of the field within a vertex struct */
82 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
83
84 /**
85 * State which we may save/restore across meta ops.
86 * XXX this may be incomplete...
87 */
88 struct save_state
89 {
90 GLbitfield SavedState; /**< bitmask of MESA_META_* flags */
91
92 /** MESA_META_ALPHA_TEST */
93 GLboolean AlphaEnabled;
94 GLenum AlphaFunc;
95 GLclampf AlphaRef;
96
97 /** MESA_META_BLEND */
98 GLbitfield BlendEnabled;
99 GLboolean ColorLogicOpEnabled;
100
101 /** MESA_META_COLOR_MASK */
102 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];
103
104 /** MESA_META_DEPTH_TEST */
105 struct gl_depthbuffer_attrib Depth;
106
107 /** MESA_META_FOG */
108 GLboolean Fog;
109
110 /** MESA_META_PIXEL_STORE */
111 struct gl_pixelstore_attrib Pack, Unpack;
112
113 /** MESA_META_PIXEL_TRANSFER */
114 GLfloat RedBias, RedScale;
115 GLfloat GreenBias, GreenScale;
116 GLfloat BlueBias, BlueScale;
117 GLfloat AlphaBias, AlphaScale;
118 GLfloat DepthBias, DepthScale;
119 GLboolean MapColorFlag;
120
121 /** MESA_META_RASTERIZATION */
122 GLenum FrontPolygonMode, BackPolygonMode;
123 GLboolean PolygonOffset;
124 GLboolean PolygonSmooth;
125 GLboolean PolygonStipple;
126 GLboolean PolygonCull;
127
128 /** MESA_META_SCISSOR */
129 struct gl_scissor_attrib Scissor;
130
131 /** MESA_META_SHADER */
132 GLboolean VertexProgramEnabled;
133 struct gl_vertex_program *VertexProgram;
134 GLboolean FragmentProgramEnabled;
135 struct gl_fragment_program *FragmentProgram;
136 struct gl_shader_program *VertexShader;
137 struct gl_shader_program *GeometryShader;
138 struct gl_shader_program *FragmentShader;
139 struct gl_shader_program *ActiveShader;
140
141 /** MESA_META_STENCIL_TEST */
142 struct gl_stencil_attrib Stencil;
143
144 /** MESA_META_TRANSFORM */
145 GLenum MatrixMode;
146 GLfloat ModelviewMatrix[16];
147 GLfloat ProjectionMatrix[16];
148 GLfloat TextureMatrix[16];
149
150 /** MESA_META_CLIP */
151 GLbitfield ClipPlanesEnabled;
152
153 /** MESA_META_TEXTURE */
154 GLuint ActiveUnit;
155 GLuint ClientActiveUnit;
156 /** for unit[0] only */
157 struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS];
158 /** mask of TEXTURE_2D_BIT, etc */
159 GLbitfield TexEnabled[MAX_TEXTURE_UNITS];
160 GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS];
161 GLuint EnvMode; /* unit[0] only */
162
163 /** MESA_META_VERTEX */
164 struct gl_array_object *ArrayObj;
165 struct gl_buffer_object *ArrayBufferObj;
166
167 /** MESA_META_VIEWPORT */
168 GLint ViewportX, ViewportY, ViewportW, ViewportH;
169 GLclampd DepthNear, DepthFar;
170
171 /** MESA_META_CLAMP_FRAGMENT_COLOR */
172 GLenum ClampFragmentColor;
173
174 /** MESA_META_CLAMP_VERTEX_COLOR */
175 GLenum ClampVertexColor;
176
177 /** MESA_META_CONDITIONAL_RENDER */
178 struct gl_query_object *CondRenderQuery;
179 GLenum CondRenderMode;
180
181 #if FEATURE_feedback
182 /** MESA_META_SELECT_FEEDBACK */
183 GLenum RenderMode;
184 struct gl_selection Select;
185 struct gl_feedback Feedback;
186 #endif
187
188 /** MESA_META_MULTISAMPLE */
189 GLboolean MultisampleEnabled;
190
191 /** Miscellaneous (always disabled) */
192 GLboolean Lighting;
193 GLboolean RasterDiscard;
194 #if FEATURE_EXT_transform_feedback
195 GLboolean TransformFeedbackNeedsResume;
196 #endif
197 };
198
199 /**
200 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
201 * This is currently shared by all the meta ops. But we could create a
202 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
203 */
204 struct temp_texture
205 {
206 GLuint TexObj;
207 GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
208 GLsizei MinSize; /**< Min texture size to allocate */
209 GLsizei MaxSize; /**< Max possible texture size */
210 GLboolean NPOT; /**< Non-power of two size OK? */
211 GLsizei Width, Height; /**< Current texture size */
212 GLenum IntFormat;
213 GLfloat Sright, Ttop; /**< right, top texcoords */
214 };
215
216
217 /**
218 * State for glBlitFramebufer()
219 */
220 struct blit_state
221 {
222 GLuint ArrayObj;
223 GLuint VBO;
224 GLuint DepthFP;
225 };
226
227
228 /**
229 * State for glClear()
230 */
231 struct clear_state
232 {
233 GLuint ArrayObj;
234 GLuint VBO;
235 GLuint ShaderProg;
236 GLint ColorLocation;
237
238 GLuint IntegerShaderProg;
239 GLint IntegerColorLocation;
240 };
241
242
243 /**
244 * State for glCopyPixels()
245 */
246 struct copypix_state
247 {
248 GLuint ArrayObj;
249 GLuint VBO;
250 };
251
252
253 /**
254 * State for glDrawPixels()
255 */
256 struct drawpix_state
257 {
258 GLuint ArrayObj;
259
260 GLuint StencilFP; /**< Fragment program for drawing stencil images */
261 GLuint DepthFP; /**< Fragment program for drawing depth images */
262 };
263
264
265 /**
266 * State for glBitmap()
267 */
268 struct bitmap_state
269 {
270 GLuint ArrayObj;
271 GLuint VBO;
272 struct temp_texture Tex; /**< separate texture from other meta ops */
273 };
274
275
276 /**
277 * State for _mesa_meta_generate_mipmap()
278 */
279 struct gen_mipmap_state
280 {
281 GLuint ArrayObj;
282 GLuint VBO;
283 GLuint FBO;
284 GLuint Sampler;
285 GLuint ShaderProg;
286 GLuint IntegerShaderProg;
287 };
288
289
290 /**
291 * State for texture decompression
292 */
293 struct decompress_state
294 {
295 GLuint ArrayObj;
296 GLuint VBO, FBO, RBO, Sampler;
297 GLint Width, Height;
298 };
299
300 /**
301 * State for glDrawTex()
302 */
303 struct drawtex_state
304 {
305 GLuint ArrayObj;
306 GLuint VBO;
307 };
308
309 #define MAX_META_OPS_DEPTH 8
310 /**
311 * All per-context meta state.
312 */
313 struct gl_meta_state
314 {
315 /** Stack of state saved during meta-ops */
316 struct save_state Save[MAX_META_OPS_DEPTH];
317 /** Save stack depth */
318 GLuint SaveStackDepth;
319
320 struct temp_texture TempTex;
321
322 struct blit_state Blit; /**< For _mesa_meta_BlitFramebuffer() */
323 struct clear_state Clear; /**< For _mesa_meta_Clear() */
324 struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */
325 struct drawpix_state DrawPix; /**< For _mesa_meta_DrawPixels() */
326 struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */
327 struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */
328 struct decompress_state Decompress; /**< For texture decompression */
329 struct drawtex_state DrawTex; /**< For _mesa_meta_DrawTex() */
330 };
331
332 static void meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit);
333 static void cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex);
334 static void meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear);
335 static void meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
336 struct gen_mipmap_state *mipmap);
337
338 static GLuint
339 compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source)
340 {
341 GLuint shader;
342 GLint ok, size;
343 GLchar *info;
344
345 shader = _mesa_CreateShaderObjectARB(target);
346 _mesa_ShaderSourceARB(shader, 1, &source, NULL);
347 _mesa_CompileShaderARB(shader);
348
349 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
350 if (ok)
351 return shader;
352
353 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
354 if (size == 0) {
355 _mesa_DeleteObjectARB(shader);
356 return 0;
357 }
358
359 info = malloc(size);
360 if (!info) {
361 _mesa_DeleteObjectARB(shader);
362 return 0;
363 }
364
365 _mesa_GetProgramInfoLog(shader, size, NULL, info);
366 _mesa_problem(ctx,
367 "meta program compile failed:\n%s\n"
368 "source:\n%s\n",
369 info, source);
370
371 free(info);
372 _mesa_DeleteObjectARB(shader);
373
374 return 0;
375 }
376
377 static GLuint
378 link_program_with_debug(struct gl_context *ctx, GLuint program)
379 {
380 GLint ok, size;
381 GLchar *info;
382
383 _mesa_LinkProgramARB(program);
384
385 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
386 if (ok)
387 return program;
388
389 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
390 if (size == 0)
391 return 0;
392
393 info = malloc(size);
394 if (!info)
395 return 0;
396
397 _mesa_GetProgramInfoLog(program, size, NULL, info);
398 _mesa_problem(ctx, "meta program link failed:\n%s", info);
399
400 free(info);
401
402 return 0;
403 }
404
405 /**
406 * Initialize meta-ops for a context.
407 * To be called once during context creation.
408 */
409 void
410 _mesa_meta_init(struct gl_context *ctx)
411 {
412 ASSERT(!ctx->Meta);
413
414 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
415 }
416
417
418 /**
419 * Free context meta-op state.
420 * To be called once during context destruction.
421 */
422 void
423 _mesa_meta_free(struct gl_context *ctx)
424 {
425 GET_CURRENT_CONTEXT(old_context);
426 _mesa_make_current(ctx, NULL, NULL);
427 meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
428 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
429 meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
430 cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
431 if (old_context)
432 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
433 else
434 _mesa_make_current(NULL, NULL, NULL);
435 free(ctx->Meta);
436 ctx->Meta = NULL;
437 }
438
439
440 /**
441 * Enter meta state. This is like a light-weight version of glPushAttrib
442 * but it also resets most GL state back to default values.
443 *
444 * \param state bitmask of MESA_META_* flags indicating which attribute groups
445 * to save and reset to their defaults
446 */
447 void
448 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
449 {
450 struct save_state *save;
451
452 /* hope MAX_META_OPS_DEPTH is large enough */
453 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
454
455 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
456 memset(save, 0, sizeof(*save));
457 save->SavedState = state;
458
459 #if FEATURE_EXT_transform_feedback
460 /* Pausing transform feedback needs to be done early, or else we won't be
461 * able to change other state.
