2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/glformats.h"
50 #include "main/image.h"
51 #include "main/macros.h"
52 #include "main/matrix.h"
53 #include "main/mipmap.h"
54 #include "main/pixel.h"
56 #include "main/polygon.h"
57 #include "main/queryobj.h"
58 #include "main/readpix.h"
59 #include "main/scissor.h"
60 #include "main/shaderapi.h"
61 #include "main/shaderobj.h"
62 #include "main/state.h"
63 #include "main/stencil.h"
64 #include "main/texobj.h"
65 #include "main/texenv.h"
66 #include "main/texgetimage.h"
67 #include "main/teximage.h"
68 #include "main/texparam.h"
69 #include "main/texstate.h"
70 #include "main/transformfeedback.h"
71 #include "main/uniforms.h"
72 #include "main/varray.h"
73 #include "main/viewport.h"
74 #include "main/samplerobj.h"
75 #include "program/program.h"
76 #include "swrast/swrast.h"
77 #include "drivers/common/meta.h"
78 #include "main/enums.h"
79 #include "main/glformats.h"
80 #include "../glsl/ralloc.h"
82 /** Return offset in bytes of the field within a vertex struct */
83 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
86 * State which we may save/restore across meta ops.
87 * XXX this may be incomplete...
91 GLbitfield SavedState
; /**< bitmask of MESA_META_* flags */
93 /** MESA_META_CLEAR (and others?) */
94 struct gl_query_object
*CurrentOcclusionObject
;
96 /** MESA_META_ALPHA_TEST */
97 GLboolean AlphaEnabled
;
101 /** MESA_META_BLEND */
102 GLbitfield BlendEnabled
;
103 GLboolean ColorLogicOpEnabled
;
105 /** MESA_META_COLOR_MASK */
106 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4];
108 /** MESA_META_DEPTH_TEST */
109 struct gl_depthbuffer_attrib Depth
;
114 /** MESA_META_PIXEL_STORE */
115 struct gl_pixelstore_attrib Pack
, Unpack
;
117 /** MESA_META_PIXEL_TRANSFER */
118 GLfloat RedBias
, RedScale
;
119 GLfloat GreenBias
, GreenScale
;
120 GLfloat BlueBias
, BlueScale
;
121 GLfloat AlphaBias
, AlphaScale
;
122 GLfloat DepthBias
, DepthScale
;
123 GLboolean MapColorFlag
;
125 /** MESA_META_RASTERIZATION */
126 GLenum FrontPolygonMode
, BackPolygonMode
;
127 GLboolean PolygonOffset
;
128 GLboolean PolygonSmooth
;
129 GLboolean PolygonStipple
;
130 GLboolean PolygonCull
;
132 /** MESA_META_SCISSOR */
133 struct gl_scissor_attrib Scissor
;
135 /** MESA_META_SHADER */
136 GLboolean VertexProgramEnabled
;
137 struct gl_vertex_program
*VertexProgram
;
138 GLboolean FragmentProgramEnabled
;
139 struct gl_fragment_program
*FragmentProgram
;
140 GLboolean ATIFragmentShaderEnabled
;
141 struct gl_shader_program
*VertexShader
;
142 struct gl_shader_program
*GeometryShader
;
143 struct gl_shader_program
*FragmentShader
;
144 struct gl_shader_program
*ActiveShader
;
146 /** MESA_META_STENCIL_TEST */
147 struct gl_stencil_attrib Stencil
;
149 /** MESA_META_TRANSFORM */
151 GLfloat ModelviewMatrix
[16];
152 GLfloat ProjectionMatrix
[16];
153 GLfloat TextureMatrix
[16];
155 /** MESA_META_CLIP */
156 GLbitfield ClipPlanesEnabled
;
158 /** MESA_META_TEXTURE */
160 GLuint ClientActiveUnit
;
161 /** for unit[0] only */
162 struct gl_texture_object
*CurrentTexture
[NUM_TEXTURE_TARGETS
];
163 /** mask of TEXTURE_2D_BIT, etc */
164 GLbitfield TexEnabled
[MAX_TEXTURE_UNITS
];
165 GLbitfield TexGenEnabled
[MAX_TEXTURE_UNITS
];
166 GLuint EnvMode
; /* unit[0] only */
168 /** MESA_META_VERTEX */
169 struct gl_array_object
*ArrayObj
;
170 struct gl_buffer_object
*ArrayBufferObj
;
172 /** MESA_META_VIEWPORT */
173 GLfloat ViewportX
, ViewportY
, ViewportW
, ViewportH
;
174 GLclampd DepthNear
, DepthFar
;
176 /** MESA_META_CLAMP_FRAGMENT_COLOR */
177 GLenum ClampFragmentColor
;
179 /** MESA_META_CLAMP_VERTEX_COLOR */
180 GLenum ClampVertexColor
;
182 /** MESA_META_CONDITIONAL_RENDER */
183 struct gl_query_object
*CondRenderQuery
;
184 GLenum CondRenderMode
;
186 /** MESA_META_SELECT_FEEDBACK */
188 struct gl_selection Select
;
189 struct gl_feedback Feedback
;
191 /** MESA_META_MULTISAMPLE */
192 GLboolean MultisampleEnabled
;
194 /** MESA_META_FRAMEBUFFER_SRGB */
195 GLboolean sRGBEnabled
;
197 /** Miscellaneous (always disabled) */
199 GLboolean RasterDiscard
;
200 GLboolean TransformFeedbackNeedsResume
;
204 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
205 * This is currently shared by all the meta ops. But we could create a
206 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
211 GLenum Target
; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
212 GLsizei MinSize
; /**< Min texture size to allocate */
213 GLsizei MaxSize
; /**< Max possible texture size */
214 GLboolean NPOT
; /**< Non-power of two size OK? */
215 GLsizei Width
, Height
; /**< Current texture size */
217 GLfloat Sright
, Ttop
; /**< right, top texcoords */
222 * State for glBlitFramebufer()
230 GLuint RectShaderProg
;
231 struct temp_texture depthTex
;
236 * State for glClear()
246 GLuint IntegerShaderProg
;
247 GLint IntegerColorLocation
;
248 GLint IntegerLayerLocation
;
253 * State for glCopyPixels()
263 * State for glDrawPixels()
269 GLuint StencilFP
; /**< Fragment program for drawing stencil images */
270 GLuint DepthFP
; /**< Fragment program for drawing depth images */
275 * State for glBitmap()
281 struct temp_texture Tex
; /**< separate texture from other meta ops */
285 * State for GLSL texture sampler which is used to generate fragment
286 * shader in _mesa_meta_generate_mipmap().
288 struct glsl_sampler
{
291 const char *texcoords
;
296 * State for _mesa_meta_generate_mipmap()
298 struct gen_mipmap_state
305 struct glsl_sampler sampler_1d
;
306 struct glsl_sampler sampler_2d
;
307 struct glsl_sampler sampler_3d
;
308 struct glsl_sampler sampler_cubemap
;
309 struct glsl_sampler sampler_1d_array
;
310 struct glsl_sampler sampler_2d_array
;
314 * State for texture decompression
316 struct decompress_state
319 GLuint VBO
, FBO
, RBO
, Sampler
;
324 * State for glDrawTex()
332 #define MAX_META_OPS_DEPTH 8
334 * All per-context meta state.
338 /** Stack of state saved during meta-ops */
339 struct save_state Save
[MAX_META_OPS_DEPTH
];
340 /** Save stack depth */
341 GLuint SaveStackDepth
;
343 struct temp_texture TempTex
;
345 struct blit_state Blit
; /**< For _mesa_meta_BlitFramebuffer() */
346 struct clear_state Clear
; /**< For _mesa_meta_Clear() */
347 struct copypix_state CopyPix
; /**< For _mesa_meta_CopyPixels() */
348 struct drawpix_state DrawPix
; /**< For _mesa_meta_DrawPixels() */
349 struct bitmap_state Bitmap
; /**< For _mesa_meta_Bitmap() */
350 struct gen_mipmap_state Mipmap
; /**< For _mesa_meta_GenerateMipmap() */
351 struct decompress_state Decompress
; /**< For texture decompression */
352 struct drawtex_state DrawTex
; /**< For _mesa_meta_DrawTex() */
355 static void meta_glsl_blit_cleanup(struct gl_context
*ctx
, struct blit_state
*blit
);
356 static void cleanup_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
);
357 static void meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
);
358 static void meta_glsl_generate_mipmap_cleanup(struct gl_context
*ctx
,
359 struct gen_mipmap_state
*mipmap
);
362 compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
, const GLcharARB
*source
)
368 shader
= _mesa_CreateShaderObjectARB(target
);
369 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
370 _mesa_CompileShader(shader
);
372 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
376 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
378 _mesa_DeleteObjectARB(shader
);
384 _mesa_DeleteObjectARB(shader
);
388 _mesa_GetProgramInfoLog(shader
, size
, NULL
, info
);
390 "meta program compile failed:\n%s\n"
395 _mesa_DeleteObjectARB(shader
);
401 link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
406 _mesa_LinkProgram(program
);
408 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
412 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
420 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
421 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
429 * Initialize meta-ops for a context.
430 * To be called once during context creation.
433 _mesa_meta_init(struct gl_context
*ctx
)
437 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
442 * Free context meta-op state.
443 * To be called once during context destruction.
446 _mesa_meta_free(struct gl_context
*ctx
)
448 GET_CURRENT_CONTEXT(old_context
);
449 _mesa_make_current(ctx
, NULL
, NULL
);
450 meta_glsl_blit_cleanup(ctx
, &ctx
->Meta
->Blit
);
451 meta_glsl_clear_cleanup(ctx
, &ctx
->Meta
->Clear
);
452 meta_glsl_generate_mipmap_cleanup(ctx
, &ctx
->Meta
->Mipmap
);
453 cleanup_temp_texture(ctx
, &ctx
->Meta
->TempTex
);
455 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
457 _mesa_make_current(NULL
, NULL
, NULL
);
464 * Enter meta state. This is like a light-weight version of glPushAttrib
465 * but it also resets most GL state back to default values.
467 * \param state bitmask of MESA_META_* flags indicating which attribute groups
468 * to save and reset to their defaults
471 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
473 struct save_state
*save
;
475 /* hope MAX_META_OPS_DEPTH is large enough */
476 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
478 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
479 memset(save
, 0, sizeof(*save
));
480 save
->SavedState
= state
;
482 /* Pausing transform feedback needs to be done early, or else we won't be
483 * able to change other state.
485 save
->TransformFeedbackNeedsResume
=
486 _mesa_is_xfb_active_and_unpaused(ctx
);
487 if (save
->TransformFeedbackNeedsResume
)
488 _mesa_PauseTransformFeedback();
490 /* After saving the current occlusion object, call EndQuery so that no
491 * occlusion querying will be active during the meta-operation.
