meta: Fix blitting a framebuffer with renderbuffer attachment
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
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:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
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.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/glformats.h"
50 #include "main/image.h"
51 #include "main/macros.h"
52 #include "main/matrix.h"
53 #include "main/mipmap.h"
54 #include "main/pixel.h"
55 #include "main/pbo.h"
56 #include "main/polygon.h"
57 #include "main/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"
81
82 /** Return offset in bytes of the field within a vertex struct */
83 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
84
85 /**
86 * State which we may save/restore across meta ops.
87 * XXX this may be incomplete...
88 */
89 struct save_state
90 {
91 GLbitfield SavedState; /**< bitmask of MESA_META_* flags */
92
93 /** MESA_META_CLEAR (and others?) */
94 struct gl_query_object *CurrentOcclusionObject;
95
96 /** MESA_META_ALPHA_TEST */
97 GLboolean AlphaEnabled;
98 GLenum AlphaFunc;
99 GLclampf AlphaRef;
100
101 /** MESA_META_BLEND */
102 GLbitfield BlendEnabled;
103 GLboolean ColorLogicOpEnabled;
104
105 /** MESA_META_COLOR_MASK */
106 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];
107
108 /** MESA_META_DEPTH_TEST */
109 struct gl_depthbuffer_attrib Depth;
110
111 /** MESA_META_FOG */
112 GLboolean Fog;
113
114 /** MESA_META_PIXEL_STORE */
115 struct gl_pixelstore_attrib Pack, Unpack;
116
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;
124
125 /** MESA_META_RASTERIZATION */
126 GLenum FrontPolygonMode, BackPolygonMode;
127 GLboolean PolygonOffset;
128 GLboolean PolygonSmooth;
129 GLboolean PolygonStipple;
130 GLboolean PolygonCull;
131
132 /** MESA_META_SCISSOR */
133 struct gl_scissor_attrib Scissor;
134
135 /** MESA_META_SHADER */
136 GLboolean VertexProgramEnabled;
137 struct gl_vertex_program *VertexProgram;
138 GLboolean FragmentProgramEnabled;
139 struct gl_fragment_program *FragmentProgram;
140 GLboolean ATIFragmentShaderEnabled;
141 struct gl_shader_program *VertexShader;
142 struct gl_shader_program *GeometryShader;
143 struct gl_shader_program *FragmentShader;
144 struct gl_shader_program *ActiveShader;
145
146 /** MESA_META_STENCIL_TEST */
147 struct gl_stencil_attrib Stencil;
148
149 /** MESA_META_TRANSFORM */
150 GLenum MatrixMode;
151 GLfloat ModelviewMatrix[16];
152 GLfloat ProjectionMatrix[16];
153 GLfloat TextureMatrix[16];
154
155 /** MESA_META_CLIP */
156 GLbitfield ClipPlanesEnabled;
157
158 /** MESA_META_TEXTURE */
159 GLuint ActiveUnit;
160 GLuint ClientActiveUnit;
161 /** for unit[0] only */
162 struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS];
163 /** mask of TEXTURE_2D_BIT, etc */
164 GLbitfield TexEnabled[MAX_TEXTURE_UNITS];
165 GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS];
166 GLuint EnvMode; /* unit[0] only */
167
168 /** MESA_META_VERTEX */
169 struct gl_array_object *ArrayObj;
170 struct gl_buffer_object *ArrayBufferObj;
171
172 /** MESA_META_VIEWPORT */
173 GLint ViewportX, ViewportY, ViewportW, ViewportH;
174 GLclampd DepthNear, DepthFar;
175
176 /** MESA_META_CLAMP_FRAGMENT_COLOR */
177 GLenum ClampFragmentColor;
178
179 /** MESA_META_CLAMP_VERTEX_COLOR */
180 GLenum ClampVertexColor;
181
182 /** MESA_META_CONDITIONAL_RENDER */
183 struct gl_query_object *CondRenderQuery;
184 GLenum CondRenderMode;
185
186 /** MESA_META_SELECT_FEEDBACK */
187 GLenum RenderMode;
188 struct gl_selection Select;
189 struct gl_feedback Feedback;
190
191 /** MESA_META_MULTISAMPLE */
192 GLboolean MultisampleEnabled;
193
194 /** MESA_META_FRAMEBUFFER_SRGB */
