2 * Mesa 3-D graphics library
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 GLint 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()
245 GLuint IntegerShaderProg
;
246 GLint IntegerColorLocation
;
251 * State for glCopyPixels()
261 * State for glDrawPixels()
267 GLuint StencilFP
; /**< Fragment program for drawing stencil images */
268 GLuint DepthFP
; /**< Fragment program for drawing depth images */
273 * State for glBitmap()
279 struct temp_texture Tex
; /**< separate texture from other meta ops */
283 * State for GLSL texture sampler which is used to generate fragment
284 * shader in _mesa_meta_generate_mipmap().
286 struct glsl_sampler
{
289 const char *texcoords
;
294 * State for _mesa_meta_generate_mipmap()
296 struct gen_mipmap_state
303 struct glsl_sampler sampler_1d
;
304 struct glsl_sampler sampler_2d
;
305 struct glsl_sampler sampler_3d
;
306 struct glsl_sampler sampler_cubemap
;
307 struct glsl_sampler sampler_1d_array
;
308 struct glsl_sampler sampler_2d_array
;
312 * State for texture decompression
314 struct decompress_state
317 GLuint VBO
, FBO
, RBO
, Sampler
;
322 * State for glDrawTex()
330 #define MAX_META_OPS_DEPTH 8
332 * All per-context meta state.
336 /** Stack of state saved during meta-ops */
337 struct save_state Save
[MAX_META_OPS_DEPTH
];
338 /** Save stack depth */
339 GLuint SaveStackDepth
;
341 struct temp_texture TempTex
;
343 struct blit_state Blit
; /**< For _mesa_meta_BlitFramebuffer() */
344 struct clear_state Clear
; /**< For _mesa_meta_Clear() */
345 struct copypix_state CopyPix
; /**< For _mesa_meta_CopyPixels() */
346 struct drawpix_state DrawPix
; /**< For _mesa_meta_DrawPixels() */
347 struct bitmap_state Bitmap
; /**< For _mesa_meta_Bitmap() */
348 struct gen_mipmap_state Mipmap
; /**< For _mesa_meta_GenerateMipmap() */
349 struct decompress_state Decompress
; /**< For texture decompression */
350 struct drawtex_state DrawTex
; /**< For _mesa_meta_DrawTex() */
353 static void meta_glsl_blit_cleanup(struct gl_context
*ctx
, struct blit_state
*blit
);
354 static void cleanup_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
);
355 static void meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
);
356 static void meta_glsl_generate_mipmap_cleanup(struct gl_context
*ctx
,
357 struct gen_mipmap_state
*mipmap
);
360 compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
, const GLcharARB
*source
)
366 shader
= _mesa_CreateShaderObjectARB(target
);
367 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
368 _mesa_CompileShader(shader
);
370 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
374 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
376 _mesa_DeleteObjectARB(shader
);
382 _mesa_DeleteObjectARB(shader
);
386 _mesa_GetProgramInfoLog(shader
, size
, NULL
, info
);
388 "meta program compile failed:\n%s\n"
393 _mesa_DeleteObjectARB(shader
);
399 link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
404 _mesa_LinkProgram(program
);
406 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
410 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
418 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
419 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
427 * Initialize meta-ops for a context.
428 * To be called once during context creation.
431 _mesa_meta_init(struct gl_context
*ctx
)
435 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
440 * Free context meta-op state.
441 * To be called once during context destruction.
444 _mesa_meta_free(struct gl_context
*ctx
)
446 GET_CURRENT_CONTEXT(old_context
);
447 _mesa_make_current(ctx
, NULL
, NULL
);
448 meta_glsl_blit_cleanup(ctx
, &ctx
->Meta
->Blit
);
449 meta_glsl_clear_cleanup(ctx
, &ctx
->Meta
->Clear
);
450 meta_glsl_generate_mipmap_cleanup(ctx
, &ctx
->Meta
->Mipmap
);
451 cleanup_temp_texture(ctx
, &ctx
->Meta
->TempTex
);
453 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
455 _mesa_make_current(NULL
, NULL
, NULL
);
462 * Enter meta state. This is like a light-weight version of glPushAttrib
463 * but it also resets most GL state back to default values.
465 * \param state bitmask of MESA_META_* flags indicating which attribute groups
466 * to save and reset to their defaults
469 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
471 struct save_state
*save
;
473 /* hope MAX_META_OPS_DEPTH is large enough */
474 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
476 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
477 memset(save
, 0, sizeof(*save
));
478 save
->SavedState
= state
;
480 /* Pausing transform feedback needs to be done early, or else we won't be
481 * able to change other state.
483 save
->TransformFeedbackNeedsResume
=
484 _mesa_is_xfb_active_and_unpaused(ctx
);
485 if (save
->TransformFeedbackNeedsResume
)
486 _mesa_PauseTransformFeedback();
488 /* After saving the current occlusion object, call EndQuery so that no
489 * occlusion querying will be active during the meta-operation.
491 if (state
& MESA_META_OCCLUSION_QUERY
) {
492 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
493 if (save
->CurrentOcclusionObject
)
494 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
497 if (state
& MESA_META_ALPHA_TEST
) {
498 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
499 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
500 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
501 if (ctx
->Color
.AlphaEnabled
)
502 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
505 if (state
& MESA_META_BLEND
) {
506 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
507 if (ctx
->Color
.BlendEnabled
) {
508 if (ctx
->Extensions
.EXT_draw_buffers2
) {
510 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
511 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
515 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
518 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
519 if (ctx
->Color
.ColorLogicOpEnabled
)
520 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
523 if (state
& MESA_META_COLOR_MASK
) {
524 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
525 sizeof(ctx
->Color
.ColorMask
));
526 if (!ctx
->Color
.ColorMask
[0][0] ||
527 !ctx
->Color
.ColorMask
[0][1] ||
528 !ctx
->Color
.ColorMask
[0][2] ||
529 !ctx
->Color
.ColorMask
[0][3])
530 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
533 if (state
& MESA_META_DEPTH_TEST
) {
534 save
->Depth
= ctx
->Depth
; /* struct copy */
536 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
539 if ((state
& MESA_META_FOG
)
540 && ctx
->API
!= API_OPENGL_CORE
541 && ctx
->API
!= API_OPENGLES2
) {
542 save
->Fog
= ctx
->Fog
.Enabled
;
543 if (ctx
->Fog
.Enabled
)
544 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
547 if (state
& MESA_META_PIXEL_STORE
) {
548 save
->Pack
= ctx
->Pack
;
549 save
->Unpack
= ctx
->Unpack
;
550 ctx
->Pack
= ctx
->DefaultPacking
;
551 ctx
->Unpack
= ctx
->DefaultPacking
;
554 if (state
& MESA_META_PIXEL_TRANSFER
) {
555 save
->RedScale
= ctx
->Pixel
.RedScale
;
556 save
->RedBias
= ctx
->Pixel
.RedBias
;
557 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
558 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
559 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
560 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
561 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
562 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
563 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
564 ctx
->Pixel
.RedScale
= 1.0F
;
565 ctx
->Pixel
.RedBias
= 0.0F
;
566 ctx
->Pixel
.GreenScale
= 1.0F
;
567 ctx
->Pixel
.GreenBias
= 0.0F
;
568 ctx
->Pixel
.BlueScale
= 1.0F
;
569 ctx
->Pixel
.BlueBias
= 0.0F
;
570 ctx
->Pixel
.AlphaScale
= 1.0F
;
571 ctx
->Pixel
.AlphaBias
= 0.0F
;
572 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
574 ctx
->NewState
|=_NEW_PIXEL
;
577 if (state
& MESA_META_RASTERIZATION
) {
578 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
579 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
580 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
581 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
582 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
583 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
584 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
585 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
586 if (ctx
->API
== API_OPENGL_COMPAT
) {
587 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
588 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
590 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
593 if (state
& MESA_META_SCISSOR
) {
594 save
->Scissor
= ctx
->Scissor
; /* struct copy */
595 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
598 if (state
& MESA_META_SHADER
) {
599 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
600 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
601 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
602 ctx
->VertexProgram
.Current
);
603 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
606 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
607 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
608 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
609 ctx
->FragmentProgram
.Current
);
610 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
613 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
614 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
615 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
618 if (ctx
->Extensions
.ARB_shader_objects
) {
619 _mesa_reference_shader_program(ctx
, &save
->VertexShader
,
620 ctx
->Shader
.CurrentVertexProgram
);
621 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
,
622 ctx
->Shader
.CurrentGeometryProgram
);
623 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
,
624 ctx
->Shader
.CurrentFragmentProgram
);
625 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
626 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 (ctx
->Extensions
.OES_EGL_image_external
)
658 _mesa_set_enable(ctx
, GL_TEXTURE_EXTERNAL_OES
, GL_FALSE
);
660 if (ctx
->API
== API_OPENGL_COMPAT
) {
661 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
662 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
663 if (ctx
->Extensions
.NV_texture_rectangle
)
664 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
665 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
666 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
667 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
668 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
670 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_STR_OES
, GL_FALSE
);
676 /* save current texture objects for unit[0] only */
677 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
678 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
679 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
682 /* set defaults for unit[0] */
683 _mesa_ActiveTexture(GL_TEXTURE0
);
684 _mesa_ClientActiveTexture(GL_TEXTURE0
);
685 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
686 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
690 if (state
& MESA_META_TRANSFORM
) {
691 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
692 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
693 16 * sizeof(GLfloat
));
694 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
695 16 * sizeof(GLfloat
));
696 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
697 16 * sizeof(GLfloat
));
698 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
699 /* set 1:1 vertex:pixel coordinate transform */
700 _mesa_ActiveTexture(GL_TEXTURE0
);
701 _mesa_MatrixMode(GL_TEXTURE
);
702 _mesa_LoadIdentity();
703 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
704 _mesa_MatrixMode(GL_MODELVIEW
);
705 _mesa_LoadIdentity();
706 _mesa_MatrixMode(GL_PROJECTION
);
707 _mesa_LoadIdentity();
708 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
709 0.0, ctx
->DrawBuffer
->Height
,
713 if (state
& MESA_META_CLIP
) {
714 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
715 if (ctx
->Transform
.ClipPlanesEnabled
) {
717 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
718 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
723 if (state
& MESA_META_VERTEX
) {
724 /* save vertex array object state */
725 _mesa_reference_array_object(ctx
, &save
->ArrayObj
,
726 ctx
->Array
.ArrayObj
);
727 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
728 ctx
->Array
.ArrayBufferObj
);
729 /* set some default state? */
732 if (state
& MESA_META_VIEWPORT
) {
733 /* save viewport state */
734 save
->ViewportX
= ctx
->Viewport
.X
;
735 save
->ViewportY
= ctx
->Viewport
.Y
;
736 save
->ViewportW
= ctx
->Viewport
.Width
;
737 save
->ViewportH
= ctx
->Viewport
.Height
;
738 /* set viewport to match window size */
739 if (ctx
->Viewport
.X
!= 0 ||
740 ctx
->Viewport
.Y
!= 0 ||
741 ctx
->Viewport
.Width
!= ctx
->DrawBuffer
->Width
||
742 ctx
->Viewport
.Height
!= ctx
->DrawBuffer
->Height
) {
743 _mesa_set_viewport(ctx
, 0, 0,
744 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
746 /* save depth range state */
747 save
->DepthNear
= ctx
->Viewport
.Near
;
748 save
->DepthFar
= ctx
->Viewport
.Far
;
749 /* set depth range to default */
750 _mesa_DepthRange(0.0, 1.0);
753 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
754 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
756 /* Generally in here we want to do clamping according to whether
757 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
758 * regardless of the internal implementation of the metaops.
760 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
)
761 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
764 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
765 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
767 /* Generally in here we never want vertex color clamping --
768 * result clamping is only dependent on fragment clamping.
