2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/glformats.h"
50 #include "main/image.h"
51 #include "main/macros.h"
52 #include "main/matrix.h"
53 #include "main/mipmap.h"
54 #include "main/pixel.h"
56 #include "main/polygon.h"
57 #include "main/queryobj.h"
58 #include "main/readpix.h"
59 #include "main/scissor.h"
60 #include "main/shaderapi.h"
61 #include "main/shaderobj.h"
62 #include "main/state.h"
63 #include "main/stencil.h"
64 #include "main/texobj.h"
65 #include "main/texenv.h"
66 #include "main/texgetimage.h"
67 #include "main/teximage.h"
68 #include "main/texparam.h"
69 #include "main/texstate.h"
70 #include "main/transformfeedback.h"
71 #include "main/uniforms.h"
72 #include "main/varray.h"
73 #include "main/viewport.h"
74 #include "main/samplerobj.h"
75 #include "program/program.h"
76 #include "swrast/swrast.h"
77 #include "drivers/common/meta.h"
78 #include "main/enums.h"
79 #include "main/glformats.h"
80 #include "../glsl/ralloc.h"
82 /** Return offset in bytes of the field within a vertex struct */
83 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
86 * State which we may save/restore across meta ops.
87 * XXX this may be incomplete...
91 GLbitfield SavedState
; /**< bitmask of MESA_META_* flags */
93 /** MESA_META_CLEAR (and others?) */
94 struct gl_query_object
*CurrentOcclusionObject
;
96 /** MESA_META_ALPHA_TEST */
97 GLboolean AlphaEnabled
;
101 /** MESA_META_BLEND */
102 GLbitfield BlendEnabled
;
103 GLboolean ColorLogicOpEnabled
;
105 /** MESA_META_COLOR_MASK */
106 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4];
108 /** MESA_META_DEPTH_TEST */
109 struct gl_depthbuffer_attrib Depth
;
114 /** MESA_META_PIXEL_STORE */
115 struct gl_pixelstore_attrib Pack
, Unpack
;
117 /** MESA_META_PIXEL_TRANSFER */
118 GLfloat RedBias
, RedScale
;
119 GLfloat GreenBias
, GreenScale
;
120 GLfloat BlueBias
, BlueScale
;
121 GLfloat AlphaBias
, AlphaScale
;
122 GLfloat DepthBias
, DepthScale
;
123 GLboolean MapColorFlag
;
125 /** MESA_META_RASTERIZATION */
126 GLenum FrontPolygonMode
, BackPolygonMode
;
127 GLboolean PolygonOffset
;
128 GLboolean PolygonSmooth
;
129 GLboolean PolygonStipple
;
130 GLboolean PolygonCull
;
132 /** MESA_META_SCISSOR */
133 struct gl_scissor_attrib Scissor
;
135 /** MESA_META_SHADER */
136 GLboolean VertexProgramEnabled
;
137 struct gl_vertex_program
*VertexProgram
;
138 GLboolean FragmentProgramEnabled
;
139 struct gl_fragment_program
*FragmentProgram
;
140 GLboolean ATIFragmentShaderEnabled
;
141 struct gl_shader_program
*Shader
[MESA_SHADER_STAGES
];
142 struct gl_shader_program
*ActiveShader
;
144 /** MESA_META_STENCIL_TEST */
145 struct gl_stencil_attrib Stencil
;
147 /** MESA_META_TRANSFORM */
149 GLfloat ModelviewMatrix
[16];
150 GLfloat ProjectionMatrix
[16];
151 GLfloat TextureMatrix
[16];
153 /** MESA_META_CLIP */
154 GLbitfield ClipPlanesEnabled
;
156 /** MESA_META_TEXTURE */
158 GLuint ClientActiveUnit
;
159 /** for unit[0] only */
160 struct gl_texture_object
*CurrentTexture
[NUM_TEXTURE_TARGETS
];
161 /** mask of TEXTURE_2D_BIT, etc */
162 GLbitfield TexEnabled
[MAX_TEXTURE_UNITS
];
163 GLbitfield TexGenEnabled
[MAX_TEXTURE_UNITS
];
164 GLuint EnvMode
; /* unit[0] only */
166 /** MESA_META_VERTEX */
167 struct gl_vertex_array_object
*VAO
;
168 struct gl_buffer_object
*ArrayBufferObj
;
170 /** MESA_META_VIEWPORT */
171 GLfloat ViewportX
, ViewportY
, ViewportW
, ViewportH
;
172 GLclampd DepthNear
, DepthFar
;
174 /** MESA_META_CLAMP_FRAGMENT_COLOR */
175 GLenum ClampFragmentColor
;
177 /** MESA_META_CLAMP_VERTEX_COLOR */
178 GLenum ClampVertexColor
;
180 /** MESA_META_CONDITIONAL_RENDER */
181 struct gl_query_object
*CondRenderQuery
;
182 GLenum CondRenderMode
;
184 /** MESA_META_SELECT_FEEDBACK */
186 struct gl_selection Select
;
187 struct gl_feedback Feedback
;
189 /** MESA_META_MULTISAMPLE */
190 GLboolean MultisampleEnabled
;
192 /** MESA_META_FRAMEBUFFER_SRGB */
193 GLboolean sRGBEnabled
;
195 /** Miscellaneous (always disabled) */
197 GLboolean RasterDiscard
;
198 GLboolean TransformFeedbackNeedsResume
;
202 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
203 * This is currently shared by all the meta ops. But we could create a
204 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
209 GLenum Target
; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
210 GLsizei MinSize
; /**< Min texture size to allocate */
211 GLsizei MaxSize
; /**< Max possible texture size */
212 GLboolean NPOT
; /**< Non-power of two size OK? */
213 GLsizei Width
, Height
; /**< Current texture size */
215 GLfloat Sright
, Ttop
; /**< right, top texcoords */
220 * State for glBlitFramebufer()
228 GLuint RectShaderProg
;
229 struct temp_texture depthTex
;
234 * State for glClear()
244 GLuint IntegerShaderProg
;
245 GLint IntegerColorLocation
;
246 GLint IntegerLayerLocation
;
251 * State for glCopyPixels()
261 * State for glDrawPixels()
268 GLuint StencilFP
; /**< Fragment program for drawing stencil images */
269 GLuint DepthFP
; /**< Fragment program for drawing depth images */
274 * State for glBitmap()
280 struct temp_texture Tex
; /**< separate texture from other meta ops */
284 * State for GLSL texture sampler which is used to generate fragment
285 * shader in _mesa_meta_generate_mipmap().
287 struct glsl_sampler
{
290 const char *texcoords
;
295 * State for _mesa_meta_generate_mipmap()
297 struct gen_mipmap_state
304 struct glsl_sampler sampler_1d
;
305 struct glsl_sampler sampler_2d
;
306 struct glsl_sampler sampler_3d
;
307 struct glsl_sampler sampler_cubemap
;
308 struct glsl_sampler sampler_1d_array
;
309 struct glsl_sampler sampler_2d_array
;
313 * State for texture decompression
315 struct decompress_state
318 GLuint VBO
, FBO
, RBO
, Sampler
;
323 * State for glDrawTex()
331 #define MAX_META_OPS_DEPTH 8
333 * All per-context meta state.
337 /** Stack of state saved during meta-ops */
338 struct save_state Save
[MAX_META_OPS_DEPTH
];
339 /** Save stack depth */
340 GLuint SaveStackDepth
;
342 struct temp_texture TempTex
;
344 struct blit_state Blit
; /**< For _mesa_meta_BlitFramebuffer() */
345 struct clear_state Clear
; /**< For _mesa_meta_Clear() */
346 struct copypix_state CopyPix
; /**< For _mesa_meta_CopyPixels() */
347 struct drawpix_state DrawPix
; /**< For _mesa_meta_DrawPixels() */
348 struct bitmap_state Bitmap
; /**< For _mesa_meta_Bitmap() */
349 struct gen_mipmap_state Mipmap
; /**< For _mesa_meta_GenerateMipmap() */
350 struct decompress_state Decompress
; /**< For texture decompression */
351 struct drawtex_state DrawTex
; /**< For _mesa_meta_DrawTex() */
355 GLfloat x
, y
, z
, tex
[4];
358 static void meta_glsl_blit_cleanup(struct blit_state
*blit
);
359 static void cleanup_temp_texture(struct temp_texture
*tex
);
360 static void meta_glsl_clear_cleanup(struct clear_state
*clear
);
361 static void meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state
*mipmap
);
362 static void meta_decompress_cleanup(struct decompress_state
*decompress
);
363 static void meta_drawpix_cleanup(struct drawpix_state
*drawpix
);
366 compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
, const GLcharARB
*source
)
372 shader
= _mesa_CreateShaderObjectARB(target
);
373 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
374 _mesa_CompileShader(shader
);
376 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
380 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
382 _mesa_DeleteObjectARB(shader
);
388 _mesa_DeleteObjectARB(shader
);
392 _mesa_GetProgramInfoLog(shader
, size
, NULL
, info
);
394 "meta program compile failed:\n%s\n"
399 _mesa_DeleteObjectARB(shader
);
405 link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
410 _mesa_LinkProgram(program
);
412 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
416 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
424 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
425 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
433 * Configure vertex buffer and vertex array objects for tests
435 * Regardless of whether a new VAO and new VBO are created, the objects
436 * referenced by \c VAO and \c VBO will be bound into the GL state vector
437 * when this function terminates.
439 * \param VAO Storage for vertex array object handle. If 0, a new VAO
441 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
442 * will be created. The new VBO will have storage for 4
443 * \c vertex structures.
444 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
445 * or should traditional, fixed-function color and texture
446 * coordinate be used?
447 * \param vertex_size Number of components for attribute 0 / vertex.
448 * \param texcoord_size Number of components for attribute 1 / texture
449 * coordinate. If this is 0, attribute 1 will not be set or
451 * \param color_size Number of components for attribute 1 / primary color.
452 * If this is 0, attribute 1 will not be set or enabled.
454 * \note Either \c texcoord_size or \c color_size \b must be zero! The same
455 * data location is used for both values, so only one can be active at a time.
457 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
458 * Use \c texcoord_size instead.
461 setup_vertex_objects(GLuint
*VAO
, GLuint
*VBO
, bool use_generic_attributes
,
462 unsigned vertex_size
, unsigned texcoord_size
,
467 assert(color_size
== 0 || texcoord_size
== 0);
469 /* create vertex array object */
470 _mesa_GenVertexArrays(1, VAO
);
471 _mesa_BindVertexArray(*VAO
);
473 /* create vertex array buffer */
474 _mesa_GenBuffers(1, VBO
);
475 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
476 _mesa_BufferData(GL_ARRAY_BUFFER
, 4 * sizeof(struct vertex
), NULL
,
479 /* setup vertex arrays */
480 if (use_generic_attributes
) {
481 assert(color_size
== 0);
483 _mesa_VertexAttribPointer(0, vertex_size
, GL_FLOAT
, GL_FALSE
,
484 sizeof(struct vertex
), OFFSET(x
));
485 _mesa_EnableVertexAttribArray(0);
487 if (texcoord_size
> 0) {
488 _mesa_VertexAttribPointer(1, texcoord_size
, GL_FLOAT
, GL_FALSE
,
489 sizeof(struct vertex
), OFFSET(tex
));
490 _mesa_EnableVertexAttribArray(1);
493 _mesa_VertexPointer(vertex_size
, GL_FLOAT
, sizeof(struct vertex
),
495 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
497 if (texcoord_size
> 0) {
498 _mesa_TexCoordPointer(texcoord_size
, GL_FLOAT
,
499 sizeof(struct vertex
), OFFSET(tex
));
500 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
503 if (color_size
> 0) {
504 _mesa_ColorPointer(color_size
, GL_FLOAT
,
505 sizeof(struct vertex
), OFFSET(tex
));
506 _mesa_EnableClientState(GL_COLOR_ARRAY
);
510 _mesa_BindVertexArray(*VAO
);
511 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
516 * Initialize meta-ops for a context.
517 * To be called once during context creation.
520 _mesa_meta_init(struct gl_context
*ctx
)
524 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
529 * Free context meta-op state.
530 * To be called once during context destruction.
533 _mesa_meta_free(struct gl_context
*ctx
)
535 GET_CURRENT_CONTEXT(old_context
);
536 _mesa_make_current(ctx
, NULL
, NULL
);
537 meta_glsl_blit_cleanup(&ctx
->Meta
->Blit
);
538 meta_glsl_clear_cleanup(&ctx
->Meta
->Clear
);
539 meta_glsl_generate_mipmap_cleanup(&ctx
->Meta
->Mipmap
);
540 cleanup_temp_texture(&ctx
->Meta
->TempTex
);
541 meta_decompress_cleanup(&ctx
->Meta
->Decompress
);
542 meta_drawpix_cleanup(&ctx
->Meta
->DrawPix
);
544 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
546 _mesa_make_current(NULL
, NULL
, NULL
);
553 * Enter meta state. This is like a light-weight version of glPushAttrib
554 * but it also resets most GL state back to default values.
556 * \param state bitmask of MESA_META_* flags indicating which attribute groups
557 * to save and reset to their defaults
560 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
562 struct save_state
*save
;
564 /* hope MAX_META_OPS_DEPTH is large enough */
565 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
567 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
568 memset(save
, 0, sizeof(*save
));
569 save
->SavedState
= state
;
571 /* Pausing transform feedback needs to be done early, or else we won't be
572 * able to change other state.