493 if (state
& MESA_META_OCCLUSION_QUERY
) {
494 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
495 if (save
->CurrentOcclusionObject
)
496 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
499 if (state
& MESA_META_ALPHA_TEST
) {
500 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
501 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
502 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
503 if (ctx
->Color
.AlphaEnabled
)
504 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
507 if (state
& MESA_META_BLEND
) {
508 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
509 if (ctx
->Color
.BlendEnabled
) {
510 if (ctx
->Extensions
.EXT_draw_buffers2
) {
512 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
513 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
517 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
520 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
521 if (ctx
->Color
.ColorLogicOpEnabled
)
522 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
525 if (state
& MESA_META_COLOR_MASK
) {
526 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
527 sizeof(ctx
->Color
.ColorMask
));
528 if (!ctx
->Color
.ColorMask
[0][0] ||
529 !ctx
->Color
.ColorMask
[0][1] ||
530 !ctx
->Color
.ColorMask
[0][2] ||
531 !ctx
->Color
.ColorMask
[0][3])
532 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
535 if (state
& MESA_META_DEPTH_TEST
) {
536 save
->Depth
= ctx
->Depth
; /* struct copy */
538 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
541 if ((state
& MESA_META_FOG
)
542 && ctx
->API
!= API_OPENGL_CORE
543 && ctx
->API
!= API_OPENGLES2
) {
544 save
->Fog
= ctx
->Fog
.Enabled
;
545 if (ctx
->Fog
.Enabled
)
546 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
549 if (state
& MESA_META_PIXEL_STORE
) {
550 save
->Pack
= ctx
->Pack
;
551 save
->Unpack
= ctx
->Unpack
;
552 ctx
->Pack
= ctx
->DefaultPacking
;
553 ctx
->Unpack
= ctx
->DefaultPacking
;
556 if (state
& MESA_META_PIXEL_TRANSFER
) {
557 save
->RedScale
= ctx
->Pixel
.RedScale
;
558 save
->RedBias
= ctx
->Pixel
.RedBias
;
559 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
560 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
561 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
562 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
563 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
564 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
565 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
566 ctx
->Pixel
.RedScale
= 1.0F
;
567 ctx
->Pixel
.RedBias
= 0.0F
;
568 ctx
->Pixel
.GreenScale
= 1.0F
;
569 ctx
->Pixel
.GreenBias
= 0.0F
;
570 ctx
->Pixel
.BlueScale
= 1.0F
;
571 ctx
->Pixel
.BlueBias
= 0.0F
;
572 ctx
->Pixel
.AlphaScale
= 1.0F
;
573 ctx
->Pixel
.AlphaBias
= 0.0F
;
574 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
576 ctx
->NewState
|=_NEW_PIXEL
;
579 if (state
& MESA_META_RASTERIZATION
) {
580 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
581 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
582 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
583 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
584 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
585 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
586 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
587 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
588 if (ctx
->API
== API_OPENGL_COMPAT
) {
589 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
590 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
592 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
595 if (state
& MESA_META_SCISSOR
) {
596 save
->Scissor
= ctx
->Scissor
; /* struct copy */
597 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
600 if (state
& MESA_META_SHADER
) {
601 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
602 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
603 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
604 ctx
->VertexProgram
.Current
);
605 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
608 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
609 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
610 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
611 ctx
->FragmentProgram
.Current
);
612 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
615 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
616 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
617 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
620 _mesa_reference_shader_program(ctx
, &save
->VertexShader
,
621 ctx
->Shader
.CurrentVertexProgram
);
622 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
,
623 ctx
->Shader
.CurrentGeometryProgram
);
624 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
,
625 ctx
->Shader
.CurrentFragmentProgram
);
626 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
627 ctx
->Shader
.ActiveProgram
);
632 if (state
& MESA_META_STENCIL_TEST
) {
633 save
->Stencil
= ctx
->Stencil
; /* struct copy */
634 if (ctx
->Stencil
.Enabled
)
635 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
636 /* NOTE: other stencil state not reset */
639 if (state
& MESA_META_TEXTURE
) {
642 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
643 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
644 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
646 /* Disable all texture units */
647 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
648 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
649 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
650 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
651 if (ctx
->Texture
.Unit
[u
].Enabled
||
652 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
653 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
654 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
655 if (ctx
->Extensions
.ARB_texture_cube_map
)
656 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
657 if (_mesa_is_gles(ctx
) &&
658 ctx
->Extensions
.OES_EGL_image_external
)
659 _mesa_set_enable(ctx
, GL_TEXTURE_EXTERNAL_OES
, GL_FALSE
);
661 if (ctx
->API
== API_OPENGL_COMPAT
) {
662 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
663 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
664 if (ctx
->Extensions
.NV_texture_rectangle
)
665 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
666 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
667 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
668 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
669 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
671 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_STR_OES
, GL_FALSE
);
677 /* save current texture objects for unit[0] only */
678 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
679 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
680 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
683 /* set defaults for unit[0] */
684 _mesa_ActiveTexture(GL_TEXTURE0
);
685 _mesa_ClientActiveTexture(GL_TEXTURE0
);
686 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
687 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
691 if (state
& MESA_META_TRANSFORM
) {
692 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
693 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
694 16 * sizeof(GLfloat
));
695 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
696 16 * sizeof(GLfloat
));
697 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
698 16 * sizeof(GLfloat
));
699 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
700 /* set 1:1 vertex:pixel coordinate transform */
701 _mesa_ActiveTexture(GL_TEXTURE0
);
702 _mesa_MatrixMode(GL_TEXTURE
);
703 _mesa_LoadIdentity();
704 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
705 _mesa_MatrixMode(GL_MODELVIEW
);
706 _mesa_LoadIdentity();
707 _mesa_MatrixMode(GL_PROJECTION
);
708 _mesa_LoadIdentity();
710 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
711 * This can occur when there is no draw buffer.
713 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
714 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
715 0.0, ctx
->DrawBuffer
->Height
,
719 if (state
& MESA_META_CLIP
) {
720 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
721 if (ctx
->Transform
.ClipPlanesEnabled
) {
723 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
724 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
729 if (state
& MESA_META_VERTEX
) {
730 /* save vertex array object state */
731 _mesa_reference_array_object(ctx
, &save
->ArrayObj
,
732 ctx
->Array
.ArrayObj
);
733 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
734 ctx
->Array
.ArrayBufferObj
);
735 /* set some default state? */
738 if (state
& MESA_META_VIEWPORT
) {
739 /* save viewport state */
740 save
->ViewportX
= ctx
->ViewportArray
[0].X
;
741 save
->ViewportY
= ctx
->ViewportArray
[0].Y
;
742 save
->ViewportW
= ctx
->ViewportArray
[0].Width
;
743 save
->ViewportH
= ctx
->ViewportArray
[0].Height
;
744 /* set viewport to match window size */
745 if (ctx
->ViewportArray
[0].X
!= 0 ||
746 ctx
->ViewportArray
[0].Y
!= 0 ||
747 ctx
->ViewportArray
[0].Width
!= (float) ctx
->DrawBuffer
->Width
||
748 ctx
->ViewportArray
[0].Height
!= (float) ctx
->DrawBuffer
->Height
) {
749 _mesa_set_viewport(ctx
, 0, 0,
750 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
752 /* save depth range state */
753 save
->DepthNear
= ctx
->ViewportArray
[0].Near
;
754 save
->DepthFar
= ctx
->ViewportArray
[0].Far
;
755 /* set depth range to default */
756 _mesa_DepthRange(0.0, 1.0);
759 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
760 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
762 /* Generally in here we want to do clamping according to whether
763 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
764 * regardless of the internal implementation of the metaops.
766 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
767 ctx
->Extensions
.ARB_color_buffer_float
)
768 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
771 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
772 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
774 /* Generally in here we never want vertex color clamping --
775 * result clamping is only dependent on fragment clamping.
777 if (ctx
->Extensions
.ARB_color_buffer_float
)
778 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
781 if (state
& MESA_META_CONDITIONAL_RENDER
) {
782 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
783 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
785 if (ctx
->Query
.CondRenderQuery
)
786 _mesa_EndConditionalRender();
789 if (state
& MESA_META_SELECT_FEEDBACK
) {
790 save
->RenderMode
= ctx
->RenderMode
;
791 if (ctx
->RenderMode
== GL_SELECT
) {
792 save
->Select
= ctx
->Select
; /* struct copy */
793 _mesa_RenderMode(GL_RENDER
);
794 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
795 save
->Feedback
= ctx
->Feedback
; /* struct copy */
796 _mesa_RenderMode(GL_RENDER
);
800 if (state
& MESA_META_MULTISAMPLE
) {
801 save
->MultisampleEnabled
= ctx
->Multisample
.Enabled
;
802 if (ctx
->Multisample
.Enabled
)
803 _mesa_set_multisample(ctx
, GL_FALSE
);
806 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
807 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
808 if (ctx
->Color
.sRGBEnabled
)
809 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
814 save
->Lighting
= ctx
->Light
.Enabled
;
815 if (ctx
->Light
.Enabled
)
816 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
817 save
->RasterDiscard
= ctx
->RasterDiscard
;
818 if (ctx
->RasterDiscard
)
819 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
825 * Leave meta state. This is like a light-weight version of glPopAttrib().
828 _mesa_meta_end(struct gl_context
*ctx
)
830 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
831 const GLbitfield state
= save
->SavedState
;
833 /* After starting a new occlusion query, initialize the results to the
834 * values saved previously. The driver will then continue to increment
837 if (state
& MESA_META_OCCLUSION_QUERY
) {
838 if (save
->CurrentOcclusionObject
) {
839 _mesa_BeginQuery(save
->CurrentOcclusionObject
->Target
,
840 save
->CurrentOcclusionObject
->Id
);
841 ctx
->Query
.CurrentOcclusionObject
->Result
= save
->CurrentOcclusionObject
->Result
;
845 if (state
& MESA_META_ALPHA_TEST
) {
846 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
847 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
848 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
851 if (state
& MESA_META_BLEND
) {
852 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
853 if (ctx
->Extensions
.EXT_draw_buffers2
) {
855 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
856 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
860 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
863 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
864 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
867 if (state
& MESA_META_COLOR_MASK
) {
869 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
870 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
872 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
873 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
877 save
->ColorMask
[i
][0],
878 save
->ColorMask
[i
][1],
879 save
->ColorMask
[i
][2],
880 save
->ColorMask
[i
][3]);
886 if (state
& MESA_META_DEPTH_TEST
) {
887 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
888 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
889 _mesa_DepthFunc(save
->Depth
.Func
);
890 _mesa_DepthMask(save
->Depth
.Mask
);
893 if ((state
& MESA_META_FOG
)
894 && ctx
->API
!= API_OPENGL_CORE
895 && ctx
->API
!= API_OPENGLES2
) {
896 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
899 if (state
& MESA_META_PIXEL_STORE
) {
900 ctx
->Pack
= save
->Pack
;
901 ctx
->Unpack
= save
->Unpack
;
904 if (state
& MESA_META_PIXEL_TRANSFER
) {
905 ctx
->Pixel
.RedScale
= save
->RedScale
;
906 ctx
->Pixel
.RedBias
= save
->RedBias
;
907 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
908 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
909 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
910 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
911 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
912 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
913 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
915 ctx
->NewState
|=_NEW_PIXEL
;
918 if (state
& MESA_META_RASTERIZATION
) {
919 /* Core context requires that front and back mode be the same.
921 if (ctx
->API
== API_OPENGL_CORE
) {
922 _mesa_PolygonMode(GL_FRONT_AND_BACK
, save
->FrontPolygonMode
);
924 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
925 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
927 if (ctx
->API
== API_OPENGL_COMPAT
) {
928 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
929 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
931 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
932 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
935 if (state
& MESA_META_SCISSOR
) {
936 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, save
->Scissor
.EnableFlags
);
937 _mesa_Scissor(save
->Scissor
.ScissorArray
[0].X
, save
->Scissor
.ScissorArray
[0].Y
,
938 save
->Scissor
.ScissorArray
[0].Width
, save
->Scissor
.ScissorArray
[0].Height
);
941 if (state
& MESA_META_SHADER
) {
942 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
943 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
944 save
->VertexProgramEnabled
);
945 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
946 save
->VertexProgram
);
947 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
950 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
951 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
952 save
->FragmentProgramEnabled
);
953 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
954 save
->FragmentProgram
);
955 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
958 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
959 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
960 save
->ATIFragmentShaderEnabled
);
963 if (ctx
->Extensions
.ARB_vertex_shader
)
964 _mesa_use_shader_program(ctx
, GL_VERTEX_SHADER
, save
->VertexShader
);
966 if (_mesa_has_geometry_shaders(ctx
))
967 _mesa_use_shader_program(ctx
, GL_GEOMETRY_SHADER_ARB
,
968 save
->GeometryShader
);
970 if (ctx
->Extensions
.ARB_fragment_shader
)
971 _mesa_use_shader_program(ctx
, GL_FRAGMENT_SHADER
,
972 save
->FragmentShader
);
974 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
977 _mesa_reference_shader_program(ctx
, &save
->VertexShader
, NULL
);
978 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
, NULL
);
979 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
, NULL
);
980 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
983 if (state
& MESA_META_STENCIL_TEST
) {
984 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
986 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
987 _mesa_ClearStencil(stencil
->Clear
);
988 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.EXT_stencil_two_side
) {
989 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
990 stencil
->TestTwoSide
);
991 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
992 ? GL_BACK
: GL_FRONT
);
995 _mesa_StencilFuncSeparate(GL_FRONT
,
996 stencil
->Function
[0],
998 stencil
->ValueMask
[0]);
999 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1000 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1001 stencil
->ZFailFunc
[0],
1002 stencil
->ZPassFunc
[0]);
1004 _mesa_StencilFuncSeparate(GL_BACK
,
1005 stencil
->Function
[1],
1007 stencil
->ValueMask
[1]);
1008 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1009 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1010 stencil
->ZFailFunc
[1],
1011 stencil
->ZPassFunc
[1]);
1014 if (state
& MESA_META_TEXTURE
) {
1017 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
1019 /* restore texenv for unit[0] */
1020 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1021 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1024 /* restore texture objects for unit[0] only */
1025 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1026 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1027 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1028 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1029 save
->CurrentTexture
[tgt
]);
1031 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1034 /* Restore fixed function texture enables, texgen */
1035 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1036 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1037 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1038 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1039 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1042 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1043 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1044 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1049 /* restore current unit state */
1050 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1051 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
1054 if (state
& MESA_META_TRANSFORM
) {
1055 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1056 _mesa_ActiveTexture(GL_TEXTURE0
);
1057 _mesa_MatrixMode(GL_TEXTURE
);
1058 _mesa_LoadMatrixf(save
->TextureMatrix
);
1059 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1061 _mesa_MatrixMode(GL_MODELVIEW
);
1062 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1064 _mesa_MatrixMode(GL_PROJECTION
);
1065 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1067 _mesa_MatrixMode(save
->MatrixMode
);
1070 if (state
& MESA_META_CLIP
) {
1071 if (save
->ClipPlanesEnabled
) {
1073 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1074 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1075 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1081 if (state
& MESA_META_VERTEX
) {
1082 /* restore vertex buffer object */
1083 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1084 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1086 /* restore vertex array object */
1087 _mesa_BindVertexArray(save
->ArrayObj
->Name
);
1088 _mesa_reference_array_object(ctx
, &save
->ArrayObj
, NULL
);
1091 if (state
& MESA_META_VIEWPORT
) {
1092 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1093 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1094 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1095 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1096 _mesa_set_viewport(ctx
, save
->ViewportX
, save
->ViewportY
,
1097 save
->ViewportW
, save
->ViewportH
);
1099 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1102 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1103 ctx
->Extensions
.ARB_color_buffer_float
) {
1104 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1107 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1108 ctx
->Extensions
.ARB_color_buffer_float
) {
1109 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1112 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1113 if (save
->CondRenderQuery
)
1114 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1115 save
->CondRenderMode
);
1118 if (state
& MESA_META_SELECT_FEEDBACK
) {
1119 if (save
->RenderMode
== GL_SELECT
) {
1120 _mesa_RenderMode(GL_SELECT
);
1121 ctx
->Select
= save
->Select
;
1122 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1123 _mesa_RenderMode(GL_FEEDBACK
);
1124 ctx
->Feedback
= save
->Feedback
;
1128 if (state
& MESA_META_MULTISAMPLE
) {
1129 if (ctx
->Multisample
.Enabled
!= save
->MultisampleEnabled
)
1130 _mesa_set_multisample(ctx
, save
->MultisampleEnabled
);
1133 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1134 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1135 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1139 if (save
->Lighting
) {
1140 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1142 if (save
->RasterDiscard
) {
1143 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1145 if (save
->TransformFeedbackNeedsResume
)
1146 _mesa_ResumeTransformFeedback();
1148 ctx
->Meta
->SaveStackDepth
--;
1153 * Determine whether Mesa is currently in a meta state.