770 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
773 if (state
& MESA_META_CONDITIONAL_RENDER
) {
774 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
775 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
777 if (ctx
->Query
.CondRenderQuery
)
778 _mesa_EndConditionalRender();
781 if (state
& MESA_META_SELECT_FEEDBACK
) {
782 save
->RenderMode
= ctx
->RenderMode
;
783 if (ctx
->RenderMode
== GL_SELECT
) {
784 save
->Select
= ctx
->Select
; /* struct copy */
785 _mesa_RenderMode(GL_RENDER
);
786 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
787 save
->Feedback
= ctx
->Feedback
; /* struct copy */
788 _mesa_RenderMode(GL_RENDER
);
792 if (state
& MESA_META_MULTISAMPLE
) {
793 save
->MultisampleEnabled
= ctx
->Multisample
.Enabled
;
794 if (ctx
->Multisample
.Enabled
)
795 _mesa_set_multisample(ctx
, GL_FALSE
);
798 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
799 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
800 if (ctx
->Color
.sRGBEnabled
)
801 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
806 save
->Lighting
= ctx
->Light
.Enabled
;
807 if (ctx
->Light
.Enabled
)
808 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
809 save
->RasterDiscard
= ctx
->RasterDiscard
;
810 if (ctx
->RasterDiscard
)
811 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
817 * Leave meta state. This is like a light-weight version of glPopAttrib().
820 _mesa_meta_end(struct gl_context
*ctx
)
822 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
823 const GLbitfield state
= save
->SavedState
;
825 /* After starting a new occlusion query, initialize the results to the
826 * values saved previously. The driver will then continue to increment
829 if (state
& MESA_META_OCCLUSION_QUERY
) {
830 if (save
->CurrentOcclusionObject
) {
831 _mesa_BeginQuery(save
->CurrentOcclusionObject
->Target
,
832 save
->CurrentOcclusionObject
->Id
);
833 ctx
->Query
.CurrentOcclusionObject
->Result
= save
->CurrentOcclusionObject
->Result
;
837 if (state
& MESA_META_ALPHA_TEST
) {
838 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
839 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
840 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
843 if (state
& MESA_META_BLEND
) {
844 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
845 if (ctx
->Extensions
.EXT_draw_buffers2
) {
847 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
848 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
852 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
855 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
856 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
859 if (state
& MESA_META_COLOR_MASK
) {
861 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
862 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
864 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
865 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
869 save
->ColorMask
[i
][0],
870 save
->ColorMask
[i
][1],
871 save
->ColorMask
[i
][2],
872 save
->ColorMask
[i
][3]);
878 if (state
& MESA_META_DEPTH_TEST
) {
879 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
880 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
881 _mesa_DepthFunc(save
->Depth
.Func
);
882 _mesa_DepthMask(save
->Depth
.Mask
);
885 if ((state
& MESA_META_FOG
)
886 && ctx
->API
!= API_OPENGL_CORE
887 && ctx
->API
!= API_OPENGLES2
) {
888 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
891 if (state
& MESA_META_PIXEL_STORE
) {
892 ctx
->Pack
= save
->Pack
;
893 ctx
->Unpack
= save
->Unpack
;
896 if (state
& MESA_META_PIXEL_TRANSFER
) {
897 ctx
->Pixel
.RedScale
= save
->RedScale
;
898 ctx
->Pixel
.RedBias
= save
->RedBias
;
899 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
900 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
901 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
902 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
903 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
904 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
905 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
907 ctx
->NewState
|=_NEW_PIXEL
;
910 if (state
& MESA_META_RASTERIZATION
) {
911 /* Core context requires that front and back mode be the same.
913 if (ctx
->API
== API_OPENGL_CORE
) {
914 _mesa_PolygonMode(GL_FRONT_AND_BACK
, save
->FrontPolygonMode
);
916 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
917 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
919 if (ctx
->API
== API_OPENGL_COMPAT
) {
920 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
921 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
923 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
924 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
927 if (state
& MESA_META_SCISSOR
) {
928 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, save
->Scissor
.Enabled
);
929 _mesa_Scissor(save
->Scissor
.X
, save
->Scissor
.Y
,
930 save
->Scissor
.Width
, save
->Scissor
.Height
);
933 if (state
& MESA_META_SHADER
) {
934 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
935 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
936 save
->VertexProgramEnabled
);
937 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
938 save
->VertexProgram
);
939 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
942 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
943 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
944 save
->FragmentProgramEnabled
);
945 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
946 save
->FragmentProgram
);
947 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
950 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
951 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
952 save
->ATIFragmentShaderEnabled
);
955 if (ctx
->Extensions
.ARB_vertex_shader
)
956 _mesa_use_shader_program(ctx
, GL_VERTEX_SHADER
, save
->VertexShader
);
958 if (ctx
->Extensions
.ARB_geometry_shader4
)
959 _mesa_use_shader_program(ctx
, GL_GEOMETRY_SHADER_ARB
,
960 save
->GeometryShader
);
962 if (ctx
->Extensions
.ARB_fragment_shader
)
963 _mesa_use_shader_program(ctx
, GL_FRAGMENT_SHADER
,
964 save
->FragmentShader
);
966 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
969 _mesa_reference_shader_program(ctx
, &save
->VertexShader
, NULL
);
970 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
, NULL
);
971 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
, NULL
);
972 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
975 if (state
& MESA_META_STENCIL_TEST
) {
976 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
978 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
979 _mesa_ClearStencil(stencil
->Clear
);
980 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.EXT_stencil_two_side
) {
981 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
982 stencil
->TestTwoSide
);
983 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
984 ? GL_BACK
: GL_FRONT
);
987 _mesa_StencilFuncSeparate(GL_FRONT
,
988 stencil
->Function
[0],
990 stencil
->ValueMask
[0]);
991 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
992 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
993 stencil
->ZFailFunc
[0],
994 stencil
->ZPassFunc
[0]);
996 _mesa_StencilFuncSeparate(GL_BACK
,
997 stencil
->Function
[1],
999 stencil
->ValueMask
[1]);
1000 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1001 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1002 stencil
->ZFailFunc
[1],
1003 stencil
->ZPassFunc
[1]);
1006 if (state
& MESA_META_TEXTURE
) {
1009 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
1011 /* restore texenv for unit[0] */
1012 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1013 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1016 /* restore texture objects for unit[0] only */
1017 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1018 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1019 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1020 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1021 save
->CurrentTexture
[tgt
]);
1023 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1026 /* Restore fixed function texture enables, texgen */
1027 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1028 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1029 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1030 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1031 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1034 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1035 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1036 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1041 /* restore current unit state */
1042 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1043 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
1046 if (state
& MESA_META_TRANSFORM
) {
1047 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1048 _mesa_ActiveTexture(GL_TEXTURE0
);
1049 _mesa_MatrixMode(GL_TEXTURE
);
1050 _mesa_LoadMatrixf(save
->TextureMatrix
);
1051 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1053 _mesa_MatrixMode(GL_MODELVIEW
);
1054 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1056 _mesa_MatrixMode(GL_PROJECTION
);
1057 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1059 _mesa_MatrixMode(save
->MatrixMode
);
1062 if (state
& MESA_META_CLIP
) {
1063 if (save
->ClipPlanesEnabled
) {
1065 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1066 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1067 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1073 if (state
& MESA_META_VERTEX
) {
1074 /* restore vertex buffer object */
1075 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1076 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1078 /* restore vertex array object */
1079 _mesa_BindVertexArray(save
->ArrayObj
->Name
);
1080 _mesa_reference_array_object(ctx
, &save
->ArrayObj
, NULL
);
1083 if (state
& MESA_META_VIEWPORT
) {
1084 if (save
->ViewportX
!= ctx
->Viewport
.X
||
1085 save
->ViewportY
!= ctx
->Viewport
.Y
||
1086 save
->ViewportW
!= ctx
->Viewport
.Width
||
1087 save
->ViewportH
!= ctx
->Viewport
.Height
) {
1088 _mesa_set_viewport(ctx
, save
->ViewportX
, save
->ViewportY
,
1089 save
->ViewportW
, save
->ViewportH
);
1091 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1094 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
1095 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1098 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
1099 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1102 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1103 if (save
->CondRenderQuery
)
1104 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1105 save
->CondRenderMode
);
1108 if (state
& MESA_META_SELECT_FEEDBACK
) {
1109 if (save
->RenderMode
== GL_SELECT
) {
1110 _mesa_RenderMode(GL_SELECT
);
1111 ctx
->Select
= save
->Select
;
1112 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1113 _mesa_RenderMode(GL_FEEDBACK
);
1114 ctx
->Feedback
= save
->Feedback
;
1118 if (state
& MESA_META_MULTISAMPLE
) {
1119 if (ctx
->Multisample
.Enabled
!= save
->MultisampleEnabled
)
1120 _mesa_set_multisample(ctx
, save
->MultisampleEnabled
);
1123 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1124 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1125 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1129 if (save
->Lighting
) {
1130 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1132 if (save
->RasterDiscard
) {
1133 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1135 if (save
->TransformFeedbackNeedsResume
)
1136 _mesa_ResumeTransformFeedback();
1138 ctx
->Meta
->SaveStackDepth
--;
1143 * Determine whether Mesa is currently in a meta state.
1146 _mesa_meta_in_progress(struct gl_context
*ctx
)
1148 return ctx
->Meta
->SaveStackDepth
!= 0;
1153 * Convert Z from a normalized value in the range [0, 1] to an object-space
1154 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1155 * default/identity ortho projection results in the original Z value.
1156 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1157 * value comes from the clear value or raster position.
1159 static INLINE GLfloat
1160 invert_z(GLfloat normZ
)
1162 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1168 * One-time init for a temp_texture object.
1169 * Choose tex target, compute max tex size, etc.
1172 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1174 /* prefer texture rectangle */
1175 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1176 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1177 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1178 tex
->NPOT
= GL_TRUE
;
1181 /* use 2D texture, NPOT if possible */
1182 tex
->Target
= GL_TEXTURE_2D
;
1183 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1184 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1186 tex
->MinSize
= 16; /* 16 x 16 at least */
1187 assert(tex
->MaxSize
> 0);
1189 _mesa_GenTextures(1, &tex
->TexObj
);
1193 cleanup_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1197 _mesa_DeleteTextures(1, &tex
->TexObj
);
1203 * Return pointer to temp_texture info for non-bitmap ops.
1204 * This does some one-time init if needed.
1206 static struct temp_texture
*
1207 get_temp_texture(struct gl_context
*ctx
)
1209 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1212 init_temp_texture(ctx
, tex
);
1220 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1221 * We use a separate texture for bitmaps to reduce texture
1222 * allocation/deallocation.
1224 static struct temp_texture
*
1225 get_bitmap_temp_texture(struct gl_context
*ctx
)
1227 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1230 init_temp_texture(ctx
, tex
);
1237 * Return pointer to depth temp_texture.
1238 * This does some one-time init if needed.
1240 static struct temp_texture
*
1241 get_temp_depth_texture(struct gl_context
*ctx
)
1243 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1246 init_temp_texture(ctx
, tex
);
1253 * Compute the width/height of texture needed to draw an image of the
1254 * given size. Return a flag indicating whether the current texture
1255 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1256 * allocated (glTexImage2D).
1257 * Also, compute s/t texcoords for drawing.