574 save
->TransformFeedbackNeedsResume
=
575 _mesa_is_xfb_active_and_unpaused(ctx
);
576 if (save
->TransformFeedbackNeedsResume
)
577 _mesa_PauseTransformFeedback();
579 /* After saving the current occlusion object, call EndQuery so that no
580 * occlusion querying will be active during the meta-operation.
582 if (state
& MESA_META_OCCLUSION_QUERY
) {
583 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
584 if (save
->CurrentOcclusionObject
)
585 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
588 if (state
& MESA_META_ALPHA_TEST
) {
589 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
590 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
591 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
592 if (ctx
->Color
.AlphaEnabled
)
593 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
596 if (state
& MESA_META_BLEND
) {
597 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
598 if (ctx
->Color
.BlendEnabled
) {
599 if (ctx
->Extensions
.EXT_draw_buffers2
) {
601 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
602 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
606 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
609 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
610 if (ctx
->Color
.ColorLogicOpEnabled
)
611 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
614 if (state
& MESA_META_COLOR_MASK
) {
615 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
616 sizeof(ctx
->Color
.ColorMask
));
617 if (!ctx
->Color
.ColorMask
[0][0] ||
618 !ctx
->Color
.ColorMask
[0][1] ||
619 !ctx
->Color
.ColorMask
[0][2] ||
620 !ctx
->Color
.ColorMask
[0][3])
621 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
624 if (state
& MESA_META_DEPTH_TEST
) {
625 save
->Depth
= ctx
->Depth
; /* struct copy */
627 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
630 if ((state
& MESA_META_FOG
)
631 && ctx
->API
!= API_OPENGL_CORE
632 && ctx
->API
!= API_OPENGLES2
) {
633 save
->Fog
= ctx
->Fog
.Enabled
;
634 if (ctx
->Fog
.Enabled
)
635 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
638 if (state
& MESA_META_PIXEL_STORE
) {
639 save
->Pack
= ctx
->Pack
;
640 save
->Unpack
= ctx
->Unpack
;
641 ctx
->Pack
= ctx
->DefaultPacking
;
642 ctx
->Unpack
= ctx
->DefaultPacking
;
645 if (state
& MESA_META_PIXEL_TRANSFER
) {
646 save
->RedScale
= ctx
->Pixel
.RedScale
;
647 save
->RedBias
= ctx
->Pixel
.RedBias
;
648 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
649 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
650 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
651 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
652 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
653 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
654 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
655 ctx
->Pixel
.RedScale
= 1.0F
;
656 ctx
->Pixel
.RedBias
= 0.0F
;
657 ctx
->Pixel
.GreenScale
= 1.0F
;
658 ctx
->Pixel
.GreenBias
= 0.0F
;
659 ctx
->Pixel
.BlueScale
= 1.0F
;
660 ctx
->Pixel
.BlueBias
= 0.0F
;
661 ctx
->Pixel
.AlphaScale
= 1.0F
;
662 ctx
->Pixel
.AlphaBias
= 0.0F
;
663 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
665 ctx
->NewState
|=_NEW_PIXEL
;
668 if (state
& MESA_META_RASTERIZATION
) {
669 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
670 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
671 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
672 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
673 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
674 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
675 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
676 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
677 if (ctx
->API
== API_OPENGL_COMPAT
) {
678 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
679 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
681 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
684 if (state
& MESA_META_SCISSOR
) {
685 save
->Scissor
= ctx
->Scissor
; /* struct copy */
686 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
689 if (state
& MESA_META_SHADER
) {
692 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
693 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
694 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
695 ctx
->VertexProgram
.Current
);
696 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
699 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
700 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
701 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
702 ctx
->FragmentProgram
.Current
);
703 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
706 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
707 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
708 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
711 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
712 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
713 ctx
->Shader
.CurrentProgram
[i
]);
715 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
716 ctx
->Shader
.ActiveProgram
);
721 if (state
& MESA_META_STENCIL_TEST
) {
722 save
->Stencil
= ctx
->Stencil
; /* struct copy */
723 if (ctx
->Stencil
.Enabled
)
724 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
725 /* NOTE: other stencil state not reset */
728 if (state
& MESA_META_TEXTURE
) {
731 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
732 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
733 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
735 /* Disable all texture units */
736 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
737 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
738 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
739 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
740 if (ctx
->Texture
.Unit
[u
].Enabled
||
741 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
742 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
743 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
744 if (ctx
->Extensions
.ARB_texture_cube_map
)
745 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
746 if (_mesa_is_gles(ctx
) &&
747 ctx
->Extensions
.OES_EGL_image_external
)
748 _mesa_set_enable(ctx
, GL_TEXTURE_EXTERNAL_OES
, GL_FALSE
);
750 if (ctx
->API
== API_OPENGL_COMPAT
) {
751 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
752 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
753 if (ctx
->Extensions
.NV_texture_rectangle
)
754 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
755 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
756 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
757 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
758 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
760 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_STR_OES
, GL_FALSE
);
766 /* save current texture objects for unit[0] only */
767 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
768 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
769 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
772 /* set defaults for unit[0] */
773 _mesa_ActiveTexture(GL_TEXTURE0
);
774 _mesa_ClientActiveTexture(GL_TEXTURE0
);
775 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
776 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
780 if (state
& MESA_META_TRANSFORM
) {
781 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
782 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
783 16 * sizeof(GLfloat
));
784 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
785 16 * sizeof(GLfloat
));
786 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
787 16 * sizeof(GLfloat
));
788 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
789 /* set 1:1 vertex:pixel coordinate transform */
790 _mesa_ActiveTexture(GL_TEXTURE0
);
791 _mesa_MatrixMode(GL_TEXTURE
);
792 _mesa_LoadIdentity();
793 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
794 _mesa_MatrixMode(GL_MODELVIEW
);
795 _mesa_LoadIdentity();
796 _mesa_MatrixMode(GL_PROJECTION
);
797 _mesa_LoadIdentity();
799 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
800 * This can occur when there is no draw buffer.
802 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
803 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
804 0.0, ctx
->DrawBuffer
->Height
,
808 if (state
& MESA_META_CLIP
) {
809 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
810 if (ctx
->Transform
.ClipPlanesEnabled
) {
812 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
813 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
818 if (state
& MESA_META_VERTEX
) {
819 /* save vertex array object state */
820 _mesa_reference_vao(ctx
, &save
->VAO
,
822 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
823 ctx
->Array
.ArrayBufferObj
);
824 /* set some default state? */
827 if (state
& MESA_META_VIEWPORT
) {
828 /* save viewport state */
829 save
->ViewportX
= ctx
->ViewportArray
[0].X
;
830 save
->ViewportY
= ctx
->ViewportArray
[0].Y
;
831 save
->ViewportW
= ctx
->ViewportArray
[0].Width
;
832 save
->ViewportH
= ctx
->ViewportArray
[0].Height
;
833 /* set viewport to match window size */
834 if (ctx
->ViewportArray
[0].X
!= 0 ||
835 ctx
->ViewportArray
[0].Y
!= 0 ||
836 ctx
->ViewportArray
[0].Width
!= (float) ctx
->DrawBuffer
->Width
||
837 ctx
->ViewportArray
[0].Height
!= (float) ctx
->DrawBuffer
->Height
) {
838 _mesa_set_viewport(ctx
, 0, 0, 0,
839 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
841 /* save depth range state */
842 save
->DepthNear
= ctx
->ViewportArray
[0].Near
;
843 save
->DepthFar
= ctx
->ViewportArray
[0].Far
;
844 /* set depth range to default */
845 _mesa_DepthRange(0.0, 1.0);
848 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
849 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
851 /* Generally in here we want to do clamping according to whether
852 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
853 * regardless of the internal implementation of the metaops.
855 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
856 ctx
->Extensions
.ARB_color_buffer_float
)
857 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
860 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
861 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
863 /* Generally in here we never want vertex color clamping --
864 * result clamping is only dependent on fragment clamping.
866 if (ctx
->Extensions
.ARB_color_buffer_float
)
867 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
870 if (state
& MESA_META_CONDITIONAL_RENDER
) {
871 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
872 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
874 if (ctx
->Query
.CondRenderQuery
)
875 _mesa_EndConditionalRender();
878 if (state
& MESA_META_SELECT_FEEDBACK
) {
879 save
->RenderMode
= ctx
->RenderMode
;
880 if (ctx
->RenderMode
== GL_SELECT
) {
881 save
->Select
= ctx
->Select
; /* struct copy */
882 _mesa_RenderMode(GL_RENDER
);
883 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
884 save
->Feedback
= ctx
->Feedback
; /* struct copy */
885 _mesa_RenderMode(GL_RENDER
);
889 if (state
& MESA_META_MULTISAMPLE
) {
890 save
->MultisampleEnabled
= ctx
->Multisample
.Enabled
;
891 if (ctx
->Multisample
.Enabled
)
892 _mesa_set_multisample(ctx
, GL_FALSE
);
895 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
896 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
897 if (ctx
->Color
.sRGBEnabled
)
898 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
903 save
->Lighting
= ctx
->Light
.Enabled
;
904 if (ctx
->Light
.Enabled
)
905 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
906 save
->RasterDiscard
= ctx
->RasterDiscard
;
907 if (ctx
->RasterDiscard
)
908 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
914 * Leave meta state. This is like a light-weight version of glPopAttrib().
917 _mesa_meta_end(struct gl_context
*ctx
)
919 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
920 const GLbitfield state
= save
->SavedState
;
923 /* After starting a new occlusion query, initialize the results to the
924 * values saved previously. The driver will then continue to increment
927 if (state
& MESA_META_OCCLUSION_QUERY
) {
928 if (save
->CurrentOcclusionObject
) {
929 _mesa_BeginQuery(save
->CurrentOcclusionObject
->Target
,
930 save
->CurrentOcclusionObject
->Id
);
931 ctx
->Query
.CurrentOcclusionObject
->Result
= save
->CurrentOcclusionObject
->Result
;
935 if (state
& MESA_META_ALPHA_TEST
) {
936 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
937 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
938 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
941 if (state
& MESA_META_BLEND
) {
942 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
943 if (ctx
->Extensions
.EXT_draw_buffers2
) {
945 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
946 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
950 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
953 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
954 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
957 if (state
& MESA_META_COLOR_MASK
) {
959 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
960 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
962 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
963 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
967 save
->ColorMask
[i
][0],
968 save
->ColorMask
[i
][1],
969 save
->ColorMask
[i
][2],
970 save
->ColorMask
[i
][3]);
976 if (state
& MESA_META_DEPTH_TEST
) {
977 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
978 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
979 _mesa_DepthFunc(save
->Depth
.Func
);
980 _mesa_DepthMask(save
->Depth
.Mask
);
983 if ((state
& MESA_META_FOG
)
984 && ctx
->API
!= API_OPENGL_CORE
985 && ctx
->API
!= API_OPENGLES2
) {
986 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
989 if (state
& MESA_META_PIXEL_STORE
) {
990 ctx
->Pack
= save
->Pack
;
991 ctx
->Unpack
= save
->Unpack
;
994 if (state
& MESA_META_PIXEL_TRANSFER
) {
995 ctx
->Pixel
.RedScale
= save
->RedScale
;
996 ctx
->Pixel
.RedBias
= save
->RedBias
;
997 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
998 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
999 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
1000 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
1001 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
1002 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
1003 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
1004 /* XXX more state */
1005 ctx
->NewState
|=_NEW_PIXEL
;
1008 if (state
& MESA_META_RASTERIZATION
) {
1009 /* Core context requires that front and back mode be the same.