1156 _mesa_meta_in_progress(struct gl_context
*ctx
)
1158 return ctx
->Meta
->SaveStackDepth
!= 0;
1163 * Convert Z from a normalized value in the range [0, 1] to an object-space
1164 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1165 * default/identity ortho projection results in the original Z value.
1166 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1167 * value comes from the clear value or raster position.
1169 static INLINE GLfloat
1170 invert_z(GLfloat normZ
)
1172 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1178 * One-time init for a temp_texture object.
1179 * Choose tex target, compute max tex size, etc.
1182 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1184 /* prefer texture rectangle */
1185 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1186 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1187 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1188 tex
->NPOT
= GL_TRUE
;
1191 /* use 2D texture, NPOT if possible */
1192 tex
->Target
= GL_TEXTURE_2D
;
1193 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1194 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1196 tex
->MinSize
= 16; /* 16 x 16 at least */
1197 assert(tex
->MaxSize
> 0);
1199 _mesa_GenTextures(1, &tex
->TexObj
);
1203 cleanup_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1207 _mesa_DeleteTextures(1, &tex
->TexObj
);
1213 * Return pointer to temp_texture info for non-bitmap ops.
1214 * This does some one-time init if needed.
1216 static struct temp_texture
*
1217 get_temp_texture(struct gl_context
*ctx
)
1219 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1222 init_temp_texture(ctx
, tex
);
1230 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1231 * We use a separate texture for bitmaps to reduce texture
1232 * allocation/deallocation.
1234 static struct temp_texture
*
1235 get_bitmap_temp_texture(struct gl_context
*ctx
)
1237 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1240 init_temp_texture(ctx
, tex
);
1247 * Return pointer to depth temp_texture.
1248 * This does some one-time init if needed.
1250 static struct temp_texture
*
1251 get_temp_depth_texture(struct gl_context
*ctx
)
1253 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1256 init_temp_texture(ctx
, tex
);
1263 * Compute the width/height of texture needed to draw an image of the
1264 * given size. Return a flag indicating whether the current texture
1265 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1266 * allocated (glTexImage2D).
1267 * Also, compute s/t texcoords for drawing.
1269 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1272 alloc_texture(struct temp_texture
*tex
,
1273 GLsizei width
, GLsizei height
, GLenum intFormat
)
1275 GLboolean newTex
= GL_FALSE
;
1277 ASSERT(width
<= tex
->MaxSize
);
1278 ASSERT(height
<= tex
->MaxSize
);
1280 if (width
> tex
->Width
||
1281 height
> tex
->Height
||
1282 intFormat
!= tex
->IntFormat
) {
1283 /* alloc new texture (larger or different format) */
1286 /* use non-power of two size */
1287 tex
->Width
= MAX2(tex
->MinSize
, width
);
1288 tex
->Height
= MAX2(tex
->MinSize
, height
);
1291 /* find power of two size */
1293 w
= h
= tex
->MinSize
;
1302 tex
->IntFormat
= intFormat
;
1307 /* compute texcoords */
1308 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1309 tex
->Sright
= (GLfloat
) width
;
1310 tex
->Ttop
= (GLfloat
) height
;
1313 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1314 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1322 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1325 setup_copypix_texture(struct gl_context
*ctx
,
1326 struct temp_texture
*tex
,
1328 GLint srcX
, GLint srcY
,
1329 GLsizei width
, GLsizei height
, GLenum intFormat
,
1332 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1333 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1334 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1335 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1336 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1338 /* copy framebuffer image to texture */
1340 /* create new tex image */
1341 if (tex
->Width
== width
&& tex
->Height
== height
) {
1342 /* create new tex with framebuffer data */
1343 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1344 srcX
, srcY
, width
, height
, 0);
1347 /* create empty texture */
1348 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1349 tex
->Width
, tex
->Height
, 0,
1350 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1352 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1353 0, 0, srcX
, srcY
, width
, height
);
1357 /* replace existing tex image */
1358 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1359 0, 0, srcX
, srcY
, width
, height
);
1365 * Setup/load texture for glDrawPixels.
1368 setup_drawpix_texture(struct gl_context
*ctx
,
1369 struct temp_texture
*tex
,
1371 GLenum texIntFormat
,
1372 GLsizei width
, GLsizei height
,
1373 GLenum format
, GLenum type
,
1374 const GLvoid
*pixels
)
1376 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1377 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1378 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1379 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1380 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1382 /* copy pixel data to texture */
1384 /* create new tex image */
1385 if (tex
->Width
== width
&& tex
->Height
== height
) {
1386 /* create new tex and load image data */
1387 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1388 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1391 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1393 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1394 ctx
->Unpack
.BufferObj
);
1395 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1396 /* create empty texture */
1397 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1398 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1399 if (save_unpack_obj
!= NULL
)
1400 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1401 save_unpack_obj
->Name
);
1403 _mesa_TexSubImage2D(tex
->Target
, 0,
1404 0, 0, width
, height
, format
, type
, pixels
);
1408 /* replace existing tex image */
1409 _mesa_TexSubImage2D(tex
->Target
, 0,
1410 0, 0, width
, height
, format
, type
, pixels
);
1417 * One-time init for drawing depth pixels.
1420 init_blit_depth_pixels(struct gl_context
*ctx
)
1422 static const char *program
=
1424 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1427 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1428 struct temp_texture
*tex
= get_temp_texture(ctx
);
1429 const char *texTarget
;
1431 assert(blit
->DepthFP
== 0);
1433 /* replace %s with "RECT" or "2D" */
1434 assert(strlen(program
) + 4 < sizeof(program2
));
1435 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
1439 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
1441 _mesa_GenProgramsARB(1, &blit
->DepthFP
);
1442 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1443 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1444 strlen(program2
), (const GLubyte
*) program2
);
1448 setup_ff_blit_framebuffer(struct gl_context
*ctx
,
1449 struct blit_state
*blit
)
1454 struct vertex verts
[4];
1456 if (blit
->ArrayObj
== 0) {
1457 /* one-time setup */
1459 /* create vertex array object */
1460 _mesa_GenVertexArrays(1, &blit
->ArrayObj
);
1461 _mesa_BindVertexArray(blit
->ArrayObj
);
1463 /* create vertex array buffer */
1464 _mesa_GenBuffers(1, &blit
->VBO
);
1465 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1466 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1467 NULL
, GL_DYNAMIC_DRAW_ARB
);
1469 /* setup vertex arrays */
1470 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1471 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
1472 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1473 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
1476 /* setup projection matrix */
1477 _mesa_MatrixMode(GL_PROJECTION
);
1478 _mesa_LoadIdentity();
1479 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
1484 setup_glsl_blit_framebuffer(struct gl_context
*ctx
,
1485 struct blit_state
*blit
,
1491 struct vertex verts
[4];
1492 const char *vs_source
;
1497 GLboolean texture_2d
= (target
== GL_TEXTURE_2D
);
1499 /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
1500 assert(_mesa_is_desktop_gl(ctx
) || texture_2d
);
1502 /* Check if already initialized */
1503 if (blit
->ArrayObj
== 0) {
1505 /* create vertex array object */
1506 _mesa_GenVertexArrays(1, &blit
->ArrayObj
);
1507 _mesa_BindVertexArray(blit
->ArrayObj
);
1509 /* create vertex array buffer */
1510 _mesa_GenBuffers(1, &blit
->VBO
);
1511 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1512 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1513 NULL
, GL_DYNAMIC_DRAW_ARB
);
1515 /* setup vertex arrays */
1516 _mesa_VertexAttribPointer(0, 2, GL_FLOAT
, GL_FALSE
,
1517 sizeof(struct vertex
), OFFSET(x
));
1518 _mesa_VertexAttribPointer(1, 2, GL_FLOAT
, GL_FALSE
,
1519 sizeof(struct vertex
), OFFSET(s
));
1521 _mesa_EnableVertexAttribArray(0);
1522 _mesa_EnableVertexAttribArray(1);
1525 /* Generate a relevant fragment shader program for the texture target */
1526 if ((target
== GL_TEXTURE_2D
&& blit
->ShaderProg
!= 0) ||
1527 (target
== GL_TEXTURE_RECTANGLE
&& blit
->RectShaderProg
!= 0)) {
1531 mem_ctx
= ralloc_context(NULL
);
1533 if (ctx
->Const
.GLSLVersion
< 130) {
1535 "attribute vec2 position;\n"
1536 "attribute vec2 textureCoords;\n"
1537 "varying vec2 texCoords;\n"
1540 " texCoords = textureCoords;\n"
1541 " gl_Position = vec4(position, 0.0, 1.0);\n"
1544 fs_source
= ralloc_asprintf(mem_ctx
,
1546 "precision highp float;\n"
1548 "uniform %s texSampler;\n"
1549 "varying vec2 texCoords;\n"
1552 " gl_FragColor = %s(texSampler, texCoords);\n"
1553 " gl_FragDepth = gl_FragColor.r;\n"
1555 texture_2d
? "sampler2D" : "sampler2DRect",
1556 texture_2d
? "texture2D" : "texture2DRect");
1559 vs_source
= ralloc_asprintf(mem_ctx
,
1561 "in vec2 position;\n"
1562 "in vec2 textureCoords;\n"
1563 "out vec2 texCoords;\n"
1566 " texCoords = textureCoords;\n"
1567 " gl_Position = vec4(position, 0.0, 1.0);\n"
1569 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
1570 fs_source
= ralloc_asprintf(mem_ctx
,
1573 "precision highp float;\n"
1575 "uniform %s texSampler;\n"
1576 "in vec2 texCoords;\n"
1577 "out vec4 out_color;\n"
1581 " out_color = %s(texSampler, texCoords);\n"
1582 " gl_FragDepth = out_color.r;\n"
1584 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
1585 texture_2d
? "sampler2D" : "sampler2DRect",
1586 texture_2d
? "texture" : "texture2DRect");
1589 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
1590 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
1592 ShaderProg
= _mesa_CreateProgramObjectARB();
1593 _mesa_AttachShader(ShaderProg
, fs
);
1594 _mesa_DeleteObjectARB(fs
);
1595 _mesa_AttachShader(ShaderProg
, vs
);
1596 _mesa_DeleteObjectARB(vs
);
1597 _mesa_BindAttribLocation(ShaderProg
, 0, "position");
1598 _mesa_BindAttribLocation(ShaderProg
, 1, "texcoords");
1599 link_program_with_debug(ctx
, ShaderProg
);
1600 ralloc_free(mem_ctx
);
1602 blit
->ShaderProg
= ShaderProg
;
1604 blit
->RectShaderProg
= ShaderProg
;
1608 * Try to do a glBlitFramebuffer using no-copy texturing.
1609 * We can do this when the src renderbuffer is actually a texture.
1610 * But if the src buffer == dst buffer we cannot do this.
1612 * \return new buffer mask indicating the buffers left to blit using the
1616 blitframebuffer_texture(struct gl_context
*ctx
,
1617 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1618 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1619 GLbitfield mask
, GLenum filter
, GLint flipX
,
1620 GLint flipY
, GLboolean glsl_version
)
1622 if (mask
& GL_COLOR_BUFFER_BIT
) {
1623 const struct gl_framebuffer
*drawFb
= ctx
->DrawBuffer
;
1624 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1625 const struct gl_renderbuffer_attachment
*drawAtt
;
1626 const struct gl_renderbuffer_attachment
*readAtt
=
1627 &readFb
->Attachment
[readFb
->_ColorReadBufferIndex
];
1629 if (readAtt
&& readAtt
->Texture
) {
1630 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1631 const GLint dstX
= MIN2(dstX0
, dstX1
);
1632 const GLint dstY
= MIN2(dstY0
, dstY1
);
1633 const GLint dstW
= abs(dstX1
- dstX0
);
1634 const GLint dstH
= abs(dstY1
- dstY0
);
1635 const struct gl_texture_object
*texObj
= readAtt
->Texture
;
1636 const GLuint srcLevel
= readAtt
->TextureLevel
;
1637 const GLint baseLevelSave
= texObj
->BaseLevel
;
1638 const GLint maxLevelSave
= texObj
->MaxLevel
;
1639 const GLenum target
= texObj
->Target
;
1640 GLuint sampler
, samplerSave
=
1641 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
1642 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
1645 /* Iterate through all draw buffers */
1646 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
1647 int idx
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
1650 drawAtt
= &drawFb
->Attachment
[idx
];
1652 if (drawAtt
->Texture
== readAtt
->Texture
) {
1653 /* Can't use same texture as both the source and dest. We need
1654 * to handle overlapping blits and besides, some hw may not
1661 if (target
!= GL_TEXTURE_2D
&& target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1662 /* Can't handle other texture types at this time */
1666 /* Choose between glsl version and fixed function version of
1667 * BlitFramebuffer function.