1259 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1262 alloc_texture(struct temp_texture
*tex
,
1263 GLsizei width
, GLsizei height
, GLenum intFormat
)
1265 GLboolean newTex
= GL_FALSE
;
1267 ASSERT(width
<= tex
->MaxSize
);
1268 ASSERT(height
<= tex
->MaxSize
);
1270 if (width
> tex
->Width
||
1271 height
> tex
->Height
||
1272 intFormat
!= tex
->IntFormat
) {
1273 /* alloc new texture (larger or different format) */
1276 /* use non-power of two size */
1277 tex
->Width
= MAX2(tex
->MinSize
, width
);
1278 tex
->Height
= MAX2(tex
->MinSize
, height
);
1281 /* find power of two size */
1283 w
= h
= tex
->MinSize
;
1292 tex
->IntFormat
= intFormat
;
1297 /* compute texcoords */
1298 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1299 tex
->Sright
= (GLfloat
) width
;
1300 tex
->Ttop
= (GLfloat
) height
;
1303 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1304 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1312 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1315 setup_copypix_texture(struct gl_context
*ctx
,
1316 struct temp_texture
*tex
,
1318 GLint srcX
, GLint srcY
,
1319 GLsizei width
, GLsizei height
, GLenum intFormat
,
1322 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1323 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1324 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1325 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1326 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1328 /* copy framebuffer image to texture */
1330 /* create new tex image */
1331 if (tex
->Width
== width
&& tex
->Height
== height
) {
1332 /* create new tex with framebuffer data */
1333 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1334 srcX
, srcY
, width
, height
, 0);
1337 /* create empty texture */
1338 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1339 tex
->Width
, tex
->Height
, 0,
1340 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1342 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1343 0, 0, srcX
, srcY
, width
, height
);
1347 /* replace existing tex image */
1348 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1349 0, 0, srcX
, srcY
, width
, height
);
1355 * Setup/load texture for glDrawPixels.
1358 setup_drawpix_texture(struct gl_context
*ctx
,
1359 struct temp_texture
*tex
,
1361 GLenum texIntFormat
,
1362 GLsizei width
, GLsizei height
,
1363 GLenum format
, GLenum type
,
1364 const GLvoid
*pixels
)
1366 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1367 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1368 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1369 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1370 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1372 /* copy pixel data to texture */
1374 /* create new tex image */
1375 if (tex
->Width
== width
&& tex
->Height
== height
) {
1376 /* create new tex and load image data */
1377 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1378 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1381 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1383 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1384 ctx
->Unpack
.BufferObj
);
1385 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1386 /* create empty texture */
1387 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1388 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1389 if (save_unpack_obj
!= NULL
)
1390 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1391 save_unpack_obj
->Name
);
1393 _mesa_TexSubImage2D(tex
->Target
, 0,
1394 0, 0, width
, height
, format
, type
, pixels
);
1398 /* replace existing tex image */
1399 _mesa_TexSubImage2D(tex
->Target
, 0,
1400 0, 0, width
, height
, format
, type
, pixels
);
1407 * One-time init for drawing depth pixels.
1410 init_blit_depth_pixels(struct gl_context
*ctx
)
1412 static const char *program
=
1414 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1417 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1418 struct temp_texture
*tex
= get_temp_texture(ctx
);
1419 const char *texTarget
;
1421 assert(blit
->DepthFP
== 0);
1423 /* replace %s with "RECT" or "2D" */
1424 assert(strlen(program
) + 4 < sizeof(program2
));
1425 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
1429 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
1431 _mesa_GenProgramsARB(1, &blit
->DepthFP
);
1432 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1433 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1434 strlen(program2
), (const GLubyte
*) program2
);
1438 setup_ff_blit_framebuffer(struct gl_context
*ctx
,
1439 struct blit_state
*blit
)
1444 struct vertex verts
[4];
1446 if (blit
->ArrayObj
== 0) {
1447 /* one-time setup */
1449 /* create vertex array object */
1450 _mesa_GenVertexArrays(1, &blit
->ArrayObj
);
1451 _mesa_BindVertexArray(blit
->ArrayObj
);
1453 /* create vertex array buffer */
1454 _mesa_GenBuffers(1, &blit
->VBO
);
1455 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1456 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1457 NULL
, GL_DYNAMIC_DRAW_ARB
);
1459 /* setup vertex arrays */
1460 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1461 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
1462 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1463 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
1466 /* setup projection matrix */
1467 _mesa_MatrixMode(GL_PROJECTION
);
1468 _mesa_LoadIdentity();
1469 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
1474 setup_glsl_blit_framebuffer(struct gl_context
*ctx
,
1475 struct blit_state
*blit
,
1481 struct vertex verts
[4];
1482 const char *vs_source
;
1487 GLboolean texture_2d
= (target
== GL_TEXTURE_2D
);
1489 /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
1490 assert(_mesa_is_desktop_gl(ctx
) || texture_2d
);
1492 /* Check if already initialized */
1493 if (blit
->ArrayObj
== 0) {
1495 /* create vertex array object */
1496 _mesa_GenVertexArrays(1, &blit
->ArrayObj
);
1497 _mesa_BindVertexArray(blit
->ArrayObj
);
1499 /* create vertex array buffer */
1500 _mesa_GenBuffers(1, &blit
->VBO
);
1501 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1502 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1503 NULL
, GL_DYNAMIC_DRAW_ARB
);
1505 /* setup vertex arrays */
1506 _mesa_VertexAttribPointer(0, 2, GL_FLOAT
, GL_FALSE
,
1507 sizeof(struct vertex
), OFFSET(x
));
1508 _mesa_VertexAttribPointer(1, 2, GL_FLOAT
, GL_FALSE
,
1509 sizeof(struct vertex
), OFFSET(s
));
1512 /* Generate a relevant fragment shader program for the texture target */
1513 if ((target
== GL_TEXTURE_2D
&& blit
->ShaderProg
!= 0) ||
1514 (target
== GL_TEXTURE_RECTANGLE
&& blit
->RectShaderProg
!= 0)) {
1518 mem_ctx
= ralloc_context(NULL
);
1520 if (ctx
->Const
.GLSLVersion
< 130) {
1522 "attribute vec2 position;\n"
1523 "attribute vec2 textureCoords;\n"
1524 "varying vec2 texCoords;\n"
1527 " texCoords = textureCoords;\n"
1528 " gl_Position = vec4(position, 0.0, 1.0);\n"
1531 fs_source
= ralloc_asprintf(mem_ctx
,
1532 "uniform %s texSampler;\n"
1533 "varying vec2 texCoords;\n"
1536 " gl_FragColor = %s(texSampler, texCoords);\n"
1537 " gl_FragDepth = gl_FragColor.r;\n"
1539 texture_2d
? "sampler2D" : "sampler2DRect",
1540 texture_2d
? "texture2D" : "texture2DRect");
1543 vs_source
= ralloc_asprintf(mem_ctx
,
1545 "in vec2 position;\n"
1546 "in vec2 textureCoords;\n"
1547 "out vec2 texCoords;\n"
1550 " texCoords = textureCoords;\n"
1551 " gl_Position = vec4(position, 0.0, 1.0);\n"
1553 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
1554 fs_source
= ralloc_asprintf(mem_ctx
,
1556 "uniform %s texSampler;\n"
1557 "in vec2 texCoords;\n"
1558 "out vec4 out_color;\n"
1562 " out_color = %s(texSampler, texCoords);\n"
1563 " gl_FragDepth = out_color.r;\n"
1565 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
1566 texture_2d
? "sampler2D" : "sampler2DRect",
1567 texture_2d
? "texture" : "texture2DRect");
1570 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
1571 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
1573 ShaderProg
= _mesa_CreateProgramObjectARB();
1574 _mesa_AttachShader(ShaderProg
, fs
);
1575 _mesa_DeleteObjectARB(fs
);
1576 _mesa_AttachShader(ShaderProg
, vs
);
1577 _mesa_DeleteObjectARB(vs
);
1578 _mesa_BindAttribLocation(ShaderProg
, 0, "position");
1579 _mesa_BindAttribLocation(ShaderProg
, 1, "texcoords");
1580 _mesa_EnableVertexAttribArray(0);
1581 _mesa_EnableVertexAttribArray(1);
1582 link_program_with_debug(ctx
, ShaderProg
);
1583 ralloc_free(mem_ctx
);
1585 blit
->ShaderProg
= ShaderProg
;
1587 blit
->RectShaderProg
= ShaderProg
;
1591 * Try to do a glBlitFramebuffer using no-copy texturing.
1592 * We can do this when the src renderbuffer is actually a texture.
1593 * But if the src buffer == dst buffer we cannot do this.
1595 * \return new buffer mask indicating the buffers left to blit using the
1599 blitframebuffer_texture(struct gl_context
*ctx
,
1600 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1601 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1602 GLbitfield mask
, GLenum filter
, GLint flipX
,
1603 GLint flipY
, GLboolean glsl_version
)
1605 if (mask
& GL_COLOR_BUFFER_BIT
) {
1606 const struct gl_framebuffer
*drawFb
= ctx
->DrawBuffer
;
1607 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1608 const struct gl_renderbuffer_attachment
*drawAtt
;
1609 const struct gl_renderbuffer_attachment
*readAtt
=
1610 &readFb
->Attachment
[readFb
->_ColorReadBufferIndex
];
1612 if (readAtt
&& readAtt
->Texture
) {
1613 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1614 const GLint dstX
= MIN2(dstX0
, dstX1
);
1615 const GLint dstY
= MIN2(dstY0
, dstY1
);
1616 const GLint dstW
= abs(dstX1
- dstX0
);
1617 const GLint dstH
= abs(dstY1
- dstY0
);
1618 const struct gl_texture_object
*texObj
= readAtt
->Texture
;
1619 const GLuint srcLevel
= readAtt
->TextureLevel
;
1620 const GLint baseLevelSave
= texObj
->BaseLevel
;
1621 const GLint maxLevelSave
= texObj
->MaxLevel
;
1622 const GLenum target
= texObj
->Target
;
1623 GLuint sampler
, samplerSave
=
1624 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
1625 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
1628 /* Iterate through all draw buffers */
1629 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
1630 int idx
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
1633 drawAtt
= &drawFb
->Attachment
[idx
];
1635 if (drawAtt
->Texture
== readAtt
->Texture
) {
1636 /* Can't use same texture as both the source and dest. We need
1637 * to handle overlapping blits and besides, some hw may not
1644 if (target
!= GL_TEXTURE_2D
&& target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1645 /* Can't handle other texture types at this time */
1649 /* Choose between glsl version and fixed function version of
1650 * BlitFramebuffer function.
1653 setup_glsl_blit_framebuffer(ctx
, blit
, target
);
1654 if (target
== GL_TEXTURE_2D
)
1655 _mesa_UseProgram(blit
->ShaderProg
);
1657 _mesa_UseProgram(blit
->RectShaderProg
);
1660 setup_ff_blit_framebuffer(ctx
, &ctx
->Meta
->Blit
);
1663 _mesa_BindVertexArray(blit
->ArrayObj
);
1664 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1666 _mesa_GenSamplers(1, &sampler
);
1667 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, sampler
);
1670 printf("Blit from texture!\n");
1671 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1672 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1675 /* Prepare src texture state */
1676 _mesa_BindTexture(target
, texObj
->Name
);
1677 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MIN_FILTER
, filter
);
1678 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MAG_FILTER
, filter
);
1679 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1680 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, srcLevel
);
1681 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
1683 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1684 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1686 /* Always do our blits with no sRGB decode or encode. Note that
1687 * GL_FRAMEBUFFER_SRGB has already been disabled by
1688 * _mesa_meta_begin().
1690 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1691 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
1692 GL_SKIP_DECODE_EXT
);
1695 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1696 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1697 _mesa_set_enable(ctx
, target
, GL_TRUE
);
1700 /* Prepare vertex data (the VBO was previously created and bound) */
1705 struct vertex verts
[4];
1706 GLfloat s0
, t0
, s1
, t1
;
1708 if (target
== GL_TEXTURE_2D
) {
1709 const struct gl_texture_image
*texImage
1710 = _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
1711 s0
= srcX0
/ (float) texImage
->Width
;
1712 s1
= srcX1
/ (float) texImage
->Width
;
1713 t0
= srcY0
/ (float) texImage
->Height
;
1714 t1
= srcY1
/ (float) texImage
->Height
;
1717 assert(target
== GL_TEXTURE_RECTANGLE_ARB
);
1724 /* setup vertex positions */
1725 verts
[0].x
= -1.0F
* flipX
;
1726 verts
[0].y
= -1.0F
* flipY
;
1727 verts
[1].x
= 1.0F
* flipX
;
1728 verts
[1].y
= -1.0F
* flipY
;
1729 verts
[2].x
= 1.0F
* flipX
;
1730 verts
[2].y
= 1.0F
* flipY
;
1731 verts
[3].x
= -1.0F
* flipX
;
1732 verts
[3].y
= 1.0F
* flipY
;
1743 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1746 /* setup viewport */
1747 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1748 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1749 _mesa_DepthMask(GL_FALSE
);
1750 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1752 /* Restore texture object state, the texture binding will
1753 * be restored by _mesa_meta_end().