1011 if (ctx
->API
== API_OPENGL_CORE
) {
1012 _mesa_PolygonMode(GL_FRONT_AND_BACK
, save
->FrontPolygonMode
);
1014 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
1015 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
1017 if (ctx
->API
== API_OPENGL_COMPAT
) {
1018 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
1019 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
1021 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
1022 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
1025 if (state
& MESA_META_SCISSOR
) {
1028 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
1029 _mesa_set_scissor(ctx
, i
,
1030 save
->Scissor
.ScissorArray
[i
].X
,
1031 save
->Scissor
.ScissorArray
[i
].Y
,
1032 save
->Scissor
.ScissorArray
[i
].Width
,
1033 save
->Scissor
.ScissorArray
[i
].Height
);
1034 _mesa_set_enablei(ctx
, GL_SCISSOR_TEST
, i
,
1035 (save
->Scissor
.EnableFlags
>> i
) & 1);
1039 if (state
& MESA_META_SHADER
) {
1040 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
1041 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
1042 save
->VertexProgramEnabled
);
1043 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
1044 save
->VertexProgram
);
1045 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
1048 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
1049 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
1050 save
->FragmentProgramEnabled
);
1051 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
1052 save
->FragmentProgram
);
1053 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
1056 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
1057 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
1058 save
->ATIFragmentShaderEnabled
);
1061 if (ctx
->Extensions
.ARB_vertex_shader
) {
1062 _mesa_use_shader_program(ctx
, GL_VERTEX_SHADER
,
1063 save
->Shader
[MESA_SHADER_VERTEX
]);
1066 if (_mesa_has_geometry_shaders(ctx
))
1067 _mesa_use_shader_program(ctx
, GL_GEOMETRY_SHADER_ARB
,
1068 save
->Shader
[MESA_SHADER_GEOMETRY
]);
1070 if (ctx
->Extensions
.ARB_fragment_shader
)
1071 _mesa_use_shader_program(ctx
, GL_FRAGMENT_SHADER
,
1072 save
->Shader
[MESA_SHADER_FRAGMENT
]);
1074 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1075 save
->ActiveShader
);
1077 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++)
1078 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
1079 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
1082 if (state
& MESA_META_STENCIL_TEST
) {
1083 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
1085 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1086 _mesa_ClearStencil(stencil
->Clear
);
1087 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.EXT_stencil_two_side
) {
1088 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1089 stencil
->TestTwoSide
);
1090 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1091 ? GL_BACK
: GL_FRONT
);
1094 _mesa_StencilFuncSeparate(GL_FRONT
,
1095 stencil
->Function
[0],
1097 stencil
->ValueMask
[0]);
1098 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1099 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1100 stencil
->ZFailFunc
[0],
1101 stencil
->ZPassFunc
[0]);
1103 _mesa_StencilFuncSeparate(GL_BACK
,
1104 stencil
->Function
[1],
1106 stencil
->ValueMask
[1]);
1107 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1108 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1109 stencil
->ZFailFunc
[1],
1110 stencil
->ZPassFunc
[1]);
1113 if (state
& MESA_META_TEXTURE
) {
1116 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
1118 /* restore texenv for unit[0] */
1119 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1120 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1123 /* restore texture objects for unit[0] only */
1124 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1125 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1126 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1127 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1128 save
->CurrentTexture
[tgt
]);
1130 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1133 /* Restore fixed function texture enables, texgen */
1134 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1135 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1136 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1137 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1138 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1141 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1142 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1143 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1148 /* restore current unit state */
1149 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1150 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
1153 if (state
& MESA_META_TRANSFORM
) {
1154 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1155 _mesa_ActiveTexture(GL_TEXTURE0
);
1156 _mesa_MatrixMode(GL_TEXTURE
);
1157 _mesa_LoadMatrixf(save
->TextureMatrix
);
1158 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1160 _mesa_MatrixMode(GL_MODELVIEW
);
1161 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1163 _mesa_MatrixMode(GL_PROJECTION
);
1164 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1166 _mesa_MatrixMode(save
->MatrixMode
);
1169 if (state
& MESA_META_CLIP
) {
1170 if (save
->ClipPlanesEnabled
) {
1172 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1173 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1174 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1180 if (state
& MESA_META_VERTEX
) {
1181 /* restore vertex buffer object */
1182 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1183 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1185 /* restore vertex array object */
1186 _mesa_BindVertexArray(save
->VAO
->Name
);
1187 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1190 if (state
& MESA_META_VIEWPORT
) {
1191 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1192 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1193 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1194 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1195 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1196 save
->ViewportW
, save
->ViewportH
);
1198 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1201 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1202 ctx
->Extensions
.ARB_color_buffer_float
) {
1203 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1206 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1207 ctx
->Extensions
.ARB_color_buffer_float
) {
1208 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1211 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1212 if (save
->CondRenderQuery
)
1213 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1214 save
->CondRenderMode
);
1217 if (state
& MESA_META_SELECT_FEEDBACK
) {
1218 if (save
->RenderMode
== GL_SELECT
) {
1219 _mesa_RenderMode(GL_SELECT
);
1220 ctx
->Select
= save
->Select
;
1221 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1222 _mesa_RenderMode(GL_FEEDBACK
);
1223 ctx
->Feedback
= save
->Feedback
;
1227 if (state
& MESA_META_MULTISAMPLE
) {
1228 if (ctx
->Multisample
.Enabled
!= save
->MultisampleEnabled
)
1229 _mesa_set_multisample(ctx
, save
->MultisampleEnabled
);
1232 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1233 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1234 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1238 if (save
->Lighting
) {
1239 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1241 if (save
->RasterDiscard
) {
1242 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1244 if (save
->TransformFeedbackNeedsResume
)
1245 _mesa_ResumeTransformFeedback();
1247 ctx
->Meta
->SaveStackDepth
--;
1252 * Determine whether Mesa is currently in a meta state.
1255 _mesa_meta_in_progress(struct gl_context
*ctx
)
1257 return ctx
->Meta
->SaveStackDepth
!= 0;
1262 * Convert Z from a normalized value in the range [0, 1] to an object-space
1263 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1264 * default/identity ortho projection results in the original Z value.
1265 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1266 * value comes from the clear value or raster position.
1268 static INLINE GLfloat
1269 invert_z(GLfloat normZ
)
1271 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1277 * One-time init for a temp_texture object.
1278 * Choose tex target, compute max tex size, etc.
1281 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1283 /* prefer texture rectangle */
1284 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1285 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1286 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1287 tex
->NPOT
= GL_TRUE
;
1290 /* use 2D texture, NPOT if possible */
1291 tex
->Target
= GL_TEXTURE_2D
;
1292 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1293 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1295 tex
->MinSize
= 16; /* 16 x 16 at least */
1296 assert(tex
->MaxSize
> 0);
1298 _mesa_GenTextures(1, &tex
->TexObj
);
1302 cleanup_temp_texture(struct temp_texture
*tex
)
1306 _mesa_DeleteTextures(1, &tex
->TexObj
);
1312 * Return pointer to temp_texture info for non-bitmap ops.
1313 * This does some one-time init if needed.
1315 static struct temp_texture
*
1316 get_temp_texture(struct gl_context
*ctx
)
1318 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1321 init_temp_texture(ctx
, tex
);
1329 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1330 * We use a separate texture for bitmaps to reduce texture
1331 * allocation/deallocation.
1333 static struct temp_texture
*
1334 get_bitmap_temp_texture(struct gl_context
*ctx
)
1336 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1339 init_temp_texture(ctx
, tex
);
1346 * Return pointer to depth temp_texture.
1347 * This does some one-time init if needed.
1349 static struct temp_texture
*
1350 get_temp_depth_texture(struct gl_context
*ctx
)
1352 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1355 init_temp_texture(ctx
, tex
);
1362 * Compute the width/height of texture needed to draw an image of the
1363 * given size. Return a flag indicating whether the current texture
1364 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1365 * allocated (glTexImage2D).
1366 * Also, compute s/t texcoords for drawing.
1368 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1371 alloc_texture(struct temp_texture
*tex
,
1372 GLsizei width
, GLsizei height
, GLenum intFormat
)
1374 GLboolean newTex
= GL_FALSE
;
1376 ASSERT(width
<= tex
->MaxSize
);
1377 ASSERT(height
<= tex
->MaxSize
);
1379 if (width
> tex
->Width
||
1380 height
> tex
->Height
||
1381 intFormat
!= tex
->IntFormat
) {
1382 /* alloc new texture (larger or different format) */
1385 /* use non-power of two size */
1386 tex
->Width
= MAX2(tex
->MinSize
, width
);
1387 tex
->Height
= MAX2(tex
->MinSize
, height
);
1390 /* find power of two size */
1392 w
= h
= tex
->MinSize
;
1401 tex
->IntFormat
= intFormat
;
1406 /* compute texcoords */
1407 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1408 tex
->Sright
= (GLfloat
) width
;
1409 tex
->Ttop
= (GLfloat
) height
;
1412 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1413 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1421 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1424 setup_copypix_texture(struct gl_context
*ctx
,
1425 struct temp_texture
*tex
,
1427 GLint srcX
, GLint srcY
,
1428 GLsizei width
, GLsizei height
, GLenum intFormat
,
1431 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1432 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1433 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1434 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1435 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1437 /* copy framebuffer image to texture */
1439 /* create new tex image */
1440 if (tex
->Width
== width
&& tex
->Height
== height
) {
1441 /* create new tex with framebuffer data */
1442 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1443 srcX
, srcY
, width
, height
, 0);
1446 /* create empty texture */
1447 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1448 tex
->Width
, tex
->Height
, 0,
1449 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1451 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1452 0, 0, srcX
, srcY
, width
, height
);
1456 /* replace existing tex image */
1457 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1458 0, 0, srcX
, srcY
, width
, height
);
1464 * Setup/load texture for glDrawPixels.
1467 setup_drawpix_texture(struct gl_context
*ctx
,
1468 struct temp_texture
*tex
,
1470 GLsizei width
, GLsizei height
,
1471 GLenum format
, GLenum type
,
1472 const GLvoid
*pixels
)
1474 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1475 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1476 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1477 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1478 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1480 /* copy pixel data to texture */
1482 /* create new tex image */
1483 if (tex
->Width
== width
&& tex
->Height
== height
) {
1484 /* create new tex and load image data */
1485 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1486 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1489 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1491 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1492 ctx
->Unpack
.BufferObj
);
1493 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1494 /* create empty texture */
1495 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1496 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1497 if (save_unpack_obj
!= NULL
)
1498 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1499 save_unpack_obj
->Name
);
1501 _mesa_TexSubImage2D(tex
->Target
, 0,
1502 0, 0, width
, height
, format
, type
, pixels
);
1506 /* replace existing tex image */
1507 _mesa_TexSubImage2D(tex
->Target
, 0,
1508 0, 0, width
, height
, format
, type
, pixels
);
1515 * One-time init for drawing depth pixels.
1518 init_blit_depth_pixels(struct gl_context
*ctx
)
1520 static const char *program
=
1522 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1525 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1526 struct temp_texture
*tex
= get_temp_texture(ctx
);
1527 const char *texTarget
;
1529 assert(blit
->DepthFP
== 0);
1531 /* replace %s with "RECT" or "2D" */
1532 assert(strlen(program
) + 4 < sizeof(program2
));
1533 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
1537 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
1539 _mesa_GenProgramsARB(1, &blit
->DepthFP
);
1540 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1541 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1542 strlen(program2
), (const GLubyte
*) program2
);
1546 setup_ff_blit_framebuffer(struct blit_state
*blit
)
1548 setup_vertex_objects(&blit
->VAO
, &blit
->VBO
, false, 2, 2, 0);
1550 /* setup projection matrix */
1551 _mesa_MatrixMode(GL_PROJECTION
);
1552 _mesa_LoadIdentity();
1553 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
1558 setup_glsl_blit_framebuffer(struct gl_context
*ctx
,
1559 struct blit_state
*blit
,
1562 const char *vs_source
;
1567 GLboolean texture_2d
= (target
== GL_TEXTURE_2D
);
1569 /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
1570 assert(_mesa_is_desktop_gl(ctx
) || texture_2d
);
1572 setup_vertex_objects(&blit
->VAO
, &blit
->VBO
, true, 2, 2, 0);
1574 /* Generate a relevant fragment shader program for the texture target */
1575 if ((target
== GL_TEXTURE_2D
&& blit
->ShaderProg
!= 0) ||
1576 (target
== GL_TEXTURE_RECTANGLE
&& blit
->RectShaderProg
!= 0)) {
1580 mem_ctx
= ralloc_context(NULL
);
1582 if (ctx
->Const
.GLSLVersion
< 130) {
1584 "attribute vec2 position;\n"
1585 "attribute vec2 textureCoords;\n"
1586 "varying vec2 texCoords;\n"
1589 " texCoords = textureCoords;\n"
1590 " gl_Position = vec4(position, 0.0, 1.0);\n"
1593 fs_source
= ralloc_asprintf(mem_ctx
,
1595 "precision highp float;\n"
1597 "uniform %s texSampler;\n"
1598 "varying vec2 texCoords;\n"
1601 " gl_FragColor = %s(texSampler, texCoords);\n"
1602 " gl_FragDepth = gl_FragColor.r;\n"
1604 texture_2d
? "sampler2D" : "sampler2DRect",
1605 texture_2d
? "texture2D" : "texture2DRect");
1608 vs_source
= ralloc_asprintf(mem_ctx
,
1610 "in vec2 position;\n"
1611 "in vec2 textureCoords;\n"
1612 "out vec2 texCoords;\n"
1615 " texCoords = textureCoords;\n"
1616 " gl_Position = vec4(position, 0.0, 1.0);\n"
1618 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
1619 fs_source
= ralloc_asprintf(mem_ctx
,
1622 "precision highp float;\n"
1624 "uniform %s texSampler;\n"
1625 "in vec2 texCoords;\n"
1626 "out vec4 out_color;\n"
1630 " out_color = %s(texSampler, texCoords);\n"
1631 " gl_FragDepth = out_color.r;\n"
1633 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
1634 texture_2d
? "sampler2D" : "sampler2DRect",
1635 texture_2d
? "texture" : "texture2DRect");
1638 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
1639 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
1641 ShaderProg
= _mesa_CreateProgramObjectARB();
1642 _mesa_AttachShader(ShaderProg
, fs
);
1643 _mesa_DeleteObjectARB(fs
);
1644 _mesa_AttachShader(ShaderProg
, vs
);
1645 _mesa_DeleteObjectARB(vs
);
1646 _mesa_BindAttribLocation(ShaderProg
, 0, "position");
1647 _mesa_BindAttribLocation(ShaderProg
, 1, "texcoords");
1648 link_program_with_debug(ctx
, ShaderProg
);
1649 ralloc_free(mem_ctx
);
1651 blit
->ShaderProg
= ShaderProg
;
1653 blit
->RectShaderProg
= ShaderProg
;
1657 * Try to do a glBlitFramebuffer using no-copy texturing.
1658 * We can do this when the src renderbuffer is actually a texture.
1659 * But if the src buffer == dst buffer we cannot do this.