1670 setup_glsl_blit_framebuffer(ctx
, blit
, target
);
1671 if (target
== GL_TEXTURE_2D
)
1672 _mesa_UseProgram(blit
->ShaderProg
);
1674 _mesa_UseProgram(blit
->RectShaderProg
);
1677 setup_ff_blit_framebuffer(ctx
, &ctx
->Meta
->Blit
);
1680 _mesa_BindVertexArray(blit
->ArrayObj
);
1681 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1683 _mesa_GenSamplers(1, &sampler
);
1684 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, sampler
);
1687 printf("Blit from texture!\n");
1688 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1689 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1692 /* Prepare src texture state */
1693 _mesa_BindTexture(target
, texObj
->Name
);
1694 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MIN_FILTER
, filter
);
1695 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MAG_FILTER
, filter
);
1696 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1697 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, srcLevel
);
1698 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
1700 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1701 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1703 /* Always do our blits with no sRGB decode or encode. Note that
1704 * GL_FRAMEBUFFER_SRGB has already been disabled by
1705 * _mesa_meta_begin().
1707 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1708 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
1709 GL_SKIP_DECODE_EXT
);
1712 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1713 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1714 _mesa_set_enable(ctx
, target
, GL_TRUE
);
1717 /* Prepare vertex data (the VBO was previously created and bound) */
1722 struct vertex verts
[4];
1723 GLfloat s0
, t0
, s1
, t1
;
1725 if (target
== GL_TEXTURE_2D
) {
1726 const struct gl_texture_image
*texImage
1727 = _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
1728 s0
= srcX0
/ (float) texImage
->Width
;
1729 s1
= srcX1
/ (float) texImage
->Width
;
1730 t0
= srcY0
/ (float) texImage
->Height
;
1731 t1
= srcY1
/ (float) texImage
->Height
;
1734 assert(target
== GL_TEXTURE_RECTANGLE_ARB
);
1741 /* setup vertex positions */
1742 verts
[0].x
= -1.0F
* flipX
;
1743 verts
[0].y
= -1.0F
* flipY
;
1744 verts
[1].x
= 1.0F
* flipX
;
1745 verts
[1].y
= -1.0F
* flipY
;
1746 verts
[2].x
= 1.0F
* flipX
;
1747 verts
[2].y
= 1.0F
* flipY
;
1748 verts
[3].x
= -1.0F
* flipX
;
1749 verts
[3].y
= 1.0F
* flipY
;
1760 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1763 /* setup viewport */
1764 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1765 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1766 _mesa_DepthMask(GL_FALSE
);
1767 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1769 /* Restore texture object state, the texture binding will
1770 * be restored by _mesa_meta_end().
1772 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1773 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
1774 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
1777 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
1778 _mesa_DeleteSamplers(1, &sampler
);
1780 /* Done with color buffer */
1781 mask
&= ~GL_COLOR_BUFFER_BIT
;
1790 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1791 * of texture mapping and polygon rendering.
1794 _mesa_meta_BlitFramebuffer(struct gl_context
*ctx
,
1795 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1796 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1797 GLbitfield mask
, GLenum filter
)
1799 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1800 struct temp_texture
*tex
= get_temp_texture(ctx
);
1801 struct temp_texture
*depthTex
= get_temp_depth_texture(ctx
);
1802 const GLsizei maxTexSize
= tex
->MaxSize
;
1803 const GLint srcX
= MIN2(srcX0
, srcX1
);
1804 const GLint srcY
= MIN2(srcY0
, srcY1
);
1805 const GLint srcW
= abs(srcX1
- srcX0
);
1806 const GLint srcH
= abs(srcY1
- srcY0
);
1807 const GLint dstX
= MIN2(dstX0
, dstX1
);
1808 const GLint dstY
= MIN2(dstY0
, dstY1
);
1809 const GLint dstW
= abs(dstX1
- dstX0
);
1810 const GLint dstH
= abs(dstY1
- dstY0
);
1811 const GLint srcFlipX
= (srcX1
- srcX0
) / srcW
;
1812 const GLint srcFlipY
= (srcY1
- srcY0
) / srcH
;
1813 const GLint dstFlipX
= (dstX1
- dstX0
) / dstW
;
1814 const GLint dstFlipY
= (dstY1
- dstY0
) / dstH
;
1815 const GLint flipX
= srcFlipX
* dstFlipX
;
1816 const GLint flipY
= srcFlipY
* dstFlipY
;
1821 struct vertex verts
[4];
1823 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
1824 ctx
->Extensions
.ARB_fragment_shader
&&
1825 (ctx
->API
!= API_OPENGLES
);
1827 /* In addition to falling back if the blit size is larger than the maximum
1828 * texture size, fallback if the source is multisampled. This fallback can
1829 * be removed once Mesa gets support ARB_texture_multisample.
1831 if (srcW
> maxTexSize
|| srcH
> maxTexSize
1832 || ctx
->ReadBuffer
->Visual
.samples
> 0) {
1833 /* XXX avoid this fallback */
1834 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1835 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1839 /* only scissor effects blit so save/clear all other relevant state */
1840 _mesa_meta_begin(ctx
, ~MESA_META_SCISSOR
);
1842 /* Try faster, direct texture approach first */
1843 mask
= blitframebuffer_texture(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1844 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
,
1845 dstFlipX
, dstFlipY
, use_glsl_version
);
1847 _mesa_meta_end(ctx
);
1851 /* Choose between glsl version and fixed function version of
1852 * BlitFramebuffer function.
1854 if (use_glsl_version
) {
1855 setup_glsl_blit_framebuffer(ctx
, blit
, tex
->Target
);
1856 if (tex
->Target
== GL_TEXTURE_2D
)
1857 _mesa_UseProgram(blit
->ShaderProg
);
1859 _mesa_UseProgram(blit
->RectShaderProg
);
1862 setup_ff_blit_framebuffer(ctx
, blit
);
1865 _mesa_BindVertexArray(blit
->ArrayObj
);
1866 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1868 /* Continue with "normal" approach which involves copying the src rect
1869 * into a temporary texture and is "blitted" by drawing a textured quad.
1872 /* setup vertex positions */
1873 verts
[0].x
= -1.0F
* flipX
;
1874 verts
[0].y
= -1.0F
* flipY
;
1875 verts
[1].x
= 1.0F
* flipX
;
1876 verts
[1].y
= -1.0F
* flipY
;
1877 verts
[2].x
= 1.0F
* flipX
;
1878 verts
[2].y
= 1.0F
* flipY
;
1879 verts
[3].x
= -1.0F
* flipX
;
1880 verts
[3].y
= 1.0F
* flipY
;
1884 /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
1887 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
1888 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1890 if (mask
& GL_COLOR_BUFFER_BIT
) {
1891 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1892 const struct gl_renderbuffer
*colorReadRb
= readFb
->_ColorReadBuffer
;
1893 const GLenum rb_base_format
=
1894 _mesa_base_tex_format(ctx
, colorReadRb
->InternalFormat
);
1896 /* Using the exact source rectangle to create the texture does incorrect
1897 * linear filtering along the edges. So, allocate the texture extended along
1898 * edges by one pixel in x, y directions.
1900 newTex
= alloc_texture(tex
, srcW
+ 2, srcH
+ 2, rb_base_format
);
1901 setup_copypix_texture(ctx
, tex
, newTex
,
1902 srcX
- 1, srcY
- 1, srcW
+ 2, srcH
+ 2,
1903 rb_base_format
, filter
);
1904 /* texcoords (after texture allocation!) */
1908 verts
[1].s
= tex
->Sright
- 1.0F
;
1910 verts
[2].s
= tex
->Sright
- 1.0F
;
1911 verts
[2].t
= tex
->Ttop
- 1.0F
;
1913 verts
[3].t
= tex
->Ttop
- 1.0F
;
1915 /* upload new vertex data */
1916 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1919 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1920 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1921 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
1922 _mesa_DepthMask(GL_FALSE
);
1923 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1924 mask
&= ~GL_COLOR_BUFFER_BIT
;
1927 if ((mask
& GL_DEPTH_BUFFER_BIT
) &&
1928 _mesa_is_desktop_gl(ctx
) &&
1929 ctx
->Extensions
.ARB_depth_texture
&&
1930 ctx
->Extensions
.ARB_fragment_program
) {
1932 GLuint
*tmp
= malloc(srcW
* srcH
* sizeof(GLuint
));
1936 newTex
= alloc_texture(depthTex
, srcW
, srcH
, GL_DEPTH_COMPONENT
);
1937 _mesa_ReadPixels(srcX
, srcY
, srcW
, srcH
, GL_DEPTH_COMPONENT
,
1938 GL_UNSIGNED_INT
, tmp
);
1939 setup_drawpix_texture(ctx
, depthTex
, newTex
, GL_DEPTH_COMPONENT
,
1940 srcW
, srcH
, GL_DEPTH_COMPONENT
,
1941 GL_UNSIGNED_INT
, tmp
);
1943 /* texcoords (after texture allocation!) */
1947 verts
[1].s
= depthTex
->Sright
;
1949 verts
[2].s
= depthTex
->Sright
;
1950 verts
[2].t
= depthTex
->Ttop
;
1952 verts
[3].t
= depthTex
->Ttop
;
1954 /* upload new vertex data */
1955 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1959 init_blit_depth_pixels(ctx
);
1961 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1962 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
1963 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1964 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1965 _mesa_DepthFunc(GL_ALWAYS
);
1966 _mesa_DepthMask(GL_TRUE
);
1968 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1969 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1970 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1971 mask
&= ~GL_DEPTH_BUFFER_BIT
;
1977 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1978 /* XXX can't easily do stencil */
1981 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
1982 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1984 _mesa_meta_end(ctx
);
1987 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1988 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1993 meta_glsl_blit_cleanup(struct gl_context
*ctx
, struct blit_state
*blit
)
1995 if (blit
->ArrayObj
) {
1996 _mesa_DeleteVertexArrays(1, &blit
->ArrayObj
);
1998 _mesa_DeleteBuffers(1, &blit
->VBO
);
2001 if (blit
->DepthFP
) {
2002 _mesa_DeleteProgramsARB(1, &blit
->DepthFP
);
2006 _mesa_DeleteObjectARB(blit
->ShaderProg
);
2007 blit
->ShaderProg
= 0;
2008 _mesa_DeleteObjectARB(blit
->RectShaderProg
);
2009 blit
->RectShaderProg
= 0;
2011 _mesa_DeleteTextures(1, &blit
->depthTex
.TexObj
);
2012 blit
->depthTex
.TexObj
= 0;
2017 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2020 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2022 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2024 GLfloat x
, y
, z
, r
, g
, b
, a
;
2026 struct vertex verts
[4];
2027 /* save all state but scissor, pixel pack/unpack */
2028 GLbitfield metaSave
= (MESA_META_ALL
-
2030 MESA_META_PIXEL_STORE
-
2031 MESA_META_CONDITIONAL_RENDER
-
2032 MESA_META_FRAMEBUFFER_SRGB
);
2033 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2035 if (buffers
& BUFFER_BITS_COLOR
) {
2036 /* if clearing color buffers, don't save/restore colormask */
2037 metaSave
-= MESA_META_COLOR_MASK
;
2040 _mesa_meta_begin(ctx
, metaSave
);
2042 if (clear
->ArrayObj
== 0) {
2043 /* one-time setup */
2045 /* create vertex array object */
2046 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
2047 _mesa_BindVertexArray(clear
->ArrayObj
);
2049 /* create vertex array buffer */
2050 _mesa_GenBuffers(1, &clear
->VBO
);
2051 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2053 /* setup vertex arrays */
2054 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2055 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
2056 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2057 _mesa_EnableClientState(GL_COLOR_ARRAY
);
2060 _mesa_BindVertexArray(clear
->ArrayObj
);
2061 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2064 /* GL_COLOR_BUFFER_BIT */
2065 if (buffers
& BUFFER_BITS_COLOR
) {
2066 /* leave colormask, glDrawBuffer state as-is */
2068 /* Clears never have the color clamped. */
2069 if (ctx
->Extensions
.ARB_color_buffer_float
)
2070 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2073 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2074 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2077 /* GL_DEPTH_BUFFER_BIT */
2078 if (buffers
& BUFFER_BIT_DEPTH
) {
2079 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2080 _mesa_DepthFunc(GL_ALWAYS
);
2081 _mesa_DepthMask(GL_TRUE
);
2084 assert(!ctx
->Depth
.Test
);
2087 /* GL_STENCIL_BUFFER_BIT */
2088 if (buffers
& BUFFER_BIT_STENCIL
) {
2089 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2090 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2091 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2092 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2093 ctx
->Stencil
.Clear
& stencilMax
,
2094 ctx
->Stencil
.WriteMask
[0]);
2097 assert(!ctx
->Stencil
.Enabled
);
2100 /* vertex positions/colors */
2102 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
;
2103 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
;
2104 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
;
2105 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
;
2106 const GLfloat z
= invert_z(ctx
->Depth
.Clear
);
2123 for (i
= 0; i
< 4; i
++) {
2124 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
2125 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
2126 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
2127 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
2130 /* upload new vertex data */
2131 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2132 GL_DYNAMIC_DRAW_ARB
);
2136 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2138 _mesa_meta_end(ctx
);
2142 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
2144 const char *vs_source
=
2145 "attribute vec4 position;\n"
2148 " gl_Position = position;\n"
2150 const char *gs_source
=
2152 "layout(triangles) in;\n"
2153 "layout(triangle_strip, max_vertices = 4) out;\n"
2154 "uniform int layer;\n"
2157 " for (int i = 0; i < 3; i++) {\n"
2158 " gl_Layer = layer;\n"
2159 " gl_Position = gl_in[i].gl_Position;\n"
2163 const char *fs_source
=
2165 "precision highp float;\n"
2167 "uniform vec4 color;\n"
2170 " gl_FragColor = color;\n"
2172 GLuint vs
, gs
= 0, fs
;
2173 bool has_integer_textures
;
2175 if (clear
->ArrayObj
!= 0)
2178 /* create vertex array object */
2179 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
2180 _mesa_BindVertexArray(clear
->ArrayObj
);
2182 /* create vertex array buffer */
2183 _mesa_GenBuffers(1, &clear
->VBO
);
2184 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2186 /* setup vertex arrays */
2187 _mesa_VertexAttribPointer(0, 3, GL_FLOAT
, GL_FALSE
, 0, (void *)0);
2188 _mesa_EnableVertexAttribArray(0);
2190 vs
= _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER
);
2191 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
2192 _mesa_CompileShader(vs
);
2194 if (_mesa_has_geometry_shaders(ctx
)) {
2195 gs
= _mesa_CreateShaderObjectARB(GL_GEOMETRY_SHADER
);
2196 _mesa_ShaderSource(gs
, 1, &gs_source
, NULL
);
2197 _mesa_CompileShader(gs
);
2200 fs
= _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER
);
2201 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
2202 _mesa_CompileShader(fs
);
2204 clear
->ShaderProg
= _mesa_CreateProgramObjectARB();
2205 _mesa_AttachShader(clear
->ShaderProg
, fs
);
2206 _mesa_DeleteObjectARB(fs
);
2208 _mesa_AttachShader(clear
->ShaderProg
, gs
);
2209 _mesa_AttachShader(clear
->ShaderProg
, vs
);
2210 _mesa_DeleteObjectARB(vs
);
2211 _mesa_BindAttribLocation(clear
->ShaderProg
, 0, "position");
2212 _mesa_LinkProgram(clear
->ShaderProg
);
2214 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
2217 clear
->LayerLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
2221 has_integer_textures
= _mesa_is_gles3(ctx
) ||
2222 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
2224 if (has_integer_textures
) {
2225 void *shader_source_mem_ctx
= ralloc_context(NULL
);
2226 const char *vs_int_source
=
2227 ralloc_asprintf(shader_source_mem_ctx
,
2229 "in vec4 position;\n"
2232 " gl_Position = position;\n"
2234 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2235 const char *fs_int_source
=
2236 ralloc_asprintf(shader_source_mem_ctx
,
2239 "precision highp float;\n"
2241 "uniform ivec4 color;\n"
2242 "out ivec4 out_color;\n"
2246 " out_color = color;\n"
2248 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2250 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_int_source
);
2251 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_int_source
);
2252 ralloc_free(shader_source_mem_ctx
);
2254 clear
->IntegerShaderProg
= _mesa_CreateProgramObjectARB();
2255 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
2256 _mesa_DeleteObjectARB(fs
);
2258 _mesa_AttachShader(clear
->IntegerShaderProg
, gs
);
2259 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
2260 _mesa_DeleteObjectARB(vs
);
2261 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
2263 /* Note that user-defined out attributes get automatically assigned
2264 * locations starting from 0, so we don't need to explicitly
2265 * BindFragDataLocation to 0.