462 */
463 save->TransformFeedbackNeedsResume =
464 ctx->TransformFeedback.CurrentObject->Active &&
465 !ctx->TransformFeedback.CurrentObject->Paused;
466 if (save->TransformFeedbackNeedsResume)
467 _mesa_PauseTransformFeedback();
468 #endif
469
470 if (state & MESA_META_ALPHA_TEST) {
471 save->AlphaEnabled = ctx->Color.AlphaEnabled;
472 save->AlphaFunc = ctx->Color.AlphaFunc;
473 save->AlphaRef = ctx->Color.AlphaRef;
474 if (ctx->Color.AlphaEnabled)
475 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
476 }
477
478 if (state & MESA_META_BLEND) {
479 save->BlendEnabled = ctx->Color.BlendEnabled;
480 if (ctx->Color.BlendEnabled) {
481 if (ctx->Extensions.EXT_draw_buffers2) {
482 GLuint i;
483 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
484 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
485 }
486 }
487 else {
488 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
489 }
490 }
491 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
492 if (ctx->Color.ColorLogicOpEnabled)
493 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
494 }
495
496 if (state & MESA_META_COLOR_MASK) {
497 memcpy(save->ColorMask, ctx->Color.ColorMask,
498 sizeof(ctx->Color.ColorMask));
499 if (!ctx->Color.ColorMask[0][0] ||
500 !ctx->Color.ColorMask[0][1] ||
501 !ctx->Color.ColorMask[0][2] ||
502 !ctx->Color.ColorMask[0][3])
503 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
504 }
505
506 if (state & MESA_META_DEPTH_TEST) {
507 save->Depth = ctx->Depth; /* struct copy */
508 if (ctx->Depth.Test)
509 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
510 }
511
512 if (state & MESA_META_FOG) {
513 save->Fog = ctx->Fog.Enabled;
514 if (ctx->Fog.Enabled)
515 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
516 }
517
518 if (state & MESA_META_PIXEL_STORE) {
519 save->Pack = ctx->Pack;
520 save->Unpack = ctx->Unpack;
521 ctx->Pack = ctx->DefaultPacking;
522 ctx->Unpack = ctx->DefaultPacking;
523 }
524
525 if (state & MESA_META_PIXEL_TRANSFER) {
526 save->RedScale = ctx->Pixel.RedScale;
527 save->RedBias = ctx->Pixel.RedBias;
528 save->GreenScale = ctx->Pixel.GreenScale;
529 save->GreenBias = ctx->Pixel.GreenBias;
530 save->BlueScale = ctx->Pixel.BlueScale;
531 save->BlueBias = ctx->Pixel.BlueBias;
532 save->AlphaScale = ctx->Pixel.AlphaScale;
533 save->AlphaBias = ctx->Pixel.AlphaBias;
534 save->MapColorFlag = ctx->Pixel.MapColorFlag;
535 ctx->Pixel.RedScale = 1.0F;
536 ctx->Pixel.RedBias = 0.0F;
537 ctx->Pixel.GreenScale = 1.0F;
538 ctx->Pixel.GreenBias = 0.0F;
539 ctx->Pixel.BlueScale = 1.0F;
540 ctx->Pixel.BlueBias = 0.0F;
541 ctx->Pixel.AlphaScale = 1.0F;
542 ctx->Pixel.AlphaBias = 0.0F;
543 ctx->Pixel.MapColorFlag = GL_FALSE;
544 /* XXX more state */
545 ctx->NewState |=_NEW_PIXEL;
546 }
547
548 if (state & MESA_META_RASTERIZATION) {
549 save->FrontPolygonMode = ctx->Polygon.FrontMode;
550 save->BackPolygonMode = ctx->Polygon.BackMode;
551 save->PolygonOffset = ctx->Polygon.OffsetFill;
552 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
553 save->PolygonStipple = ctx->Polygon.StippleFlag;
554 save->PolygonCull = ctx->Polygon.CullFlag;
555 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
556 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
557 if (ctx->API == API_OPENGL) {
558 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
559 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
560 }
561 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
562 }
563
564 if (state & MESA_META_SCISSOR) {
565 save->Scissor = ctx->Scissor; /* struct copy */
566 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
567 }
568
569 if (state & MESA_META_SHADER) {
570 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_vertex_program) {
571 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
572 _mesa_reference_vertprog(ctx, &save->VertexProgram,
573 ctx->VertexProgram.Current);
574 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
575 }
576
577 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_fragment_program) {
578 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
579 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
580 ctx->FragmentProgram.Current);
581 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
582 }
583
584 if (ctx->Extensions.ARB_shader_objects) {
585 _mesa_reference_shader_program(ctx, &save->VertexShader,
586 ctx->Shader.CurrentVertexProgram);
587 _mesa_reference_shader_program(ctx, &save->GeometryShader,
588 ctx->Shader.CurrentGeometryProgram);
589 _mesa_reference_shader_program(ctx, &save->FragmentShader,
590 ctx->Shader.CurrentFragmentProgram);
591 _mesa_reference_shader_program(ctx, &save->ActiveShader,
592 ctx->Shader.ActiveProgram);
593
594 _mesa_UseProgramObjectARB(0);
595 }
596 }
597
598 if (state & MESA_META_STENCIL_TEST) {
599 save->Stencil = ctx->Stencil; /* struct copy */
600 if (ctx->Stencil.Enabled)
601 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
602 /* NOTE: other stencil state not reset */
603 }
604
605 if (state & MESA_META_TEXTURE) {
606 GLuint u, tgt;
607
608 save->ActiveUnit = ctx->Texture.CurrentUnit;
609 save->ClientActiveUnit = ctx->Array.ActiveTexture;
610 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
611
612 /* Disable all texture units */
613 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
614 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
615 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
616 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
617 if (ctx->Texture.Unit[u].Enabled ||
618 ctx->Texture.Unit[u].TexGenEnabled) {
619 _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
620 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
621 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
622 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
623 if (ctx->Extensions.ARB_texture_cube_map)
624 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
625 if (ctx->Extensions.NV_texture_rectangle)
626 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
627 if (ctx->Extensions.OES_EGL_image_external)
628 _mesa_set_enable(ctx, GL_TEXTURE_EXTERNAL_OES, GL_FALSE);
629 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
630 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
631 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
632 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
633 }
634 }
635 }
636
637 /* save current texture objects for unit[0] only */
638 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
639 _mesa_reference_texobj(&save->CurrentTexture[tgt],
640 ctx->Texture.Unit[0].CurrentTex[tgt]);
641 }
642
643 /* set defaults for unit[0] */
644 _mesa_ActiveTextureARB(GL_TEXTURE0);
645 _mesa_ClientActiveTextureARB(GL_TEXTURE0);
646 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
647 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
648 }
649 }
650
651 if (state & MESA_META_TRANSFORM) {
652 GLuint activeTexture = ctx->Texture.CurrentUnit;
653 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
654 16 * sizeof(GLfloat));
655 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
656 16 * sizeof(GLfloat));
657 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
658 16 * sizeof(GLfloat));
659 save->MatrixMode = ctx->Transform.MatrixMode;
660 /* set 1:1 vertex:pixel coordinate transform */
661 _mesa_ActiveTextureARB(GL_TEXTURE0);
662 _mesa_MatrixMode(GL_TEXTURE);
663 _mesa_LoadIdentity();
664 _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
665 _mesa_MatrixMode(GL_MODELVIEW);
666 _mesa_LoadIdentity();
667 _mesa_MatrixMode(GL_PROJECTION);
668 _mesa_LoadIdentity();
669 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
670 0.0, ctx->DrawBuffer->Height,
671 -1.0, 1.0);
672 }
673
674 if (state & MESA_META_CLIP) {
675 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
676 if (ctx->Transform.ClipPlanesEnabled) {
677 GLuint i;
678 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
679 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
680 }
681 }
682 }
683
684 if (state & MESA_META_VERTEX) {
685 /* save vertex array object state */
686 _mesa_reference_array_object(ctx, &save->ArrayObj,
687 ctx->Array.ArrayObj);
688 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
689 ctx->Array.ArrayBufferObj);
690 /* set some default state? */
691 }
692
693 if (state & MESA_META_VIEWPORT) {
694 /* save viewport state */
695 save->ViewportX = ctx->Viewport.X;
696 save->ViewportY = ctx->Viewport.Y;
697 save->ViewportW = ctx->Viewport.Width;
698 save->ViewportH = ctx->Viewport.Height;
699 /* set viewport to match window size */
700 if (ctx->Viewport.X != 0 ||
701 ctx->Viewport.Y != 0 ||
702 ctx->Viewport.Width != ctx->DrawBuffer->Width ||
703 ctx->Viewport.Height != ctx->DrawBuffer->Height) {
704 _mesa_set_viewport(ctx, 0, 0,
705 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
706 }
707 /* save depth range state */
708 save->DepthNear = ctx->Viewport.Near;
709 save->DepthFar = ctx->Viewport.Far;
710 /* set depth range to default */
711 _mesa_DepthRange(0.0, 1.0);
712 }
713
714 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
715 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
716
717 /* Generally in here we want to do clamping according to whether
718 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
719 * regardless of the internal implementation of the metaops.
720 */
721 if (ctx->Color.ClampFragmentColor != GL_TRUE)
722 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
723 }
724
725 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
726 save->ClampVertexColor = ctx->Light.ClampVertexColor;
727
728 /* Generally in here we never want vertex color clamping --
729 * result clamping is only dependent on fragment clamping.
730 */
731 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
732 }
733
734 if (state & MESA_META_CONDITIONAL_RENDER) {
735 save->CondRenderQuery = ctx->Query.CondRenderQuery;
736 save->CondRenderMode = ctx->Query.CondRenderMode;
737
738 if (ctx->Query.CondRenderQuery)
739 _mesa_EndConditionalRender();
740 }
741
742 #if FEATURE_feedback
743 if (state & MESA_META_SELECT_FEEDBACK) {
744 save->RenderMode = ctx->RenderMode;
745 if (ctx->RenderMode == GL_SELECT) {
746 save->Select = ctx->Select; /* struct copy */
747 _mesa_RenderMode(GL_RENDER);
748 } else if (ctx->RenderMode == GL_FEEDBACK) {
749 save->Feedback = ctx->Feedback; /* struct copy */
750 _mesa_RenderMode(GL_RENDER);
751 }
752 }
753 #endif
754
755 if (state & MESA_META_MULTISAMPLE) {
756 save->MultisampleEnabled = ctx->Multisample.Enabled;
757 if (ctx->Multisample.Enabled)
758 _mesa_set_enable(ctx, GL_MULTISAMPLE, GL_FALSE);
759 }
760
761 /* misc */
762 {
763 save->Lighting = ctx->Light.Enabled;
764 if (ctx->Light.Enabled)
765 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
766 save->RasterDiscard = ctx->RasterDiscard;
767 if (ctx->RasterDiscard)
768 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
769 }
770 }
771
772
773 /**
774 * Leave meta state. This is like a light-weight version of glPopAttrib().
775 */
776 void
777 _mesa_meta_end(struct gl_context *ctx)
778 {
779 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
780 const GLbitfield state = save->SavedState;
781
782 if (state & MESA_META_ALPHA_TEST) {
783 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
784 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
785 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
786 }
787
788 if (state & MESA_META_BLEND) {
789 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
790 if (ctx->Extensions.EXT_draw_buffers2) {
791 GLuint i;
792 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
793 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
794 }
795 }
796 else {
797 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
798 }
799 }
800 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
801 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
802 }
803
804 if (state & MESA_META_COLOR_MASK) {
805 GLuint i;
806 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
807 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
808 if (i == 0) {
809 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
810 save->ColorMask[i][2], save->ColorMask[i][3]);
811 }
812 else {
813 _mesa_ColorMaskIndexed(i,
814 save->ColorMask[i][0],
815 save->ColorMask[i][1],
816 save->ColorMask[i][2],
817 save->ColorMask[i][3]);
818 }
819 }
820 }
821 }
822
823 if (state & MESA_META_DEPTH_TEST) {
824 if (ctx->Depth.Test != save->Depth.Test)
825 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
826 _mesa_DepthFunc(save->Depth.Func);
827 _mesa_DepthMask(save->Depth.Mask);
828 }
829
830 if (state & MESA_META_FOG) {
831 _mesa_set_enable(ctx, GL_FOG, save->Fog);
832 }
833
834 if (state & MESA_META_PIXEL_STORE) {
835 ctx->Pack = save->Pack;
836 ctx->Unpack = save->Unpack;
837 }
838
839 if (state & MESA_META_PIXEL_TRANSFER) {
840 ctx->Pixel.RedScale = save->RedScale;
841 ctx->Pixel.RedBias = save->RedBias;
842 ctx->Pixel.GreenScale = save->GreenScale;
843 ctx->Pixel.GreenBias = save->GreenBias;
844 ctx->Pixel.BlueScale = save->BlueScale;
845 ctx->Pixel.BlueBias = save->BlueBias;
846 ctx->Pixel.AlphaScale = save->AlphaScale;
847 ctx->Pixel.AlphaBias = save->AlphaBias;
848 ctx->Pixel.MapColorFlag = save->MapColorFlag;
849 /* XXX more state */
850 ctx->NewState |=_NEW_PIXEL;
851 }
852
853 if (state & MESA_META_RASTERIZATION) {
854 /* Core context requires that front and back mode be the same.
855 */
856 if (ctx->API == API_OPENGL_CORE) {
857 _mesa_PolygonMode(GL_FRONT_AND_BACK, save->FrontPolygonMode);
858 } else {
859 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
860 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
861 }
862 if (ctx->API == API_OPENGL) {
863 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
864 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
865 }
866 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
867 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
868 }
869
870 if (state & MESA_META_SCISSOR) {
871 _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.Enabled);
872 _mesa_Scissor(save->Scissor.X, save->Scissor.Y,
873 save->Scissor.Width, save->Scissor.Height);
874 }
875
876 if (state & MESA_META_SHADER) {
877 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_vertex_program) {
878 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
879 save->VertexProgramEnabled);
880 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
881 save->VertexProgram);
882 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
883 }
884
885 if (ctx->API == API_OPENGL && ctx->Extensions.ARB_fragment_program) {
886 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
887 save->FragmentProgramEnabled);
888 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
889 save->FragmentProgram);
890 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
891 }
892
893 if (ctx->Extensions.ARB_vertex_shader)
894 _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader);
895
896 if (ctx->Extensions.ARB_geometry_shader4)
897 _mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB,
898 save->GeometryShader);
899
900 if (ctx->Extensions.ARB_fragment_shader)
901 _mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER,
902 save->FragmentShader);
903
904 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
905 save->ActiveShader);
906
907 _mesa_reference_shader_program(ctx, &save->VertexShader, NULL);
908 _mesa_reference_shader_program(ctx, &save->GeometryShader, NULL);
909 _mesa_reference_shader_program(ctx, &save->FragmentShader, NULL);
910 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
911 }
912
913 if (state & MESA_META_STENCIL_TEST) {
914 const struct gl_stencil_attrib *stencil = &save->Stencil;
915
916 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
917 _mesa_ClearStencil(stencil->Clear);
918 if (ctx->API == API_OPENGL && ctx->Extensions.EXT_stencil_two_side) {
919 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
920 stencil->TestTwoSide);
921 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
922 ? GL_BACK : GL_FRONT);
923 }
924 /* front state */
925 _mesa_StencilFuncSeparate(GL_FRONT,
926 stencil->Function[0],
927 stencil->Ref[0],
928 stencil->ValueMask[0]);
929 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
930 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
931 stencil->ZFailFunc[0],
932 stencil->ZPassFunc[0]);
933 /* back state */
934 _mesa_StencilFuncSeparate(GL_BACK,
935 stencil->Function[1],
936 stencil->Ref[1],
937 stencil->ValueMask[1]);
938 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
939 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
940 stencil->ZFailFunc[1],
941 stencil->ZPassFunc[1]);
942 }
943
944 if (state & MESA_META_TEXTURE) {
945 GLuint u, tgt;
946
947 ASSERT(ctx->Texture.CurrentUnit == 0);
948
949 /* restore texenv for unit[0] */
950 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
951 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
952 }
953
954 /* restore texture objects for unit[0] only */
955 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
956 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
957 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
958 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
959 save->CurrentTexture[tgt]);
960 }
961 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
962 }
963
964 /* Restore fixed function texture enables, texgen */
965 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
966 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
967 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
968 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
969 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
970 }
971
972 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
973 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
974 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
975 }
976 }
977 }
978
979 /* restore current unit state */
980 _mesa_ActiveTextureARB(GL_TEXTURE0 + save->ActiveUnit);
981 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + save->ClientActiveUnit);
982 }
983
984 if (state & MESA_META_TRANSFORM) {
985 GLuint activeTexture = ctx->Texture.CurrentUnit;
986 _mesa_ActiveTextureARB(GL_TEXTURE0);
987 _mesa_MatrixMode(GL_TEXTURE);
988 _mesa_LoadMatrixf(save->TextureMatrix);
989 _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
990
991 _mesa_MatrixMode(GL_MODELVIEW);
992 _mesa_LoadMatrixf(save->ModelviewMatrix);
993
994 _mesa_MatrixMode(GL_PROJECTION);
995 _mesa_LoadMatrixf(save->ProjectionMatrix);
996
997 _mesa_MatrixMode(save->MatrixMode);
998 }
999
1000 if (state & MESA_META_CLIP) {
1001 if (save->ClipPlanesEnabled) {
1002 GLuint i;
1003 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1004 if (save->ClipPlanesEnabled & (1 << i)) {
1005 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1006 }
1007 }
1008 }
1009 }
1010
1011 if (state & MESA_META_VERTEX) {
1012 /* restore vertex buffer object */
1013 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
1014 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
1015
1016 /* restore vertex array object */
1017 _mesa_BindVertexArray(save->ArrayObj->Name);
1018 _mesa_reference_array_object(ctx, &save->ArrayObj, NULL);
1019 }
1020
1021 if (state & MESA_META_VIEWPORT) {
1022 if (save->ViewportX != ctx->Viewport.X ||
1023 save->ViewportY != ctx->Viewport.Y ||
1024 save->ViewportW != ctx->Viewport.Width ||
1025 save->ViewportH != ctx->Viewport.Height) {
1026 _mesa_set_viewport(ctx, save->ViewportX, save->ViewportY,
1027 save->ViewportW, save->ViewportH);
1028 }
1029 _mesa_DepthRange(save->DepthNear, save->DepthFar);
1030 }
1031
1032 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
1033 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1034 }
1035
1036 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
1037 _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1038 }
1039
1040 if (state & MESA_META_CONDITIONAL_RENDER) {
1041 if (save->CondRenderQuery)
1042 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1043 save->CondRenderMode);
1044 }
1045
1046 #if FEATURE_feedback
1047 if (state & MESA_META_SELECT_FEEDBACK) {
1048 if (save->RenderMode == GL_SELECT) {
1049 _mesa_RenderMode(GL_SELECT);
1050 ctx->Select = save->Select;
1051 } else if (save->RenderMode == GL_FEEDBACK) {
1052 _mesa_RenderMode(GL_FEEDBACK);
1053 ctx->Feedback = save->Feedback;
1054 }
1055 }
1056 #endif
1057
1058 if (state & MESA_META_MULTISAMPLE) {
1059 if (ctx->Multisample.Enabled != save->MultisampleEnabled)
1060 _mesa_set_enable(ctx, GL_MULTISAMPLE, save->MultisampleEnabled);
1061 }
1062
1063 /* misc */
1064 if (save->Lighting) {
1065 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1066 }
1067 if (save->RasterDiscard) {
1068 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1069 }
1070 #if FEATURE_EXT_transform_feedback
1071 if (save->TransformFeedbackNeedsResume)
1072 _mesa_ResumeTransformFeedback();
1073 #endif
1074
1075 ctx->Meta->SaveStackDepth--;
1076 }
1077
1078
1079 /**
1080 * Determine whether Mesa is currently in a meta state.