1661 * \return new buffer mask indicating the buffers left to blit using the
1665 blitframebuffer_texture(struct gl_context
*ctx
,
1666 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1667 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1668 GLbitfield mask
, GLenum filter
, GLint flipX
,
1669 GLint flipY
, GLboolean glsl_version
)
1671 if (mask
& GL_COLOR_BUFFER_BIT
) {
1672 const struct gl_framebuffer
*drawFb
= ctx
->DrawBuffer
;
1673 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1674 const struct gl_renderbuffer_attachment
*drawAtt
;
1675 const struct gl_renderbuffer_attachment
*readAtt
=
1676 &readFb
->Attachment
[readFb
->_ColorReadBufferIndex
];
1678 if (readAtt
&& readAtt
->Texture
) {
1679 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1680 const GLint dstX
= MIN2(dstX0
, dstX1
);
1681 const GLint dstY
= MIN2(dstY0
, dstY1
);
1682 const GLint dstW
= abs(dstX1
- dstX0
);
1683 const GLint dstH
= abs(dstY1
- dstY0
);
1684 const struct gl_texture_object
*texObj
= readAtt
->Texture
;
1685 const GLuint srcLevel
= readAtt
->TextureLevel
;
1686 const GLint baseLevelSave
= texObj
->BaseLevel
;
1687 const GLint maxLevelSave
= texObj
->MaxLevel
;
1688 const GLenum target
= texObj
->Target
;
1689 GLuint sampler
, samplerSave
=
1690 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
1691 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
1694 /* Iterate through all draw buffers */
1695 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
1696 int idx
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
1699 drawAtt
= &drawFb
->Attachment
[idx
];
1701 if (drawAtt
->Texture
== readAtt
->Texture
) {
1702 /* Can't use same texture as both the source and dest. We need
1703 * to handle overlapping blits and besides, some hw may not
1710 if (target
!= GL_TEXTURE_2D
&& target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1711 /* Can't handle other texture types at this time */
1715 /* Choose between glsl version and fixed function version of
1716 * BlitFramebuffer function.
1719 setup_glsl_blit_framebuffer(ctx
, blit
, target
);
1720 if (target
== GL_TEXTURE_2D
)
1721 _mesa_UseProgram(blit
->ShaderProg
);
1723 _mesa_UseProgram(blit
->RectShaderProg
);
1726 setup_ff_blit_framebuffer(&ctx
->Meta
->Blit
);
1729 _mesa_GenSamplers(1, &sampler
);
1730 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, sampler
);
1733 printf("Blit from texture!\n");
1734 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1735 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1738 /* Prepare src texture state */
1739 _mesa_BindTexture(target
, texObj
->Name
);
1740 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MIN_FILTER
, filter
);
1741 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MAG_FILTER
, filter
);
1742 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1743 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, srcLevel
);
1744 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
1746 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1747 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1749 /* Always do our blits with no sRGB decode or encode. Note that
1750 * GL_FRAMEBUFFER_SRGB has already been disabled by
1751 * _mesa_meta_begin().
1753 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1754 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
1755 GL_SKIP_DECODE_EXT
);
1758 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1759 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1760 _mesa_set_enable(ctx
, target
, GL_TRUE
);
1763 /* Prepare vertex data (the VBO was previously created and bound) */
1765 struct vertex verts
[4];
1766 GLfloat s0
, t0
, s1
, t1
;
1768 if (target
== GL_TEXTURE_2D
) {
1769 const struct gl_texture_image
*texImage
1770 = _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
1771 s0
= srcX0
/ (float) texImage
->Width
;
1772 s1
= srcX1
/ (float) texImage
->Width
;
1773 t0
= srcY0
/ (float) texImage
->Height
;
1774 t1
= srcY1
/ (float) texImage
->Height
;
1777 assert(target
== GL_TEXTURE_RECTANGLE_ARB
);
1784 /* Silence valgrind warnings about reading uninitialized stack. */
1785 memset(verts
, 0, sizeof(verts
));
1787 /* setup vertex positions */
1788 verts
[0].x
= -1.0F
* flipX
;
1789 verts
[0].y
= -1.0F
* flipY
;
1790 verts
[1].x
= 1.0F
* flipX
;
1791 verts
[1].y
= -1.0F
* flipY
;
1792 verts
[2].x
= 1.0F
* flipX
;
1793 verts
[2].y
= 1.0F
* flipY
;
1794 verts
[3].x
= -1.0F
* flipX
;
1795 verts
[3].y
= 1.0F
* flipY
;
1797 verts
[0].tex
[0] = s0
;
1798 verts
[0].tex
[1] = t0
;
1799 verts
[1].tex
[0] = s1
;
1800 verts
[1].tex
[1] = t0
;
1801 verts
[2].tex
[0] = s1
;
1802 verts
[2].tex
[1] = t1
;
1803 verts
[3].tex
[0] = s0
;
1804 verts
[3].tex
[1] = t1
;
1806 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1809 /* setup viewport */
1810 _mesa_set_viewport(ctx
, 0, dstX
, dstY
, dstW
, dstH
);
1811 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1812 _mesa_DepthMask(GL_FALSE
);
1813 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1815 /* Restore texture object state, the texture binding will
1816 * be restored by _mesa_meta_end().
1818 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1819 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
1820 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
1823 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
1824 _mesa_DeleteSamplers(1, &sampler
);
1826 /* Done with color buffer */
1827 mask
&= ~GL_COLOR_BUFFER_BIT
;
1836 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1837 * of texture mapping and polygon rendering.
1840 _mesa_meta_BlitFramebuffer(struct gl_context
*ctx
,
1841 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1842 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1843 GLbitfield mask
, GLenum filter
)
1845 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1846 struct temp_texture
*tex
= get_temp_texture(ctx
);
1847 struct temp_texture
*depthTex
= get_temp_depth_texture(ctx
);
1848 const GLsizei maxTexSize
= tex
->MaxSize
;
1849 const GLint srcX
= MIN2(srcX0
, srcX1
);
1850 const GLint srcY
= MIN2(srcY0
, srcY1
);
1851 const GLint srcW
= abs(srcX1
- srcX0
);
1852 const GLint srcH
= abs(srcY1
- srcY0
);
1853 const GLint dstX
= MIN2(dstX0
, dstX1
);
1854 const GLint dstY
= MIN2(dstY0
, dstY1
);
1855 const GLint dstW
= abs(dstX1
- dstX0
);
1856 const GLint dstH
= abs(dstY1
- dstY0
);
1857 const GLint srcFlipX
= (srcX1
- srcX0
) / srcW
;
1858 const GLint srcFlipY
= (srcY1
- srcY0
) / srcH
;
1859 const GLint dstFlipX
= (dstX1
- dstX0
) / dstW
;
1860 const GLint dstFlipY
= (dstY1
- dstY0
) / dstH
;
1861 const GLint flipX
= srcFlipX
* dstFlipX
;
1862 const GLint flipY
= srcFlipY
* dstFlipY
;
1864 struct vertex verts
[4];
1866 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
1867 ctx
->Extensions
.ARB_fragment_shader
&&
1868 (ctx
->API
!= API_OPENGLES
);
1870 /* In addition to falling back if the blit size is larger than the maximum
1871 * texture size, fallback if the source is multisampled. This fallback can
1872 * be removed once Mesa gets support ARB_texture_multisample.
1874 if (srcW
> maxTexSize
|| srcH
> maxTexSize
1875 || ctx
->ReadBuffer
->Visual
.samples
> 0) {
1876 /* XXX avoid this fallback */
1877 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1878 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1882 /* only scissor effects blit so save/clear all other relevant state */
1883 _mesa_meta_begin(ctx
, ~MESA_META_SCISSOR
);
1885 /* Try faster, direct texture approach first */
1886 mask
= blitframebuffer_texture(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1887 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
,
1888 dstFlipX
, dstFlipY
, use_glsl_version
);
1890 _mesa_meta_end(ctx
);
1894 /* Choose between glsl version and fixed function version of
1895 * BlitFramebuffer function.
1897 if (use_glsl_version
) {
1898 setup_glsl_blit_framebuffer(ctx
, blit
, tex
->Target
);
1899 if (tex
->Target
== GL_TEXTURE_2D
)
1900 _mesa_UseProgram(blit
->ShaderProg
);
1902 _mesa_UseProgram(blit
->RectShaderProg
);
1905 setup_ff_blit_framebuffer(blit
);
1908 /* Silence valgrind warnings about reading uninitialized stack. */
1909 memset(verts
, 0, sizeof(verts
));
1911 /* Continue with "normal" approach which involves copying the src rect
1912 * into a temporary texture and is "blitted" by drawing a textured quad.
1915 /* setup vertex positions */
1916 verts
[0].x
= -1.0F
* flipX
;
1917 verts
[0].y
= -1.0F
* flipY
;
1918 verts
[1].x
= 1.0F
* flipX
;
1919 verts
[1].y
= -1.0F
* flipY
;
1920 verts
[2].x
= 1.0F
* flipX
;
1921 verts
[2].y
= 1.0F
* flipY
;
1922 verts
[3].x
= -1.0F
* flipX
;
1923 verts
[3].y
= 1.0F
* flipY
;
1927 /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
1930 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
1931 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1933 if (mask
& GL_COLOR_BUFFER_BIT
) {
1934 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1935 const struct gl_renderbuffer
*colorReadRb
= readFb
->_ColorReadBuffer
;
1936 const GLenum rb_base_format
=
1937 _mesa_base_tex_format(ctx
, colorReadRb
->InternalFormat
);
1939 /* Using the exact source rectangle to create the texture does incorrect
1940 * linear filtering along the edges. So, allocate the texture extended along
1941 * edges by one pixel in x, y directions.
1943 newTex
= alloc_texture(tex
, srcW
+ 2, srcH
+ 2, rb_base_format
);
1944 setup_copypix_texture(ctx
, tex
, newTex
,
1945 srcX
- 1, srcY
- 1, srcW
+ 2, srcH
+ 2,
1946 rb_base_format
, filter
);
1947 /* texcoords (after texture allocation!) */
1949 verts
[0].tex
[0] = 1.0F
;
1950 verts
[0].tex
[1] = 1.0F
;
1951 verts
[1].tex
[0] = tex
->Sright
- 1.0F
;
1952 verts
[1].tex
[1] = 1.0F
;
1953 verts
[2].tex
[0] = tex
->Sright
- 1.0F
;
1954 verts
[2].tex
[1] = tex
->Ttop
- 1.0F
;
1955 verts
[3].tex
[0] = 1.0F
;
1956 verts
[3].tex
[1] = tex
->Ttop
- 1.0F
;
1958 /* upload new vertex data */
1959 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1962 _mesa_set_viewport(ctx
, 0, dstX
, dstY
, dstW
, dstH
);
1963 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1964 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
1965 _mesa_DepthMask(GL_FALSE
);
1966 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1967 mask
&= ~GL_COLOR_BUFFER_BIT
;
1970 if ((mask
& GL_DEPTH_BUFFER_BIT
) &&
1971 _mesa_is_desktop_gl(ctx
) &&
1972 ctx
->Extensions
.ARB_depth_texture
&&
1973 ctx
->Extensions
.ARB_fragment_program
) {
1975 GLuint
*tmp
= malloc(srcW
* srcH
* sizeof(GLuint
));
1979 newTex
= alloc_texture(depthTex
, srcW
, srcH
, GL_DEPTH_COMPONENT
);
1980 _mesa_ReadPixels(srcX
, srcY
, srcW
, srcH
, GL_DEPTH_COMPONENT
,
1981 GL_UNSIGNED_INT
, tmp
);
1982 setup_drawpix_texture(ctx
, depthTex
, newTex
,
1983 srcW
, srcH
, GL_DEPTH_COMPONENT
,
1984 GL_UNSIGNED_INT
, tmp
);
1986 /* texcoords (after texture allocation!) */
1988 verts
[0].tex
[0] = 0.0F
;
1989 verts
[0].tex
[1] = 0.0F
;
1990 verts
[1].tex
[0] = depthTex
->Sright
;
1991 verts
[1].tex
[1] = 0.0F
;
1992 verts
[2].tex
[0] = depthTex
->Sright
;
1993 verts
[2].tex
[1] = depthTex
->Ttop
;
1994 verts
[3].tex
[0] = 0.0F
;
1995 verts
[3].tex
[1] = depthTex
->Ttop
;
1997 /* upload new vertex data */
1998 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2002 init_blit_depth_pixels(ctx
);
2004 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
2005 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2006 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2007 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2008 _mesa_DepthFunc(GL_ALWAYS
);
2009 _mesa_DepthMask(GL_TRUE
);
2011 _mesa_set_viewport(ctx
, 0, dstX
, dstY
, dstW
, dstH
);
2012 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2013 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2014 mask
&= ~GL_DEPTH_BUFFER_BIT
;
2020 if (mask
& GL_STENCIL_BUFFER_BIT
) {
2021 /* XXX can't easily do stencil */
2024 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
2025 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2027 _mesa_meta_end(ctx
);
2030 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
2031 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
2036 meta_glsl_blit_cleanup(struct blit_state
*blit
)
2039 _mesa_DeleteVertexArrays(1, &blit
->VAO
);
2041 _mesa_DeleteBuffers(1, &blit
->VBO
);
2044 if (blit
->DepthFP
) {
2045 _mesa_DeleteProgramsARB(1, &blit
->DepthFP
);
2049 _mesa_DeleteObjectARB(blit
->ShaderProg
);
2050 blit
->ShaderProg
= 0;
2051 _mesa_DeleteObjectARB(blit
->RectShaderProg
);
2052 blit
->RectShaderProg
= 0;
2054 _mesa_DeleteTextures(1, &blit
->depthTex
.TexObj
);
2055 blit
->depthTex
.TexObj
= 0;
2060 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2063 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2065 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2066 struct vertex verts
[4];
2067 /* save all state but scissor, pixel pack/unpack */
2068 GLbitfield metaSave
= (MESA_META_ALL
-
2070 MESA_META_PIXEL_STORE
-
2071 MESA_META_CONDITIONAL_RENDER
-
2072 MESA_META_FRAMEBUFFER_SRGB
);
2073 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2075 if (buffers
& BUFFER_BITS_COLOR
) {
2076 /* if clearing color buffers, don't save/restore colormask */
2077 metaSave
-= MESA_META_COLOR_MASK
;
2080 _mesa_meta_begin(ctx