1755 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1756 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
1757 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
1760 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
1761 _mesa_DeleteSamplers(1, &sampler
);
1763 /* Done with color buffer */
1764 mask
&= ~GL_COLOR_BUFFER_BIT
;
1773 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1774 * of texture mapping and polygon rendering.
1777 _mesa_meta_BlitFramebuffer(struct gl_context
*ctx
,
1778 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1779 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1780 GLbitfield mask
, GLenum filter
)
1782 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1783 struct temp_texture
*tex
= get_temp_texture(ctx
);
1784 struct temp_texture
*depthTex
= get_temp_depth_texture(ctx
);
1785 const GLsizei maxTexSize
= tex
->MaxSize
;
1786 const GLint srcX
= MIN2(srcX0
, srcX1
);
1787 const GLint srcY
= MIN2(srcY0
, srcY1
);
1788 const GLint srcW
= abs(srcX1
- srcX0
);
1789 const GLint srcH
= abs(srcY1
- srcY0
);
1790 const GLint dstX
= MIN2(dstX0
, dstX1
);
1791 const GLint dstY
= MIN2(dstY0
, dstY1
);
1792 const GLint dstW
= abs(dstX1
- dstX0
);
1793 const GLint dstH
= abs(dstY1
- dstY0
);
1794 const GLint srcFlipX
= (srcX1
- srcX0
) / srcW
;
1795 const GLint srcFlipY
= (srcY1
- srcY0
) / srcH
;
1796 const GLint dstFlipX
= (dstX1
- dstX0
) / dstW
;
1797 const GLint dstFlipY
= (dstY1
- dstY0
) / dstH
;
1798 const GLint flipX
= srcFlipX
* dstFlipX
;
1799 const GLint flipY
= srcFlipY
* dstFlipY
;
1804 struct vertex verts
[4];
1806 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
1807 ctx
->Extensions
.ARB_fragment_shader
&&
1808 (ctx
->API
!= API_OPENGLES
);
1810 /* In addition to falling back if the blit size is larger than the maximum
1811 * texture size, fallback if the source is multisampled. This fallback can
1812 * be removed once Mesa gets support ARB_texture_multisample.
1814 if (srcW
> maxTexSize
|| srcH
> maxTexSize
1815 || ctx
->ReadBuffer
->Visual
.samples
> 0) {
1816 /* XXX avoid this fallback */
1817 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1818 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1822 /* only scissor effects blit so save/clear all other relevant state */
1823 _mesa_meta_begin(ctx
, ~MESA_META_SCISSOR
);
1825 /* Try faster, direct texture approach first */
1826 mask
= blitframebuffer_texture(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1827 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
,
1828 dstFlipX
, dstFlipY
, use_glsl_version
);
1830 _mesa_meta_end(ctx
);
1834 /* Choose between glsl version and fixed function version of
1835 * BlitFramebuffer function.
1837 if (use_glsl_version
) {
1838 setup_glsl_blit_framebuffer(ctx
, blit
, tex
->Target
);
1839 if (tex
->Target
== GL_TEXTURE_2D
)
1840 _mesa_UseProgram(blit
->ShaderProg
);
1842 _mesa_UseProgram(blit
->RectShaderProg
);
1845 setup_ff_blit_framebuffer(ctx
, blit
);
1848 _mesa_BindVertexArray(blit
->ArrayObj
);
1849 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1851 /* Continue with "normal" approach which involves copying the src rect
1852 * into a temporary texture and is "blitted" by drawing a textured quad.
1855 /* setup vertex positions */
1856 verts
[0].x
= -1.0F
* flipX
;
1857 verts
[0].y
= -1.0F
* flipY
;
1858 verts
[1].x
= 1.0F
* flipX
;
1859 verts
[1].y
= -1.0F
* flipY
;
1860 verts
[2].x
= 1.0F
* flipX
;
1861 verts
[2].y
= 1.0F
* flipY
;
1862 verts
[3].x
= -1.0F
* flipX
;
1863 verts
[3].y
= 1.0F
* flipY
;
1867 /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
1870 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
1871 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1873 if (mask
& GL_COLOR_BUFFER_BIT
) {
1874 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1875 const struct gl_renderbuffer
*colorReadRb
= readFb
->_ColorReadBuffer
;
1876 const GLenum rb_base_format
=
1877 _mesa_base_tex_format(ctx
, colorReadRb
->InternalFormat
);
1879 newTex
= alloc_texture(tex
, srcW
, srcH
, rb_base_format
);
1880 setup_copypix_texture(ctx
, tex
, newTex
, srcX
, srcY
, srcW
, srcH
,
1881 rb_base_format
, filter
);
1882 /* texcoords (after texture allocation!) */
1886 verts
[1].s
= tex
->Sright
;
1888 verts
[2].s
= tex
->Sright
;
1889 verts
[2].t
= tex
->Ttop
;
1891 verts
[3].t
= tex
->Ttop
;
1893 /* upload new vertex data */
1894 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1897 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1898 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1899 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
1900 _mesa_DepthMask(GL_FALSE
);
1901 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1902 mask
&= ~GL_COLOR_BUFFER_BIT
;
1905 if ((mask
& GL_DEPTH_BUFFER_BIT
) &&
1906 _mesa_is_desktop_gl(ctx
) &&
1907 ctx
->Extensions
.ARB_depth_texture
&&
1908 ctx
->Extensions
.ARB_fragment_program
) {
1910 GLuint
*tmp
= malloc(srcW
* srcH
* sizeof(GLuint
));
1913 /* texcoords (after texture allocation!) */
1917 verts
[1].s
= depthTex
->Sright
;
1919 verts
[2].s
= depthTex
->Sright
;
1920 verts
[2].t
= depthTex
->Ttop
;
1922 verts
[3].t
= depthTex
->Ttop
;
1924 /* upload new vertex data */
1925 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1929 init_blit_depth_pixels(ctx
);
1931 /* maybe change tex format here */
1932 newTex
= alloc_texture(depthTex
, srcW
, srcH
, GL_DEPTH_COMPONENT
);
1934 _mesa_ReadPixels(srcX
, srcY
, srcW
, srcH
,
1935 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, tmp
);
1937 setup_drawpix_texture(ctx
, depthTex
, newTex
, GL_DEPTH_COMPONENT
, srcW
, srcH
,
1938 GL_DEPTH_COMPONENT
, GL_UNSIGNED_INT
, tmp
);
1940 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1941 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
1942 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1943 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1944 _mesa_DepthFunc(GL_ALWAYS
);
1945 _mesa_DepthMask(GL_TRUE
);
1947 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1948 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1949 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1950 mask
&= ~GL_DEPTH_BUFFER_BIT
;
1956 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1957 /* XXX can't easily do stencil */
1960 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
1961 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1963 _mesa_meta_end(ctx
);
1966 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1967 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1972 meta_glsl_blit_cleanup(struct gl_context
*ctx
, struct blit_state
*blit
)
1974 if (blit
->ArrayObj
) {
1975 _mesa_DeleteVertexArrays(1, &blit
->ArrayObj
);
1977 _mesa_DeleteBuffers(1, &blit
->VBO
);
1980 if (blit
->DepthFP
) {
1981 _mesa_DeleteProgramsARB(1, &blit
->DepthFP
);
1985 _mesa_DeleteObjectARB(blit
->ShaderProg
);
1986 blit
->ShaderProg
= 0;
1987 _mesa_DeleteObjectARB(blit
->RectShaderProg
);
1988 blit
->RectShaderProg
= 0;
1990 _mesa_DeleteTextures(1, &blit
->depthTex
.TexObj
);
1991 blit
->depthTex
.TexObj
= 0;
1996 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1999 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2001 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2003 GLfloat x
, y
, z
, r
, g
, b
, a
;
2005 struct vertex verts
[4];
2006 /* save all state but scissor, pixel pack/unpack */
2007 GLbitfield metaSave
= (MESA_META_ALL
-
2009 MESA_META_PIXEL_STORE
-
2010 MESA_META_CONDITIONAL_RENDER
-
2011 MESA_META_FRAMEBUFFER_SRGB
);
2012 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2014 if (buffers
& BUFFER_BITS_COLOR
) {
2015 /* if clearing color buffers, don't save/restore colormask */
2016 metaSave
-= MESA_META_COLOR_MASK
;
2019 _mesa_meta_begin(ctx
, metaSave
);
2021 if (clear
->ArrayObj
== 0) {
2022 /* one-time setup */
2024 /* create vertex array object */
2025 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
2026 _mesa_BindVertexArray(clear
->ArrayObj
);
2028 /* create vertex array buffer */
2029 _mesa_GenBuffers(1, &clear
->VBO
);
2030 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2032 /* setup vertex arrays */
2033 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2034 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
2035 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2036 _mesa_EnableClientState(GL_COLOR_ARRAY
);
2039 _mesa_BindVertexArray(clear
->ArrayObj
);
2040 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2043 /* GL_COLOR_BUFFER_BIT */
2044 if (buffers
& BUFFER_BITS_COLOR
) {
2045 /* leave colormask, glDrawBuffer state as-is */
2047 /* Clears never have the color clamped. */
2048 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2051 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2052 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2055 /* GL_DEPTH_BUFFER_BIT */
2056 if (buffers
& BUFFER_BIT_DEPTH
) {
2057 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2058 _mesa_DepthFunc(GL_ALWAYS
);
2059 _mesa_DepthMask(GL_TRUE
);
2062 assert(!ctx
->Depth
.Test
);
2065 /* GL_STENCIL_BUFFER_BIT */
2066 if (buffers
& BUFFER_BIT_STENCIL
) {
2067 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2068 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2069 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2070 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2071 ctx
->Stencil
.Clear
& stencilMax
,
2072 ctx
->Stencil
.WriteMask
[0]);
2075 assert(!ctx
->Stencil
.Enabled
);
2078 /* vertex positions/colors */
2080 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
;
2081 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
;
2082 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
;
2083 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
;
2084 const GLfloat z
= invert_z(ctx
->Depth
.Clear
);
2101 for (i
= 0; i
< 4; i
++) {
2102 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
2103 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
2104 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
2105 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
2108 /* upload new vertex data */
2109 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2110 GL_DYNAMIC_DRAW_ARB
);
2114 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2116 _mesa_meta_end(ctx
);
2120 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
2122 const char *vs_source
=
2123 "attribute vec4 position;\n"
2126 " gl_Position = position;\n"
2128 const char *fs_source
=
2129 "uniform vec4 color;\n"
2132 " gl_FragColor = color;\n"
2135 bool has_integer_textures
;
2137 if (clear
->ArrayObj
!= 0)
2140 /* create vertex array object */
2141 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
2142 _mesa_BindVertexArray(clear
->ArrayObj
);
2144 /* create vertex array buffer */
2145 _mesa_GenBuffers(1, &clear
->VBO
);
2146 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2148 /* setup vertex arrays */
2149 _mesa_VertexAttribPointer(0, 3, GL_FLOAT
, GL_FALSE
, 0, (void *)0);
2150 _mesa_EnableVertexAttribArray(0);
2152 vs
= _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER
);
2153 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
2154 _mesa_CompileShader(vs
);
2156 fs
= _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER
);
2157 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
2158 _mesa_CompileShader(fs
);
2160 clear
->ShaderProg
= _mesa_CreateProgramObjectARB();
2161 _mesa_AttachShader(clear
->ShaderProg
, fs
);
2162 _mesa_DeleteObjectARB(fs
);
2163 _mesa_AttachShader(clear
->ShaderProg
, vs
);
2164 _mesa_DeleteObjectARB(vs
);
2165 _mesa_BindAttribLocation(clear
->ShaderProg
, 0, "position");
2166 _mesa_LinkProgram(clear
->ShaderProg
);
2168 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
2171 has_integer_textures
= _mesa_is_gles3(ctx
) ||
2172 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
2174 if (has_integer_textures
) {
2175 void *shader_source_mem_ctx
= ralloc_context(NULL
);
2176 const char *vs_int_source
=
2177 ralloc_asprintf(shader_source_mem_ctx
,
2179 "in vec4 position;\n"
2182 " gl_Position = position;\n"
2184 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2185 const char *fs_int_source
=
2186 ralloc_asprintf(shader_source_mem_ctx
,
2188 "uniform ivec4 color;\n"
2189 "out ivec4 out_color;\n"
2193 " out_color = color;\n"
2195 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2197 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_int_source
);
2198 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_int_source
);
2199 ralloc_free(shader_source_mem_ctx
);
2201 clear
->IntegerShaderProg
= _mesa_CreateProgramObjectARB();
2202 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
2203 _mesa_DeleteObjectARB(fs
);
2204 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
2205 _mesa_DeleteObjectARB(vs
);
2206 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
2208 /* Note that user-defined out attributes get automatically assigned
2209 * locations starting from 0, so we don't need to explicitly
2210 * BindFragDataLocation to 0.