1081 */
1082 GLboolean
1083 _mesa_meta_in_progress(struct gl_context *ctx)
1084 {
1085 return ctx->Meta->SaveStackDepth != 0;
1086 }
1087
1088
1089 /**
1090 * Convert Z from a normalized value in the range [0, 1] to an object-space
1091 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1092 * default/identity ortho projection results in the original Z value.
1093 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1094 * value comes from the clear value or raster position.
1095 */
1096 static INLINE GLfloat
1097 invert_z(GLfloat normZ)
1098 {
1099 GLfloat objZ = 1.0f - 2.0f * normZ;
1100 return objZ;
1101 }
1102
1103
1104 /**
1105 * One-time init for a temp_texture object.
1106 * Choose tex target, compute max tex size, etc.
1107 */
1108 static void
1109 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1110 {
1111 /* prefer texture rectangle */
1112 if (ctx->Extensions.NV_texture_rectangle) {
1113 tex->Target = GL_TEXTURE_RECTANGLE;
1114 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1115 tex->NPOT = GL_TRUE;
1116 }
1117 else {
1118 /* use 2D texture, NPOT if possible */
1119 tex->Target = GL_TEXTURE_2D;
1120 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1121 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1122 }
1123 tex->MinSize = 16; /* 16 x 16 at least */
1124 assert(tex->MaxSize > 0);
1125
1126 _mesa_GenTextures(1, &tex->TexObj);
1127 }
1128
1129 static void
1130 cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1131 {
1132 if (!tex->TexObj)
1133 return;
1134 _mesa_DeleteTextures(1, &tex->TexObj);
1135 tex->TexObj = 0;
1136 }
1137
1138
1139 /**
1140 * Return pointer to temp_texture info for non-bitmap ops.
1141 * This does some one-time init if needed.
1142 */
1143 static struct temp_texture *
1144 get_temp_texture(struct gl_context *ctx)
1145 {
1146 struct temp_texture *tex = &ctx->Meta->TempTex;
1147
1148 if (!tex->TexObj) {
1149 init_temp_texture(ctx, tex);
1150 }
1151
1152 return tex;
1153 }
1154
1155
1156 /**
1157 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1158 * We use a separate texture for bitmaps to reduce texture
1159 * allocation/deallocation.
1160 */
1161 static struct temp_texture *
1162 get_bitmap_temp_texture(struct gl_context *ctx)
1163 {
1164 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1165
1166 if (!tex->TexObj) {
1167 init_temp_texture(ctx, tex);
1168 }
1169
1170 return tex;
1171 }
1172
1173
1174 /**
1175 * Compute the width/height of texture needed to draw an image of the
1176 * given size. Return a flag indicating whether the current texture
1177 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1178 * allocated (glTexImage2D).
1179 * Also, compute s/t texcoords for drawing.
1180 *
1181 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1182 */
1183 static GLboolean
1184 alloc_texture(struct temp_texture *tex,
1185 GLsizei width, GLsizei height, GLenum intFormat)
1186 {
1187 GLboolean newTex = GL_FALSE;
1188
1189 ASSERT(width <= tex->MaxSize);
1190 ASSERT(height <= tex->MaxSize);
1191
1192 if (width > tex->Width ||
1193 height > tex->Height ||
1194 intFormat != tex->IntFormat) {
1195 /* alloc new texture (larger or different format) */
1196
1197 if (tex->NPOT) {
1198 /* use non-power of two size */
1199 tex->Width = MAX2(tex->MinSize, width);
1200 tex->Height = MAX2(tex->MinSize, height);
1201 }
1202 else {
1203 /* find power of two size */
1204 GLsizei w, h;
1205 w = h = tex->MinSize;
1206 while (w < width)
1207 w *= 2;
1208 while (h < height)
1209 h *= 2;
1210 tex->Width = w;
1211 tex->Height = h;
1212 }
1213
1214 tex->IntFormat = intFormat;
1215
1216 newTex = GL_TRUE;
1217 }
1218
1219 /* compute texcoords */
1220 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1221 tex->Sright = (GLfloat) width;
1222 tex->Ttop = (GLfloat) height;
1223 }
1224 else {
1225 tex->Sright = (GLfloat) width / tex->Width;
1226 tex->Ttop = (GLfloat) height / tex->Height;
1227 }
1228
1229 return newTex;
1230 }
1231
1232
1233 /**
1234 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1235 */
1236 static void
1237 setup_copypix_texture(struct temp_texture *tex,
1238 GLboolean newTex,
1239 GLint srcX, GLint srcY,
1240 GLsizei width, GLsizei height, GLenum intFormat,
1241 GLenum filter)
1242 {
1243 _mesa_BindTexture(tex->Target, tex->TexObj);
1244 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1245 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1246 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1247
1248 /* copy framebuffer image to texture */
1249 if (newTex) {
1250 /* create new tex image */
1251 if (tex->Width == width && tex->Height == height) {
1252 /* create new tex with framebuffer data */
1253 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1254 srcX, srcY, width, height, 0);
1255 }
1256 else {
1257 /* create empty texture */
1258 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1259 tex->Width, tex->Height, 0,
1260 intFormat, GL_UNSIGNED_BYTE, NULL);
1261 /* load image */
1262 _mesa_CopyTexSubImage2D(tex->Target, 0,
1263 0, 0, srcX, srcY, width, height);
1264 }
1265 }
1266 else {
1267 /* replace existing tex image */
1268 _mesa_CopyTexSubImage2D(tex->Target, 0,
1269 0, 0, srcX, srcY, width, height);
1270 }
1271 }
1272
1273
1274 /**
1275 * Setup/load texture for glDrawPixels.
1276 */
1277 static void
1278 setup_drawpix_texture(struct gl_context *ctx,
1279 struct temp_texture *tex,
1280 GLboolean newTex,
1281 GLenum texIntFormat,
1282 GLsizei width, GLsizei height,
1283 GLenum format, GLenum type,
1284 const GLvoid *pixels)
1285 {
1286 _mesa_BindTexture(tex->Target, tex->TexObj);
1287 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1288 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1289 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1290
1291 /* copy pixel data to texture */
1292 if (newTex) {
1293 /* create new tex image */
1294 if (tex->Width == width && tex->Height == height) {
1295 /* create new tex and load image data */
1296 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1297 tex->Width, tex->Height, 0, format, type, pixels);
1298 }
1299 else {
1300 struct gl_buffer_object *save_unpack_obj = NULL;
1301
1302 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1303 ctx->Unpack.BufferObj);
1304 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1305 /* create empty texture */
1306 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1307 tex->Width, tex->Height, 0, format, type, NULL);
1308 if (save_unpack_obj != NULL)
1309 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB,
1310 save_unpack_obj->Name);
1311 /* load image */
1312 _mesa_TexSubImage2D(tex->Target, 0,
1313 0, 0, width, height, format, type, pixels);
1314 }
1315 }
1316 else {
1317 /* replace existing tex image */
1318 _mesa_TexSubImage2D(tex->Target, 0,
1319 0, 0, width, height, format, type, pixels);
1320 }
1321 }
1322
1323
1324
1325 /**
1326 * One-time init for drawing depth pixels.
1327 */
1328 static void
1329 init_blit_depth_pixels(struct gl_context *ctx)
1330 {
1331 static const char *program =
1332 "!!ARBfp1.0\n"
1333 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1334 "END \n";
1335 char program2[200];
1336 struct blit_state *blit = &ctx->Meta->Blit;
1337 struct temp_texture *tex = get_temp_texture(ctx);
1338 const char *texTarget;
1339
1340 assert(blit->DepthFP == 0);
1341
1342 /* replace %s with "RECT" or "2D" */
1343 assert(strlen(program) + 4 < sizeof(program2));
1344 if (tex->Target == GL_TEXTURE_RECTANGLE)
1345 texTarget = "RECT";
1346 else
1347 texTarget = "2D";
1348 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
1349
1350 _mesa_GenPrograms(1, &blit->DepthFP);
1351 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1352 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1353 strlen(program2), (const GLubyte *) program2);
1354 }
1355
1356
1357 /**
1358 * Try to do a glBlitFramebuffer using no-copy texturing.
1359 * We can do this when the src renderbuffer is actually a texture.
1360 * But if the src buffer == dst buffer we cannot do this.
1361 *
1362 * \return new buffer mask indicating the buffers left to blit using the
1363 * normal path.
1364 */
1365 static GLbitfield
1366 blitframebuffer_texture(struct gl_context *ctx,
1367 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1368 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1369 GLbitfield mask, GLenum filter)
1370 {
1371 if (mask & GL_COLOR_BUFFER_BIT) {
1372 const struct gl_framebuffer *drawFb = ctx->DrawBuffer;
1373 const struct gl_framebuffer *readFb = ctx->ReadBuffer;
1374 const struct gl_renderbuffer_attachment *drawAtt =
1375 &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]];
1376 const struct gl_renderbuffer_attachment *readAtt =
1377 &readFb->Attachment[readFb->_ColorReadBufferIndex];
1378
1379 if (readAtt && readAtt->Texture) {
1380 const struct gl_texture_object *texObj = readAtt->Texture;
1381 const GLuint srcLevel = readAtt->TextureLevel;
1382 const GLint baseLevelSave = texObj->BaseLevel;
1383 const GLint maxLevelSave = texObj->MaxLevel;
1384 const GLenum fbo_srgb_save = ctx->Color.sRGBEnabled;
1385 const GLenum target = texObj->Target;
1386 GLuint sampler, samplerSave =
1387 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
1388 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
1389
1390 if (drawAtt->Texture == readAtt->Texture) {
1391 /* Can't use same texture as both the source and dest. We need
1392 * to handle overlapping blits and besides, some hw may not
1393 * support this.
1394 */
1395 return mask;
1396 }
1397
1398 if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
1399 /* Can't handle other texture types at this time */
1400 return mask;
1401 }
1402
1403 _mesa_GenSamplers(1, &sampler);
1404 _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
1405
1406 /*
1407 printf("Blit from texture!\n");
1408 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1409 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1410 */
1411
1412 /* Prepare src texture state */
1413 _mesa_BindTexture(target, texObj->Name);
1414 _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
1415 _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, filter);
1416 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1417 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
1418 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
1419 }
1420 _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1421 _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1422
1423 /* Always do our blits with no sRGB decode or encode.*/
1424 if (ctx->Extensions.EXT_texture_sRGB_decode) {
1425 _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
1426 GL_SKIP_DECODE_EXT);
1427 }
1428 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_framebuffer_sRGB
1429 || _mesa_is_gles3(ctx)) {
1430 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
1431 }
1432
1433 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1434 _mesa_set_enable(ctx, target, GL_TRUE);
1435
1436 /* Prepare vertex data (the VBO was previously created and bound) */
1437 {
1438 struct vertex {
1439 GLfloat x, y, s, t;
1440 };
1441 struct vertex verts[4];
1442 GLfloat s0, t0, s1, t1;
1443
1444 if (target == GL_TEXTURE_2D) {
1445 const struct gl_texture_image *texImage
1446 = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
1447 s0 = srcX0 / (float) texImage->Width;
1448 s1 = srcX1 / (float) texImage->Width;
1449 t0 = srcY0 / (float) texImage->Height;
1450 t1 = srcY1 / (float) texImage->Height;
1451 }
1452 else {
1453 assert(target == GL_TEXTURE_RECTANGLE_ARB);
1454 s0 = srcX0;
1455 s1 = srcX1;
1456 t0 = srcY0;
1457 t1 = srcY1;
1458 }
1459
1460 verts[0].x = (GLfloat) dstX0;
1461 verts[0].y = (GLfloat) dstY0;
1462 verts[1].x = (GLfloat) dstX1;
1463 verts[1].y = (GLfloat) dstY0;
1464 verts[2].x = (GLfloat) dstX1;
1465 verts[2].y = (GLfloat) dstY1;
1466 verts[3].x = (GLfloat) dstX0;
1467 verts[3].y = (GLfloat) dstY1;
1468
1469 verts[0].s = s0;
1470 verts[0].t = t0;
1471 verts[1].s = s1;
1472 verts[1].t = t0;
1473 verts[2].s = s1;
1474 verts[2].t = t1;
1475 verts[3].s = s0;
1476 verts[3].t = t1;
1477
1478 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1479 }
1480
1481 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1482
1483 /* Restore texture object state, the texture binding will
1484 * be restored by _mesa_meta_end().
1485 */
1486 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1487 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
1488 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
1489 }
1490 if (ctx->Extensions.EXT_framebuffer_sRGB && fbo_srgb_save) {
1491 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
1492 }
1493
1494 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
1495 _mesa_DeleteSamplers(1, &sampler);
1496
1497 /* Done with color buffer */
1498 mask &= ~GL_COLOR_BUFFER_BIT;
1499 }
1500 }
1501
1502 return mask;
1503 }
1504
1505
1506 /**
1507 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1508 * of texture mapping and polygon rendering.