, metaSave
);
2082 setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, false, 3, 0, 4);
2084 /* GL_COLOR_BUFFER_BIT */
2085 if (buffers
& BUFFER_BITS_COLOR
) {
2086 /* leave colormask, glDrawBuffer state as-is */
2088 /* Clears never have the color clamped. */
2089 if (ctx
->Extensions
.ARB_color_buffer_float
)
2090 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2093 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2094 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2097 /* GL_DEPTH_BUFFER_BIT */
2098 if (buffers
& BUFFER_BIT_DEPTH
) {
2099 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2100 _mesa_DepthFunc(GL_ALWAYS
);
2101 _mesa_DepthMask(GL_TRUE
);
2104 assert(!ctx
->Depth
.Test
);
2107 /* GL_STENCIL_BUFFER_BIT */
2108 if (buffers
& BUFFER_BIT_STENCIL
) {
2109 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2110 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2111 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2112 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2113 ctx
->Stencil
.Clear
& stencilMax
,
2114 ctx
->Stencil
.WriteMask
[0]);
2117 assert(!ctx
->Stencil
.Enabled
);
2120 /* vertex positions/colors */
2122 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
;
2123 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
;
2124 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
;
2125 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
;
2126 const GLfloat z
= invert_z(ctx
->Depth
.Clear
);
2143 for (i
= 0; i
< 4; i
++) {
2144 verts
[i
].tex
[0] = ctx
->Color
.ClearColor
.f
[0];
2145 verts
[i
].tex
[1] = ctx
->Color
.ClearColor
.f
[1];
2146 verts
[i
].tex
[2] = ctx
->Color
.ClearColor
.f
[2];
2147 verts
[i
].tex
[3] = ctx
->Color
.ClearColor
.f
[3];
2150 /* upload new vertex data */
2151 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2152 GL_DYNAMIC_DRAW_ARB
);
2156 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2158 _mesa_meta_end(ctx
);
2162 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
2164 const char *vs_source
=
2165 "attribute vec4 position;\n"
2168 " gl_Position = position;\n"
2170 const char *gs_source
=
2172 "layout(triangles) in;\n"
2173 "layout(triangle_strip, max_vertices = 4) out;\n"
2174 "uniform int layer;\n"
2177 " for (int i = 0; i < 3; i++) {\n"
2178 " gl_Layer = layer;\n"
2179 " gl_Position = gl_in[i].gl_Position;\n"
2183 const char *fs_source
=
2185 "precision highp float;\n"
2187 "uniform vec4 color;\n"
2190 " gl_FragColor = color;\n"
2192 GLuint vs
, gs
= 0, fs
;
2193 bool has_integer_textures
;
2195 setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, true, 3, 0, 0);
2197 if (clear
->ShaderProg
!= 0)
2200 vs
= _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER
);
2201 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
2202 _mesa_CompileShader(vs
);
2204 if (_mesa_has_geometry_shaders(ctx
)) {
2205 gs
= _mesa_CreateShaderObjectARB(GL_GEOMETRY_SHADER
);
2206 _mesa_ShaderSource(gs
, 1, &gs_source
, NULL
);
2207 _mesa_CompileShader(gs
);
2210 fs
= _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER
);
2211 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
2212 _mesa_CompileShader(fs
);
2214 clear
->ShaderProg
= _mesa_CreateProgramObjectARB();
2215 _mesa_AttachShader(clear
->ShaderProg
, fs
);
2216 _mesa_DeleteObjectARB(fs
);
2218 _mesa_AttachShader(clear
->ShaderProg
, gs
);
2219 _mesa_AttachShader(clear
->ShaderProg
, vs
);
2220 _mesa_DeleteObjectARB(vs
);
2221 _mesa_BindAttribLocation(clear
->ShaderProg
, 0, "position");
2222 _mesa_LinkProgram(clear
->ShaderProg
);
2224 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
2227 clear
->LayerLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
2231 has_integer_textures
= _mesa_is_gles3(ctx
) ||
2232 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
2234 if (has_integer_textures
) {
2235 void *shader_source_mem_ctx
= ralloc_context(NULL
);
2236 const char *vs_int_source
=
2237 ralloc_asprintf(shader_source_mem_ctx
,
2239 "in vec4 position;\n"
2242 " gl_Position = position;\n"
2244 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2245 const char *fs_int_source
=
2246 ralloc_asprintf(shader_source_mem_ctx
,
2249 "precision highp float;\n"
2251 "uniform ivec4 color;\n"
2252 "out ivec4 out_color;\n"
2256 " out_color = color;\n"
2258 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2260 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_int_source
);
2261 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_int_source
);
2262 ralloc_free(shader_source_mem_ctx
);
2264 clear
->IntegerShaderProg
= _mesa_CreateProgramObjectARB();
2265 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
2266 _mesa_DeleteObjectARB(fs
);
2268 _mesa_AttachShader(clear
->IntegerShaderProg
, gs
);
2269 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
2270 _mesa_DeleteObjectARB(vs
);
2271 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
2273 /* Note that user-defined out attributes get automatically assigned
2274 * locations starting from 0, so we don't need to explicitly
2275 * BindFragDataLocation to 0.
2278 link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
2280 clear
->IntegerColorLocation
=
2281 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
2283 clear
->IntegerLayerLocation
=
2284 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "layer");
2288 _mesa_DeleteObjectARB(gs
);
2292 meta_glsl_clear_cleanup(struct clear_state
*clear
)
2294 if (clear
->VAO
== 0)
2296 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
2298 _mesa_DeleteBuffers(1, &clear
->VBO
);
2300 _mesa_DeleteObjectARB(clear
->ShaderProg
);
2301 clear
->ShaderProg
= 0;
2303 if (clear
->IntegerShaderProg
) {
2304 _mesa_DeleteObjectARB(clear
->IntegerShaderProg
);
2305 clear
->IntegerShaderProg
= 0;
2310 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2313 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2315 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2316 GLbitfield metaSave
;
2317 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2318 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
2319 const float x0
= ((float)fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
2320 const float y0
= ((float)fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
2321 const float x1
= ((float)fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
2322 const float y1
= ((float)fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
2323 const float z
= -invert_z(ctx
->Depth
.Clear
);
2324 struct vertex verts
[4];
2326 metaSave
= (MESA_META_ALPHA_TEST
|
2328 MESA_META_DEPTH_TEST
|
2329 MESA_META_RASTERIZATION
|
2331 MESA_META_STENCIL_TEST
|
2333 MESA_META_VIEWPORT
|
2335 MESA_META_CLAMP_FRAGMENT_COLOR
|
2336 MESA_META_MULTISAMPLE
|
2337 MESA_META_OCCLUSION_QUERY
);
2339 if (!(buffers
& BUFFER_BITS_COLOR
)) {
2340 /* We'll use colormask to disable color writes. Otherwise,
2341 * respect color mask
2343 metaSave
|= MESA_META_COLOR_MASK
;
2346 _mesa_meta_begin(ctx
, metaSave
);
2348 meta_glsl_clear_init(ctx
, clear
);
2350 if (fb
->_IntegerColor
) {
2351 _mesa_UseProgram(clear
->IntegerShaderProg
);
2352 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
2353 ctx
->Color
.ClearColor
.i
);
2355 _mesa_UseProgram(clear
->ShaderProg
);
2356 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
2357 ctx
->Color
.ClearColor
.f
);
2360 /* GL_COLOR_BUFFER_BIT */
2361 if (buffers
& BUFFER_BITS_COLOR
) {
2362 /* leave colormask, glDrawBuffer state as-is */
2364 /* Clears never have the color clamped. */
2365 if (ctx
->Extensions
.ARB_color_buffer_float
)
2366 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2369 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2370 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2373 /* GL_DEPTH_BUFFER_BIT */
2374 if (buffers
& BUFFER_BIT_DEPTH
) {
2375 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2376 _mesa_DepthFunc(GL_ALWAYS
);
2377 _mesa_DepthMask(GL_TRUE
);
2380 assert(!ctx
->Depth
.Test
);
2383 /* GL_STENCIL_BUFFER_BIT */
2384 if (buffers
& BUFFER_BIT_STENCIL
) {
2385 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2386 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2387 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2388 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2389 ctx
->Stencil
.Clear
& stencilMax
,
2390 ctx
->Stencil
.WriteMask
[0]);
2393 assert(!ctx
->Stencil
.Enabled
);
2396 /* vertex positions */
2410 /* upload new vertex data */
2411 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2412 GL_DYNAMIC_DRAW_ARB
);
2415 if (fb
->MaxNumLayers
> 0) {
2417 for (layer
= 0; layer
< fb
->MaxNumLayers
; layer
++) {
2418 if (fb
->_IntegerColor
)
2419 _mesa_Uniform1i(clear
->IntegerLayerLocation
, layer
);
2421 _mesa_Uniform1i(clear
->LayerLocation
, layer
);
2422 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2425 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2428 _mesa_meta_end(ctx
);
2432 * Meta implementation of ctx->Driver.CopyPixels() in terms
2433 * of texture mapping and polygon rendering and GLSL shaders.
2436 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
2437 GLsizei width
, GLsizei height
,
2438 GLint dstX
, GLint dstY
, GLenum type
)
2440 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
2441 struct temp_texture
*tex
= get_temp_texture(ctx
);
2442 struct vertex verts
[4];
2444 GLenum intFormat
= GL_RGBA
;
2446 if (type
!= GL_COLOR
||
2447 ctx
->_ImageTransferState
||
2449 width
> tex
->MaxSize
||
2450 height
> tex
->MaxSize
) {
2451 /* XXX avoid this fallback */
2452 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
2456 /* Most GL state applies to glCopyPixels, but a there's a few things
2457 * we need to override:
2459 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2462 MESA_META_TRANSFORM
|
2465 MESA_META_VIEWPORT
));
2467 setup_vertex_objects(©pix
->VAO
, ©pix
->VBO
, false, 3, 2, 0);
2469 newTex
= alloc_texture(tex
, width
, height
, intFormat
);
2471 /* Silence valgrind warnings about reading uninitialized stack. */
2472 memset(verts
, 0, sizeof(verts
));
2474 /* vertex positions, texcoords (after texture allocation!) */
2476 const GLfloat dstX0
= (GLfloat
) dstX
;
2477 const GLfloat dstY0
= (GLfloat
) dstY
;
2478 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
2479 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
2480 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2485 verts
[0].tex
[0] = 0.0F
;
2486 verts
[0].tex
[1] = 0.0F
;
2490 verts
[1].tex
[0] = tex
->Sright
;
2491 verts
[1].tex
[1] = 0.0F
;
2495 verts
[2].tex
[0] = tex
->Sright
;
2496 verts
[2].tex
[1] = tex
->Ttop
;
2500 verts
[3].tex
[0] = 0.0F
;
2501 verts
[3].tex
[1] = tex
->Ttop
;
2503 /* upload new vertex data */
2504 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2507 /* Alloc/setup texture */
2508 setup_copypix_texture(ctx
, tex
, newTex
, srcX
, srcY
, width
, height
,
2509 GL_RGBA
, GL_NEAREST
);
2511 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2513 /* draw textured quad */
2514 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2516 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2518 _mesa_meta_end(ctx
);
2522 meta_drawpix_cleanup(struct drawpix_state
*drawpix
)
2524 if (drawpix
->VAO
!= 0) {
2525 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
2528 _mesa_DeleteBuffers(1, &drawpix
->VBO
);
2532 if (drawpix
->StencilFP
!= 0) {
2533 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
2534 drawpix
->StencilFP
= 0;
2537 if (drawpix
->DepthFP
!= 0) {
2538 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
2539 drawpix
->DepthFP
= 0;
2544 * When the glDrawPixels() image size is greater than the max rectangle
2545 * texture size we use this function to break the glDrawPixels() image
2546 * into tiles which fit into the max texture size.
2549 tiled_draw_pixels(struct gl_context
*ctx
,
2551 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2552 GLenum format
, GLenum type
,
2553 const struct gl_pixelstore_attrib
*unpack
,
2554 const GLvoid
*pixels
)
2556 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
2559 if (tileUnpack
.RowLength
== 0)
2560 tileUnpack
.RowLength
= width
;
2562 for (i
= 0; i
< width
; i
+= tileSize
) {
2563 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
2564 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
2566 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
2568 for (j
= 0; j
< height
; j
+= tileSize
) {
2569 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
2570 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
2572 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2574 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2575 format
, type
, &tileUnpack
, pixels
);
2582 * One-time init for drawing stencil pixels.
2585 init_draw_stencil_pixels(struct gl_context
*ctx
)
2587 /* This program is run eight times, once for each stencil bit.
2588 * The stencil values to draw are found in an 8-bit alpha texture.
2589 * We read the texture/stencil value and test if bit 'b' is set.
2590 * If the bit is not set, use KIL to kill the fragment.
2591 * Finally, we use the stencil test to update the stencil buffer.
2593 * The basic algorithm for checking if a bit is set is:
2594 * if (is_odd(value / (1 << bit)))
2595 * result is one (or non-zero).