2213 link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
2215 clear
->IntegerColorLocation
=
2216 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
2221 meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
)
2223 if (clear
->ArrayObj
== 0)
2225 _mesa_DeleteVertexArrays(1, &clear
->ArrayObj
);
2226 clear
->ArrayObj
= 0;
2227 _mesa_DeleteBuffers(1, &clear
->VBO
);
2229 _mesa_DeleteObjectARB(clear
->ShaderProg
);
2230 clear
->ShaderProg
= 0;
2232 if (clear
->IntegerShaderProg
) {
2233 _mesa_DeleteObjectARB(clear
->IntegerShaderProg
);
2234 clear
->IntegerShaderProg
= 0;
2239 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2242 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2244 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2245 GLbitfield metaSave
;
2246 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2247 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
2248 const float x0
= ((float)fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
2249 const float y0
= ((float)fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
2250 const float x1
= ((float)fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
2251 const float y1
= ((float)fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
2252 const float z
= -invert_z(ctx
->Depth
.Clear
);
2257 metaSave
= (MESA_META_ALPHA_TEST
|
2259 MESA_META_DEPTH_TEST
|
2260 MESA_META_RASTERIZATION
|
2262 MESA_META_STENCIL_TEST
|
2264 MESA_META_VIEWPORT
|
2266 MESA_META_CLAMP_FRAGMENT_COLOR
|
2267 MESA_META_MULTISAMPLE
|
2268 MESA_META_OCCLUSION_QUERY
);
2270 if (!(buffers
& BUFFER_BITS_COLOR
)) {
2271 /* We'll use colormask to disable color writes. Otherwise,
2272 * respect color mask
2274 metaSave
|= MESA_META_COLOR_MASK
;
2277 _mesa_meta_begin(ctx
, metaSave
);
2279 meta_glsl_clear_init(ctx
, clear
);
2281 if (fb
->_IntegerColor
) {
2282 _mesa_UseProgram(clear
->IntegerShaderProg
);
2283 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
2284 ctx
->Color
.ClearColor
.i
);
2286 _mesa_UseProgram(clear
->ShaderProg
);
2287 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
2288 ctx
->Color
.ClearColor
.f
);
2291 _mesa_BindVertexArray(clear
->ArrayObj
);
2292 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2294 /* GL_COLOR_BUFFER_BIT */
2295 if (buffers
& BUFFER_BITS_COLOR
) {
2296 /* leave colormask, glDrawBuffer state as-is */
2298 /* Clears never have the color clamped. */
2299 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2302 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2303 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2306 /* GL_DEPTH_BUFFER_BIT */
2307 if (buffers
& BUFFER_BIT_DEPTH
) {
2308 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2309 _mesa_DepthFunc(GL_ALWAYS
);
2310 _mesa_DepthMask(GL_TRUE
);
2313 assert(!ctx
->Depth
.Test
);
2316 /* GL_STENCIL_BUFFER_BIT */
2317 if (buffers
& BUFFER_BIT_STENCIL
) {
2318 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2319 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2320 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2321 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2322 ctx
->Stencil
.Clear
& stencilMax
,
2323 ctx
->Stencil
.WriteMask
[0]);
2326 assert(!ctx
->Stencil
.Enabled
);
2329 /* vertex positions */
2343 /* upload new vertex data */
2344 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2345 GL_DYNAMIC_DRAW_ARB
);
2348 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2350 _mesa_meta_end(ctx
);
2354 * Meta implementation of ctx->Driver.CopyPixels() in terms
2355 * of texture mapping and polygon rendering and GLSL shaders.
2358 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
2359 GLsizei width
, GLsizei height
,
2360 GLint dstX
, GLint dstY
, GLenum type
)
2362 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
2363 struct temp_texture
*tex
= get_temp_texture(ctx
);
2365 GLfloat x
, y
, z
, s
, t
;
2367 struct vertex verts
[4];
2369 GLenum intFormat
= GL_RGBA
;
2371 if (type
!= GL_COLOR
||
2372 ctx
->_ImageTransferState
||
2374 width
> tex
->MaxSize
||
2375 height
> tex
->MaxSize
) {
2376 /* XXX avoid this fallback */
2377 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
2381 /* Most GL state applies to glCopyPixels, but a there's a few things
2382 * we need to override:
2384 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2387 MESA_META_TRANSFORM
|
2390 MESA_META_VIEWPORT
));
2392 if (copypix
->ArrayObj
== 0) {
2393 /* one-time setup */
2395 /* create vertex array object */
2396 _mesa_GenVertexArrays(1, ©pix
->ArrayObj
);
2397 _mesa_BindVertexArray(copypix
->ArrayObj
);
2399 /* create vertex array buffer */
2400 _mesa_GenBuffers(1, ©pix
->VBO
);
2401 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
2402 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2403 NULL
, GL_DYNAMIC_DRAW_ARB
);
2405 /* setup vertex arrays */
2406 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2407 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2408 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2409 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2412 _mesa_BindVertexArray(copypix
->ArrayObj
);
2413 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
2416 newTex
= alloc_texture(tex
, width
, height
, intFormat
);
2418 /* vertex positions, texcoords (after texture allocation!) */
2420 const GLfloat dstX0
= (GLfloat
) dstX
;
2421 const GLfloat dstY0
= (GLfloat
) dstY
;
2422 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
2423 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
2424 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2434 verts
[1].s
= tex
->Sright
;
2439 verts
[2].s
= tex
->Sright
;
2440 verts
[2].t
= tex
->Ttop
;
2445 verts
[3].t
= tex
->Ttop
;
2447 /* upload new vertex data */
2448 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2451 /* Alloc/setup texture */
2452 setup_copypix_texture(ctx
, tex
, newTex
, srcX
, srcY
, width
, height
,
2453 GL_RGBA
, GL_NEAREST
);
2455 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2457 /* draw textured quad */
2458 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2460 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2462 _mesa_meta_end(ctx
);
2468 * When the glDrawPixels() image size is greater than the max rectangle
2469 * texture size we use this function to break the glDrawPixels() image
2470 * into tiles which fit into the max texture size.
2473 tiled_draw_pixels(struct gl_context
*ctx
,
2475 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2476 GLenum format
, GLenum type
,
2477 const struct gl_pixelstore_attrib
*unpack
,
2478 const GLvoid
*pixels
)
2480 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
2483 if (tileUnpack
.RowLength
== 0)
2484 tileUnpack
.RowLength
= width
;
2486 for (i
= 0; i
< width
; i
+= tileSize
) {
2487 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
2488 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
2490 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
2492 for (j
= 0; j
< height
; j
+= tileSize
) {
2493 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
2494 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
2496 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2498 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2499 format
, type
, &tileUnpack
, pixels
);
2506 * One-time init for drawing stencil pixels.
2509 init_draw_stencil_pixels(struct gl_context
*ctx
)
2511 /* This program is run eight times, once for each stencil bit.
2512 * The stencil values to draw are found in an 8-bit alpha texture.
2513 * We read the texture/stencil value and test if bit 'b' is set.
2514 * If the bit is not set, use KIL to kill the fragment.
2515 * Finally, we use the stencil test to update the stencil buffer.
2517 * The basic algorithm for checking if a bit is set is:
2518 * if (is_odd(value / (1 << bit)))
2519 * result is one (or non-zero).
2522 * The program parameter contains three values:
2523 * parm.x = 255 / (1 << bit)
2527 static const char *program
=
2529 "PARAM parm = program.local[0]; \n"
2531 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2532 "# t = t * 255 / bit \n"
2533 "MUL t.x, t.a, parm.x; \n"
2536 "SUB t.x, t.x, t.y; \n"
2538 "MUL t.x, t.x, parm.y; \n"
2539 "# t = fract(t.x) \n"
2540 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2541 "# t.x = (t.x == 0 ? 1 : 0) \n"
2542 "SGE t.x, -t.x, parm.z; \n"
2544 "# for debug only \n"
2545 "#MOV result.color, t.x; \n"
2547 char program2
[1000];
2548 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2549 struct temp_texture
*tex
= get_temp_texture(ctx
);
2550 const char *texTarget
;
2552 assert(drawpix
->StencilFP
== 0);
2554 /* replace %s with "RECT" or "2D" */
2555 assert(strlen(program
) + 4 < sizeof(program2
));
2556 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2560 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2562 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2563 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2564 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2565 strlen(program2
), (const GLubyte
*) program2
);
2570 * One-time init for drawing depth pixels.
2573 init_draw_depth_pixels(struct gl_context
*ctx
)
2575 static const char *program
=
2577 "PARAM color = program.local[0]; \n"
2578 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2579 "MOV result.color, color; \n"
2582 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2583 struct temp_texture
*tex
= get_temp_texture(ctx
);
2584 const char *texTarget
;
2586 assert(drawpix
->DepthFP
== 0);
2588 /* replace %s with "RECT" or "2D" */
2589 assert(strlen(program
) + 4 < sizeof(program2
));
2590 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2594 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2596 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2597 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2598 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2599 strlen(program2
), (const GLubyte
*) program2
);
2604 * Meta implementation of ctx->Driver.DrawPixels() in terms
2605 * of texture mapping and polygon rendering.
2608 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2609 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2610 GLenum format
, GLenum type
,
2611 const struct gl_pixelstore_attrib
*unpack
,
2612 const GLvoid
*pixels
)
2614 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2615 struct temp_texture
*tex
= get_temp_texture(ctx
);
2616 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2617 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2619 GLfloat x
, y
, z
, s
, t
;
2621 struct vertex verts
[4];
2622 GLenum texIntFormat
;
2623 GLboolean fallback
, newTex
;
2624 GLbitfield metaExtraSave
= 0x0;
2628 * Determine if we can do the glDrawPixels with texture mapping.
2630 fallback
= GL_FALSE
;
2631 if (ctx
->Fog
.Enabled
) {
2635 if (_mesa_is_color_format(format
)) {
2636 /* use more compact format when possible */
2637 /* XXX disable special case for GL_LUMINANCE for now to work around
2638 * apparent i965 driver bug (see bug #23670).