1509 */
1510 void
1511 _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
1512 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1513 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1514 GLbitfield mask, GLenum filter)
1515 {
1516 struct blit_state *blit = &ctx->Meta->Blit;
1517 struct temp_texture *tex = get_temp_texture(ctx);
1518 const GLsizei maxTexSize = tex->MaxSize;
1519 const GLint srcX = MIN2(srcX0, srcX1);
1520 const GLint srcY = MIN2(srcY0, srcY1);
1521 const GLint srcW = abs(srcX1 - srcX0);
1522 const GLint srcH = abs(srcY1 - srcY0);
1523 const GLboolean srcFlipX = srcX1 < srcX0;
1524 const GLboolean srcFlipY = srcY1 < srcY0;
1525 struct vertex {
1526 GLfloat x, y, s, t;
1527 };
1528 struct vertex verts[4];
1529 GLboolean newTex;
1530
1531 /* In addition to falling back if the blit size is larger than the maximum
1532 * texture size, fallback if the source is multisampled. This fallback can
1533 * be removed once Mesa gets support ARB_texture_multisample.
1534 */
1535 if (srcW > maxTexSize || srcH > maxTexSize
1536 || ctx->ReadBuffer->Visual.samples > 0) {
1537 /* XXX avoid this fallback */
1538 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1539 dstX0, dstY0, dstX1, dstY1, mask, filter);
1540 return;
1541 }
1542
1543 if (srcFlipX) {
1544 GLint tmp = dstX0;
1545 dstX0 = dstX1;
1546 dstX1 = tmp;
1547 }
1548
1549 if (srcFlipY) {
1550 GLint tmp = dstY0;
1551 dstY0 = dstY1;
1552 dstY1 = tmp;
1553 }
1554
1555 /* only scissor effects blit so save/clear all other relevant state */
1556 _mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
1557
1558 if (blit->ArrayObj == 0) {
1559 /* one-time setup */
1560
1561 /* create vertex array object */
1562 _mesa_GenVertexArrays(1, &blit->ArrayObj);
1563 _mesa_BindVertexArray(blit->ArrayObj);
1564
1565 /* create vertex array buffer */
1566 _mesa_GenBuffersARB(1, &blit->VBO);
1567 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1568 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
1569 NULL, GL_DYNAMIC_DRAW_ARB);
1570
1571 /* setup vertex arrays */
1572 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1573 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
1574 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1575 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
1576 }
1577 else {
1578 _mesa_BindVertexArray(blit->ArrayObj);
1579 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1580 }
1581
1582 /* Try faster, direct texture approach first */
1583 mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
1584 dstX0, dstY0, dstX1, dstY1, mask, filter);
1585 if (mask == 0x0) {
1586 _mesa_meta_end(ctx);
1587 return;
1588 }
1589
1590 /* Continue with "normal" approach which involves copying the src rect
1591 * into a temporary texture and is "blitted" by drawing a textured quad.
1592 */
1593
1594 newTex = alloc_texture(tex, srcW, srcH, GL_RGBA);
1595
1596 /* vertex positions/texcoords (after texture allocation!) */
1597 {
1598 verts[0].x = (GLfloat) dstX0;
1599 verts[0].y = (GLfloat) dstY0;
1600 verts[1].x = (GLfloat) dstX1;
1601 verts[1].y = (GLfloat) dstY0;
1602 verts[2].x = (GLfloat) dstX1;
1603 verts[2].y = (GLfloat) dstY1;
1604 verts[3].x = (GLfloat) dstX0;
1605 verts[3].y = (GLfloat) dstY1;
1606
1607 verts[0].s = 0.0F;
1608 verts[0].t = 0.0F;
1609 verts[1].s = tex->Sright;
1610 verts[1].t = 0.0F;
1611 verts[2].s = tex->Sright;
1612 verts[2].t = tex->Ttop;
1613 verts[3].s = 0.0F;
1614 verts[3].t = tex->Ttop;
1615
1616 /* upload new vertex data */
1617 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1618 }
1619
1620 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1621
1622 if (mask & GL_COLOR_BUFFER_BIT) {
1623 setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH,
1624 GL_RGBA, filter);
1625 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1626 mask &= ~GL_COLOR_BUFFER_BIT;
1627 }
1628
1629 if (mask & GL_DEPTH_BUFFER_BIT) {
1630 GLuint *tmp = (GLuint *) malloc(srcW * srcH * sizeof(GLuint));
1631 if (tmp) {
1632 if (!blit->DepthFP)
1633 init_blit_depth_pixels(ctx);
1634
1635 /* maybe change tex format here */
1636 newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT);
1637
1638 _mesa_ReadPixels(srcX, srcY, srcW, srcH,
1639 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1640
1641 setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH,
1642 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1643
1644 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1645 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
1646 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1647 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1648 _mesa_DepthFunc(GL_ALWAYS);
1649 _mesa_DepthMask(GL_TRUE);
1650
1651 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1652 mask &= ~GL_DEPTH_BUFFER_BIT;
1653
1654 free(tmp);
1655 }
1656 }
1657
1658 if (mask & GL_STENCIL_BUFFER_BIT) {
1659 /* XXX can't easily do stencil */
1660 }
1661
1662 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1663
1664 _mesa_meta_end(ctx);
1665
1666 if (mask) {
1667 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1668 dstX0, dstY0, dstX1, dstY1, mask, filter);
1669 }
1670 }
1671
1672 static void
1673 meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit)
1674 {
1675 if (blit->ArrayObj) {
1676 _mesa_DeleteVertexArraysAPPLE(1, &blit->ArrayObj);
1677 blit->ArrayObj = 0;
1678 _mesa_DeleteBuffersARB(1, &blit->VBO);
1679 blit->VBO = 0;
1680 }
1681 if (blit->DepthFP) {
1682 _mesa_DeletePrograms(1, &blit->DepthFP);
1683 blit->DepthFP = 0;
1684 }
1685 }
1686
1687
1688 /**
1689 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1690 */
1691 void
1692 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1693 {
1694 struct clear_state *clear = &ctx->Meta->Clear;
1695 struct vertex {
1696 GLfloat x, y, z, r, g, b, a;
1697 };
1698 struct vertex verts[4];
1699 /* save all state but scissor, pixel pack/unpack */
1700 GLbitfield metaSave = (MESA_META_ALL -
1701 MESA_META_SCISSOR -
1702 MESA_META_PIXEL_STORE -
1703 MESA_META_CONDITIONAL_RENDER);
1704 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1705
1706 if (buffers & BUFFER_BITS_COLOR) {
1707 /* if clearing color buffers, don't save/restore colormask */
1708 metaSave -= MESA_META_COLOR_MASK;
1709 }
1710
1711 _mesa_meta_begin(ctx, metaSave);
1712
1713 if (clear->ArrayObj == 0) {
1714 /* one-time setup */
1715
1716 /* create vertex array object */
1717 _mesa_GenVertexArrays(1, &clear->ArrayObj);
1718 _mesa_BindVertexArray(clear->ArrayObj);
1719
1720 /* create vertex array buffer */
1721 _mesa_GenBuffersARB(1, &clear->VBO);
1722 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1723
1724 /* setup vertex arrays */
1725 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1726 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
1727 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1728 _mesa_EnableClientState(GL_COLOR_ARRAY);
1729 }
1730 else {
1731 _mesa_BindVertexArray(clear->ArrayObj);
1732 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1733 }
1734
1735 /* GL_COLOR_BUFFER_BIT */
1736 if (buffers & BUFFER_BITS_COLOR) {
1737 /* leave colormask, glDrawBuffer state as-is */
1738
1739 /* Clears never have the color clamped. */
1740 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1741 }
1742 else {
1743 ASSERT(metaSave & MESA_META_COLOR_MASK);
1744 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1745 }
1746
1747 /* GL_DEPTH_BUFFER_BIT */
1748 if (buffers & BUFFER_BIT_DEPTH) {
1749 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1750 _mesa_DepthFunc(GL_ALWAYS);
1751 _mesa_DepthMask(GL_TRUE);
1752 }
1753 else {
1754 assert(!ctx->Depth.Test);
1755 }
1756
1757 /* GL_STENCIL_BUFFER_BIT */
1758 if (buffers & BUFFER_BIT_STENCIL) {
1759 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1760 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1761 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1762 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1763 ctx->Stencil.Clear & stencilMax,
1764 ctx->Stencil.WriteMask[0]);
1765 }
1766 else {
1767 assert(!ctx->Stencil.Enabled);
1768 }
1769
1770 /* vertex positions/colors */
1771 {
1772 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
1773 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
1774 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
1775 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
1776 const GLfloat z = invert_z(ctx->Depth.Clear);
1777 GLuint i;
1778
1779 verts[0].x = x0;
1780 verts[0].y = y0;
1781 verts[0].z = z;
1782 verts[1].x = x1;
1783 verts[1].y = y0;
1784 verts[1].z = z;
1785 verts[2].x = x1;
1786 verts[2].y = y1;
1787 verts[2].z = z;
1788 verts[3].x = x0;
1789 verts[3].y = y1;
1790 verts[3].z = z;
1791
1792 /* vertex colors */
1793 for (i = 0; i < 4; i++) {
1794 verts[i].r = ctx->Color.ClearColor.f[0];
1795 verts[i].g = ctx->Color.ClearColor.f[1];
1796 verts[i].b = ctx->Color.ClearColor.f[2];
1797 verts[i].a = ctx->Color.ClearColor.f[3];
1798 }
1799
1800 /* upload new vertex data */
1801 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1802 GL_DYNAMIC_DRAW_ARB);
1803 }
1804
1805 /* draw quad */
1806 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1807
1808 _mesa_meta_end(ctx);
1809 }
1810
1811 static void
1812 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1813 {
1814 const char *vs_source =
1815 "attribute vec4 position;\n"
1816 "void main()\n"
1817 "{\n"
1818 " gl_Position = position;\n"
1819 "}\n";
1820 const char *fs_source =
1821 "uniform vec4 color;\n"
1822 "void main()\n"
1823 "{\n"
1824 " gl_FragColor = color;\n"
1825 "}\n";
1826 const char *vs_int_source =
1827 "#version 130\n"
1828 "attribute vec4 position;\n"
1829 "void main()\n"
1830 "{\n"
1831 " gl_Position = position;\n"
1832 "}\n";
1833 const char *fs_int_source =
1834 "#version 130\n"
1835 "uniform ivec4 color;\n"
1836 "out ivec4 out_color;\n"
1837 "\n"
1838 "void main()\n"
1839 "{\n"
1840 " out_color = color;\n"
1841 "}\n";
1842 GLuint vs, fs;
1843
1844 if (clear->ArrayObj != 0)
1845 return;
1846
1847 /* create vertex array object */
1848 _mesa_GenVertexArrays(1, &clear->ArrayObj);
1849 _mesa_BindVertexArray(clear->ArrayObj);
1850
1851 /* create vertex array buffer */
1852 _mesa_GenBuffersARB(1, &clear->VBO);
1853 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1854
1855 /* setup vertex arrays */
1856 _mesa_VertexAttribPointerARB(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
1857 _mesa_EnableVertexAttribArrayARB(0);
1858
1859 vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER);
1860 _mesa_ShaderSourceARB(vs, 1, &vs_source, NULL);
1861 _mesa_CompileShaderARB(vs);
1862
1863 fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER);
1864 _mesa_ShaderSourceARB(fs, 1, &fs_source, NULL);
1865 _mesa_CompileShaderARB(fs);
1866
1867 clear->ShaderProg = _mesa_CreateProgramObjectARB();
1868 _mesa_AttachShader(clear->ShaderProg, fs);
1869 _mesa_DeleteObjectARB(fs);
1870 _mesa_AttachShader(clear->ShaderProg, vs);
1871 _mesa_DeleteObjectARB(vs);
1872 _mesa_BindAttribLocationARB(clear->ShaderProg, 0, "position");
1873 _mesa_LinkProgramARB(clear->ShaderProg);
1874
1875 clear->ColorLocation = _mesa_GetUniformLocationARB(clear->ShaderProg,
1876 "color");
1877
1878 if (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) {
1879 vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
1880 fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
1881
1882 clear->IntegerShaderProg = _mesa_CreateProgramObjectARB();
1883 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1884 _mesa_DeleteObjectARB(fs);
1885 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1886 _mesa_DeleteObjectARB(vs);
1887 _mesa_BindAttribLocationARB(clear->IntegerShaderProg, 0, "position");
1888
1889 /* Note that user-defined out attributes get automatically assigned
1890 * locations starting from 0, so we don't need to explicitly
1891 * BindFragDataLocation to 0.