2598 * The program parameter contains three values:
2599 * parm.x = 255 / (1 << bit)
2603 static const char *program
=
2605 "PARAM parm = program.local[0]; \n"
2607 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2608 "# t = t * 255 / bit \n"
2609 "MUL t.x, t.a, parm.x; \n"
2612 "SUB t.x, t.x, t.y; \n"
2614 "MUL t.x, t.x, parm.y; \n"
2615 "# t = fract(t.x) \n"
2616 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2617 "# t.x = (t.x == 0 ? 1 : 0) \n"
2618 "SGE t.x, -t.x, parm.z; \n"
2620 "# for debug only \n"
2621 "#MOV result.color, t.x; \n"
2623 char program2
[1000];
2624 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2625 struct temp_texture
*tex
= get_temp_texture(ctx
);
2626 const char *texTarget
;
2628 assert(drawpix
->StencilFP
== 0);
2630 /* replace %s with "RECT" or "2D" */
2631 assert(strlen(program
) + 4 < sizeof(program2
));
2632 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2636 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2638 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2639 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2640 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2641 strlen(program2
), (const GLubyte
*) program2
);
2646 * One-time init for drawing depth pixels.
2649 init_draw_depth_pixels(struct gl_context
*ctx
)
2651 static const char *program
=
2653 "PARAM color = program.local[0]; \n"
2654 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2655 "MOV result.color, color; \n"
2658 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2659 struct temp_texture
*tex
= get_temp_texture(ctx
);
2660 const char *texTarget
;
2662 assert(drawpix
->DepthFP
== 0);
2664 /* replace %s with "RECT" or "2D" */
2665 assert(strlen(program
) + 4 < sizeof(program2
));
2666 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2670 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2672 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2673 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2674 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2675 strlen(program2
), (const GLubyte
*) program2
);
2680 * Meta implementation of ctx->Driver.DrawPixels() in terms
2681 * of texture mapping and polygon rendering.
2684 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2685 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2686 GLenum format
, GLenum type
,
2687 const struct gl_pixelstore_attrib
*unpack
,
2688 const GLvoid
*pixels
)
2690 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2691 struct temp_texture
*tex
= get_temp_texture(ctx
);
2692 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2693 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2694 struct vertex verts
[4];
2695 GLenum texIntFormat
;
2696 GLboolean fallback
, newTex
;
2697 GLbitfield metaExtraSave
= 0x0;
2700 * Determine if we can do the glDrawPixels with texture mapping.
2702 fallback
= GL_FALSE
;
2703 if (ctx
->Fog
.Enabled
) {
2707 if (_mesa_is_color_format(format
)) {
2708 /* use more compact format when possible */
2709 /* XXX disable special case for GL_LUMINANCE for now to work around
2710 * apparent i965 driver bug (see bug #23670).
2712 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2713 texIntFormat
= format
;
2715 texIntFormat
= GL_RGBA
;
2717 /* If we're not supposed to clamp the resulting color, then just
2718 * promote our texture to fully float. We could do better by
2719 * just going for the matching set of channels, in floating
2722 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2723 ctx
->Extensions
.ARB_texture_float
)
2724 texIntFormat
= GL_RGBA32F
;
2726 else if (_mesa_is_stencil_format(format
)) {
2727 if (ctx
->Extensions
.ARB_fragment_program
&&
2728 ctx
->Pixel
.IndexShift
== 0 &&
2729 ctx
->Pixel
.IndexOffset
== 0 &&
2730 type
== GL_UNSIGNED_BYTE
) {
2731 /* We'll store stencil as alpha. This only works for GLubyte
2732 * image data because of how incoming values are mapped to alpha
2735 texIntFormat
= GL_ALPHA
;
2736 metaExtraSave
= (MESA_META_COLOR_MASK
|
2737 MESA_META_DEPTH_TEST
|
2738 MESA_META_PIXEL_TRANSFER
|
2740 MESA_META_STENCIL_TEST
);
2746 else if (_mesa_is_depth_format(format
)) {
2747 if (ctx
->Extensions
.ARB_depth_texture
&&
2748 ctx
->Extensions
.ARB_fragment_program
) {
2749 texIntFormat
= GL_DEPTH_COMPONENT
;
2750 metaExtraSave
= (MESA_META_SHADER
);
2761 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2762 format
, type
, unpack
, pixels
);
2767 * Check image size against max texture size, draw as tiles if needed.
2769 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2770 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2771 format
, type
, unpack
, pixels
);
2775 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2776 * but a there's a few things we need to override:
2778 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2781 MESA_META_TRANSFORM
|
2784 MESA_META_VIEWPORT
|
2787 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2789 setup_vertex_objects(&drawpix
->VAO
, &drawpix
->VBO
, false, 3, 2, 0);
2791 /* Silence valgrind warnings about reading uninitialized stack. */
2792 memset(verts
, 0, sizeof(verts
));
2794 /* vertex positions, texcoords (after texture allocation!) */
2796 const GLfloat x0
= (GLfloat
) x
;
2797 const GLfloat y0
= (GLfloat
) y
;
2798 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2799 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2800 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2805 verts
[0].tex
[0] = 0.0F
;
2806 verts
[0].tex
[1] = 0.0F
;
2810 verts
[1].tex
[0] = tex
->Sright
;
2811 verts
[1].tex
[1] = 0.0F
;
2815 verts
[2].tex
[0] = tex
->Sright
;
2816 verts
[2].tex
[1] = tex
->Ttop
;
2820 verts
[3].tex
[0] = 0.0F
;
2821 verts
[3].tex
[1] = tex
->Ttop
;
2824 /* upload new vertex data */
2825 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2826 verts
, GL_DYNAMIC_DRAW_ARB
);
2828 /* set given unpack params */
2829 ctx
->Unpack
= *unpack
;
2831 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2833 if (_mesa_is_stencil_format(format
)) {
2834 /* Drawing stencil */
2837 if (!drawpix
->StencilFP
)
2838 init_draw_stencil_pixels(ctx
);
2840 setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2841 GL_ALPHA
, type
, pixels
);
2843 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2845 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2847 /* set all stencil bits to 0 */
2848 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2849 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2850 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2852 /* set stencil bits to 1 where needed */
2853 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2855 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2856 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2858 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2859 const GLuint mask
= 1 << bit
;
2860 if (mask
& origStencilMask
) {
2861 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2862 _mesa_StencilMask(mask
);
2864 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2865 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2867 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2871 else if (_mesa_is_depth_format(format
)) {
2873 if (!drawpix
->DepthFP
)
2874 init_draw_depth_pixels(ctx
);
2876 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2877 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2879 /* polygon color = current raster color */
2880 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2881 ctx
->Current
.RasterColor
);
2883 setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2884 format
, type
, pixels
);
2886 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2890 setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2891 format
, type
, pixels
);
2892 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2895 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2897 /* restore unpack params */
2898 ctx
->Unpack
= unpackSave
;
2900 _mesa_meta_end(ctx
);
2904 alpha_test_raster_color(struct gl_context
*ctx
)
2906 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2907 GLfloat ref
= ctx
->Color
.AlphaRef
;
2909 switch (ctx
->Color
.AlphaFunc
) {
2915 return alpha
== ref
;
2917 return alpha
<= ref
;
2921 return alpha
!= ref
;
2923 return alpha
>= ref
;
2933 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2934 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2935 * tracker would improve performance a lot.
2938 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2939 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2940 const struct gl_pixelstore_attrib
*unpack
,
2941 const GLubyte
*bitmap1
)
2943 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2944 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2945 const GLenum texIntFormat
= GL_ALPHA
;
2946 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2949 GLfloat x
, y
, z
, s
, t
, r
, g
, b
, a
;
2951 struct vertex verts
[4];
2956 * Check if swrast fallback is needed.
2958 if (ctx
->_ImageTransferState
||
2959 ctx
->FragmentProgram
._Enabled
||
2961 ctx
->Texture
._EnabledUnits
||
2962 width
> tex
->MaxSize
||
2963 height
> tex
->MaxSize
) {
2964 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2968 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2971 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2972 * but a there's a few things we need to override:
2974 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2975 MESA_META_PIXEL_STORE
|
2976 MESA_META_RASTERIZATION
|
2979 MESA_META_TRANSFORM
|
2982 MESA_META_VIEWPORT
));
2984 if (bitmap
->VAO
== 0) {
2985 /* one-time setup */
2987 /* create vertex array object */
2988 _mesa_GenVertexArrays(1, &bitmap
->VAO
);
2989 _mesa_BindVertexArray(bitmap
->VAO
);
2991 /* create vertex array buffer */
2992 _mesa_GenBuffers(1, &bitmap
->VBO
);
2993 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2994 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2995 NULL
, GL_DYNAMIC_DRAW_ARB
);
2997 /* setup vertex arrays */
2998 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2999 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
3000 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
3001 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3002 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3003 _mesa_EnableClientState(GL_COLOR_ARRAY
);
3006 _mesa_BindVertexArray(bitmap
->VAO
);
3007 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
3010 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
3012 /* vertex positions, texcoords, colors (after texture allocation!) */
3014 const GLfloat x0
= (GLfloat
) x
;
3015 const GLfloat y0
= (GLfloat
) y
;
3016 const GLfloat x1
= (GLfloat
) (x
+ width
);
3017 const GLfloat y1
= (GLfloat
) (y
+ height
);
3018 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
3029 verts
[1].s
= tex
->Sright
;
3034 verts
[2].s
= tex
->Sright
;
3035 verts
[2].t
= tex
->Ttop
;
3040 verts
[3].t
= tex
->Ttop
;
3042 for (i
= 0; i
< 4; i
++) {
3043 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
3044 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
3045 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
3046 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
3049 /* upload new vertex data */
3050 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3053 /* choose different foreground/background alpha values */
3054 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
3055 bg
= (fg
> 127 ? 0 : 255);
3057 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
3059 _mesa_meta_end(ctx
);
3063 bitmap8
= malloc(width
* height
);
3065 memset(bitmap8
, bg
, width
* height
);
3066 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
3067 bitmap8
, width
, fg
);
3069 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
3071 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
3072 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
3074 setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
3075 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
3077 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3079 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
3084 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
3086 _mesa_meta_end(ctx
);
3091 * Check if the call to _mesa_meta_GenerateMipmap() will require a
3092 * software fallback. The fallback path will require that the texture
3093 * images are mapped.
3094 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
3097 _mesa_meta_check_generate_mipmap_fallback(struct gl_context
*ctx
, GLenum target
,
3098 struct gl_texture_object
*texObj
)
3100 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3101 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3102 struct gl_texture_image
*baseImage
;
3106 /* check for fallbacks */
3107 if (target
== GL_TEXTURE_3D
||
3108 target
== GL_TEXTURE_1D_ARRAY
||
3109 target
== GL_TEXTURE_2D_ARRAY
) {
3110 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3111 "glGenerateMipmap() to %s target\n",
3112 _mesa_lookup_enum_by_nr(target
));
3116 srcLevel
= texObj
->BaseLevel
;
3117 baseImage
= _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
3119 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3120 "glGenerateMipmap() couldn't find base teximage\n");
3124 if (_mesa_is_format_compressed(baseImage
->TexFormat
)) {
3125 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3126 "glGenerateMipmap() with %s format\n",
3127 _mesa_get_format_name(baseImage
->TexFormat
));
3131 if (_mesa_get_format_color_encoding(baseImage
->TexFormat
) == GL_SRGB
&&
3132 !ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3133 /* The texture format is sRGB but we can't turn off sRGB->linear
3134 * texture sample conversion. So we won't be able to generate the
3135 * right colors when rendering. Need to use a fallback.
3137 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3138 "glGenerateMipmap() of sRGB texture without "
3144 * Test that we can actually render in the texture's format.
3147 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3148 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3150 if (target
== GL_TEXTURE_1D
) {
3151 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3152 GL_COLOR_ATTACHMENT0_EXT
,
3153 target
, texObj
->Name
, srcLevel
);
3156 /* other work is needed to enable 3D mipmap generation */
3157 else if (target
== GL_TEXTURE_3D
) {
3159 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3160 GL_COLOR_ATTACHMENT0_EXT
,
3161 target
, texObj
->Name
, srcLevel
, zoffset
);
3166 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3167 GL_COLOR_ATTACHMENT0_EXT
,
3168 target
, texObj
->Name
, srcLevel
);
3171 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3173 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3175 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3176 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3177 "glGenerateMipmap() got incomplete FBO\n");
3186 * Compute the texture coordinates for the four vertices of a quad for
3187 * drawing a 2D texture image or slice of a cube/3D texture.
3188 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
3189 * \param slice slice of a 1D/2D array texture or 3D texture
3190 * \param width width of the texture image
3191 * \param height height of the texture image
3192 * \param coords0/1/2/3 returns the computed texcoords
3195 setup_texture_coords(GLenum faceTarget
,
3205 static const GLfloat st
[4][2] = {
3206 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
3211 /* Currently all texture targets want the W component to be 1.0.