2268 link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
2270 clear
->IntegerColorLocation
=
2271 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
2273 clear
->IntegerLayerLocation
=
2274 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "layer");
2278 _mesa_DeleteObjectARB(gs
);
2282 meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
)
2284 if (clear
->ArrayObj
== 0)
2286 _mesa_DeleteVertexArrays(1, &clear
->ArrayObj
);
2287 clear
->ArrayObj
= 0;
2288 _mesa_DeleteBuffers(1, &clear
->VBO
);
2290 _mesa_DeleteObjectARB(clear
->ShaderProg
);
2291 clear
->ShaderProg
= 0;
2293 if (clear
->IntegerShaderProg
) {
2294 _mesa_DeleteObjectARB(clear
->IntegerShaderProg
);
2295 clear
->IntegerShaderProg
= 0;
2300 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2303 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2305 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2306 GLbitfield metaSave
;
2307 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2308 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
2309 const float x0
= ((float)fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
2310 const float y0
= ((float)fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
2311 const float x1
= ((float)fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
2312 const float y1
= ((float)fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
2313 const float z
= -invert_z(ctx
->Depth
.Clear
);
2318 metaSave
= (MESA_META_ALPHA_TEST
|
2320 MESA_META_DEPTH_TEST
|
2321 MESA_META_RASTERIZATION
|
2323 MESA_META_STENCIL_TEST
|
2325 MESA_META_VIEWPORT
|
2327 MESA_META_CLAMP_FRAGMENT_COLOR
|
2328 MESA_META_MULTISAMPLE
|
2329 MESA_META_OCCLUSION_QUERY
);
2331 if (!(buffers
& BUFFER_BITS_COLOR
)) {
2332 /* We'll use colormask to disable color writes. Otherwise,
2333 * respect color mask
2335 metaSave
|= MESA_META_COLOR_MASK
;
2338 _mesa_meta_begin(ctx
, metaSave
);
2340 meta_glsl_clear_init(ctx
, clear
);
2342 if (fb
->_IntegerColor
) {
2343 _mesa_UseProgram(clear
->IntegerShaderProg
);
2344 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
2345 ctx
->Color
.ClearColor
.i
);
2347 _mesa_UseProgram(clear
->ShaderProg
);
2348 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
2349 ctx
->Color
.ClearColor
.f
);
2352 _mesa_BindVertexArray(clear
->ArrayObj
);
2353 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2355 /* GL_COLOR_BUFFER_BIT */
2356 if (buffers
& BUFFER_BITS_COLOR
) {
2357 /* leave colormask, glDrawBuffer state as-is */
2359 /* Clears never have the color clamped. */
2360 if (ctx
->Extensions
.ARB_color_buffer_float
)
2361 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2364 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2365 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2368 /* GL_DEPTH_BUFFER_BIT */
2369 if (buffers
& BUFFER_BIT_DEPTH
) {
2370 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2371 _mesa_DepthFunc(GL_ALWAYS
);
2372 _mesa_DepthMask(GL_TRUE
);
2375 assert(!ctx
->Depth
.Test
);
2378 /* GL_STENCIL_BUFFER_BIT */
2379 if (buffers
& BUFFER_BIT_STENCIL
) {
2380 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2381 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2382 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2383 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2384 ctx
->Stencil
.Clear
& stencilMax
,
2385 ctx
->Stencil
.WriteMask
[0]);
2388 assert(!ctx
->Stencil
.Enabled
);
2391 /* vertex positions */
2405 /* upload new vertex data */
2406 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2407 GL_DYNAMIC_DRAW_ARB
);
2410 if (fb
->MaxNumLayers
> 0) {
2412 for (layer
= 0; layer
< fb
->MaxNumLayers
; layer
++) {
2413 if (fb
->_IntegerColor
)
2414 _mesa_Uniform1i(clear
->IntegerLayerLocation
, layer
);
2416 _mesa_Uniform1i(clear
->LayerLocation
, layer
);
2417 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2420 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2423 _mesa_meta_end(ctx
);
2427 * Meta implementation of ctx->Driver.CopyPixels() in terms
2428 * of texture mapping and polygon rendering and GLSL shaders.
2431 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
2432 GLsizei width
, GLsizei height
,
2433 GLint dstX
, GLint dstY
, GLenum type
)
2435 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
2436 struct temp_texture
*tex
= get_temp_texture(ctx
);
2438 GLfloat x
, y
, z
, s
, t
;
2440 struct vertex verts
[4];
2442 GLenum intFormat
= GL_RGBA
;
2444 if (type
!= GL_COLOR
||
2445 ctx
->_ImageTransferState
||
2447 width
> tex
->MaxSize
||
2448 height
> tex
->MaxSize
) {
2449 /* XXX avoid this fallback */
2450 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
2454 /* Most GL state applies to glCopyPixels, but a there's a few things
2455 * we need to override:
2457 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2460 MESA_META_TRANSFORM
|
2463 MESA_META_VIEWPORT
));
2465 if (copypix
->ArrayObj
== 0) {
2466 /* one-time setup */
2468 /* create vertex array object */
2469 _mesa_GenVertexArrays(1, ©pix
->ArrayObj
);
2470 _mesa_BindVertexArray(copypix
->ArrayObj
);
2472 /* create vertex array buffer */
2473 _mesa_GenBuffers(1, ©pix
->VBO
);
2474 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
2475 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2476 NULL
, GL_DYNAMIC_DRAW_ARB
);
2478 /* setup vertex arrays */
2479 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2480 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2481 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2482 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2485 _mesa_BindVertexArray(copypix
->ArrayObj
);
2486 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
2489 newTex
= alloc_texture(tex
, width
, height
, intFormat
);
2491 /* vertex positions, texcoords (after texture allocation!) */
2493 const GLfloat dstX0
= (GLfloat
) dstX
;
2494 const GLfloat dstY0
= (GLfloat
) dstY
;
2495 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
2496 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
2497 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2507 verts
[1].s
= tex
->Sright
;
2512 verts
[2].s
= tex
->Sright
;
2513 verts
[2].t
= tex
->Ttop
;
2518 verts
[3].t
= tex
->Ttop
;
2520 /* upload new vertex data */
2521 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2524 /* Alloc/setup texture */
2525 setup_copypix_texture(ctx
, tex
, newTex
, srcX
, srcY
, width
, height
,
2526 GL_RGBA
, GL_NEAREST
);
2528 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2530 /* draw textured quad */
2531 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2533 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2535 _mesa_meta_end(ctx
);
2541 * When the glDrawPixels() image size is greater than the max rectangle
2542 * texture size we use this function to break the glDrawPixels() image
2543 * into tiles which fit into the max texture size.
2546 tiled_draw_pixels(struct gl_context
*ctx
,
2548 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2549 GLenum format
, GLenum type
,
2550 const struct gl_pixelstore_attrib
*unpack
,
2551 const GLvoid
*pixels
)
2553 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
2556 if (tileUnpack
.RowLength
== 0)
2557 tileUnpack
.RowLength
= width
;
2559 for (i
= 0; i
< width
; i
+= tileSize
) {
2560 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
2561 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
2563 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
2565 for (j
= 0; j
< height
; j
+= tileSize
) {
2566 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
2567 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
2569 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2571 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2572 format
, type
, &tileUnpack
, pixels
);
2579 * One-time init for drawing stencil pixels.
2582 init_draw_stencil_pixels(struct gl_context
*ctx
)
2584 /* This program is run eight times, once for each stencil bit.
2585 * The stencil values to draw are found in an 8-bit alpha texture.
2586 * We read the texture/stencil value and test if bit 'b' is set.
2587 * If the bit is not set, use KIL to kill the fragment.
2588 * Finally, we use the stencil test to update the stencil buffer.
2590 * The basic algorithm for checking if a bit is set is:
2591 * if (is_odd(value / (1 << bit)))
2592 * result is one (or non-zero).
2595 * The program parameter contains three values:
2596 * parm.x = 255 / (1 << bit)
2600 static const char *program
=
2602 "PARAM parm = program.local[0]; \n"
2604 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2605 "# t = t * 255 / bit \n"
2606 "MUL t.x, t.a, parm.x; \n"
2609 "SUB t.x, t.x, t.y; \n"
2611 "MUL t.x, t.x, parm.y; \n"
2612 "# t = fract(t.x) \n"
2613 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2614 "# t.x = (t.x == 0 ? 1 : 0) \n"
2615 "SGE t.x, -t.x, parm.z; \n"
2617 "# for debug only \n"
2618 "#MOV result.color, t.x; \n"
2620 char program2
[1000];
2621 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2622 struct temp_texture
*tex
= get_temp_texture(ctx
);
2623 const char *texTarget
;
2625 assert(drawpix
->StencilFP
== 0);
2627 /* replace %s with "RECT" or "2D" */
2628 assert(strlen(program
) + 4 < sizeof(program2
));
2629 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2633 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2635 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2636 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2637 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2638 strlen(program2
), (const GLubyte
*) program2
);
2643 * One-time init for drawing depth pixels.
2646 init_draw_depth_pixels(struct gl_context
*ctx
)
2648 static const char *program
=
2650 "PARAM color = program.local[0]; \n"
2651 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2652 "MOV result.color, color; \n"
2655 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2656 struct temp_texture
*tex
= get_temp_texture(ctx
);
2657 const char *texTarget
;
2659 assert(drawpix
->DepthFP
== 0);
2661 /* replace %s with "RECT" or "2D" */
2662 assert(strlen(program
) + 4 < sizeof(program2
));
2663 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2667 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2669 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2670 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2671 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2672 strlen(program2
), (const GLubyte
*) program2
);
2677 * Meta implementation of ctx->Driver.DrawPixels() in terms
2678 * of texture mapping and polygon rendering.