1892 */
1893
1894 link_program_with_debug(ctx, clear->IntegerShaderProg);
1895
1896 clear->IntegerColorLocation =
1897 _mesa_GetUniformLocationARB(clear->IntegerShaderProg, "color");
1898 }
1899 }
1900
1901 static void
1902 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1903 {
1904 if (clear->ArrayObj == 0)
1905 return;
1906 _mesa_DeleteVertexArraysAPPLE(1, &clear->ArrayObj);
1907 clear->ArrayObj = 0;
1908 _mesa_DeleteBuffersARB(1, &clear->VBO);
1909 clear->VBO = 0;
1910 _mesa_DeleteObjectARB(clear->ShaderProg);
1911 clear->ShaderProg = 0;
1912
1913 if (clear->IntegerShaderProg) {
1914 _mesa_DeleteObjectARB(clear->IntegerShaderProg);
1915 clear->IntegerShaderProg = 0;
1916 }
1917 }
1918
1919 /**
1920 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1921 */
1922 void
1923 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1924 {
1925 struct clear_state *clear = &ctx->Meta->Clear;
1926 GLbitfield metaSave;
1927 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1928 struct gl_framebuffer *fb = ctx->DrawBuffer;
1929 const float x0 = ((float)fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1930 const float y0 = ((float)fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1931 const float x1 = ((float)fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1932 const float y1 = ((float)fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1933 const float z = -invert_z(ctx->Depth.Clear);
1934 struct vertex {
1935 GLfloat x, y, z;
1936 } verts[4];
1937
1938 metaSave = (MESA_META_ALPHA_TEST |
1939 MESA_META_BLEND |
1940 MESA_META_DEPTH_TEST |
1941 MESA_META_RASTERIZATION |
1942 MESA_META_SHADER |
1943 MESA_META_STENCIL_TEST |
1944 MESA_META_VERTEX |
1945 MESA_META_VIEWPORT |
1946 MESA_META_CLIP |
1947 MESA_META_CLAMP_FRAGMENT_COLOR |
1948 MESA_META_MULTISAMPLE);
1949
1950 if (!(buffers & BUFFER_BITS_COLOR)) {
1951 /* We'll use colormask to disable color writes. Otherwise,
1952 * respect color mask
1953 */
1954 metaSave |= MESA_META_COLOR_MASK;
1955 }
1956
1957 _mesa_meta_begin(ctx, metaSave);
1958
1959 meta_glsl_clear_init(ctx, clear);
1960
1961 if (fb->_IntegerColor) {
1962 _mesa_UseProgramObjectARB(clear->IntegerShaderProg);
1963 _mesa_Uniform4ivARB(clear->IntegerColorLocation, 1,
1964 ctx->Color.ClearColor.i);
1965 } else {
1966 _mesa_UseProgramObjectARB(clear->ShaderProg);
1967 _mesa_Uniform4fvARB(clear->ColorLocation, 1,
1968 ctx->Color.ClearColor.f);
1969 }
1970
1971 _mesa_BindVertexArray(clear->ArrayObj);
1972 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1973
1974 /* GL_COLOR_BUFFER_BIT */
1975 if (buffers & BUFFER_BITS_COLOR) {
1976 /* leave colormask, glDrawBuffer state as-is */
1977
1978 /* Clears never have the color clamped. */
1979 _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1980 }
1981 else {
1982 ASSERT(metaSave & MESA_META_COLOR_MASK);
1983 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1984 }
1985
1986 /* GL_DEPTH_BUFFER_BIT */
1987 if (buffers & BUFFER_BIT_DEPTH) {
1988 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1989 _mesa_DepthFunc(GL_ALWAYS);
1990 _mesa_DepthMask(GL_TRUE);
1991 }
1992 else {
1993 assert(!ctx->Depth.Test);
1994 }
1995
1996 /* GL_STENCIL_BUFFER_BIT */
1997 if (buffers & BUFFER_BIT_STENCIL) {
1998 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1999 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
2000 GL_REPLACE, GL_REPLACE, GL_REPLACE);
2001 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
2002 ctx->Stencil.Clear & stencilMax,
2003 ctx->Stencil.WriteMask[0]);
2004 }
2005 else {
2006 assert(!ctx->Stencil.Enabled);
2007 }
2008
2009 /* vertex positions */
2010 verts[0].x = x0;
2011 verts[0].y = y0;
2012 verts[0].z = z;
2013 verts[1].x = x1;
2014 verts[1].y = y0;
2015 verts[1].z = z;
2016 verts[2].x = x1;
2017 verts[2].y = y1;
2018 verts[2].z = z;
2019 verts[3].x = x0;
2020 verts[3].y = y1;
2021 verts[3].z = z;
2022
2023 /* upload new vertex data */
2024 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
2025 GL_DYNAMIC_DRAW_ARB);
2026
2027 /* draw quad */
2028 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2029
2030 _mesa_meta_end(ctx);
2031 }
2032
2033 /**
2034 * Meta implementation of ctx->Driver.CopyPixels() in terms
2035 * of texture mapping and polygon rendering and GLSL shaders.
2036 */
2037 void
2038 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
2039 GLsizei width, GLsizei height,
2040 GLint dstX, GLint dstY, GLenum type)
2041 {
2042 struct copypix_state *copypix = &ctx->Meta->CopyPix;
2043 struct temp_texture *tex = get_temp_texture(ctx);
2044 struct vertex {
2045 GLfloat x, y, z, s, t;
2046 };
2047 struct vertex verts[4];
2048 GLboolean newTex;
2049 GLenum intFormat = GL_RGBA;
2050
2051 if (type != GL_COLOR ||
2052 ctx->_ImageTransferState ||
2053 ctx->Fog.Enabled ||
2054 width > tex->MaxSize ||
2055 height > tex->MaxSize) {
2056 /* XXX avoid this fallback */
2057 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
2058 return;
2059 }
2060
2061 /* Most GL state applies to glCopyPixels, but a there's a few things
2062 * we need to override:
2063 */
2064 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2065 MESA_META_SHADER |
2066 MESA_META_TEXTURE |
2067 MESA_META_TRANSFORM |
2068 MESA_META_CLIP |
2069 MESA_META_VERTEX |
2070 MESA_META_VIEWPORT));
2071
2072 if (copypix->ArrayObj == 0) {
2073 /* one-time setup */
2074
2075 /* create vertex array object */
2076 _mesa_GenVertexArrays(1, &copypix->ArrayObj);
2077 _mesa_BindVertexArray(copypix->ArrayObj);
2078
2079 /* create vertex array buffer */
2080 _mesa_GenBuffersARB(1, &copypix->VBO);
2081 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
2082 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2083 NULL, GL_DYNAMIC_DRAW_ARB);
2084
2085 /* setup vertex arrays */
2086 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2087 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2088 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2089 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2090 }
2091 else {
2092 _mesa_BindVertexArray(copypix->ArrayObj);
2093 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
2094 }
2095
2096 newTex = alloc_texture(tex, width, height, intFormat);
2097
2098 /* vertex positions, texcoords (after texture allocation!) */
2099 {
2100 const GLfloat dstX0 = (GLfloat) dstX;
2101 const GLfloat dstY0 = (GLfloat) dstY;
2102 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
2103 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
2104 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2105
2106 verts[0].x = dstX0;
2107 verts[0].y = dstY0;
2108 verts[0].z = z;
2109 verts[0].s = 0.0F;
2110 verts[0].t = 0.0F;
2111 verts[1].x = dstX1;
2112 verts[1].y = dstY0;
2113 verts[1].z = z;
2114 verts[1].s = tex->Sright;
2115 verts[1].t = 0.0F;
2116 verts[2].x = dstX1;
2117 verts[2].y = dstY1;
2118 verts[2].z = z;
2119 verts[2].s = tex->Sright;
2120 verts[2].t = tex->Ttop;
2121 verts[3].x = dstX0;
2122 verts[3].y = dstY1;
2123 verts[3].z = z;
2124 verts[3].s = 0.0F;
2125 verts[3].t = tex->Ttop;
2126
2127 /* upload new vertex data */
2128 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2129 }
2130
2131 /* Alloc/setup texture */
2132 setup_copypix_texture(tex, newTex, srcX, srcY, width, height,
2133 GL_RGBA, GL_NEAREST);
2134
2135 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2136
2137 /* draw textured quad */
2138 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2139
2140 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2141
2142 _mesa_meta_end(ctx);
2143 }
2144
2145
2146
2147 /**
2148 * When the glDrawPixels() image size is greater than the max rectangle
2149 * texture size we use this function to break the glDrawPixels() image
2150 * into tiles which fit into the max texture size.
2151 */
2152 static void
2153 tiled_draw_pixels(struct gl_context *ctx,
2154 GLint tileSize,
2155 GLint x, GLint y, GLsizei width, GLsizei height,
2156 GLenum format, GLenum type,
2157 const struct gl_pixelstore_attrib *unpack,
2158 const GLvoid *pixels)
2159 {
2160 struct gl_pixelstore_attrib tileUnpack = *unpack;
2161 GLint i, j;
2162
2163 if (tileUnpack.RowLength == 0)
2164 tileUnpack.RowLength = width;
2165
2166 for (i = 0; i < width; i += tileSize) {
2167 const GLint tileWidth = MIN2(tileSize, width - i);
2168 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
2169
2170 tileUnpack.SkipPixels = unpack->SkipPixels + i;
2171
2172 for (j = 0; j < height; j += tileSize) {
2173 const GLint tileHeight = MIN2(tileSize, height - j);
2174 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
2175
2176 tileUnpack.SkipRows = unpack->SkipRows + j;
2177
2178 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
2179 format, type, &tileUnpack, pixels);
2180 }
2181 }
2182 }
2183
2184
2185 /**
2186 * One-time init for drawing stencil pixels.
2187 */
2188 static void
2189 init_draw_stencil_pixels(struct gl_context *ctx)
2190 {
2191 /* This program is run eight times, once for each stencil bit.
2192 * The stencil values to draw are found in an 8-bit alpha texture.
2193 * We read the texture/stencil value and test if bit 'b' is set.
2194 * If the bit is not set, use KIL to kill the fragment.
2195 * Finally, we use the stencil test to update the stencil buffer.
2196 *
2197 * The basic algorithm for checking if a bit is set is:
2198 * if (is_odd(value / (1 << bit)))
2199 * result is one (or non-zero).
2200 * else
2201 * result is zero.
2202 * The program parameter contains three values:
2203 * parm.x = 255 / (1 << bit)
2204 * parm.y = 0.5
2205 * parm.z = 0.0
2206 */
2207 static const char *program =
2208 "!!ARBfp1.0\n"
2209 "PARAM parm = program.local[0]; \n"
2210 "TEMP t; \n"
2211 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2212 "# t = t * 255 / bit \n"
2213 "MUL t.x, t.a, parm.x; \n"
2214 "# t = (int) t \n"
2215 "FRC t.y, t.x; \n"
2216 "SUB t.x, t.x, t.y; \n"
2217 "# t = t * 0.5 \n"
2218 "MUL t.x, t.x, parm.y; \n"
2219 "# t = fract(t.x) \n"
2220 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2221 "# t.x = (t.x == 0 ? 1 : 0) \n"
2222 "SGE t.x, -t.x, parm.z; \n"
2223 "KIL -t.x; \n"
2224 "# for debug only \n"
2225 "#MOV result.color, t.x; \n"
2226 "END \n";
2227 char program2[1000];
2228 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2229 struct temp_texture *tex = get_temp_texture(ctx);
2230 const char *texTarget;
2231
2232 assert(drawpix->StencilFP == 0);
2233
2234 /* replace %s with "RECT" or "2D" */
2235 assert(strlen(program) + 4 < sizeof(program2));
2236 if (tex->Target == GL_TEXTURE_RECTANGLE)
2237 texTarget = "RECT";
2238 else
2239 texTarget = "2D";
2240 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2241
2242 _mesa_GenPrograms(1, &drawpix->StencilFP);
2243 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2244 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2245 strlen(program2), (const GLubyte *) program2);
2246 }
2247
2248
2249 /**
2250 * One-time init for drawing depth pixels.
2251 */
2252 static void
2253 init_draw_depth_pixels(struct gl_context *ctx)
2254 {
2255 static const char *program =
2256 "!!ARBfp1.0\n"
2257 "PARAM color = program.local[0]; \n"
2258 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2259 "MOV result.color, color; \n"
2260 "END \n";
2261 char program2[200];
2262 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2263 struct temp_texture *tex = get_temp_texture(ctx);
2264 const char *texTarget;
2265
2266 assert(drawpix->DepthFP == 0);
2267
2268 /* replace %s with "RECT" or "2D" */
2269 assert(strlen(program) + 4 < sizeof(program2));
2270 if (tex->Target == GL_TEXTURE_RECTANGLE)
2271 texTarget = "RECT";
2272 else
2273 texTarget = "2D";
2274 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2275
2276 _mesa_GenPrograms(1, &drawpix->DepthFP);
2277 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2278 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2279 strlen(program2), (const GLubyte *) program2);
2280 }
2281
2282
2283 /**
2284 * Meta implementation of ctx->Driver.DrawPixels() in terms
2285 * of texture mapping and polygon rendering.
2286 */
2287 void
2288 _mesa_meta_DrawPixels(struct gl_context *ctx,
2289 GLint x, GLint y, GLsizei width, GLsizei height,
2290 GLenum format, GLenum type,
2291 const struct gl_pixelstore_attrib *unpack,
2292 const GLvoid *pixels)
2293 {
2294 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2295 struct temp_texture *tex = get_temp_texture(ctx);
2296 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2297 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2298 struct vertex {
2299 GLfloat x, y, z, s, t;
2300 };
2301 struct vertex verts[4];
2302 GLenum texIntFormat;
2303 GLboolean fallback, newTex;
2304 GLbitfield metaExtraSave = 0x0;
2305 GLuint vbo;
2306
2307 /*
2308 * Determine if we can do the glDrawPixels with texture mapping.
2309 */
2310 fallback = GL_FALSE;
2311 if (ctx->Fog.Enabled) {
2312 fallback = GL_TRUE;
2313 }
2314
2315 if (_mesa_is_color_format(format)) {
2316 /* use more compact format when possible */
2317 /* XXX disable special case for GL_LUMINANCE for now to work around
2318 * apparent i965 driver bug (see bug #23670).
2319 */
2320 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2321 texIntFormat = format;
2322 else
2323 texIntFormat = GL_RGBA;
2324
2325 /* If we're not supposed to clamp the resulting color, then just
2326 * promote our texture to fully float. We could do better by
2327 * just going for the matching set of channels, in floating
2328 * point.
2329 */
2330 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2331 ctx->Extensions.ARB_texture_float)
2332 texIntFormat = GL_RGBA32F;
2333 }
2334 else if (_mesa_is_stencil_format(format)) {
2335 if (ctx->Extensions.ARB_fragment_program &&
2336 ctx->Pixel.IndexShift == 0 &&
2337 ctx->Pixel.IndexOffset == 0 &&
2338 type == GL_UNSIGNED_BYTE) {
2339 /* We'll store stencil as alpha. This only works for GLubyte
2340 * image data because of how incoming values are mapped to alpha
2341 * in [0,1].
2342 */
2343 texIntFormat = GL_ALPHA;
2344 metaExtraSave = (MESA_META_COLOR_MASK |
2345 MESA_META_DEPTH_TEST |
2346 MESA_META_PIXEL_TRANSFER |
2347 MESA_META_SHADER |
2348 MESA_META_STENCIL_TEST);
2349 }
2350 else {
2351 fallback = GL_TRUE;
2352 }
2353 }
2354 else if (_mesa_is_depth_format(format)) {
2355 if (ctx->Extensions.ARB_depth_texture &&
2356 ctx->Extensions.ARB_fragment_program) {
2357 texIntFormat = GL_DEPTH_COMPONENT;
2358 metaExtraSave = (MESA_META_SHADER);
2359 }
2360 else {
2361 fallback = GL_TRUE;
2362 }
2363 }
2364 else {
2365 fallback = GL_TRUE;
2366 }
2367
2368 if (fallback) {
2369 _swrast_DrawPixels(ctx, x, y, width, height,
2370 format, type, unpack, pixels);
2371 return;
2372 }
2373
2374 /*
2375 * Check image size against max texture size, draw as tiles if needed.