3218 switch (faceTarget
) {
3222 case GL_TEXTURE_2D_ARRAY
:
3223 if (faceTarget
== GL_TEXTURE_3D
) {
3224 assert(slice
< depth
);
3226 r
= (slice
+ 0.5f
) / depth
;
3228 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
3232 coords0
[0] = 0.0F
; /* s */
3233 coords0
[1] = 0.0F
; /* t */
3234 coords0
[2] = r
; /* r */
3245 case GL_TEXTURE_RECTANGLE_ARB
:
3246 coords0
[0] = 0.0F
; /* s */
3247 coords0
[1] = 0.0F
; /* t */
3248 coords0
[2] = 0.0F
; /* r */
3249 coords1
[0] = (float) width
;
3252 coords2
[0] = (float) width
;
3253 coords2
[1] = (float) height
;
3256 coords3
[1] = (float) height
;
3259 case GL_TEXTURE_1D_ARRAY
:
3260 coords0
[0] = 0.0F
; /* s */
3261 coords0
[1] = (float) slice
; /* t */
3262 coords0
[2] = 0.0F
; /* r */
3264 coords1
[1] = (float) slice
;
3267 coords2
[1] = (float) slice
;
3270 coords3
[1] = (float) slice
;
3274 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3275 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3276 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3277 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3278 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3279 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3280 /* loop over quad verts */
3281 for (i
= 0; i
< 4; i
++) {
3282 /* Compute sc = +/-scale and tc = +/-scale.
3283 * Not +/-1 to avoid cube face selection ambiguity near the edges,
3284 * though that can still sometimes happen with this scale factor...
3286 const GLfloat scale
= 0.9999f
;
3287 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
3288 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
3308 switch (faceTarget
) {
3309 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3314 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3319 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3324 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3329 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3334 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3345 assert(0 && "unexpected target in meta setup_texture_coords()");
3351 setup_ff_generate_mipmap(struct gen_mipmap_state
*mipmap
)
3353 setup_vertex_objects(&mipmap
->VAO
, &mipmap
->VBO
, false, 2, 3, 0);
3355 /* setup projection matrix */
3356 _mesa_MatrixMode(GL_PROJECTION
);
3357 _mesa_LoadIdentity();
3358 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
3362 static struct glsl_sampler
*
3363 setup_texture_sampler(GLenum target
, struct gen_mipmap_state
*mipmap
)
3367 mipmap
->sampler_1d
.type
= "sampler1D";
3368 mipmap
->sampler_1d
.func
= "texture1D";
3369 mipmap
->sampler_1d
.texcoords
= "texCoords.x";
3370 return &mipmap
->sampler_1d
;
3372 mipmap
->sampler_2d
.type
= "sampler2D";
3373 mipmap
->sampler_2d
.func
= "texture2D";
3374 mipmap
->sampler_2d
.texcoords
= "texCoords.xy";
3375 return &mipmap
->sampler_2d
;
3377 /* Code for mipmap generation with 3D textures is not used yet.
3378 * It's a sw fallback.
3380 mipmap
->sampler_3d
.type
= "sampler3D";
3381 mipmap
->sampler_3d
.func
= "texture3D";
3382 mipmap
->sampler_3d
.texcoords
= "texCoords";
3383 return &mipmap
->sampler_3d
;
3384 case GL_TEXTURE_CUBE_MAP
:
3385 mipmap
->sampler_cubemap
.type
= "samplerCube";
3386 mipmap
->sampler_cubemap
.func
= "textureCube";
3387 mipmap
->sampler_cubemap
.texcoords
= "texCoords";
3388 return &mipmap
->sampler_cubemap
;
3389 case GL_TEXTURE_1D_ARRAY
:
3390 mipmap
->sampler_1d_array
.type
= "sampler1DArray";
3391 mipmap
->sampler_1d_array
.func
= "texture1DArray";
3392 mipmap
->sampler_1d_array
.texcoords
= "texCoords.xy";
3393 return &mipmap
->sampler_1d_array
;
3394 case GL_TEXTURE_2D_ARRAY
:
3395 mipmap
->sampler_2d_array
.type
= "sampler2DArray";
3396 mipmap
->sampler_2d_array
.func
= "texture2DArray";
3397 mipmap
->sampler_2d_array
.texcoords
= "texCoords";
3398 return &mipmap
->sampler_2d_array
;
3400 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
3401 " setup_texture_sampler()\n", target
);
3408 setup_glsl_generate_mipmap(struct gl_context
*ctx
,
3409 struct gen_mipmap_state
*mipmap
,
3412 struct glsl_sampler
*sampler
;
3413 const char *vs_source
;
3418 setup_vertex_objects(&mipmap
->VAO
, &mipmap
->VBO
, true, 2, 3, 0);
3420 /* Generate a fragment shader program appropriate for the texture target */
3421 sampler
= setup_texture_sampler(target
, mipmap
);
3422 assert(sampler
!= NULL
);
3423 if (sampler
->shader_prog
!= 0) {
3424 mipmap
->ShaderProg
= sampler
->shader_prog
;
3428 mem_ctx
= ralloc_context(NULL
);
3430 if (ctx
->API
== API_OPENGLES2
|| ctx
->Const
.GLSLVersion
< 130) {
3432 "attribute vec2 position;\n"
3433 "attribute vec3 textureCoords;\n"
3434 "varying vec3 texCoords;\n"
3437 " texCoords = textureCoords;\n"
3438 " gl_Position = vec4(position, 0.0, 1.0);\n"
3441 fs_source
= ralloc_asprintf(mem_ctx
,
3442 "#extension GL_EXT_texture_array : enable\n"
3444 "precision highp float;\n"
3446 "uniform %s texSampler;\n"
3447 "varying vec3 texCoords;\n"
3450 " gl_FragColor = %s(texSampler, %s);\n"
3453 sampler
->func
, sampler
->texcoords
);
3456 vs_source
= ralloc_asprintf(mem_ctx
,
3458 "in vec2 position;\n"
3459 "in vec3 textureCoords;\n"
3460 "out vec3 texCoords;\n"
3463 " texCoords = textureCoords;\n"
3464 " gl_Position = vec4(position, 0.0, 1.0);\n"
3466 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
3467 fs_source
= ralloc_asprintf(mem_ctx
,
3470 "precision highp float;\n"
3472 "uniform %s texSampler;\n"
3473 "in vec3 texCoords;\n"
3474 "out vec4 out_color;\n"
3478 " out_color = texture(texSampler, %s);\n"
3480 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
3482 sampler
->texcoords
);
3485 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
3486 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
3488 mipmap
->ShaderProg
= _mesa_CreateProgramObjectARB();
3489 _mesa_AttachShader(mipmap
->ShaderProg
, fs
);
3490 _mesa_DeleteObjectARB(fs
);
3491 _mesa_AttachShader(mipmap
->ShaderProg
, vs
);
3492 _mesa_DeleteObjectARB(vs
);
3493 _mesa_BindAttribLocation(mipmap
->ShaderProg
, 0, "position");
3494 _mesa_BindAttribLocation(mipmap
->ShaderProg
, 1, "texcoords");
3495 link_program_with_debug(ctx
, mipmap
->ShaderProg
);
3496 sampler
->shader_prog
= mipmap
->ShaderProg
;
3497 ralloc_free(mem_ctx
);
3502 meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state
*mipmap
)
3504 if (mipmap
->VAO
== 0)
3506 _mesa_DeleteVertexArrays(1, &mipmap
->VAO
);
3508 _mesa_DeleteBuffers(1, &mipmap
->VBO
);
3511 _mesa_DeleteObjectARB(mipmap
->sampler_1d
.shader_prog
);
3512 _mesa_DeleteObjectARB(mipmap
->sampler_2d
.shader_prog
);
3513 _mesa_DeleteObjectARB(mipmap
->sampler_3d
.shader_prog
);
3514 _mesa_DeleteObjectARB(mipmap
->sampler_cubemap
.shader_prog
);
3515 _mesa_DeleteObjectARB(mipmap
->sampler_1d_array
.shader_prog
);
3516 _mesa_DeleteObjectARB(mipmap
->sampler_2d_array
.shader_prog
);
3518 mipmap
->sampler_1d
.shader_prog
= 0;
3519 mipmap
->sampler_2d
.shader_prog
= 0;
3520 mipmap
->sampler_3d
.shader_prog
= 0;
3521 mipmap
->sampler_cubemap
.shader_prog
= 0;
3522 mipmap
->sampler_1d_array
.shader_prog
= 0;
3523 mipmap
->sampler_2d_array
.shader_prog
= 0;
3528 * Called via ctx->Driver.GenerateMipmap()
3529 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
3533 _mesa_meta_GenerateMipmap(struct gl_context
*ctx
, GLenum target
,
3534 struct gl_texture_object
*texObj
)
3536 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3537 struct vertex verts
[4];
3538 const GLuint baseLevel
= texObj
->BaseLevel
;
3539 const GLuint maxLevel
= texObj
->MaxLevel
;
3540 const GLint maxLevelSave
= texObj
->MaxLevel
;
3541 const GLboolean genMipmapSave
= texObj
->GenerateMipmap
;
3542 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3543 const GLuint currentTexUnitSave
= ctx
->Texture
.CurrentUnit
;
3544 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3545 ctx
->Extensions
.ARB_fragment_shader
&&
3546 (ctx
->API
!= API_OPENGLES
);
3549 const GLint slice
= 0;
3552 if (_mesa_meta_check_generate_mipmap_fallback(ctx
, target
, texObj
)) {
3553 _mesa_generate_mipmap(ctx
, target
, texObj
);
3557 if (target
>= GL_TEXTURE_CUBE_MAP_POSITIVE_X
&&
3558 target
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
) {
3559 faceTarget
= target
;
3560 target
= GL_TEXTURE_CUBE_MAP
;
3563 faceTarget
= target
;
3566 _mesa_meta_begin(ctx
, MESA_META_ALL
);
3568 /* Choose between glsl version and fixed function version of
3569 * GenerateMipmap function.
3571 if (use_glsl_version
) {
3572 setup_glsl_generate_mipmap(ctx
, mipmap
, target
);
3573 _mesa_UseProgram(mipmap
->ShaderProg
);
3576 setup_ff_generate_mipmap(mipmap
);
3577 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3580 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3581 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3583 if (currentTexUnitSave
!= 0)
3584 _mesa_BindTexture(target
, texObj
->Name
);
3587 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3590 if (!mipmap
->Sampler
) {
3591 _mesa_GenSamplers(1, &mipmap
->Sampler
);
3592 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3594 _mesa_SamplerParameteri(mipmap
->Sampler
,
3595 GL_TEXTURE_MIN_FILTER
,
3596 GL_LINEAR_MIPMAP_LINEAR
);
3597 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
3598 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
3599 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
3600 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
3602 /* We don't want to encode or decode sRGB values; treat them as linear.
3603 * This is not technically correct for GLES3 but we don't get any API
3604 * error at the moment.
3606 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3607 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3608 GL_SKIP_DECODE_EXT
);
3612 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3615 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3617 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
3618 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, GL_FALSE
);
3620 assert(!genMipmapSave
);
3622 /* Silence valgrind warnings about reading uninitialized stack. */
3623 memset(verts
, 0, sizeof(verts
));
3625 /* Setup texture coordinates */
3626 setup_texture_coords(faceTarget
,
3628 0, 0, 1, /* width, height never used here */
3634 /* setup vertex positions */
3644 /* upload vertex data */
3645 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3646 verts
, GL_DYNAMIC_DRAW_ARB
);
3648 /* texture is already locked, unlock now */
3649 _mesa_unlock_texture(ctx
, texObj
);
3651 for (dstLevel
= baseLevel
+ 1; dstLevel
<= maxLevel
; dstLevel
++) {
3652 const struct gl_texture_image
*srcImage
;
3653 const GLuint srcLevel
= dstLevel
- 1;
3654 GLsizei srcWidth
, srcHeight
, srcDepth
;
3655 GLsizei dstWidth
, dstHeight
, dstDepth
;
3658 srcImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, srcLevel
);
3659 assert(srcImage
->Border
== 0);
3662 srcWidth
= srcImage
->Width
;
3663 srcHeight
= srcImage
->Height
;
3664 srcDepth
= srcImage
->Depth
;
3667 dstWidth
= MAX2(1, srcWidth
/ 2);
3668 dstHeight
= MAX2(1, srcHeight
/ 2);
3669 dstDepth
= MAX2(1, srcDepth
/ 2);
3671 if (dstWidth
== srcImage
->Width
&&
3672 dstHeight
== srcImage
->Height
&&
3673 dstDepth
== srcImage
->Depth
) {
3678 /* Allocate storage for the destination mipmap image(s) */
3680 /* Set MaxLevel large enough to hold the new level when we allocate it */
3681 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, dstLevel
);
3683 if (!_mesa_prepare_mipmap_level(ctx
, texObj
, dstLevel
,
3684 dstWidth
, dstHeight
, dstDepth
,
3686 srcImage
->InternalFormat
,
3687 srcImage
->TexFormat
)) {
3688 /* All done. We either ran out of memory or we would go beyond the
3689 * last valid level of an immutable texture if we continued.
3694 /* limit minification to src level */
3695 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
3697 /* Set to draw into the current dstLevel */
3698 if (target
== GL_TEXTURE_1D
) {
3699 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3700 GL_COLOR_ATTACHMENT0_EXT
,
3705 else if (target
== GL_TEXTURE_3D
) {
3706 GLint zoffset
= 0; /* XXX unfinished */
3707 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3708 GL_COLOR_ATTACHMENT0_EXT
,
3715 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3716 GL_COLOR_ATTACHMENT0_EXT
,
3722 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
3725 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3726 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3727 _mesa_problem(ctx
, "Unexpected incomplete framebuffer in "
3728 "_mesa_meta_GenerateMipmap()");
3732 assert(dstWidth
== ctx
->DrawBuffer
->Width
);
3733 assert(dstHeight
== ctx
->DrawBuffer
->Height
);
3735 /* setup viewport */
3736 _mesa_set_viewport(ctx
, 0, 0, 0, dstWidth
, dstHeight
);
3738 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3741 _mesa_lock_texture(ctx
, texObj
); /* relock */
3743 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3745 _mesa_meta_end(ctx
);
3747 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3749 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, genMipmapSave
);
3751 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3756 * Determine the GL data type to use for the temporary image read with
3757 * ReadPixels() and passed to Tex[Sub]Image().