2681 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2682 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2683 GLenum format
, GLenum type
,
2684 const struct gl_pixelstore_attrib
*unpack
,
2685 const GLvoid
*pixels
)
2687 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2688 struct temp_texture
*tex
= get_temp_texture(ctx
);
2689 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2690 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2692 GLfloat x
, y
, z
, s
, t
;
2694 struct vertex verts
[4];
2695 GLenum texIntFormat
;
2696 GLboolean fallback
, newTex
;
2697 GLbitfield metaExtraSave
= 0x0;
2701 * Determine if we can do the glDrawPixels with texture mapping.
2703 fallback
= GL_FALSE
;
2704 if (ctx
->Fog
.Enabled
) {
2708 if (_mesa_is_color_format(format
)) {
2709 /* use more compact format when possible */
2710 /* XXX disable special case for GL_LUMINANCE for now to work around
2711 * apparent i965 driver bug (see bug #23670).
2713 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2714 texIntFormat
= format
;
2716 texIntFormat
= GL_RGBA
;
2718 /* If we're not supposed to clamp the resulting color, then just
2719 * promote our texture to fully float. We could do better by
2720 * just going for the matching set of channels, in floating
2723 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2724 ctx
->Extensions
.ARB_texture_float
)
2725 texIntFormat
= GL_RGBA32F
;
2727 else if (_mesa_is_stencil_format(format
)) {
2728 if (ctx
->Extensions
.ARB_fragment_program
&&
2729 ctx
->Pixel
.IndexShift
== 0 &&
2730 ctx
->Pixel
.IndexOffset
== 0 &&
2731 type
== GL_UNSIGNED_BYTE
) {
2732 /* We'll store stencil as alpha. This only works for GLubyte
2733 * image data because of how incoming values are mapped to alpha
2736 texIntFormat
= GL_ALPHA
;
2737 metaExtraSave
= (MESA_META_COLOR_MASK
|
2738 MESA_META_DEPTH_TEST
|
2739 MESA_META_PIXEL_TRANSFER
|
2741 MESA_META_STENCIL_TEST
);
2747 else if (_mesa_is_depth_format(format
)) {
2748 if (ctx
->Extensions
.ARB_depth_texture
&&
2749 ctx
->Extensions
.ARB_fragment_program
) {
2750 texIntFormat
= GL_DEPTH_COMPONENT
;
2751 metaExtraSave
= (MESA_META_SHADER
);
2762 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2763 format
, type
, unpack
, pixels
);
2768 * Check image size against max texture size, draw as tiles if needed.
2770 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2771 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2772 format
, type
, unpack
, pixels
);
2776 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2777 * but a there's a few things we need to override:
2779 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2782 MESA_META_TRANSFORM
|
2785 MESA_META_VIEWPORT
|
2788 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2790 /* vertex positions, texcoords (after texture allocation!) */
2792 const GLfloat x0
= (GLfloat
) x
;
2793 const GLfloat y0
= (GLfloat
) y
;
2794 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2795 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2796 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2806 verts
[1].s
= tex
->Sright
;
2811 verts
[2].s
= tex
->Sright
;
2812 verts
[2].t
= tex
->Ttop
;
2817 verts
[3].t
= tex
->Ttop
;
2820 if (drawpix
->ArrayObj
== 0) {
2821 /* one-time setup: create vertex array object */
2822 _mesa_GenVertexArrays(1, &drawpix
->ArrayObj
);
2824 _mesa_BindVertexArray(drawpix
->ArrayObj
);
2826 /* create vertex array buffer */
2827 _mesa_GenBuffers(1, &vbo
);
2828 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, vbo
);
2829 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2830 verts
, GL_DYNAMIC_DRAW_ARB
);
2832 /* setup vertex arrays */
2833 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2834 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2835 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2836 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2838 /* set given unpack params */
2839 ctx
->Unpack
= *unpack
;
2841 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2843 if (_mesa_is_stencil_format(format
)) {
2844 /* Drawing stencil */
2847 if (!drawpix
->StencilFP
)
2848 init_draw_stencil_pixels(ctx
);
2850 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2851 GL_ALPHA
, type
, pixels
);
2853 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2855 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2857 /* set all stencil bits to 0 */
2858 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2859 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2860 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2862 /* set stencil bits to 1 where needed */
2863 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2865 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2866 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2868 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2869 const GLuint mask
= 1 << bit
;
2870 if (mask
& origStencilMask
) {
2871 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2872 _mesa_StencilMask(mask
);
2874 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2875 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2877 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2881 else if (_mesa_is_depth_format(format
)) {
2883 if (!drawpix
->DepthFP
)
2884 init_draw_depth_pixels(ctx
);
2886 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2887 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2889 /* polygon color = current raster color */
2890 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2891 ctx
->Current
.RasterColor
);
2893 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2894 format
, type
, pixels
);
2896 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2900 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2901 format
, type
, pixels
);
2902 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2905 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2907 _mesa_DeleteBuffers(1, &vbo
);
2909 /* restore unpack params */
2910 ctx
->Unpack
= unpackSave
;
2912 _mesa_meta_end(ctx
);
2916 alpha_test_raster_color(struct gl_context
*ctx
)
2918 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2919 GLfloat ref
= ctx
->Color
.AlphaRef
;
2921 switch (ctx
->Color
.AlphaFunc
) {
2927 return alpha
== ref
;
2929 return alpha
<= ref
;
2933 return alpha
!= ref
;
2935 return alpha
>= ref
;
2945 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2946 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2947 * tracker would improve performance a lot.
2950 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2951 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2952 const struct gl_pixelstore_attrib
*unpack
,
2953 const GLubyte
*bitmap1
)
2955 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2956 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2957 const GLenum texIntFormat
= GL_ALPHA
;
2958 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2961 GLfloat x
, y
, z
, s
, t
, r
, g
, b
, a
;
2963 struct vertex verts
[4];
2968 * Check if swrast fallback is needed.
2970 if (ctx
->_ImageTransferState
||
2971 ctx
->FragmentProgram
._Enabled
||
2973 ctx
->Texture
._EnabledUnits
||
2974 width
> tex
->MaxSize
||
2975 height
> tex
->MaxSize
) {
2976 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2980 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2983 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2984 * but a there's a few things we need to override:
2986 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2987 MESA_META_PIXEL_STORE
|
2988 MESA_META_RASTERIZATION
|
2991 MESA_META_TRANSFORM
|
2994 MESA_META_VIEWPORT
));
2996 if (bitmap
->ArrayObj
== 0) {
2997 /* one-time setup */
2999 /* create vertex array object */
3000 _mesa_GenVertexArraysAPPLE(1, &bitmap
->ArrayObj
);
3001 _mesa_BindVertexArrayAPPLE(bitmap
->ArrayObj
);
3003 /* create vertex array buffer */
3004 _mesa_GenBuffers(1, &bitmap
->VBO
);
3005 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
3006 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3007 NULL
, GL_DYNAMIC_DRAW_ARB
);
3009 /* setup vertex arrays */
3010 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3011 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
3012 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
3013 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3014 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3015 _mesa_EnableClientState(GL_COLOR_ARRAY
);
3018 _mesa_BindVertexArray(bitmap
->ArrayObj
);
3019 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
3022 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
3024 /* vertex positions, texcoords, colors (after texture allocation!) */
3026 const GLfloat x0
= (GLfloat
) x
;
3027 const GLfloat y0
= (GLfloat
) y
;
3028 const GLfloat x1
= (GLfloat
) (x
+ width
);
3029 const GLfloat y1
= (GLfloat
) (y
+ height
);
3030 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
3041 verts
[1].s
= tex
->Sright
;
3046 verts
[2].s
= tex
->Sright
;
3047 verts
[2].t
= tex
->Ttop
;
3052 verts
[3].t
= tex
->Ttop
;
3054 for (i
= 0; i
< 4; i
++) {
3055 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
3056 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
3057 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
3058 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
3061 /* upload new vertex data */
3062 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3065 /* choose different foreground/background alpha values */
3066 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
3067 bg
= (fg
> 127 ? 0 : 255);
3069 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
3071 _mesa_meta_end(ctx
);
3075 bitmap8
= malloc(width
* height
);
3077 memset(bitmap8
, bg
, width
* height
);
3078 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
3079 bitmap8
, width
, fg
);
3081 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
3083 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
3084 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
3086 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
3087 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
3089 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3091 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
3096 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
3098 _mesa_meta_end(ctx
);
3103 * Check if the call to _mesa_meta_GenerateMipmap() will require a
3104 * software fallback. The fallback path will require that the texture
3105 * images are mapped.
3106 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
3109 _mesa_meta_check_generate_mipmap_fallback(struct gl_context
*ctx
, GLenum target
,
3110 struct gl_texture_object
*texObj
)
3112 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3113 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3114 struct gl_texture_image
*baseImage
;
3118 /* check for fallbacks */
3119 if (target
== GL_TEXTURE_3D
||
3120 target
== GL_TEXTURE_1D_ARRAY
||
3121 target
== GL_TEXTURE_2D_ARRAY
) {
3122 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3123 "glGenerateMipmap() to %s target\n",
3124 _mesa_lookup_enum_by_nr(target
));
3128 srcLevel
= texObj
->BaseLevel
;
3129 baseImage
= _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
3131 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3132 "glGenerateMipmap() couldn't find base teximage\n");
3136 if (_mesa_is_format_compressed(baseImage
->TexFormat
)) {
3137 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3138 "glGenerateMipmap() with %s format\n",
3139 _mesa_get_format_name(baseImage
->TexFormat
));
3143 if (_mesa_get_format_color_encoding(baseImage
->TexFormat
) == GL_SRGB
&&
3144 !ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3145 /* The texture format is sRGB but we can't turn off sRGB->linear
3146 * texture sample conversion. So we won't be able to generate the
3147 * right colors when rendering. Need to use a fallback.
3149 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3150 "glGenerateMipmap() of sRGB texture without "
3156 * Test that we can actually render in the texture's format.
3159 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3160 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3162 if (target
== GL_TEXTURE_1D
) {
3163 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3164 GL_COLOR_ATTACHMENT0_EXT
,
3165 target
, texObj
->Name
, srcLevel
);
3168 /* other work is needed to enable 3D mipmap generation */
3169 else if (target
== GL_TEXTURE_3D
) {
3171 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3172 GL_COLOR_ATTACHMENT0_EXT
,
3173 target
, texObj
->Name
, srcLevel
, zoffset
);
3178 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3179 GL_COLOR_ATTACHMENT0_EXT
,
3180 target
, texObj
->Name
, srcLevel
);
3183 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3185 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3187 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3188 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3189 "glGenerateMipmap() got incomplete FBO\n");
3198 * Compute the texture coordinates for the four vertices of a quad for
3199 * drawing a 2D texture image or slice of a cube/3D texture.
3200 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
3201 * \param slice slice of a 1D/2D array texture or 3D texture
3202 * \param width width of the texture image
3203 * \param height height of the texture image
3204 * \param coords0/1/2/3 returns the computed texcoords
3207 setup_texture_coords(GLenum faceTarget
,
3217 static const GLfloat st
[4][2] = {
3218 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
3223 switch (faceTarget
) {
3227 case GL_TEXTURE_2D_ARRAY
:
3228 if (faceTarget
== GL_TEXTURE_3D
) {
3229 assert(slice
< depth
);
3231 r
= (slice
+ 0.5f
) / depth
;
3233 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
3237 coords0
[0] = 0.0F
; /* s */
3238 coords0
[1] = 0.0F
; /* t */
3239 coords0
[2] = r
; /* r */
3250 case GL_TEXTURE_RECTANGLE_ARB
:
3251 coords0
[0] = 0.0F
; /* s */
3252 coords0
[1] = 0.0F
; /* t */
3253 coords0
[2] = 0.0F
; /* r */
3254 coords1
[0] = (float) width
;
3257 coords2
[0] = (float) width
;
3258 coords2
[1] = (float) height
;
3261 coords3
[1] = (float) height
;
3264 case GL_TEXTURE_1D_ARRAY
:
3265 coords0
[0] = 0.0F
; /* s */
3266 coords0
[1] = (float) slice
; /* t */
3267 coords0
[2] = 0.0F
; /* r */
3269 coords1
[1] = (float) slice
;
3272 coords2
[1] = (float) slice
;
3275 coords3
[1] = (float) slice
;
3279 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3280 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3281 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3282 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3283 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3284 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3285 /* loop over quad verts */
3286 for (i
= 0; i
< 4; i
++) {
3287 /* Compute sc = +/-scale and tc = +/-scale.
3288 * Not +/-1 to avoid cube face selection ambiguity near the edges,
3289 * though that can still sometimes happen with this scale factor...