2376 */
2377 if (width > tex->MaxSize || height > tex->MaxSize) {
2378 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2379 format, type, unpack, pixels);
2380 return;
2381 }
2382
2383 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2384 * but a there's a few things we need to override:
2385 */
2386 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2387 MESA_META_SHADER |
2388 MESA_META_TEXTURE |
2389 MESA_META_TRANSFORM |
2390 MESA_META_CLIP |
2391 MESA_META_VERTEX |
2392 MESA_META_VIEWPORT |
2393 metaExtraSave));
2394
2395 newTex = alloc_texture(tex, width, height, texIntFormat);
2396
2397 /* vertex positions, texcoords (after texture allocation!) */
2398 {
2399 const GLfloat x0 = (GLfloat) x;
2400 const GLfloat y0 = (GLfloat) y;
2401 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2402 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2403 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2404
2405 verts[0].x = x0;
2406 verts[0].y = y0;
2407 verts[0].z = z;
2408 verts[0].s = 0.0F;
2409 verts[0].t = 0.0F;
2410 verts[1].x = x1;
2411 verts[1].y = y0;
2412 verts[1].z = z;
2413 verts[1].s = tex->Sright;
2414 verts[1].t = 0.0F;
2415 verts[2].x = x1;
2416 verts[2].y = y1;
2417 verts[2].z = z;
2418 verts[2].s = tex->Sright;
2419 verts[2].t = tex->Ttop;
2420 verts[3].x = x0;
2421 verts[3].y = y1;
2422 verts[3].z = z;
2423 verts[3].s = 0.0F;
2424 verts[3].t = tex->Ttop;
2425 }
2426
2427 if (drawpix->ArrayObj == 0) {
2428 /* one-time setup: create vertex array object */
2429 _mesa_GenVertexArrays(1, &drawpix->ArrayObj);
2430 }
2431 _mesa_BindVertexArray(drawpix->ArrayObj);
2432
2433 /* create vertex array buffer */
2434 _mesa_GenBuffersARB(1, &vbo);
2435 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, vbo);
2436 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2437 verts, GL_DYNAMIC_DRAW_ARB);
2438
2439 /* setup vertex arrays */
2440 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2441 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2442 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2443 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2444
2445 /* set given unpack params */
2446 ctx->Unpack = *unpack;
2447
2448 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2449
2450 if (_mesa_is_stencil_format(format)) {
2451 /* Drawing stencil */
2452 GLint bit;
2453
2454 if (!drawpix->StencilFP)
2455 init_draw_stencil_pixels(ctx);
2456
2457 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2458 GL_ALPHA, type, pixels);
2459
2460 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2461
2462 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2463
2464 /* set all stencil bits to 0 */
2465 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2466 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2467 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2468
2469 /* set stencil bits to 1 where needed */
2470 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2471
2472 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2473 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2474
2475 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2476 const GLuint mask = 1 << bit;
2477 if (mask & origStencilMask) {
2478 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2479 _mesa_StencilMask(mask);
2480
2481 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2482 255.0 / mask, 0.5, 0.0, 0.0);
2483
2484 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2485 }
2486 }
2487 }
2488 else if (_mesa_is_depth_format(format)) {
2489 /* Drawing depth */
2490 if (!drawpix->DepthFP)
2491 init_draw_depth_pixels(ctx);
2492
2493 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2494 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2495
2496 /* polygon color = current raster color */
2497 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2498 ctx->Current.RasterColor);
2499
2500 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2501 format, type, pixels);
2502
2503 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2504 }
2505 else {
2506 /* Drawing RGBA */
2507 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2508 format, type, pixels);
2509 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2510 }
2511
2512 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2513
2514 _mesa_DeleteBuffersARB(1, &vbo);
2515
2516 /* restore unpack params */
2517 ctx->Unpack = unpackSave;
2518
2519 _mesa_meta_end(ctx);
2520 }
2521
2522 static GLboolean
2523 alpha_test_raster_color(struct gl_context *ctx)
2524 {
2525 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2526 GLfloat ref = ctx->Color.AlphaRef;
2527
2528 switch (ctx->Color.AlphaFunc) {
2529 case GL_NEVER:
2530 return GL_FALSE;
2531 case GL_LESS:
2532 return alpha < ref;
2533 case GL_EQUAL:
2534 return alpha == ref;
2535 case GL_LEQUAL:
2536 return alpha <= ref;
2537 case GL_GREATER:
2538 return alpha > ref;
2539 case GL_NOTEQUAL:
2540 return alpha != ref;
2541 case GL_GEQUAL:
2542 return alpha >= ref;
2543 case GL_ALWAYS:
2544 return GL_TRUE;
2545 default:
2546 assert(0);
2547 return GL_FALSE;
2548 }
2549 }
2550
2551 /**
2552 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2553 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2554 * tracker would improve performance a lot.
2555 */
2556 void
2557 _mesa_meta_Bitmap(struct gl_context *ctx,
2558 GLint x, GLint y, GLsizei width, GLsizei height,
2559 const struct gl_pixelstore_attrib *unpack,
2560 const GLubyte *bitmap1)
2561 {
2562 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2563 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2564 const GLenum texIntFormat = GL_ALPHA;
2565 const struct gl_pixelstore_attrib unpackSave = *unpack;
2566 GLubyte fg, bg;
2567 struct vertex {
2568 GLfloat x, y, z, s, t, r, g, b, a;
2569 };
2570 struct vertex verts[4];
2571 GLboolean newTex;
2572 GLubyte *bitmap8;
2573
2574 /*
2575 * Check if swrast fallback is needed.
2576 */
2577 if (ctx->_ImageTransferState ||
2578 ctx->FragmentProgram._Enabled ||
2579 ctx->Fog.Enabled ||
2580 ctx->Texture._EnabledUnits ||
2581 width > tex->MaxSize ||
2582 height > tex->MaxSize) {
2583 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2584 return;
2585 }
2586
2587 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2588 return;
2589
2590 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2591 * but a there's a few things we need to override:
2592 */
2593 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2594 MESA_META_PIXEL_STORE |
2595 MESA_META_RASTERIZATION |
2596 MESA_META_SHADER |
2597 MESA_META_TEXTURE |
2598 MESA_META_TRANSFORM |
2599 MESA_META_CLIP |
2600 MESA_META_VERTEX |
2601 MESA_META_VIEWPORT));
2602
2603 if (bitmap->ArrayObj == 0) {
2604 /* one-time setup */
2605
2606 /* create vertex array object */
2607 _mesa_GenVertexArraysAPPLE(1, &bitmap->ArrayObj);
2608 _mesa_BindVertexArrayAPPLE(bitmap->ArrayObj);
2609
2610 /* create vertex array buffer */
2611 _mesa_GenBuffersARB(1, &bitmap->VBO);
2612 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2613 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2614 NULL, GL_DYNAMIC_DRAW_ARB);
2615
2616 /* setup vertex arrays */
2617 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2618 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2619 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
2620 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2621 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2622 _mesa_EnableClientState(GL_COLOR_ARRAY);
2623 }
2624 else {
2625 _mesa_BindVertexArray(bitmap->ArrayObj);
2626 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2627 }
2628
2629 newTex = alloc_texture(tex, width, height, texIntFormat);
2630
2631 /* vertex positions, texcoords, colors (after texture allocation!) */
2632 {
2633 const GLfloat x0 = (GLfloat) x;
2634 const GLfloat y0 = (GLfloat) y;
2635 const GLfloat x1 = (GLfloat) (x + width);
2636 const GLfloat y1 = (GLfloat) (y + height);
2637 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2638 GLuint i;
2639
2640 verts[0].x = x0;
2641 verts[0].y = y0;
2642 verts[0].z = z;
2643 verts[0].s = 0.0F;
2644 verts[0].t = 0.0F;
2645 verts[1].x = x1;
2646 verts[1].y = y0;
2647 verts[1].z = z;
2648 verts[1].s = tex->Sright;
2649 verts[1].t = 0.0F;
2650 verts[2].x = x1;
2651 verts[2].y = y1;
2652 verts[2].z = z;
2653 verts[2].s = tex->Sright;
2654 verts[2].t = tex->Ttop;
2655 verts[3].x = x0;
2656 verts[3].y = y1;
2657 verts[3].z = z;
2658 verts[3].s = 0.0F;
2659 verts[3].t = tex->Ttop;
2660
2661 for (i = 0; i < 4; i++) {
2662 verts[i].r = ctx->Current.RasterColor[0];
2663 verts[i].g = ctx->Current.RasterColor[1];
2664 verts[i].b = ctx->Current.RasterColor[2];
2665 verts[i].a = ctx->Current.RasterColor[3];
2666 }
2667
2668 /* upload new vertex data */
2669 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2670 }
2671
2672 /* choose different foreground/background alpha values */
2673 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2674 bg = (fg > 127 ? 0 : 255);
2675
2676 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2677 if (!bitmap1) {
2678 _mesa_meta_end(ctx);
2679 return;
2680 }
2681
2682 bitmap8 = (GLubyte *) malloc(width * height);
2683 if (bitmap8) {
2684 memset(bitmap8, bg, width * height);
2685 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2686 bitmap8, width, fg);
2687
2688 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2689
2690 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2691 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2692
2693 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2694 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2695
2696 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2697
2698 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2699
2700 free(bitmap8);
2701 }
2702
2703 _mesa_unmap_pbo_source(ctx, &unpackSave);
2704
2705 _mesa_meta_end(ctx);
2706 }
2707
2708
2709 /**
2710 * Check if the call to _mesa_meta_GenerateMipmap() will require a
2711 * software fallback. The fallback path will require that the texture
2712 * images are mapped.
2713 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
2714 */
2715 GLboolean
2716 _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target,
2717 struct gl_texture_object *texObj)
2718 {
2719 const GLuint fboSave = ctx->DrawBuffer->Name;
2720 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
2721 struct gl_texture_image *baseImage;
2722 GLuint srcLevel;
2723 GLenum status;
2724
2725 /* check for fallbacks */
2726 if (!ctx->Extensions.EXT_framebuffer_object ||
2727 target == GL_TEXTURE_3D ||
2728 target == GL_TEXTURE_1D_ARRAY ||
2729 target == GL_TEXTURE_2D_ARRAY) {
2730 return GL_TRUE;
2731 }
2732
2733 srcLevel = texObj->BaseLevel;
2734 baseImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
2735 if (!baseImage || _mesa_is_format_compressed(baseImage->TexFormat)) {
2736 return GL_TRUE;
2737 }
2738
2739 if (_mesa_get_format_color_encoding(baseImage->TexFormat) == GL_SRGB &&
2740 !ctx->Extensions.EXT_texture_sRGB_decode) {
2741 /* The texture format is sRGB but we can't turn off sRGB->linear
2742 * texture sample conversion. So we won't be able to generate the
2743 * right colors when rendering. Need to use a fallback.
2744 */
2745 return GL_TRUE;
2746 }
2747
2748 /*
2749 * Test that we can actually render in the texture's format.
2750 */
2751 if (!mipmap->FBO)
2752 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
2753 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
2754
2755 if (target == GL_TEXTURE_1D) {
2756 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
2757 GL_COLOR_ATTACHMENT0_EXT,
2758 target, texObj->Name, srcLevel);
2759 }
2760 #if 0
2761 /* other work is needed to enable 3D mipmap generation */
2762 else if (target == GL_TEXTURE_3D) {
2763 GLint zoffset = 0;
2764 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
2765 GL_COLOR_ATTACHMENT0_EXT,
2766 target, texObj->Name, srcLevel, zoffset);
2767 }
2768 #endif
2769 else {
2770 /* 2D / cube */
2771 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
2772 GL_COLOR_ATTACHMENT0_EXT,
2773 target, texObj->Name, srcLevel);
2774 }
2775
2776 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
2777
2778 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
2779
2780 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
2781 return GL_TRUE;
2782 }
2783
2784 return GL_FALSE;
2785 }
2786
2787
2788 /**
2789 * Compute the texture coordinates for the four vertices of a quad for
2790 * drawing a 2D texture image or slice of a cube/3D texture.
2791 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2792 * \param slice slice of a 1D/2D array texture or 3D texture
2793 * \param width width of the texture image
2794 * \param height height of the texture image
2795 * \param coords0/1/2/3 returns the computed texcoords
2796 */
2797 static void
2798 setup_texture_coords(GLenum faceTarget,
2799 GLint slice,
2800 GLint width,
2801 GLint height,
2802 GLfloat coords0[3],
2803 GLfloat coords1[3],
2804 GLfloat coords2[3],
2805 GLfloat coords3[3])
2806 {
2807 static const GLfloat st[4][2] = {
2808 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2809 };
2810 GLuint i;
2811 GLfloat r;
2812
2813 switch (faceTarget) {
2814 case GL_TEXTURE_1D:
2815 case GL_TEXTURE_2D:
2816 case GL_TEXTURE_3D:
2817 case GL_TEXTURE_2D_ARRAY:
2818 if (faceTarget == GL_TEXTURE_3D)
2819 r = 1.0F / slice;
2820 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2821 r = slice;
2822 else
2823 r = 0.0F;
2824 coords0[0] = 0.0F; /* s */
2825 coords0[1] = 0.0F; /* t */
2826 coords0[2] = r; /* r */
2827 coords1[0] = 1.0F;
2828 coords1[1] = 0.0F;
2829 coords1[2] = r;
2830 coords2[0] = 1.0F;
2831 coords2[1] = 1.0F;
2832 coords2[2] = r;
2833 coords3[0] = 0.0F;
2834 coords3[1] = 1.0F;
2835 coords3[2] = r;
2836 break;
2837 case GL_TEXTURE_RECTANGLE_ARB:
2838 coords0[0] = 0.0F; /* s */
2839 coords0[1] = 0.0F; /* t */
2840 coords0[2] = 0.0F; /* r */
2841 coords1[0] = width;
2842 coords1[1] = 0.0F;
2843 coords1[2] = 0.0F;
2844 coords2[0] = width;
2845 coords2[1] = height;
2846 coords2[2] = 0.0F;
2847 coords3[0] = 0.0F;
2848 coords3[1] = height;
2849 coords3[2] = 0.0F;
2850 break;
2851 case GL_TEXTURE_1D_ARRAY:
2852 coords0[0] = 0.0F; /* s */
2853 coords0[1] = slice; /* t */
2854 coords0[2] = 0.0F; /* r */
2855 coords1[0] = 1.0f;
2856 coords1[1] = slice;
2857 coords1[2] = 0.0F;
2858 coords2[0] = 1.0F;
2859 coords2[1] = slice;
2860 coords2[2] = 0.0F;
2861 coords3[0] = 0.0F;
2862 coords3[1] = slice;
2863 coords3[2] = 0.0F;
2864 break;
2865
2866 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2867 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2868 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2869 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2870 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2871 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2872 /* loop over quad verts */
2873 for (i = 0; i < 4; i++) {
2874 /* Compute sc = +/-scale and tc = +/-scale.
2875 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2876 * though that can still sometimes happen with this scale factor...