2640 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2641 texIntFormat
= format
;
2643 texIntFormat
= GL_RGBA
;
2645 /* If we're not supposed to clamp the resulting color, then just
2646 * promote our texture to fully float. We could do better by
2647 * just going for the matching set of channels, in floating
2650 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2651 ctx
->Extensions
.ARB_texture_float
)
2652 texIntFormat
= GL_RGBA32F
;
2654 else if (_mesa_is_stencil_format(format
)) {
2655 if (ctx
->Extensions
.ARB_fragment_program
&&
2656 ctx
->Pixel
.IndexShift
== 0 &&
2657 ctx
->Pixel
.IndexOffset
== 0 &&
2658 type
== GL_UNSIGNED_BYTE
) {
2659 /* We'll store stencil as alpha. This only works for GLubyte
2660 * image data because of how incoming values are mapped to alpha
2663 texIntFormat
= GL_ALPHA
;
2664 metaExtraSave
= (MESA_META_COLOR_MASK
|
2665 MESA_META_DEPTH_TEST
|
2666 MESA_META_PIXEL_TRANSFER
|
2668 MESA_META_STENCIL_TEST
);
2674 else if (_mesa_is_depth_format(format
)) {
2675 if (ctx
->Extensions
.ARB_depth_texture
&&
2676 ctx
->Extensions
.ARB_fragment_program
) {
2677 texIntFormat
= GL_DEPTH_COMPONENT
;
2678 metaExtraSave
= (MESA_META_SHADER
);
2689 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2690 format
, type
, unpack
, pixels
);
2695 * Check image size against max texture size, draw as tiles if needed.
2697 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2698 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2699 format
, type
, unpack
, pixels
);
2703 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2704 * but a there's a few things we need to override:
2706 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2709 MESA_META_TRANSFORM
|
2712 MESA_META_VIEWPORT
|
2715 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2717 /* vertex positions, texcoords (after texture allocation!) */
2719 const GLfloat x0
= (GLfloat
) x
;
2720 const GLfloat y0
= (GLfloat
) y
;
2721 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2722 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2723 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2733 verts
[1].s
= tex
->Sright
;
2738 verts
[2].s
= tex
->Sright
;
2739 verts
[2].t
= tex
->Ttop
;
2744 verts
[3].t
= tex
->Ttop
;
2747 if (drawpix
->ArrayObj
== 0) {
2748 /* one-time setup: create vertex array object */
2749 _mesa_GenVertexArrays(1, &drawpix
->ArrayObj
);
2751 _mesa_BindVertexArray(drawpix
->ArrayObj
);
2753 /* create vertex array buffer */
2754 _mesa_GenBuffers(1, &vbo
);
2755 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, vbo
);
2756 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2757 verts
, GL_DYNAMIC_DRAW_ARB
);
2759 /* setup vertex arrays */
2760 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2761 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2762 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2763 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2765 /* set given unpack params */
2766 ctx
->Unpack
= *unpack
;
2768 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2770 if (_mesa_is_stencil_format(format
)) {
2771 /* Drawing stencil */
2774 if (!drawpix
->StencilFP
)
2775 init_draw_stencil_pixels(ctx
);
2777 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2778 GL_ALPHA
, type
, pixels
);
2780 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2782 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2784 /* set all stencil bits to 0 */
2785 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2786 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2787 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2789 /* set stencil bits to 1 where needed */
2790 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2792 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2793 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2795 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2796 const GLuint mask
= 1 << bit
;
2797 if (mask
& origStencilMask
) {
2798 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2799 _mesa_StencilMask(mask
);
2801 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2802 255.0 / mask
, 0.5, 0.0, 0.0);
2804 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2808 else if (_mesa_is_depth_format(format
)) {
2810 if (!drawpix
->DepthFP
)
2811 init_draw_depth_pixels(ctx
);
2813 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2814 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2816 /* polygon color = current raster color */
2817 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2818 ctx
->Current
.RasterColor
);
2820 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2821 format
, type
, pixels
);
2823 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2827 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2828 format
, type
, pixels
);
2829 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2832 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2834 _mesa_DeleteBuffers(1, &vbo
);
2836 /* restore unpack params */
2837 ctx
->Unpack
= unpackSave
;
2839 _mesa_meta_end(ctx
);
2843 alpha_test_raster_color(struct gl_context
*ctx
)
2845 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2846 GLfloat ref
= ctx
->Color
.AlphaRef
;
2848 switch (ctx
->Color
.AlphaFunc
) {
2854 return alpha
== ref
;
2856 return alpha
<= ref
;
2860 return alpha
!= ref
;
2862 return alpha
>= ref
;
2872 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2873 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2874 * tracker would improve performance a lot.
2877 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2878 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2879 const struct gl_pixelstore_attrib
*unpack
,
2880 const GLubyte
*bitmap1
)
2882 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2883 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2884 const GLenum texIntFormat
= GL_ALPHA
;
2885 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2888 GLfloat x
, y
, z
, s
, t
, r
, g
, b
, a
;
2890 struct vertex verts
[4];
2895 * Check if swrast fallback is needed.
2897 if (ctx
->_ImageTransferState
||
2898 ctx
->FragmentProgram
._Enabled
||
2900 ctx
->Texture
._EnabledUnits
||
2901 width
> tex
->MaxSize
||
2902 height
> tex
->MaxSize
) {
2903 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2907 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2910 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2911 * but a there's a few things we need to override:
2913 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2914 MESA_META_PIXEL_STORE
|
2915 MESA_META_RASTERIZATION
|
2918 MESA_META_TRANSFORM
|
2921 MESA_META_VIEWPORT
));
2923 if (bitmap
->ArrayObj
== 0) {
2924 /* one-time setup */
2926 /* create vertex array object */
2927 _mesa_GenVertexArraysAPPLE(1, &bitmap
->ArrayObj
);
2928 _mesa_BindVertexArrayAPPLE(bitmap
->ArrayObj
);
2930 /* create vertex array buffer */
2931 _mesa_GenBuffers(1, &bitmap
->VBO
);
2932 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2933 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2934 NULL
, GL_DYNAMIC_DRAW_ARB
);
2936 /* setup vertex arrays */
2937 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2938 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2939 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
2940 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2941 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2942 _mesa_EnableClientState(GL_COLOR_ARRAY
);
2945 _mesa_BindVertexArray(bitmap
->ArrayObj
);
2946 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2949 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2951 /* vertex positions, texcoords, colors (after texture allocation!) */
2953 const GLfloat x0
= (GLfloat
) x
;
2954 const GLfloat y0
= (GLfloat
) y
;
2955 const GLfloat x1
= (GLfloat
) (x
+ width
);
2956 const GLfloat y1
= (GLfloat
) (y
+ height
);
2957 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2968 verts
[1].s
= tex
->Sright
;
2973 verts
[2].s
= tex
->Sright
;
2974 verts
[2].t
= tex
->Ttop
;
2979 verts
[3].t
= tex
->Ttop
;
2981 for (i
= 0; i
< 4; i
++) {
2982 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2983 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2984 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2985 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2988 /* upload new vertex data */
2989 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2992 /* choose different foreground/background alpha values */
2993 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2994 bg
= (fg
> 127 ? 0 : 255);
2996 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2998 _mesa_meta_end(ctx
);
3002 bitmap8
= malloc(width
* height
);
3004 memset(bitmap8
, bg
, width
* height
);
3005 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
3006 bitmap8
, width
, fg
);
3008 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
3010 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
3011 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
3013 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
3014 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
3016 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3018 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
3023 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
3025 _mesa_meta_end(ctx
);
3030 * Check if the call to _mesa_meta_GenerateMipmap() will require a
3031 * software fallback. The fallback path will require that the texture
3032 * images are mapped.
3033 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
3036 _mesa_meta_check_generate_mipmap_fallback(struct gl_context
*ctx
, GLenum target
,
3037 struct gl_texture_object
*texObj
)
3039 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3040 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3041 struct gl_texture_image
*baseImage
;
3045 /* check for fallbacks */
3046 if (!ctx
->Extensions
.EXT_framebuffer_object
||
3047 target
== GL_TEXTURE_3D
||
3048 target
== GL_TEXTURE_1D_ARRAY
||
3049 target
== GL_TEXTURE_2D_ARRAY
) {
3053 srcLevel
= texObj
->BaseLevel
;
3054 baseImage
= _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
3055 if (!baseImage
|| _mesa_is_format_compressed(baseImage
->TexFormat
)) {
3059 if (_mesa_get_format_color_encoding(baseImage
->TexFormat
) == GL_SRGB
&&
3060 !ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3061 /* The texture format is sRGB but we can't turn off sRGB->linear
3062 * texture sample conversion. So we won't be able to generate the
3063 * right colors when rendering. Need to use a fallback.
3069 * Test that we can actually render in the texture's format.
3072 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3073 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3075 if (target
== GL_TEXTURE_1D
) {
3076 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3077 GL_COLOR_ATTACHMENT0_EXT
,
3078 target
, texObj
->Name
, srcLevel
);
3081 /* other work is needed to enable 3D mipmap generation */
3082 else if (target
== GL_TEXTURE_3D
) {
3084 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3085 GL_COLOR_ATTACHMENT0_EXT
,
3086 target
, texObj
->Name
, srcLevel
, zoffset
);
3091 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3092 GL_COLOR_ATTACHMENT0_EXT
,
3093 target
, texObj
->Name
, srcLevel
);
3096 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3098 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3100 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3109 * Compute the texture coordinates for the four vertices of a quad for
3110 * drawing a 2D texture image or slice of a cube/3D texture.
3111 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
3112 * \param slice slice of a 1D/2D array texture or 3D texture
3113 * \param width width of the texture image
3114 * \param height height of the texture image
3115 * \param coords0/1/2/3 returns the computed texcoords
3118 setup_texture_coords(GLenum faceTarget
,
3127 static const GLfloat st
[4][2] = {
3128 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
3133 switch (faceTarget
) {
3137 case GL_TEXTURE_2D_ARRAY
:
3138 if (faceTarget
== GL_TEXTURE_3D
)
3140 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
3144 coords0
[0] = 0.0F
; /* s */
3145 coords0
[1] = 0.0F
; /* t */
3146 coords0
[2] = r
; /* r */
3157 case GL_TEXTURE_RECTANGLE_ARB
:
3158 coords0
[0] = 0.0F
; /* s */
3159 coords0
[1] = 0.0F
; /* t */
3160 coords0
[2] = 0.0F
; /* r */
3165 coords2
[1] = height
;
3168 coords3
[1] = height
;
3171 case GL_TEXTURE_1D_ARRAY
:
3172 coords0
[0] = 0.0F
; /* s */
3173 coords0
[1] = slice
; /* t */
3174 coords0
[2] = 0.0F
; /* r */
3186 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3187 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3188 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3189 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3190 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3191 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3192 /* loop over quad verts */
3193 for (i
= 0; i
< 4; i
++) {
3194 /* Compute sc = +/-scale and tc = +/-scale.
3195 * Not +/-1 to avoid cube face selection ambiguity near the edges,
3196 * though that can still sometimes happen with this scale factor...
3198 const GLfloat scale
= 0.9999f
;
3199 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
3200 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
3220 switch (faceTarget
) {
3221 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3226 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3231 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3236 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3241 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3246 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3257 assert(0 && "unexpected target in meta setup_texture_coords()");
3263 setup_ff_generate_mipmap(struct gl_context
*ctx
,
3264 struct gen_mipmap_state
*mipmap
)
3267 GLfloat x
, y
, tex
[3];
3270 if (mipmap
->ArrayObj
== 0) {
3271 /* one-time setup */
3272 /* create vertex array object */
3273 _mesa_GenVertexArraysAPPLE(1, &mipmap
->ArrayObj
);
3274 _mesa_BindVertexArrayAPPLE(mipmap
->ArrayObj
);
3276 /* create vertex array buffer */
3277 _mesa_GenBuffers(1, &mipmap
->VBO
);
3278 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3279 /* setup vertex arrays */
3280 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3281 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
3282 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3283 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3286 /* setup projection matrix */
3287 _mesa_MatrixMode(GL_PROJECTION
);
3288 _mesa_LoadIdentity();
3289 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
3293 static struct glsl_sampler
*
3294 setup_texture_sampler(GLenum target
, struct gen_mipmap_state
*mipmap
)
3298 mipmap
->sampler_1d
.type
= "sampler1D";
3299 mipmap
->sampler_1d
.func
= "texture1D";
3300 mipmap
->sampler_1d
.texcoords
= "texCoords.x";
3301 return &mipmap
->sampler_1d
;
3303 mipmap
->sampler_2d
.type
= "sampler2D";
3304 mipmap
->sampler_2d
.func
= "texture2D";
3305 mipmap
->sampler_2d
.texcoords
= "texCoords.xy";
3306 return &mipmap
->sampler_2d
;
3308 /* Code for mipmap generation with 3D textures is not used yet.