3291 const GLfloat scale
= 0.9999f
;
3292 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
3293 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
3313 switch (faceTarget
) {
3314 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3319 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3324 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3329 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3334 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3339 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3350 assert(0 && "unexpected target in meta setup_texture_coords()");
3356 setup_ff_generate_mipmap(struct gl_context
*ctx
,
3357 struct gen_mipmap_state
*mipmap
)
3360 GLfloat x
, y
, tex
[3];
3363 if (mipmap
->ArrayObj
== 0) {
3364 /* one-time setup */
3365 /* create vertex array object */
3366 _mesa_GenVertexArraysAPPLE(1, &mipmap
->ArrayObj
);
3367 _mesa_BindVertexArrayAPPLE(mipmap
->ArrayObj
);
3369 /* create vertex array buffer */
3370 _mesa_GenBuffers(1, &mipmap
->VBO
);
3371 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3372 /* setup vertex arrays */
3373 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3374 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
3375 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3376 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3379 /* setup projection matrix */
3380 _mesa_MatrixMode(GL_PROJECTION
);
3381 _mesa_LoadIdentity();
3382 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
3386 static struct glsl_sampler
*
3387 setup_texture_sampler(GLenum target
, struct gen_mipmap_state
*mipmap
)
3391 mipmap
->sampler_1d
.type
= "sampler1D";
3392 mipmap
->sampler_1d
.func
= "texture1D";
3393 mipmap
->sampler_1d
.texcoords
= "texCoords.x";
3394 return &mipmap
->sampler_1d
;
3396 mipmap
->sampler_2d
.type
= "sampler2D";
3397 mipmap
->sampler_2d
.func
= "texture2D";
3398 mipmap
->sampler_2d
.texcoords
= "texCoords.xy";
3399 return &mipmap
->sampler_2d
;
3401 /* Code for mipmap generation with 3D textures is not used yet.
3402 * It's a sw fallback.
3404 mipmap
->sampler_3d
.type
= "sampler3D";
3405 mipmap
->sampler_3d
.func
= "texture3D";
3406 mipmap
->sampler_3d
.texcoords
= "texCoords";
3407 return &mipmap
->sampler_3d
;
3408 case GL_TEXTURE_CUBE_MAP
:
3409 mipmap
->sampler_cubemap
.type
= "samplerCube";
3410 mipmap
->sampler_cubemap
.func
= "textureCube";
3411 mipmap
->sampler_cubemap
.texcoords
= "texCoords";
3412 return &mipmap
->sampler_cubemap
;
3413 case GL_TEXTURE_1D_ARRAY
:
3414 mipmap
->sampler_1d_array
.type
= "sampler1DArray";
3415 mipmap
->sampler_1d_array
.func
= "texture1DArray";
3416 mipmap
->sampler_1d_array
.texcoords
= "texCoords.xy";
3417 return &mipmap
->sampler_1d_array
;
3418 case GL_TEXTURE_2D_ARRAY
:
3419 mipmap
->sampler_2d_array
.type
= "sampler2DArray";
3420 mipmap
->sampler_2d_array
.func
= "texture2DArray";
3421 mipmap
->sampler_2d_array
.texcoords
= "texCoords";
3422 return &mipmap
->sampler_2d_array
;
3424 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
3425 " setup_texture_sampler()\n", target
);
3432 setup_glsl_generate_mipmap(struct gl_context
*ctx
,
3433 struct gen_mipmap_state
*mipmap
,
3437 GLfloat x
, y
, tex
[3];
3439 struct glsl_sampler
*sampler
;
3440 const char *vs_source
;
3445 /* Check if already initialized */
3446 if (mipmap
->ArrayObj
== 0) {
3448 /* create vertex array object */
3449 _mesa_GenVertexArrays(1, &mipmap
->ArrayObj
);
3450 _mesa_BindVertexArray(mipmap
->ArrayObj
);
3452 /* create vertex array buffer */
3453 _mesa_GenBuffers(1, &mipmap
->VBO
);
3454 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3456 /* setup vertex arrays */
3457 _mesa_VertexAttribPointer(0, 2, GL_FLOAT
, GL_FALSE
,
3458 sizeof(struct vertex
), OFFSET(x
));
3459 _mesa_VertexAttribPointer(1, 3, GL_FLOAT
, GL_FALSE
,
3460 sizeof(struct vertex
), OFFSET(tex
));
3461 _mesa_EnableVertexAttribArray(0);
3462 _mesa_EnableVertexAttribArray(1);
3465 /* Generate a fragment shader program appropriate for the texture target */
3466 sampler
= setup_texture_sampler(target
, mipmap
);
3467 assert(sampler
!= NULL
);
3468 if (sampler
->shader_prog
!= 0) {
3469 mipmap
->ShaderProg
= sampler
->shader_prog
;
3473 mem_ctx
= ralloc_context(NULL
);
3475 if (ctx
->API
== API_OPENGLES2
|| ctx
->Const
.GLSLVersion
< 130) {
3477 "attribute vec2 position;\n"
3478 "attribute vec3 textureCoords;\n"
3479 "varying vec3 texCoords;\n"
3482 " texCoords = textureCoords;\n"
3483 " gl_Position = vec4(position, 0.0, 1.0);\n"
3486 fs_source
= ralloc_asprintf(mem_ctx
,
3487 "#extension GL_EXT_texture_array : enable\n"
3489 "precision highp float;\n"
3491 "uniform %s texSampler;\n"
3492 "varying vec3 texCoords;\n"
3495 " gl_FragColor = %s(texSampler, %s);\n"
3498 sampler
->func
, sampler
->texcoords
);
3501 vs_source
= ralloc_asprintf(mem_ctx
,
3503 "in vec2 position;\n"
3504 "in vec3 textureCoords;\n"
3505 "out vec3 texCoords;\n"
3508 " texCoords = textureCoords;\n"
3509 " gl_Position = vec4(position, 0.0, 1.0);\n"
3511 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
3512 fs_source
= ralloc_asprintf(mem_ctx
,
3515 "precision highp float;\n"
3517 "uniform %s texSampler;\n"
3518 "in vec3 texCoords;\n"
3519 "out vec4 out_color;\n"
3523 " out_color = texture(texSampler, %s);\n"
3525 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
3527 sampler
->texcoords
);
3530 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
3531 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
3533 mipmap
->ShaderProg
= _mesa_CreateProgramObjectARB();
3534 _mesa_AttachShader(mipmap
->ShaderProg
, fs
);
3535 _mesa_DeleteObjectARB(fs
);
3536 _mesa_AttachShader(mipmap
->ShaderProg
, vs
);
3537 _mesa_DeleteObjectARB(vs
);
3538 _mesa_BindAttribLocation(mipmap
->ShaderProg
, 0, "position");
3539 _mesa_BindAttribLocation(mipmap
->ShaderProg
, 1, "texcoords");
3540 link_program_with_debug(ctx
, mipmap
->ShaderProg
);
3541 sampler
->shader_prog
= mipmap
->ShaderProg
;
3542 ralloc_free(mem_ctx
);
3547 meta_glsl_generate_mipmap_cleanup(struct gl_context
*ctx
,
3548 struct gen_mipmap_state
*mipmap
)
3550 if (mipmap
->ArrayObj
== 0)
3552 _mesa_DeleteVertexArrays(1, &mipmap
->ArrayObj
);
3553 mipmap
->ArrayObj
= 0;
3554 _mesa_DeleteBuffers(1, &mipmap
->VBO
);
3557 _mesa_DeleteObjectARB(mipmap
->sampler_1d
.shader_prog
);
3558 _mesa_DeleteObjectARB(mipmap
->sampler_2d
.shader_prog
);
3559 _mesa_DeleteObjectARB(mipmap
->sampler_3d
.shader_prog
);
3560 _mesa_DeleteObjectARB(mipmap
->sampler_cubemap
.shader_prog
);
3561 _mesa_DeleteObjectARB(mipmap
->sampler_1d_array
.shader_prog
);
3562 _mesa_DeleteObjectARB(mipmap
->sampler_2d_array
.shader_prog
);
3564 mipmap
->sampler_1d
.shader_prog
= 0;
3565 mipmap
->sampler_2d
.shader_prog
= 0;
3566 mipmap
->sampler_3d
.shader_prog
= 0;
3567 mipmap
->sampler_cubemap
.shader_prog
= 0;
3568 mipmap
->sampler_1d_array
.shader_prog
= 0;
3569 mipmap
->sampler_2d_array
.shader_prog
= 0;
3574 * Called via ctx->Driver.GenerateMipmap()
3575 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
3579 _mesa_meta_GenerateMipmap(struct gl_context
*ctx
, GLenum target
,
3580 struct gl_texture_object
*texObj
)
3582 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3584 GLfloat x
, y
, tex
[3];
3586 struct vertex verts
[4];
3587 const GLuint baseLevel
= texObj
->BaseLevel
;
3588 const GLuint maxLevel
= texObj
->MaxLevel
;
3589 const GLint maxLevelSave
= texObj
->MaxLevel
;
3590 const GLboolean genMipmapSave
= texObj
->GenerateMipmap
;
3591 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3592 const GLuint currentTexUnitSave
= ctx
->Texture
.CurrentUnit
;
3593 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3594 ctx
->Extensions
.ARB_fragment_shader
&&
3595 (ctx
->API
!= API_OPENGLES
);
3598 const GLint slice
= 0;
3601 if (_mesa_meta_check_generate_mipmap_fallback(ctx
, target
, texObj
)) {
3602 _mesa_generate_mipmap(ctx
, target
, texObj
);
3606 if (target
>= GL_TEXTURE_CUBE_MAP_POSITIVE_X
&&
3607 target
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
) {
3608 faceTarget
= target
;
3609 target
= GL_TEXTURE_CUBE_MAP
;
3612 faceTarget
= target
;
3615 _mesa_meta_begin(ctx
, MESA_META_ALL
);
3617 /* Choose between glsl version and fixed function version of
3618 * GenerateMipmap function.
3620 if (use_glsl_version
) {
3621 setup_glsl_generate_mipmap(ctx
, mipmap
, target
);
3622 _mesa_UseProgram(mipmap
->ShaderProg
);
3625 setup_ff_generate_mipmap(ctx
, mipmap
);
3626 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3629 _mesa_BindVertexArray(mipmap
->ArrayObj
);
3630 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3632 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3633 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3635 if (currentTexUnitSave
!= 0)
3636 _mesa_BindTexture(target
, texObj
->Name
);
3639 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3642 if (!mipmap
->Sampler
) {
3643 _mesa_GenSamplers(1, &mipmap
->Sampler
);
3644 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3646 _mesa_SamplerParameteri(mipmap
->Sampler
,
3647 GL_TEXTURE_MIN_FILTER
,
3648 GL_LINEAR_MIPMAP_LINEAR
);
3649 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
3650 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
3651 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
3652 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
3654 /* We don't want to encode or decode sRGB values; treat them as linear.
3655 * This is not technically correct for GLES3 but we don't get any API
3656 * error at the moment.
3658 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3659 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3660 GL_SKIP_DECODE_EXT
);
3664 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3667 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3669 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
3670 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, GL_FALSE
);
3672 assert(!genMipmapSave
);
3674 /* Setup texture coordinates */
3675 setup_texture_coords(faceTarget
,
3677 0, 0, 1, /* width, height never used here */
3683 /* setup vertex positions */
3693 /* upload vertex data */
3694 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3695 verts
, GL_DYNAMIC_DRAW_ARB
);
3697 /* texture is already locked, unlock now */
3698 _mesa_unlock_texture(ctx
, texObj
);
3700 for (dstLevel
= baseLevel
+ 1; dstLevel
<= maxLevel
; dstLevel
++) {
3701 const struct gl_texture_image
*srcImage
;
3702 const GLuint srcLevel
= dstLevel
- 1;
3703 GLsizei srcWidth
, srcHeight
, srcDepth
;
3704 GLsizei dstWidth
, dstHeight
, dstDepth
;
3707 srcImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, srcLevel
);
3708 assert(srcImage
->Border
== 0);
3711 srcWidth
= srcImage
->Width
;
3712 srcHeight
= srcImage
->Height
;
3713 srcDepth
= srcImage
->Depth
;
3716 dstWidth
= MAX2(1, srcWidth
/ 2);
3717 dstHeight
= MAX2(1, srcHeight
/ 2);
3718 dstDepth
= MAX2(1, srcDepth
/ 2);
3720 if (dstWidth
== srcImage
->Width
&&
3721 dstHeight
== srcImage
->Height
&&
3722 dstDepth
== srcImage
->Depth
) {
3727 /* Allocate storage for the destination mipmap image(s) */
3729 /* Set MaxLevel large enough to hold the new level when we allocate it */
3730 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, dstLevel
);
3732 if (!_mesa_prepare_mipmap_level(ctx
, texObj
, dstLevel
,
3733 dstWidth
, dstHeight
, dstDepth
,
3735 srcImage
->InternalFormat
,
3736 srcImage
->TexFormat
)) {
3737 /* All done. We either ran out of memory or we would go beyond the
3738 * last valid level of an immutable texture if we continued.
3743 /* limit minification to src level */
3744 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
3746 /* Set to draw into the current dstLevel */
3747 if (target
== GL_TEXTURE_1D
) {
3748 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3749 GL_COLOR_ATTACHMENT0_EXT
,
3754 else if (target
== GL_TEXTURE_3D
) {
3755 GLint zoffset
= 0; /* XXX unfinished */
3756 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3757 GL_COLOR_ATTACHMENT0_EXT
,
3764 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3765 GL_COLOR_ATTACHMENT0_EXT
,
3771 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
3774 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3775 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3776 _mesa_problem(ctx
, "Unexpected incomplete framebuffer in "
3777 "_mesa_meta_GenerateMipmap()");
3781 assert(dstWidth
== ctx
->DrawBuffer
->Width
);
3782 assert(dstHeight
== ctx
->DrawBuffer
->Height
);
3784 /* setup viewport */
3785 _mesa_set_viewport(ctx
, 0, 0, dstWidth
, dstHeight
);
3787 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3790 _mesa_lock_texture(ctx
, texObj
); /* relock */
3792 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3794 _mesa_meta_end(ctx
);
3796 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3798 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, genMipmapSave
);
3800 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3805 * Determine the GL data type to use for the temporary image read with
3806 * ReadPixels() and passed to Tex[Sub]Image().