2877 */
2878 const GLfloat scale = 0.9999f;
2879 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2880 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2881 GLfloat *coord;
2882
2883 switch (i) {
2884 case 0:
2885 coord = coords0;
2886 break;
2887 case 1:
2888 coord = coords1;
2889 break;
2890 case 2:
2891 coord = coords2;
2892 break;
2893 case 3:
2894 coord = coords3;
2895 break;
2896 default:
2897 assert(0);
2898 }
2899
2900 switch (faceTarget) {
2901 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2902 coord[0] = 1.0f;
2903 coord[1] = -tc;
2904 coord[2] = -sc;
2905 break;
2906 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2907 coord[0] = -1.0f;
2908 coord[1] = -tc;
2909 coord[2] = sc;
2910 break;
2911 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2912 coord[0] = sc;
2913 coord[1] = 1.0f;
2914 coord[2] = tc;
2915 break;
2916 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2917 coord[0] = sc;
2918 coord[1] = -1.0f;
2919 coord[2] = -tc;
2920 break;
2921 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2922 coord[0] = sc;
2923 coord[1] = -tc;
2924 coord[2] = 1.0f;
2925 break;
2926 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2927 coord[0] = -sc;
2928 coord[1] = -tc;
2929 coord[2] = -1.0f;
2930 break;
2931 default:
2932 assert(0);
2933 }
2934 }
2935 break;
2936 default:
2937 assert(0 && "unexpected target in meta setup_texture_coords()");
2938 }
2939 }
2940
2941
2942 static void
2943 setup_ff_generate_mipmap(struct gl_context *ctx,
2944 struct gen_mipmap_state *mipmap)
2945 {
2946 struct vertex {
2947 GLfloat x, y, tex[3];
2948 };
2949
2950 if (mipmap->ArrayObj == 0) {
2951 /* one-time setup */
2952 /* create vertex array object */
2953 _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
2954 _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
2955
2956 /* create vertex array buffer */
2957 _mesa_GenBuffersARB(1, &mipmap->VBO);
2958 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
2959 /* setup vertex arrays */
2960 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2961 _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
2962 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2963 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2964 }
2965
2966 /* setup projection matrix */
2967 _mesa_MatrixMode(GL_PROJECTION);
2968 _mesa_LoadIdentity();
2969 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
2970 }
2971
2972
2973 static void
2974 setup_glsl_generate_mipmap(struct gl_context *ctx,
2975 struct gen_mipmap_state *mipmap)
2976 {
2977 struct vertex {
2978 GLfloat x, y, tex[3];
2979 };
2980
2981 static const char *vs_source =
2982 "attribute vec2 position;\n"
2983 "attribute vec3 textureCoords;\n"
2984 "varying vec3 texCoords;\n"
2985 "void main()\n"
2986 "{\n"
2987 " texCoords = textureCoords;\n"
2988 " gl_Position = vec4(position, 0.0, 1.0);\n"
2989 "}\n";
2990 static const char *fs_source =
2991 "uniform sampler2D tex2d;\n"
2992 "varying vec3 texCoords;\n"
2993 "void main()\n"
2994 "{\n"
2995 " gl_FragColor = texture2D(tex2d, texCoords.xy);\n"
2996 "}\n";
2997
2998 static const char *vs_int_source =
2999 "#version 130\n"
3000 "in vec2 position;\n"
3001 "in vec3 textureCoords;\n"
3002 "out vec3 texCoords;\n"
3003 "void main()\n"
3004 "{\n"
3005 " texCoords = textureCoords;\n"
3006 " gl_Position = gl_Vertex;\n"
3007 "}\n";
3008 static const char *fs_int_source =
3009 "#version 130\n"
3010 "uniform isampler2D tex2d;\n"
3011 "in vec3 texCoords;\n"
3012 "out ivec4 out_color;\n"
3013 "\n"
3014 "void main()\n"
3015 "{\n"
3016 " out_color = texture(tex2d, texCoords.xy);\n"
3017 "}\n";
3018 GLuint vs, fs;
3019
3020 /* Check if already initialized */
3021 if (mipmap->ArrayObj != 0)
3022 return;
3023 /* create vertex array object */
3024 _mesa_GenVertexArrays(1, &mipmap->ArrayObj);
3025 _mesa_BindVertexArray(mipmap->ArrayObj);
3026
3027 /* create vertex array buffer */
3028 _mesa_GenBuffersARB(1, &mipmap->VBO);
3029 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
3030
3031 /* setup vertex arrays */
3032 _mesa_VertexAttribPointerARB(0, 2, GL_FLOAT, GL_FALSE,
3033 sizeof(struct vertex), OFFSET(x));
3034 _mesa_VertexAttribPointerARB(1, 3, GL_FLOAT, GL_FALSE,
3035 sizeof(struct vertex), OFFSET(tex));
3036
3037 vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
3038 fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
3039
3040 mipmap->ShaderProg = _mesa_CreateProgramObjectARB();
3041 _mesa_AttachShader(mipmap->ShaderProg, fs);
3042 _mesa_DeleteObjectARB(fs);
3043 _mesa_AttachShader(mipmap->ShaderProg, vs);
3044 _mesa_DeleteObjectARB(vs);
3045 _mesa_BindAttribLocationARB(mipmap->ShaderProg, 0, "position");
3046 _mesa_BindAttribLocationARB(mipmap->ShaderProg, 1, "texcoords");
3047 _mesa_EnableVertexAttribArrayARB(0);
3048 _mesa_EnableVertexAttribArrayARB(1);
3049 link_program_with_debug(ctx, mipmap->ShaderProg);
3050
3051 if ((_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) ||
3052 _mesa_is_gles3(ctx)){
3053 vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
3054 fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
3055
3056 mipmap->IntegerShaderProg = _mesa_CreateProgramObjectARB();
3057 _mesa_AttachShader(mipmap->IntegerShaderProg, fs);
3058 _mesa_DeleteObjectARB(fs);
3059 _mesa_AttachShader(mipmap->IntegerShaderProg, vs);
3060 _mesa_DeleteObjectARB(vs);
3061 _mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 0, "position");
3062 _mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 1, "texcoords");
3063
3064 /* Note that user-defined out attributes get automatically assigned
3065 * locations starting from 0, so we don't need to explicitly
3066 * BindFragDataLocation to 0.
3067 */
3068 link_program_with_debug(ctx, mipmap->IntegerShaderProg);
3069 }
3070 }
3071
3072
3073 static void
3074 meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
3075 struct gen_mipmap_state *mipmap)
3076 {
3077 if (mipmap->ArrayObj == 0)
3078 return;
3079 _mesa_DeleteVertexArraysAPPLE(1, &mipmap->ArrayObj);
3080 mipmap->ArrayObj = 0;
3081 _mesa_DeleteBuffersARB(1, &mipmap->VBO);
3082 mipmap->VBO = 0;
3083 _mesa_DeleteObjectARB(mipmap->ShaderProg);
3084 mipmap->ShaderProg = 0;
3085
3086 if (mipmap->IntegerShaderProg) {
3087 _mesa_DeleteObjectARB(mipmap->IntegerShaderProg);
3088 mipmap->IntegerShaderProg = 0;
3089 }
3090 }
3091
3092
3093 /**
3094 * Called via ctx->Driver.GenerateMipmap()
3095 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
3096 * borders.
3097 */
3098 void
3099 _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
3100 struct gl_texture_object *texObj)
3101 {
3102 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
3103 struct vertex {
3104 GLfloat x, y, tex[3];
3105 };
3106 struct vertex verts[4];
3107 const GLuint baseLevel = texObj->BaseLevel;
3108 const GLuint maxLevel = texObj->MaxLevel;
3109 const GLint maxLevelSave = texObj->MaxLevel;
3110 const GLboolean genMipmapSave = texObj->GenerateMipmap;
3111 const GLenum srgbBufferSave = ctx->Color.sRGBEnabled;
3112 const GLuint fboSave = ctx->DrawBuffer->Name;
3113 const GLuint currentTexUnitSave = ctx->Texture.CurrentUnit;
3114 const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3115 ctx->Extensions.ARB_fragment_shader &&
3116 (ctx->API != API_OPENGLES);
3117 GLenum faceTarget;
3118 GLuint dstLevel;
3119 const GLint slice = 0;
3120 GLuint samplerSave;
3121
3122 if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
3123 _mesa_generate_mipmap(ctx, target, texObj);
3124 return;
3125 }
3126
3127 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
3128 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
3129 faceTarget = target;
3130 target = GL_TEXTURE_CUBE_MAP;
3131 }
3132 else {
3133 faceTarget = target;
3134 }
3135
3136 _mesa_meta_begin(ctx, MESA_META_ALL);
3137
3138 /* Choose between glsl version and fixed function version of
3139 * GenerateMipmap function.
3140 */
3141 if (use_glsl_version) {
3142 setup_glsl_generate_mipmap(ctx, mipmap);
3143
3144 if (texObj->_IsIntegerFormat)
3145 _mesa_UseProgramObjectARB(mipmap->IntegerShaderProg);
3146 else
3147 _mesa_UseProgramObjectARB(mipmap->ShaderProg);
3148 }
3149 else {
3150 setup_ff_generate_mipmap(ctx, mipmap);
3151 _mesa_set_enable(ctx, target, GL_TRUE);
3152 }
3153
3154 _mesa_BindVertexArray(mipmap->ArrayObj);
3155 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
3156
3157 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3158 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3159
3160 if (currentTexUnitSave != 0)
3161 _mesa_BindTexture(target, texObj->Name);
3162
3163 if (!mipmap->FBO) {
3164 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
3165 }
3166
3167 if (!mipmap->Sampler) {
3168 _mesa_GenSamplers(1, &mipmap->Sampler);
3169 _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
3170
3171 if (use_glsl_version && texObj->_IsIntegerFormat)
3172 _mesa_SamplerParameteri(mipmap->Sampler,
3173 GL_TEXTURE_MIN_FILTER,
3174 GL_NEAREST_MIPMAP_NEAREST);
3175 else
3176 _mesa_SamplerParameteri(mipmap->Sampler,
3177 GL_TEXTURE_MIN_FILTER,
3178 GL_LINEAR_MIPMAP_LINEAR);
3179
3180 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3181 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3182 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3183 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3184
3185 /* We don't want to encode or decode sRGB values; treat them as linear.
3186 * This is not technically correct for GLES3 but we don't get any API
3187 * error at the moment.
3188 */
3189 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3190 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3191 GL_SKIP_DECODE_EXT);
3192 }
3193
3194 } else {
3195 _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
3196 }
3197
3198 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
3199
3200 if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES)
3201 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
3202 else
3203 assert(!genMipmapSave);
3204
3205 if ((ctx->Extensions.EXT_framebuffer_sRGB &&
3206 _mesa_is_desktop_gl(ctx)) ||
3207 _mesa_is_gles3(ctx)) {
3208 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
3209 }
3210
3211 /* Setup texture coordinates */
3212 setup_texture_coords(faceTarget,
3213 slice,
3214 0, 0, /* width, height never used here */
3215 verts[0].tex,
3216 verts[1].tex,
3217 verts[2].tex,
3218 verts[3].tex);
3219
3220 /* setup vertex positions */
3221 verts[0].x = -1.0F;
3222 verts[0].y = -1.0F;
3223 verts[1].x = 1.0F;
3224 verts[1].y = -1.0F;
3225 verts[2].x = 1.0F;
3226 verts[2].y = 1.0F;
3227 verts[3].x = -1.0F;
3228 verts[3].y = 1.0F;
3229
3230 /* upload vertex data */
3231 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3232 verts, GL_DYNAMIC_DRAW_ARB);
3233
3234 /* texture is already locked, unlock now */
3235 _mesa_unlock_texture(ctx, texObj);
3236
3237 for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
3238 const struct gl_texture_image *srcImage;
3239 const GLuint srcLevel = dstLevel - 1;
3240 GLsizei srcWidth, srcHeight, srcDepth;
3241 GLsizei dstWidth, dstHeight, dstDepth;
3242 GLenum status;
3243
3244 srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
3245 assert(srcImage->Border == 0);
3246
3247 /* src size */
3248 srcWidth = srcImage->Width;
3249 srcHeight = srcImage->Height;
3250 srcDepth = srcImage->Depth;
3251
3252 /* new dst size */
3253 dstWidth = MAX2(1, srcWidth / 2);
3254 dstHeight = MAX2(1, srcHeight / 2);
3255 dstDepth = MAX2(1, srcDepth / 2);
3256
3257 if (dstWidth == srcImage->Width &&
3258 dstHeight == srcImage->Height &&
3259 dstDepth == srcImage->Depth) {
3260 /* all done */
3261 break;
3262 }
3263
3264 /* Allocate storage for the destination mipmap image(s) */
3265
3266 /* Set MaxLevel large enough to hold the new level when we allocate it */
3267 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
3268
3269 if (!_mesa_prepare_mipmap_level(ctx, texObj, dstLevel,
3270 dstWidth, dstHeight, dstDepth,
3271 srcImage->Border,
3272 srcImage->InternalFormat,
3273 srcImage->TexFormat)) {
3274 /* All done. We either ran out of memory or we would go beyond the
3275 * last valid level of an immutable texture if we continued.
3276 */
3277 break;
3278 }
3279
3280 /* limit minification to src level */
3281 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
3282
3283 /* Set to draw into the current dstLevel */
3284 if (target == GL_TEXTURE_1D) {
3285 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
3286 GL_COLOR_ATTACHMENT0_EXT,
3287 target,
3288 texObj->Name,
3289 dstLevel);
3290 }
3291 else if (target == GL_TEXTURE_3D) {
3292 GLint zoffset = 0; /* XXX unfinished */
3293 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
3294 GL_COLOR_ATTACHMENT0_EXT,
3295 target,
3296 texObj->Name,
3297 dstLevel, zoffset);
3298 }
3299 else {
3300 /* 2D / cube */
3301 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
3302 GL_COLOR_ATTACHMENT0_EXT,
3303 faceTarget,
3304 texObj->Name,
3305 dstLevel);
3306 }
3307
3308 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
3309
3310 /* sanity check */
3311 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
3312 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
3313 _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
3314 "_mesa_meta_GenerateMipmap()");
3315 break;
3316 }
3317
3318 assert(dstWidth == ctx->DrawBuffer->Width);
3319 assert(dstHeight == ctx->DrawBuffer->Height);
3320
3321 /* setup viewport */
3322 _mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight);
3323
3324 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3325 }
3326
3327 if (ctx->Extensions.EXT_framebuffer_sRGB && srgbBufferSave) {
3328 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
3329 }
3330
3331 _mesa_lock_texture(ctx, texObj); /* relock */
3332
3333 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3334
3335 _mesa_meta_end(ctx);
3336
3337 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3338 if (genMipmapSave)
3339 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
3340
3341 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
3342 }
3343
3344
3345 /**
3346 * Determine the GL data type to use for the temporary image read with
3347 * ReadPixels() and passed to Tex[Sub]Image().