3309 * It's a sw fallback.
3311 mipmap
->sampler_3d
.type
= "sampler3D";
3312 mipmap
->sampler_3d
.func
= "texture3D";
3313 mipmap
->sampler_3d
.texcoords
= "texCoords";
3314 return &mipmap
->sampler_3d
;
3315 case GL_TEXTURE_CUBE_MAP
:
3316 mipmap
->sampler_cubemap
.type
= "samplerCube";
3317 mipmap
->sampler_cubemap
.func
= "textureCube";
3318 mipmap
->sampler_cubemap
.texcoords
= "texCoords";
3319 return &mipmap
->sampler_cubemap
;
3320 case GL_TEXTURE_1D_ARRAY
:
3321 mipmap
->sampler_1d_array
.type
= "sampler1DArray";
3322 mipmap
->sampler_1d_array
.func
= "texture1DArray";
3323 mipmap
->sampler_1d_array
.texcoords
= "texCoords.xy";
3324 return &mipmap
->sampler_1d_array
;
3325 case GL_TEXTURE_2D_ARRAY
:
3326 mipmap
->sampler_2d_array
.type
= "sampler2DArray";
3327 mipmap
->sampler_2d_array
.func
= "texture2DArray";
3328 mipmap
->sampler_2d_array
.texcoords
= "texCoords";
3329 return &mipmap
->sampler_2d_array
;
3331 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
3332 " setup_texture_sampler()\n", target
);
3339 setup_glsl_generate_mipmap(struct gl_context
*ctx
,
3340 struct gen_mipmap_state
*mipmap
,
3344 GLfloat x
, y
, tex
[3];
3346 struct glsl_sampler
*sampler
;
3347 const char *vs_source
;
3352 /* Check if already initialized */
3353 if (mipmap
->ArrayObj
== 0) {
3355 /* create vertex array object */
3356 _mesa_GenVertexArrays(1, &mipmap
->ArrayObj
);
3357 _mesa_BindVertexArray(mipmap
->ArrayObj
);
3359 /* create vertex array buffer */
3360 _mesa_GenBuffers(1, &mipmap
->VBO
);
3361 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3363 /* setup vertex arrays */
3364 _mesa_VertexAttribPointer(0, 2, GL_FLOAT
, GL_FALSE
,
3365 sizeof(struct vertex
), OFFSET(x
));
3366 _mesa_VertexAttribPointer(1, 3, GL_FLOAT
, GL_FALSE
,
3367 sizeof(struct vertex
), OFFSET(tex
));
3370 /* Generate a fragment shader program appropriate for the texture target */
3371 sampler
= setup_texture_sampler(target
, mipmap
);
3372 assert(sampler
!= NULL
);
3373 if (sampler
->shader_prog
!= 0) {
3374 mipmap
->ShaderProg
= sampler
->shader_prog
;
3378 mem_ctx
= ralloc_context(NULL
);
3380 if (ctx
->API
== API_OPENGLES2
|| ctx
->Const
.GLSLVersion
< 130) {
3382 "attribute vec2 position;\n"
3383 "attribute vec3 textureCoords;\n"
3384 "varying vec3 texCoords;\n"
3387 " texCoords = textureCoords;\n"
3388 " gl_Position = vec4(position, 0.0, 1.0);\n"
3391 fs_source
= ralloc_asprintf(mem_ctx
,
3392 "#extension GL_EXT_texture_array : enable\n"
3393 "uniform %s texSampler;\n"
3394 "varying vec3 texCoords;\n"
3397 " gl_FragColor = %s(texSampler, %s);\n"
3400 sampler
->func
, sampler
->texcoords
);
3403 vs_source
= ralloc_asprintf(mem_ctx
,
3405 "in vec2 position;\n"
3406 "in vec3 textureCoords;\n"
3407 "out vec3 texCoords;\n"
3410 " texCoords = textureCoords;\n"
3411 " gl_Position = vec4(position, 0.0, 1.0);\n"
3413 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
3414 fs_source
= ralloc_asprintf(mem_ctx
,
3416 "uniform %s texSampler;\n"
3417 "in vec3 texCoords;\n"
3418 "out vec4 out_color;\n"
3422 " out_color = texture(texSampler, %s);\n"
3424 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
3426 sampler
->texcoords
);
3429 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
3430 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
3432 mipmap
->ShaderProg
= _mesa_CreateProgramObjectARB();
3433 _mesa_AttachShader(mipmap
->ShaderProg
, fs
);
3434 _mesa_DeleteObjectARB(fs
);
3435 _mesa_AttachShader(mipmap
->ShaderProg
, vs
);
3436 _mesa_DeleteObjectARB(vs
);
3437 _mesa_BindAttribLocation(mipmap
->ShaderProg
, 0, "position");
3438 _mesa_BindAttribLocation(mipmap
->ShaderProg
, 1, "texcoords");
3439 _mesa_EnableVertexAttribArray(0);
3440 _mesa_EnableVertexAttribArray(1);
3441 link_program_with_debug(ctx
, mipmap
->ShaderProg
);
3442 sampler
->shader_prog
= mipmap
->ShaderProg
;
3443 ralloc_free(mem_ctx
);
3448 meta_glsl_generate_mipmap_cleanup(struct gl_context
*ctx
,
3449 struct gen_mipmap_state
*mipmap
)
3451 if (mipmap
->ArrayObj
== 0)
3453 _mesa_DeleteVertexArrays(1, &mipmap
->ArrayObj
);
3454 mipmap
->ArrayObj
= 0;
3455 _mesa_DeleteBuffers(1, &mipmap
->VBO
);
3458 _mesa_DeleteObjectARB(mipmap
->sampler_1d
.shader_prog
);
3459 _mesa_DeleteObjectARB(mipmap
->sampler_2d
.shader_prog
);
3460 _mesa_DeleteObjectARB(mipmap
->sampler_3d
.shader_prog
);
3461 _mesa_DeleteObjectARB(mipmap
->sampler_cubemap
.shader_prog
);
3462 _mesa_DeleteObjectARB(mipmap
->sampler_1d_array
.shader_prog
);
3463 _mesa_DeleteObjectARB(mipmap
->sampler_2d_array
.shader_prog
);
3465 mipmap
->sampler_1d
.shader_prog
= 0;
3466 mipmap
->sampler_2d
.shader_prog
= 0;
3467 mipmap
->sampler_3d
.shader_prog
= 0;
3468 mipmap
->sampler_cubemap
.shader_prog
= 0;
3469 mipmap
->sampler_1d_array
.shader_prog
= 0;
3470 mipmap
->sampler_2d_array
.shader_prog
= 0;
3475 * Called via ctx->Driver.GenerateMipmap()
3476 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
3480 _mesa_meta_GenerateMipmap(struct gl_context
*ctx
, GLenum target
,
3481 struct gl_texture_object
*texObj
)
3483 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3485 GLfloat x
, y
, tex
[3];
3487 struct vertex verts
[4];
3488 const GLuint baseLevel
= texObj
->BaseLevel
;
3489 const GLuint maxLevel
= texObj
->MaxLevel
;
3490 const GLint maxLevelSave
= texObj
->MaxLevel
;
3491 const GLboolean genMipmapSave
= texObj
->GenerateMipmap
;
3492 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3493 const GLuint currentTexUnitSave
= ctx
->Texture
.CurrentUnit
;
3494 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3495 ctx
->Extensions
.ARB_fragment_shader
&&
3496 (ctx
->API
!= API_OPENGLES
);
3499 const GLint slice
= 0;
3502 if (_mesa_meta_check_generate_mipmap_fallback(ctx
, target
, texObj
)) {
3503 _mesa_generate_mipmap(ctx
, target
, texObj
);
3507 if (target
>= GL_TEXTURE_CUBE_MAP_POSITIVE_X
&&
3508 target
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
) {
3509 faceTarget
= target
;
3510 target
= GL_TEXTURE_CUBE_MAP
;
3513 faceTarget
= target
;
3516 _mesa_meta_begin(ctx
, MESA_META_ALL
);
3518 /* Choose between glsl version and fixed function version of
3519 * GenerateMipmap function.
3521 if (use_glsl_version
) {
3522 setup_glsl_generate_mipmap(ctx
, mipmap
, target
);
3523 _mesa_UseProgram(mipmap
->ShaderProg
);
3526 setup_ff_generate_mipmap(ctx
, mipmap
);
3527 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3530 _mesa_BindVertexArray(mipmap
->ArrayObj
);
3531 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3533 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3534 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3536 if (currentTexUnitSave
!= 0)
3537 _mesa_BindTexture(target
, texObj
->Name
);
3540 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3543 if (!mipmap
->Sampler
) {
3544 _mesa_GenSamplers(1, &mipmap
->Sampler
);
3545 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3547 _mesa_SamplerParameteri(mipmap
->Sampler
,
3548 GL_TEXTURE_MIN_FILTER
,
3549 GL_LINEAR_MIPMAP_LINEAR
);
3550 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
3551 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
3552 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
3553 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
3555 /* We don't want to encode or decode sRGB values; treat them as linear.
3556 * This is not technically correct for GLES3 but we don't get any API
3557 * error at the moment.
3559 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3560 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3561 GL_SKIP_DECODE_EXT
);
3565 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3568 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3570 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
3571 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, GL_FALSE
);
3573 assert(!genMipmapSave
);
3575 /* Setup texture coordinates */
3576 setup_texture_coords(faceTarget
,
3578 0, 0, /* width, height never used here */
3584 /* setup vertex positions */
3594 /* upload vertex data */
3595 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3596 verts
, GL_DYNAMIC_DRAW_ARB
);
3598 /* texture is already locked, unlock now */
3599 _mesa_unlock_texture(ctx
, texObj
);
3601 for (dstLevel
= baseLevel
+ 1; dstLevel
<= maxLevel
; dstLevel
++) {
3602 const struct gl_texture_image
*srcImage
;
3603 const GLuint srcLevel
= dstLevel
- 1;
3604 GLsizei srcWidth
, srcHeight
, srcDepth
;
3605 GLsizei dstWidth
, dstHeight
, dstDepth
;
3608 srcImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, srcLevel
);
3609 assert(srcImage
->Border
== 0);
3612 srcWidth
= srcImage
->Width
;
3613 srcHeight
= srcImage
->Height
;
3614 srcDepth
= srcImage
->Depth
;
3617 dstWidth
= MAX2(1, srcWidth
/ 2);
3618 dstHeight
= MAX2(1, srcHeight
/ 2);
3619 dstDepth
= MAX2(1, srcDepth
/ 2);
3621 if (dstWidth
== srcImage
->Width
&&
3622 dstHeight
== srcImage
->Height
&&
3623 dstDepth
== srcImage
->Depth
) {
3628 /* Allocate storage for the destination mipmap image(s) */
3630 /* Set MaxLevel large enough to hold the new level when we allocate it */
3631 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, dstLevel
);
3633 if (!_mesa_prepare_mipmap_level(ctx
, texObj
, dstLevel
,
3634 dstWidth
, dstHeight
, dstDepth
,
3636 srcImage
->InternalFormat
,
3637 srcImage
->TexFormat
)) {
3638 /* All done. We either ran out of memory or we would go beyond the
3639 * last valid level of an immutable texture if we continued.
3644 /* limit minification to src level */
3645 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
3647 /* Set to draw into the current dstLevel */
3648 if (target
== GL_TEXTURE_1D
) {
3649 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3650 GL_COLOR_ATTACHMENT0_EXT
,
3655 else if (target
== GL_TEXTURE_3D
) {
3656 GLint zoffset
= 0; /* XXX unfinished */
3657 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3658 GL_COLOR_ATTACHMENT0_EXT
,
3665 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3666 GL_COLOR_ATTACHMENT0_EXT
,
3672 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
3675 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3676 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3677 _mesa_problem(ctx
, "Unexpected incomplete framebuffer in "
3678 "_mesa_meta_GenerateMipmap()");
3682 assert(dstWidth
== ctx
->DrawBuffer
->Width
);
3683 assert(dstHeight
== ctx
->DrawBuffer
->Height
);
3685 /* setup viewport */
3686 _mesa_set_viewport(ctx
, 0, 0, dstWidth
, dstHeight
);
3688 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3691 _mesa_lock_texture(ctx
, texObj
); /* relock */
3693 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3695 _mesa_meta_end(ctx
);
3697 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3699 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, genMipmapSave
);
3701 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3706 * Determine the GL data type to use for the temporary image read with
3707 * ReadPixels() and passed to Tex[Sub]Image().