3809 get_temp_image_type(struct gl_context
*ctx
, gl_format format
)
3813 baseFormat
= _mesa_get_format_base_format(format
);
3815 switch (baseFormat
) {
3822 case GL_LUMINANCE_ALPHA
:
3824 if (ctx
->DrawBuffer
->Visual
.redBits
<= 8) {
3825 return GL_UNSIGNED_BYTE
;
3826 } else if (ctx
->DrawBuffer
->Visual
.redBits
<= 16) {
3827 return GL_UNSIGNED_SHORT
;
3829 GLenum datatype
= _mesa_get_format_datatype(format
);
3830 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
)
3834 case GL_DEPTH_COMPONENT
: {
3835 GLenum datatype
= _mesa_get_format_datatype(format
);
3836 if (datatype
== GL_FLOAT
)
3839 return GL_UNSIGNED_INT
;
3841 case GL_DEPTH_STENCIL
: {
3842 GLenum datatype
= _mesa_get_format_datatype(format
);
3843 if (datatype
== GL_FLOAT
)
3844 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
3846 return GL_UNSIGNED_INT_24_8
;
3849 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
3857 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3858 * Have to be careful with locking and meta state for pixel transfer.
3861 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
3862 struct gl_texture_image
*texImage
,
3863 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3864 struct gl_renderbuffer
*rb
,
3866 GLsizei width
, GLsizei height
)
3868 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3869 GLenum format
, type
;
3873 /* Choose format/type for temporary image buffer */
3874 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
3875 if (format
== GL_LUMINANCE
||
3876 format
== GL_LUMINANCE_ALPHA
||
3877 format
== GL_INTENSITY
) {
3878 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3879 * temp image buffer because glReadPixels will do L=R+G+B which is
3880 * not what we want (should be L=R).
3885 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
3886 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
3887 format
= _mesa_base_format_to_integer_format(format
);
3889 bpp
= _mesa_bytes_per_pixel(format
, type
);
3891 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
3896 * Alloc image buffer (XXX could use a PBO)
3898 buf
= malloc(width
* height
* bpp
);
3900 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
3904 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
3907 * Read image from framebuffer (disable pixel transfer ops)
3909 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
3910 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
3911 format
, type
, &ctx
->Pack
, buf
);
3912 _mesa_meta_end(ctx
);
3914 _mesa_update_state(ctx
); /* to update pixel transfer state */
3917 * Store texture data (with pixel transfer ops)
3919 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
3921 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
3922 assert(yoffset
== 0);
3923 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3924 xoffset
, zoffset
, 0, width
, 1, 1,
3925 format
, type
, buf
, &ctx
->Unpack
);
3927 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3928 xoffset
, yoffset
, zoffset
, width
, height
, 1,
3929 format
, type
, buf
, &ctx
->Unpack
);
3932 _mesa_meta_end(ctx
);
3934 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
3941 * Decompress a texture image by drawing a quad with the compressed
3942 * texture and reading the pixels out of the color buffer.
3943 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3944 * \param destFormat format, ala glReadPixels
3945 * \param destType type, ala glReadPixels
3946 * \param dest destination buffer
3947 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3950 decompress_texture_image(struct gl_context
*ctx
,
3951 struct gl_texture_image
*texImage
,
3953 GLenum destFormat
, GLenum destType
,
3956 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3957 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3958 const GLint width
= texImage
->Width
;
3959 const GLint height
= texImage
->Height
;
3960 const GLint depth
= texImage
->Height
;
3961 const GLenum target
= texObj
->Target
;
3964 GLfloat x
, y
, tex
[3];
3966 struct vertex verts
[4];
3967 GLuint fboDrawSave
, fboReadSave
;
3972 assert(target
== GL_TEXTURE_3D
||
3973 target
== GL_TEXTURE_2D_ARRAY
);
3976 if (target
== GL_TEXTURE_CUBE_MAP
) {
3977 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3980 faceTarget
= target
;
3983 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3984 fboDrawSave
= ctx
->DrawBuffer
->Name
;
3985 fboReadSave
= ctx
->ReadBuffer
->Name
;
3986 rbSave
= ctx
->CurrentRenderbuffer
? ctx
->CurrentRenderbuffer
->Name
: 0;
3988 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_PIXEL_STORE
);
3990 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3991 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3993 /* Create/bind FBO/renderbuffer */
3994 if (decompress
->FBO
== 0) {
3995 _mesa_GenFramebuffers(1, &decompress
->FBO
);
3996 _mesa_GenRenderbuffers(1, &decompress
->RBO
);
3997 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3998 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3999 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
4000 GL_COLOR_ATTACHMENT0_EXT
,
4001 GL_RENDERBUFFER_EXT
,
4005 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
4008 /* alloc dest surface */
4009 if (width
> decompress
->Width
|| height
> decompress
->Height
) {
4010 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
4011 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT
, GL_RGBA
,
4013 decompress
->Width
= width
;
4014 decompress
->Height
= height
;
4017 /* setup VBO data */
4018 if (decompress
->ArrayObj
== 0) {
4019 /* create vertex array object */
4020 _mesa_GenVertexArrays(1, &decompress
->ArrayObj
);
4021 _mesa_BindVertexArray(decompress
->ArrayObj
);
4023 /* create vertex array buffer */
4024 _mesa_GenBuffers(1, &decompress
->VBO
);
4025 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
4026 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
4027 NULL
, GL_DYNAMIC_DRAW_ARB
);
4029 /* setup vertex arrays */
4030 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
4031 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
4032 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
4033 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
4036 _mesa_BindVertexArray(decompress
->ArrayObj
);
4037 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
4040 if (!decompress
->Sampler
) {
4041 _mesa_GenSamplers(1, &decompress
->Sampler
);
4042 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
4043 /* nearest filtering */
4044 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
4045 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
4046 /* No sRGB decode or encode.*/
4047 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
4048 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
4049 GL_SKIP_DECODE_EXT
);
4053 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
4056 setup_texture_coords(faceTarget
, slice
, width
, height
, depth
,
4062 /* setup vertex positions */
4068 verts
[2].y
= height
;
4070 verts
[3].y
= height
;
4072 _mesa_MatrixMode(GL_PROJECTION
);
4073 _mesa_LoadIdentity();
4074 _mesa_Ortho(0.0, width
, 0.0, height
, -1.0, 1.0);
4075 _mesa_set_viewport(ctx
, 0, 0, width
, height
);
4077 /* upload new vertex data */
4078 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
4080 /* setup texture state */
4081 _mesa_BindTexture(target
, texObj
->Name
);
4082 _mesa_set_enable(ctx
, target
, GL_TRUE
);
4085 /* save texture object state */
4086 const GLint baseLevelSave
= texObj
->BaseLevel
;
4087 const GLint maxLevelSave
= texObj
->MaxLevel
;
4089 /* restrict sampling to the texture level of interest */
4090 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
4091 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
4092 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
4095 /* render quad w/ texture into renderbuffer */
4096 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
4098 /* Restore texture object state, the texture binding will
4099 * be restored by _mesa_meta_end().
4101 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
4102 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
4103 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
4108 /* read pixels from renderbuffer */
4110 GLenum baseTexFormat
= texImage
->_BaseFormat
;
4111 GLenum destBaseFormat
= _mesa_base_tex_format(ctx
, destFormat
);
4113 /* The pixel transfer state will be set to default values at this point
4114 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
4115 * turned off (as required by glGetTexImage) but we need to handle some
4116 * special cases. In particular, single-channel texture values are
4117 * returned as red and two-channel texture values are returned as
4120 if ((baseTexFormat
== GL_LUMINANCE
||
4121 baseTexFormat
== GL_LUMINANCE_ALPHA
||
4122 baseTexFormat
== GL_INTENSITY
) ||
4123 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
4124 * luminance then we need to return L=tex(R).
4126 ((baseTexFormat
== GL_RGBA
||
4127 baseTexFormat
== GL_RGB
||
4128 baseTexFormat
== GL_RG
) &&
4129 (destBaseFormat
== GL_LUMINANCE
||
4130 destBaseFormat
== GL_LUMINANCE_ALPHA
||
4131 destBaseFormat
== GL_LUMINANCE_INTEGER_EXT
||
4132 destBaseFormat
== GL_LUMINANCE_ALPHA_INTEGER_EXT
))) {
4133 /* Green and blue must be zero */
4134 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
4135 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
4138 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
4141 /* disable texture unit */
4142 _mesa_set_enable(ctx
, target
, GL_FALSE
);
4144 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
4146 _mesa_meta_end(ctx
);
4148 /* restore fbo bindings */
4149 if (fboDrawSave
== fboReadSave
) {
4150 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboDrawSave
);
4153 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT
, fboDrawSave
);
4154 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER_EXT
, fboReadSave
);
4156 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, rbSave
);
4161 * This is just a wrapper around _mesa_get_tex_image() and
4162 * decompress_texture_image(). Meta functions should not be directly called
4166 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
4167 GLenum format
, GLenum type
, GLvoid
*pixels
,
4168 struct gl_texture_image
*texImage
)
4170 /* We can only use the decompress-with-blit method here if the texels are
4171 * unsigned, normalized values. We could handle signed and unnormalized
4172 * with floating point renderbuffers...
4174 if (_mesa_is_format_compressed(texImage
->TexFormat
) &&
4175 _mesa_get_format_datatype(texImage
->TexFormat
)
4176 == GL_UNSIGNED_NORMALIZED
) {
4177 struct gl_texture_object
*texObj
= texImage
->TexObject
;
4179 /* Need to unlock the texture here to prevent deadlock... */
4180 _mesa_unlock_texture(ctx
, texObj
);
4181 for (slice
= 0; slice
< texImage
->Depth
; slice
++) {
4183 if (texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
) {
4184 /* Setup pixel packing. SkipPixels and SkipRows will be applied
4185 * in the decompress_texture_image() function's call to
4186 * glReadPixels but we need to compute the dest slice's address
4187 * here (according to SkipImages and ImageHeight).
4189 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
4190 packing
.SkipPixels
= 0;
4191 packing
.SkipRows
= 0;
4192 dst
= _mesa_image_address3d(&packing
, pixels
, texImage
->Width
,
4193 texImage
->Height
, format
, type
,
4199 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, dst
);
4201 /* ... and relock it */
4202 _mesa_lock_texture(ctx
, texObj
);
4205 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
4211 * Meta implementation of ctx->Driver.DrawTex() in terms
4212 * of polygon rendering.
4215 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
4216 GLfloat width
, GLfloat height
)
4218 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
4220 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
4222 struct vertex verts
[4];
4225 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
4227 MESA_META_TRANSFORM
|
4229 MESA_META_VIEWPORT
));
4231 if (drawtex
->ArrayObj
== 0) {
4232 /* one-time setup */
4233 GLint active_texture
;
4235 /* create vertex array object */
4236 _mesa_GenVertexArrays(1, &drawtex
->ArrayObj
);
4237 _mesa_BindVertexArray(drawtex
->ArrayObj
);
4239 /* create vertex array buffer */
4240 _mesa_GenBuffers(1, &drawtex
->VBO
);
4241 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4242 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
4243 NULL
, GL_DYNAMIC_DRAW_ARB
);
4245 /* client active texture is not part of the array object */
4246 active_texture
= ctx
->Array
.ActiveTexture
;
4248 /* setup vertex arrays */
4249 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
4250 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
4251 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4252 _mesa_ClientActiveTexture(GL_TEXTURE0
+ i
);
4253 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
4254 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
4257 /* restore client active texture */
4258 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
4261 _mesa_BindVertexArray(drawtex
->ArrayObj
);
4262 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4265 /* vertex positions, texcoords */
4267 const GLfloat x1
= x
+ width
;
4268 const GLfloat y1
= y
+ height
;
4270 z
= CLAMP(z
, 0.0f
, 1.0f
);
4289 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4290 const struct gl_texture_object
*texObj
;
4291 const struct gl_texture_image
*texImage
;
4292 GLfloat s
, t
, s1
, t1
;
4295 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
) {
4297 for (j
= 0; j
< 4; j
++) {
4298 verts
[j
].st
[i
][0] = 0.0f
;
4299 verts
[j
].st
[i
][1] = 0.0f
;
4304 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
4305 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
4306 tw
= texImage
->Width2
;
4307 th
= texImage
->Height2
;
4309 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
4310 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
4311 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
4312 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
4314 verts
[0].st
[i
][0] = s
;
4315 verts
[0].st
[i
][1] = t
;
4317 verts
[1].st
[i
][0] = s1
;
4318 verts
[1].st
[i
][1] = t
;
4320 verts
[2].st
[i
][0] = s1
;
4321 verts
[2].st
[i
][1] = t1
;
4323 verts
[3].st
[i
][0] = s
;
4324 verts
[3].st
[i
][1] = t1
;
4327 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
4330 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
4332 _mesa_meta_end(ctx
);