3348 */
3349 static GLenum
3350 get_temp_image_type(struct gl_context *ctx, gl_format format)
3351 {
3352 GLenum baseFormat;
3353
3354 baseFormat = _mesa_get_format_base_format(format);
3355
3356 switch (baseFormat) {
3357 case GL_RGBA:
3358 case GL_RGB:
3359 case GL_RG:
3360 case GL_RED:
3361 case GL_ALPHA:
3362 case GL_LUMINANCE:
3363 case GL_LUMINANCE_ALPHA:
3364 case GL_INTENSITY:
3365 if (ctx->DrawBuffer->Visual.redBits <= 8)
3366 return GL_UNSIGNED_BYTE;
3367 else if (ctx->DrawBuffer->Visual.redBits <= 16)
3368 return GL_UNSIGNED_SHORT;
3369 else
3370 return _mesa_get_format_datatype(format);
3371 case GL_DEPTH_COMPONENT:
3372 return GL_UNSIGNED_INT;
3373 case GL_DEPTH_STENCIL:
3374 return GL_UNSIGNED_INT_24_8;
3375 default:
3376 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
3377 baseFormat);
3378 return 0;
3379 }
3380 }
3381
3382
3383 /**
3384 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3385 * Have to be careful with locking and meta state for pixel transfer.
3386 */
3387 void
3388 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
3389 struct gl_texture_image *texImage,
3390 GLint xoffset, GLint yoffset, GLint zoffset,
3391 struct gl_renderbuffer *rb,
3392 GLint x, GLint y,
3393 GLsizei width, GLsizei height)
3394 {
3395 struct gl_texture_object *texObj = texImage->TexObject;
3396 GLenum format, type;
3397 GLint bpp;
3398 void *buf;
3399
3400 /* Choose format/type for temporary image buffer */
3401 format = _mesa_get_format_base_format(texImage->TexFormat);
3402 if (format == GL_LUMINANCE ||
3403 format == GL_LUMINANCE_ALPHA ||
3404 format == GL_INTENSITY) {
3405 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3406 * temp image buffer because glReadPixels will do L=R+G+B which is
3407 * not what we want (should be L=R).
3408 */
3409 format = GL_RGBA;
3410 }
3411
3412 type = get_temp_image_type(ctx, texImage->TexFormat);
3413 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
3414 format = _mesa_base_format_to_integer_format(format);
3415 }
3416 bpp = _mesa_bytes_per_pixel(format, type);
3417 if (bpp <= 0) {
3418 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
3419 return;
3420 }
3421
3422 /*
3423 * Alloc image buffer (XXX could use a PBO)
3424 */
3425 buf = malloc(width * height * bpp);
3426 if (!buf) {
3427 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
3428 return;
3429 }
3430
3431 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
3432
3433 /*
3434 * Read image from framebuffer (disable pixel transfer ops)
3435 */
3436 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
3437 ctx->Driver.ReadPixels(ctx, x, y, width, height,
3438 format, type, &ctx->Pack, buf);
3439 _mesa_meta_end(ctx);
3440
3441 _mesa_update_state(ctx); /* to update pixel transfer state */
3442
3443 /*
3444 * Store texture data (with pixel transfer ops)
3445 */
3446 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
3447
3448 ctx->Driver.TexSubImage(ctx, dims, texImage,
3449 xoffset, yoffset, zoffset, width, height, 1,
3450 format, type, buf, &ctx->Unpack);
3451
3452 _mesa_meta_end(ctx);
3453
3454 _mesa_lock_texture(ctx, texObj); /* re-lock */
3455
3456 free(buf);
3457 }
3458
3459
3460 /**
3461 * Decompress a texture image by drawing a quad with the compressed
3462 * texture and reading the pixels out of the color buffer.
3463 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3464 * \param destFormat format, ala glReadPixels
3465 * \param destType type, ala glReadPixels
3466 * \param dest destination buffer
3467 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3468 */
3469 static void
3470 decompress_texture_image(struct gl_context *ctx,
3471 struct gl_texture_image *texImage,
3472 GLuint slice,
3473 GLenum destFormat, GLenum destType,
3474 GLvoid *dest)
3475 {
3476 struct decompress_state *decompress = &ctx->Meta->Decompress;
3477 struct gl_texture_object *texObj = texImage->TexObject;
3478 const GLint width = texImage->Width;
3479 const GLint height = texImage->Height;
3480 const GLenum target = texObj->Target;
3481 GLenum faceTarget;
3482 struct vertex {
3483 GLfloat x, y, tex[3];
3484 };
3485 struct vertex verts[4];
3486 GLuint fboDrawSave, fboReadSave;
3487 GLuint rbSave;
3488 GLuint samplerSave;
3489
3490 if (slice > 0) {
3491 assert(target == GL_TEXTURE_3D ||
3492 target == GL_TEXTURE_2D_ARRAY);
3493 }
3494
3495 if (target == GL_TEXTURE_CUBE_MAP) {
3496 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3497 }
3498 else {
3499 faceTarget = target;
3500 }
3501
3502 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3503 fboDrawSave = ctx->DrawBuffer->Name;
3504 fboReadSave = ctx->ReadBuffer->Name;
3505 rbSave = ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
3506
3507 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_PIXEL_STORE);
3508
3509 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3510 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3511
3512 /* Create/bind FBO/renderbuffer */
3513 if (decompress->FBO == 0) {
3514 _mesa_GenFramebuffersEXT(1, &decompress->FBO);
3515 _mesa_GenRenderbuffersEXT(1, &decompress->RBO);
3516 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO);
3517 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO);
3518 _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
3519 GL_COLOR_ATTACHMENT0_EXT,
3520 GL_RENDERBUFFER_EXT,
3521 decompress->RBO);
3522 }
3523 else {
3524 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO);
3525 }
3526
3527 /* alloc dest surface */
3528 if (width > decompress->Width || height > decompress->Height) {
3529 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO);
3530 _mesa_RenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA,
3531 width, height);
3532 decompress->Width = width;
3533 decompress->Height = height;
3534 }
3535
3536 /* setup VBO data */
3537 if (decompress->ArrayObj == 0) {
3538 /* create vertex array object */
3539 _mesa_GenVertexArrays(1, &decompress->ArrayObj);
3540 _mesa_BindVertexArray(decompress->ArrayObj);
3541
3542 /* create vertex array buffer */
3543 _mesa_GenBuffersARB(1, &decompress->VBO);
3544 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
3545 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3546 NULL, GL_DYNAMIC_DRAW_ARB);
3547
3548 /* setup vertex arrays */
3549 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3550 _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
3551 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3552 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3553 }
3554 else {
3555 _mesa_BindVertexArray(decompress->ArrayObj);
3556 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
3557 }
3558
3559 if (!decompress->Sampler) {
3560 _mesa_GenSamplers(1, &decompress->Sampler);
3561 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3562 /* nearest filtering */
3563 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3564 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3565 /* No sRGB decode or encode.*/
3566 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3567 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3568 GL_SKIP_DECODE_EXT);
3569 }
3570
3571 } else {
3572 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3573 }
3574
3575 setup_texture_coords(faceTarget, slice, width, height,
3576 verts[0].tex,
3577 verts[1].tex,
3578 verts[2].tex,
3579 verts[3].tex);
3580
3581 /* setup vertex positions */
3582 verts[0].x = 0.0F;
3583 verts[0].y = 0.0F;
3584 verts[1].x = width;
3585 verts[1].y = 0.0F;
3586 verts[2].x = width;
3587 verts[2].y = height;
3588 verts[3].x = 0.0F;
3589 verts[3].y = height;
3590
3591 /* upload new vertex data */
3592 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3593
3594 /* setup texture state */
3595 _mesa_BindTexture(target, texObj->Name);
3596 _mesa_set_enable(ctx, target, GL_TRUE);
3597
3598 {
3599 /* save texture object state */
3600 const GLint baseLevelSave = texObj->BaseLevel;
3601 const GLint maxLevelSave = texObj->MaxLevel;
3602
3603 /* restrict sampling to the texture level of interest */
3604 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3605 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
3606 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
3607 }
3608
3609 /* No sRGB decode or encode.*/
3610 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_framebuffer_sRGB
3611 || _mesa_is_gles3(ctx)) {
3612 _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
3613 }
3614
3615 /* render quad w/ texture into renderbuffer */
3616 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3617
3618 /* Restore texture object state, the texture binding will
3619 * be restored by _mesa_meta_end().
3620 */
3621 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3622 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
3623 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3624 }
3625
3626 }
3627
3628 /* read pixels from renderbuffer */
3629 {
3630 GLenum baseTexFormat = texImage->_BaseFormat;
3631
3632 /* The pixel transfer state will be set to default values at this point
3633 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3634 * turned off (as required by glGetTexImage) but we need to handle some
3635 * special cases. In particular, single-channel texture values are
3636 * returned as red and two-channel texture values are returned as
3637 * red/alpha.
3638 */
3639 if (baseTexFormat == GL_LUMINANCE ||
3640 baseTexFormat == GL_LUMINANCE_ALPHA ||
3641 baseTexFormat == GL_INTENSITY) {
3642 /* Green and blue must be zero */
3643 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3644 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3645 }
3646
3647 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3648 }
3649
3650 /* disable texture unit */
3651 _mesa_set_enable(ctx, target, GL_FALSE);
3652
3653 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3654
3655 _mesa_meta_end(ctx);
3656
3657 /* restore fbo bindings */
3658 if (fboDrawSave == fboReadSave) {
3659 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboDrawSave);
3660 }
3661 else {
3662 _mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fboDrawSave);
3663 _mesa_BindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fboReadSave);
3664 }
3665 _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, rbSave);
3666 }
3667
3668
3669 /**
3670 * This is just a wrapper around _mesa_get_tex_image() and
3671 * decompress_texture_image(). Meta functions should not be directly called
3672 * from core Mesa.
3673 */
3674 void
3675 _mesa_meta_GetTexImage(struct gl_context *ctx,
3676 GLenum format, GLenum type, GLvoid *pixels,
3677 struct gl_texture_image *texImage)
3678 {
3679 /* We can only use the decompress-with-blit method here if the texels are
3680 * unsigned, normalized values. We could handle signed and unnormalized
3681 * with floating point renderbuffers...
3682 */
3683 if (_mesa_is_format_compressed(texImage->TexFormat) &&
3684 _mesa_get_format_datatype(texImage->TexFormat)
3685 == GL_UNSIGNED_NORMALIZED) {
3686 struct gl_texture_object *texObj = texImage->TexObject;
3687 const GLuint slice = 0; /* only 2D compressed textures for now */
3688 /* Need to unlock the texture here to prevent deadlock... */
3689 _mesa_unlock_texture(ctx, texObj);
3690 decompress_texture_image(ctx, texImage, slice, format, type, pixels);
3691 /* ... and relock it */
3692 _mesa_lock_texture(ctx, texObj);
3693 }
3694 else {
3695 _mesa_get_teximage(ctx, format, type, pixels, texImage);
3696 }
3697 }
3698
3699
3700 /**
3701 * Meta implementation of ctx->Driver.DrawTex() in terms
3702 * of polygon rendering.
3703 */
3704 void
3705 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3706 GLfloat width, GLfloat height)
3707 {
3708 #if FEATURE_OES_draw_texture
3709 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3710 struct vertex {
3711 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3712 };
3713 struct vertex verts[4];
3714 GLuint i;
3715
3716 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3717 MESA_META_SHADER |
3718 MESA_META_TRANSFORM |
3719 MESA_META_VERTEX |
3720 MESA_META_VIEWPORT));
3721
3722 if (drawtex->ArrayObj == 0) {
3723 /* one-time setup */
3724 GLint active_texture;
3725
3726 /* create vertex array object */
3727 _mesa_GenVertexArrays(1, &drawtex->ArrayObj);
3728 _mesa_BindVertexArray(drawtex->ArrayObj);
3729
3730 /* create vertex array buffer */
3731 _mesa_GenBuffersARB(1, &drawtex->VBO);
3732 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3733 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3734 NULL, GL_DYNAMIC_DRAW_ARB);
3735
3736 /* client active texture is not part of the array object */
3737 active_texture = ctx->Array.ActiveTexture;
3738
3739 /* setup vertex arrays */
3740 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3741 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3742 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3743 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + i);
3744 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
3745 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3746 }
3747
3748 /* restore client active texture */
3749 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + active_texture);
3750 }
3751 else {
3752 _mesa_BindVertexArray(drawtex->ArrayObj);
3753 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3754 }
3755
3756 /* vertex positions, texcoords */
3757 {
3758 const GLfloat x1 = x + width;
3759 const GLfloat y1 = y + height;
3760
3761 z = CLAMP(z, 0.0, 1.0);
3762 z = invert_z(z);
3763
3764 verts[0].x = x;
3765 verts[0].y = y;
3766 verts[0].z = z;
3767
3768 verts[1].x = x1;
3769 verts[1].y = y;
3770 verts[1].z = z;
3771
3772 verts[2].x = x1;
3773 verts[2].y = y1;
3774 verts[2].z = z;
3775
3776 verts[3].x = x;
3777 verts[3].y = y1;
3778 verts[3].z = z;
3779
3780 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3781 const struct gl_texture_object *texObj;
3782 const struct gl_texture_image *texImage;
3783 GLfloat s, t, s1, t1;
3784 GLuint tw, th;
3785
3786 if (!ctx->Texture.Unit[i]._ReallyEnabled) {
3787 GLuint j;
3788 for (j = 0; j < 4; j++) {
3789 verts[j].st[i][0] = 0.0f;
3790 verts[j].st[i][1] = 0.0f;
3791 }
3792 continue;
3793 }
3794
3795 texObj = ctx->Texture.Unit[i]._Current;
3796 texImage = texObj->Image[0][texObj->BaseLevel];
3797 tw = texImage->Width2;
3798 th = texImage->Height2;
3799
3800 s = (GLfloat) texObj->CropRect[0] / tw;
3801 t = (GLfloat) texObj->CropRect[1] / th;
3802 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3803 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3804
3805 verts[0].st[i][0] = s;
3806 verts[0].st[i][1] = t;
3807
3808 verts[1].st[i][0] = s1;
3809 verts[1].st[i][1] = t;
3810
3811 verts[2].st[i][0] = s1;
3812 verts[2].st[i][1] = t1;
3813
3814 verts[3].st[i][0] = s;
3815 verts[3].st[i][1] = t1;
3816 }
3817
3818 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3819 }
3820
3821 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3822
3823 _mesa_meta_end(ctx);
3824 #endif /* FEATURE_OES_draw_texture */
3825 }