3710 get_temp_image_type(struct gl_context
*ctx
, gl_format format
)
3714 baseFormat
= _mesa_get_format_base_format(format
);
3716 switch (baseFormat
) {
3723 case GL_LUMINANCE_ALPHA
:
3725 if (ctx
->DrawBuffer
->Visual
.redBits
<= 8) {
3726 return GL_UNSIGNED_BYTE
;
3727 } else if (ctx
->DrawBuffer
->Visual
.redBits
<= 16) {
3728 return GL_UNSIGNED_SHORT
;
3730 GLenum datatype
= _mesa_get_format_datatype(format
);
3731 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
)
3735 case GL_DEPTH_COMPONENT
:
3736 return GL_UNSIGNED_INT
;
3737 case GL_DEPTH_STENCIL
:
3738 return GL_UNSIGNED_INT_24_8
;
3740 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
3748 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3749 * Have to be careful with locking and meta state for pixel transfer.
3752 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
3753 struct gl_texture_image
*texImage
,
3754 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3755 struct gl_renderbuffer
*rb
,
3757 GLsizei width
, GLsizei height
)
3759 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3760 GLenum format
, type
;
3764 /* Choose format/type for temporary image buffer */
3765 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
3766 if (format
== GL_LUMINANCE
||
3767 format
== GL_LUMINANCE_ALPHA
||
3768 format
== GL_INTENSITY
) {
3769 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3770 * temp image buffer because glReadPixels will do L=R+G+B which is
3771 * not what we want (should be L=R).
3776 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
3777 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
3778 format
= _mesa_base_format_to_integer_format(format
);
3780 bpp
= _mesa_bytes_per_pixel(format
, type
);
3782 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
3787 * Alloc image buffer (XXX could use a PBO)
3789 buf
= malloc(width
* height
* bpp
);
3791 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
3795 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
3798 * Read image from framebuffer (disable pixel transfer ops)
3800 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
3801 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
3802 format
, type
, &ctx
->Pack
, buf
);
3803 _mesa_meta_end(ctx
);
3805 _mesa_update_state(ctx
); /* to update pixel transfer state */
3808 * Store texture data (with pixel transfer ops)
3810 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
3812 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3813 xoffset
, yoffset
, zoffset
, width
, height
, 1,
3814 format
, type
, buf
, &ctx
->Unpack
);
3816 _mesa_meta_end(ctx
);
3818 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
3825 * Decompress a texture image by drawing a quad with the compressed
3826 * texture and reading the pixels out of the color buffer.
3827 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3828 * \param destFormat format, ala glReadPixels
3829 * \param destType type, ala glReadPixels
3830 * \param dest destination buffer
3831 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3834 decompress_texture_image(struct gl_context
*ctx
,
3835 struct gl_texture_image
*texImage
,
3837 GLenum destFormat
, GLenum destType
,
3840 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3841 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3842 const GLint width
= texImage
->Width
;
3843 const GLint height
= texImage
->Height
;
3844 const GLenum target
= texObj
->Target
;
3847 GLfloat x
, y
, tex
[3];
3849 struct vertex verts
[4];
3850 GLuint fboDrawSave
, fboReadSave
;
3855 assert(target
== GL_TEXTURE_3D
||
3856 target
== GL_TEXTURE_2D_ARRAY
);
3859 if (target
== GL_TEXTURE_CUBE_MAP
) {
3860 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3863 faceTarget
= target
;
3866 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3867 fboDrawSave
= ctx
->DrawBuffer
->Name
;
3868 fboReadSave
= ctx
->ReadBuffer
->Name
;
3869 rbSave
= ctx
->CurrentRenderbuffer
? ctx
->CurrentRenderbuffer
->Name
: 0;
3871 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_PIXEL_STORE
);
3873 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3874 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3876 /* Create/bind FBO/renderbuffer */
3877 if (decompress
->FBO
== 0) {
3878 _mesa_GenFramebuffers(1, &decompress
->FBO
);
3879 _mesa_GenRenderbuffers(1, &decompress
->RBO
);
3880 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3881 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3882 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
3883 GL_COLOR_ATTACHMENT0_EXT
,
3884 GL_RENDERBUFFER_EXT
,
3888 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3891 /* alloc dest surface */
3892 if (width
> decompress
->Width
|| height
> decompress
->Height
) {
3893 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3894 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT
, GL_RGBA
,
3896 decompress
->Width
= width
;
3897 decompress
->Height
= height
;
3900 /* setup VBO data */
3901 if (decompress
->ArrayObj
== 0) {
3902 /* create vertex array object */
3903 _mesa_GenVertexArrays(1, &decompress
->ArrayObj
);
3904 _mesa_BindVertexArray(decompress
->ArrayObj
);
3906 /* create vertex array buffer */
3907 _mesa_GenBuffers(1, &decompress
->VBO
);
3908 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
3909 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3910 NULL
, GL_DYNAMIC_DRAW_ARB
);
3912 /* setup vertex arrays */
3913 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3914 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
3915 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3916 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3919 _mesa_BindVertexArray(decompress
->ArrayObj
);
3920 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
3923 if (!decompress
->Sampler
) {
3924 _mesa_GenSamplers(1, &decompress
->Sampler
);
3925 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3926 /* nearest filtering */
3927 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3928 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3929 /* No sRGB decode or encode.*/
3930 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3931 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3932 GL_SKIP_DECODE_EXT
);
3936 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3939 setup_texture_coords(faceTarget
, slice
, width
, height
,
3945 /* setup vertex positions */
3951 verts
[2].y
= height
;
3953 verts
[3].y
= height
;
3955 /* upload new vertex data */
3956 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3958 /* setup texture state */
3959 _mesa_BindTexture(target
, texObj
->Name
);
3960 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3963 /* save texture object state */
3964 const GLint baseLevelSave
= texObj
->BaseLevel
;
3965 const GLint maxLevelSave
= texObj
->MaxLevel
;
3967 /* restrict sampling to the texture level of interest */
3968 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3969 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
3970 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
3973 /* render quad w/ texture into renderbuffer */
3974 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3976 /* Restore texture object state, the texture binding will
3977 * be restored by _mesa_meta_end().
3979 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3980 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
3981 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3986 /* read pixels from renderbuffer */
3988 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3989 GLenum destBaseFormat
= _mesa_base_tex_format(ctx
, destFormat
);
3991 /* The pixel transfer state will be set to default values at this point
3992 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3993 * turned off (as required by glGetTexImage) but we need to handle some
3994 * special cases. In particular, single-channel texture values are
3995 * returned as red and two-channel texture values are returned as
3998 if ((baseTexFormat
== GL_LUMINANCE
||
3999 baseTexFormat
== GL_LUMINANCE_ALPHA
||
4000 baseTexFormat
== GL_INTENSITY
) ||
4001 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
4002 * luminance then we need to return L=tex(R).
4004 ((baseTexFormat
== GL_RGBA
||
4005 baseTexFormat
== GL_RGB
||
4006 baseTexFormat
== GL_RG
) &&
4007 (destBaseFormat
== GL_LUMINANCE
||
4008 destBaseFormat
== GL_LUMINANCE_ALPHA
||
4009 destBaseFormat
== GL_LUMINANCE_INTEGER_EXT
||
4010 destBaseFormat
== GL_LUMINANCE_ALPHA_INTEGER_EXT
))) {
4011 /* Green and blue must be zero */
4012 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
4013 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
4016 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
4019 /* disable texture unit */
4020 _mesa_set_enable(ctx
, target
, GL_FALSE
);
4022 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
4024 _mesa_meta_end(ctx
);
4026 /* restore fbo bindings */
4027 if (fboDrawSave
== fboReadSave
) {
4028 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboDrawSave
);
4031 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT
, fboDrawSave
);
4032 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER_EXT
, fboReadSave
);
4034 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, rbSave
);
4039 * This is just a wrapper around _mesa_get_tex_image() and
4040 * decompress_texture_image(). Meta functions should not be directly called
4044 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
4045 GLenum format
, GLenum type
, GLvoid
*pixels
,
4046 struct gl_texture_image
*texImage
)
4048 /* We can only use the decompress-with-blit method here if the texels are
4049 * unsigned, normalized values. We could handle signed and unnormalized
4050 * with floating point renderbuffers...
4052 if (_mesa_is_format_compressed(texImage
->TexFormat
) &&
4053 _mesa_get_format_datatype(texImage
->TexFormat
)
4054 == GL_UNSIGNED_NORMALIZED
) {
4055 struct gl_texture_object
*texObj
= texImage
->TexObject
;
4056 const GLuint slice
= 0; /* only 2D compressed textures for now */
4057 /* Need to unlock the texture here to prevent deadlock... */
4058 _mesa_unlock_texture(ctx
, texObj
);
4059 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, pixels
);
4060 /* ... and relock it */
4061 _mesa_lock_texture(ctx
, texObj
);
4064 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
4070 * Meta implementation of ctx->Driver.DrawTex() in terms
4071 * of polygon rendering.
4074 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
4075 GLfloat width
, GLfloat height
)
4077 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
4079 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
4081 struct vertex verts
[4];
4084 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
4086 MESA_META_TRANSFORM
|
4088 MESA_META_VIEWPORT
));
4090 if (drawtex
->ArrayObj
== 0) {
4091 /* one-time setup */
4092 GLint active_texture
;
4094 /* create vertex array object */
4095 _mesa_GenVertexArrays(1, &drawtex
->ArrayObj
);
4096 _mesa_BindVertexArray(drawtex
->ArrayObj
);
4098 /* create vertex array buffer */
4099 _mesa_GenBuffers(1, &drawtex
->VBO
);
4100 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4101 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
4102 NULL
, GL_DYNAMIC_DRAW_ARB
);
4104 /* client active texture is not part of the array object */
4105 active_texture
= ctx
->Array
.ActiveTexture
;
4107 /* setup vertex arrays */
4108 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
4109 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
4110 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4111 _mesa_ClientActiveTexture(GL_TEXTURE0
+ i
);
4112 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
4113 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
4116 /* restore client active texture */
4117 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
4120 _mesa_BindVertexArray(drawtex
->ArrayObj
);
4121 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4124 /* vertex positions, texcoords */
4126 const GLfloat x1
= x
+ width
;
4127 const GLfloat y1
= y
+ height
;
4129 z
= CLAMP(z
, 0.0f
, 1.0f
);
4148 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4149 const struct gl_texture_object
*texObj
;
4150 const struct gl_texture_image
*texImage
;
4151 GLfloat s
, t
, s1
, t1
;
4154 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
) {
4156 for (j
= 0; j
< 4; j
++) {
4157 verts
[j
].st
[i
][0] = 0.0f
;
4158 verts
[j
].st
[i
][1] = 0.0f
;
4163 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
4164 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
4165 tw
= texImage
->Width2
;
4166 th
= texImage
->Height2
;
4168 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
4169 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
4170 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
4171 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
4173 verts
[0].st
[i
][0] = s
;
4174 verts
[0].st
[i
][1] = t
;
4176 verts
[1].st
[i
][0] = s1
;
4177 verts
[1].st
[i
][1] = t
;
4179 verts
[2].st
[i
][0] = s1
;
4180 verts
[2].st
[i
][1] = t1
;
4182 verts
[3].st
[i
][0] = s
;
4183 verts
[3].st
[i
][1] = t1
;
4186 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
4189 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
4191 _mesa_meta_end(ctx
);