3760 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
3764 baseFormat
= _mesa_get_format_base_format(format
);
3766 switch (baseFormat
) {
3773 case GL_LUMINANCE_ALPHA
:
3775 if (ctx
->DrawBuffer
->Visual
.redBits
<= 8) {
3776 return GL_UNSIGNED_BYTE
;
3777 } else if (ctx
->DrawBuffer
->Visual
.redBits
<= 16) {
3778 return GL_UNSIGNED_SHORT
;
3780 GLenum datatype
= _mesa_get_format_datatype(format
);
3781 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
)
3785 case GL_DEPTH_COMPONENT
: {
3786 GLenum datatype
= _mesa_get_format_datatype(format
);
3787 if (datatype
== GL_FLOAT
)
3790 return GL_UNSIGNED_INT
;
3792 case GL_DEPTH_STENCIL
: {
3793 GLenum datatype
= _mesa_get_format_datatype(format
);
3794 if (datatype
== GL_FLOAT
)
3795 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
3797 return GL_UNSIGNED_INT_24_8
;
3800 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
3808 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3809 * Have to be careful with locking and meta state for pixel transfer.
3812 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
3813 struct gl_texture_image
*texImage
,
3814 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3815 struct gl_renderbuffer
*rb
,
3817 GLsizei width
, GLsizei height
)
3819 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3820 GLenum format
, type
;
3824 /* The gl_renderbuffer is part of the interface for
3825 * dd_function_table::CopyTexSubImage, but this implementation does not use
3830 /* Choose format/type for temporary image buffer */
3831 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
3832 if (format
== GL_LUMINANCE
||
3833 format
== GL_LUMINANCE_ALPHA
||
3834 format
== GL_INTENSITY
) {
3835 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3836 * temp image buffer because glReadPixels will do L=R+G+B which is
3837 * not what we want (should be L=R).
3842 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
3843 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
3844 format
= _mesa_base_format_to_integer_format(format
);
3846 bpp
= _mesa_bytes_per_pixel(format
, type
);
3848 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
3853 * Alloc image buffer (XXX could use a PBO)
3855 buf
= malloc(width
* height
* bpp
);
3857 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
3861 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
3864 * Read image from framebuffer (disable pixel transfer ops)
3866 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
3867 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
3868 format
, type
, &ctx
->Pack
, buf
);
3869 _mesa_meta_end(ctx
);
3871 _mesa_update_state(ctx
); /* to update pixel transfer state */
3874 * Store texture data (with pixel transfer ops)
3876 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
3878 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
3879 assert(yoffset
== 0);
3880 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3881 xoffset
, zoffset
, 0, width
, 1, 1,
3882 format
, type
, buf
, &ctx
->Unpack
);
3884 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3885 xoffset
, yoffset
, zoffset
, width
, height
, 1,
3886 format
, type
, buf
, &ctx
->Unpack
);
3889 _mesa_meta_end(ctx
);
3891 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
3898 meta_decompress_cleanup(struct decompress_state
*decompress
)
3900 if (decompress
->FBO
!= 0) {
3901 _mesa_DeleteFramebuffers(1, &decompress
->FBO
);
3902 _mesa_DeleteRenderbuffers(1, &decompress
->RBO
);
3905 if (decompress
->VAO
!= 0) {
3906 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
3907 _mesa_DeleteBuffers(1, &decompress
->VBO
);
3910 if (decompress
->Sampler
!= 0)
3911 _mesa_DeleteSamplers(1, &decompress
->Sampler
);
3913 memset(decompress
, 0, sizeof(*decompress
));
3917 * Decompress a texture image by drawing a quad with the compressed
3918 * texture and reading the pixels out of the color buffer.
3919 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3920 * \param destFormat format, ala glReadPixels
3921 * \param destType type, ala glReadPixels
3922 * \param dest destination buffer
3923 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3926 decompress_texture_image(struct gl_context
*ctx
,
3927 struct gl_texture_image
*texImage
,
3929 GLenum destFormat
, GLenum destType
,
3932 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3933 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3934 const GLint width
= texImage
->Width
;
3935 const GLint height
= texImage
->Height
;
3936 const GLint depth
= texImage
->Height
;
3937 const GLenum target
= texObj
->Target
;
3939 struct vertex verts
[4];
3940 GLuint fboDrawSave
, fboReadSave
;
3945 assert(target
== GL_TEXTURE_3D
||
3946 target
== GL_TEXTURE_2D_ARRAY
);
3951 case GL_TEXTURE_1D_ARRAY
:
3952 assert(!"No compressed 1D textures.");
3956 assert(!"No compressed 3D textures.");
3959 case GL_TEXTURE_2D_ARRAY
:
3960 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3961 /* These targets are just broken currently. */
3964 case GL_TEXTURE_CUBE_MAP
:
3965 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3969 faceTarget
= target
;
3973 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3974 fboDrawSave
= ctx
->DrawBuffer
->Name
;
3975 fboReadSave
= ctx
->ReadBuffer
->Name
;
3976 rbSave
= ctx
->CurrentRenderbuffer
? ctx
->CurrentRenderbuffer
->Name
: 0;
3978 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_PIXEL_STORE
);
3980 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3981 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3983 /* Create/bind FBO/renderbuffer */
3984 if (decompress
->FBO
== 0) {
3985 _mesa_GenFramebuffers(1, &decompress
->FBO
);
3986 _mesa_GenRenderbuffers(1, &decompress
->RBO
);
3987 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3988 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3989 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
3990 GL_COLOR_ATTACHMENT0_EXT
,
3991 GL_RENDERBUFFER_EXT
,
3995 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3998 /* alloc dest surface */
3999 if (width
> decompress
->Width
|| height
> decompress
->Height
) {
4000 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
4001 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT
, GL_RGBA
,
4003 decompress
->Width
= width
;
4004 decompress
->Height
= height
;
4007 setup_vertex_objects(&decompress
->VAO
, &decompress
->VBO
, false, 2, 3, 0);
4009 if (!decompress
->Sampler
) {
4010 _mesa_GenSamplers(1, &decompress
->Sampler
);
4011 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
4012 /* nearest filtering */
4013 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
4014 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
4015 /* No sRGB decode or encode.*/
4016 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
4017 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
4018 GL_SKIP_DECODE_EXT
);
4022 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
4025 /* Silence valgrind warnings about reading uninitialized stack. */
4026 memset(verts
, 0, sizeof(verts
));
4028 setup_texture_coords(faceTarget
, slice
, width
, height
, depth
,
4034 /* setup vertex positions */
4044 _mesa_MatrixMode(GL_PROJECTION
);
4045 _mesa_LoadIdentity();
4046 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
4048 /* upload new vertex data */
4049 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
4051 /* setup texture state */
4052 _mesa_BindTexture(target
, texObj
->Name
);
4053 _mesa_set_enable(ctx
, target
, GL_TRUE
);
4056 /* save texture object state */
4057 const GLint baseLevelSave
= texObj
->BaseLevel
;
4058 const GLint maxLevelSave
= texObj
->MaxLevel
;
4060 /* restrict sampling to the texture level of interest */
4061 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
4062 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
4063 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
4066 /* render quad w/ texture into renderbuffer */
4067 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
4069 /* Restore texture object state, the texture binding will
4070 * be restored by _mesa_meta_end().
4072 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
4073 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
4074 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
4079 /* read pixels from renderbuffer */
4081 GLenum baseTexFormat
= texImage
->_BaseFormat
;
4082 GLenum destBaseFormat
= _mesa_base_tex_format(ctx
, destFormat
);
4084 /* The pixel transfer state will be set to default values at this point
4085 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
4086 * turned off (as required by glGetTexImage) but we need to handle some
4087 * special cases. In particular, single-channel texture values are
4088 * returned as red and two-channel texture values are returned as
4091 if ((baseTexFormat
== GL_LUMINANCE
||
4092 baseTexFormat
== GL_LUMINANCE_ALPHA
||
4093 baseTexFormat
== GL_INTENSITY
) ||
4094 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
4095 * luminance then we need to return L=tex(R).
4097 ((baseTexFormat
== GL_RGBA
||
4098 baseTexFormat
== GL_RGB
||
4099 baseTexFormat
== GL_RG
) &&
4100 (destBaseFormat
== GL_LUMINANCE
||
4101 destBaseFormat
== GL_LUMINANCE_ALPHA
||
4102 destBaseFormat
== GL_LUMINANCE_INTEGER_EXT
||
4103 destBaseFormat
== GL_LUMINANCE_ALPHA_INTEGER_EXT
))) {
4104 /* Green and blue must be zero */
4105 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
4106 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
4109 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
4112 /* disable texture unit */
4113 _mesa_set_enable(ctx
, target
, GL_FALSE
);
4115 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
4117 _mesa_meta_end(ctx
);
4119 /* restore fbo bindings */
4120 if (fboDrawSave
== fboReadSave
) {
4121 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboDrawSave
);
4124 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT
, fboDrawSave
);
4125 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER_EXT
, fboReadSave
);
4127 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, rbSave
);
4132 * This is just a wrapper around _mesa_get_tex_image() and
4133 * decompress_texture_image(). Meta functions should not be directly called
4137 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
4138 GLenum format
, GLenum type
, GLvoid
*pixels
,
4139 struct gl_texture_image
*texImage
)
4141 /* We can only use the decompress-with-blit method here if the texels are
4142 * unsigned, normalized values. We could handle signed and unnormalized
4143 * with floating point renderbuffers...
4145 if (texImage
->TexObject
->Target
!= GL_TEXTURE_CUBE_MAP_ARRAY
4146 && _mesa_is_format_compressed(texImage
->TexFormat
) &&
4147 _mesa_get_format_datatype(texImage
->TexFormat
)
4148 == GL_UNSIGNED_NORMALIZED
) {
4149 struct gl_texture_object
*texObj
= texImage
->TexObject
;
4151 /* Need to unlock the texture here to prevent deadlock... */
4152 _mesa_unlock_texture(ctx
, texObj
);
4153 for (slice
= 0; slice
< texImage
->Depth
; slice
++) {
4155 if (texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
) {
4156 /* Setup pixel packing. SkipPixels and SkipRows will be applied
4157 * in the decompress_texture_image() function's call to
4158 * glReadPixels but we need to compute the dest slice's address
4159 * here (according to SkipImages and ImageHeight).
4161 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
4162 packing
.SkipPixels
= 0;
4163 packing
.SkipRows
= 0;
4164 dst
= _mesa_image_address3d(&packing
, pixels
, texImage
->Width
,
4165 texImage
->Height
, format
, type
,
4171 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, dst
);
4173 /* ... and relock it */
4174 _mesa_lock_texture(ctx
, texObj
);
4177 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
4183 * Meta implementation of ctx->Driver.DrawTex() in terms
4184 * of polygon rendering.
4187 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
4188 GLfloat width
, GLfloat height
)
4190 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
4192 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
4194 struct vertex verts
[4];
4197 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
4199 MESA_META_TRANSFORM
|
4201 MESA_META_VIEWPORT
));
4203 if (drawtex
->VAO
== 0) {
4204 /* one-time setup */
4205 GLint active_texture
;
4207 /* create vertex array object */
4208 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
4209 _mesa_BindVertexArray(drawtex
->VAO
);
4211 /* create vertex array buffer */
4212 _mesa_GenBuffers(1, &drawtex
->VBO
);
4213 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4214 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
4215 NULL
, GL_DYNAMIC_DRAW_ARB
);
4217 /* client active texture is not part of the array object */
4218 active_texture
= ctx
->Array
.ActiveTexture
;
4220 /* setup vertex arrays */
4221 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
4222 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
4223 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4224 _mesa_ClientActiveTexture(GL_TEXTURE0
+ i
);
4225 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
4226 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
4229 /* restore client active texture */
4230 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
4233 _mesa_BindVertexArray(drawtex
->VAO
);
4234 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4237 /* vertex positions, texcoords */
4239 const GLfloat x1
= x
+ width
;
4240 const GLfloat y1
= y
+ height
;
4242 z
= CLAMP(z
, 0.0f
, 1.0f
);
4261 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4262 const struct gl_texture_object
*texObj
;
4263 const struct gl_texture_image
*texImage
;
4264 GLfloat s
, t
, s1
, t1
;
4267 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
) {
4269 for (j
= 0; j
< 4; j
++) {
4270 verts
[j
].st
[i
][0] = 0.0f
;
4271 verts
[j
].st
[i
][1] = 0.0f
;
4276 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
4277 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
4278 tw
= texImage
->Width2
;
4279 th
= texImage
->Height2
;
4281 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
4282 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
4283 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
4284 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
4286 verts
[0].st
[i
][0] = s
;
4287 verts
[0].st
[i
][1] = t
;
4289 verts
[1].st
[i
][0] = s1
;
4290 verts
[1].st
[i
][1] = t
;
4292 verts
[2].st
[i
][0] = s1
;
4293 verts
[2].st
[i
][1] = t1
;
4295 verts
[3].st
[i
][0] = s
;
4296 verts
[3].st
[i
][1] = t1
;
4299 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
4302 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
4304 _mesa_meta_end(ctx
);