195 GLboolean sRGBEnabled;
196
197 /** Miscellaneous (always disabled) */
198 GLboolean Lighting;
199 GLboolean RasterDiscard;
200 GLboolean TransformFeedbackNeedsResume;
201 };
202
203 /**
204 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
205 * This is currently shared by all the meta ops. But we could create a
206 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
207 */
208 struct temp_texture
209 {
210 GLuint TexObj;
211 GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
212 GLsizei MinSize; /**< Min texture size to allocate */
213 GLsizei MaxSize; /**< Max possible texture size */
214 GLboolean NPOT; /**< Non-power of two size OK? */
215 GLsizei Width, Height; /**< Current texture size */
216 GLenum IntFormat;
217 GLfloat Sright, Ttop; /**< right, top texcoords */
218 };
219
220
221 /**
222 * State for glBlitFramebufer()
223 */
224 struct blit_state
225 {
226 GLuint ArrayObj;
227 GLuint VBO;
228 GLuint DepthFP;
229 GLuint ShaderProg;
230 GLuint RectShaderProg;
231 struct temp_texture depthTex;
232 };
233
234
235 /**
236 * State for glClear()
237 */
238 struct clear_state
239 {
240 GLuint ArrayObj;
241 GLuint VBO;
242 GLuint ShaderProg;
243 GLint ColorLocation;
244
245 GLuint IntegerShaderProg;
246 GLint IntegerColorLocation;
247 };
248
249
250 /**
251 * State for glCopyPixels()
252 */
253 struct copypix_state
254 {
255 GLuint ArrayObj;
256 GLuint VBO;
257 };
258
259
260 /**
261 * State for glDrawPixels()
262 */
263 struct drawpix_state
264 {
265 GLuint ArrayObj;
266
267 GLuint StencilFP; /**< Fragment program for drawing stencil images */
268 GLuint DepthFP; /**< Fragment program for drawing depth images */
269 };
270
271
272 /**
273 * State for glBitmap()
274 */
275 struct bitmap_state
276 {
277 GLuint ArrayObj;
278 GLuint VBO;
279 struct temp_texture Tex; /**< separate texture from other meta ops */
280 };
281
282 /**
283 * State for GLSL texture sampler which is used to generate fragment
284 * shader in _mesa_meta_generate_mipmap().
285 */
286 struct glsl_sampler {
287 const char *type;
288 const char *func;
289 const char *texcoords;
290 GLuint shader_prog;
291 };
292
293 /**
294 * State for _mesa_meta_generate_mipmap()
295 */
296 struct gen_mipmap_state
297 {
298 GLuint ArrayObj;
299 GLuint VBO;
300 GLuint FBO;
301 GLuint Sampler;
302 GLuint ShaderProg;
303 struct glsl_sampler sampler_1d;
304 struct glsl_sampler sampler_2d;
305 struct glsl_sampler sampler_3d;
306 struct glsl_sampler sampler_cubemap;
307 struct glsl_sampler sampler_1d_array;
308 struct glsl_sampler sampler_2d_array;
309 };
310
311 /**
312 * State for texture decompression
313 */
314 struct decompress_state
315 {
316 GLuint ArrayObj;
317 GLuint VBO, FBO, RBO, Sampler;
318 GLint Width, Height;
319 };
320
321 /**
322 * State for glDrawTex()
323 */
324 struct drawtex_state
325 {
326 GLuint ArrayObj;
327 GLuint VBO;
328 };
329
330 #define MAX_META_OPS_DEPTH 8
331 /**
332 * All per-context meta state.
333 */
334 struct gl_meta_state
335 {
336 /** Stack of state saved during meta-ops */
337 struct save_state Save[MAX_META_OPS_DEPTH];
338 /** Save stack depth */
339 GLuint SaveStackDepth;
340
341 struct temp_texture TempTex;
342
343 struct blit_state Blit; /**< For _mesa_meta_BlitFramebuffer() */
344 struct clear_state Clear; /**< For _mesa_meta_Clear() */
345 struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */
346 struct drawpix_state DrawPix; /**< For _mesa_meta_DrawPixels() */
347 struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */
348 struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */
349 struct decompress_state Decompress; /**< For texture decompression */
350 struct drawtex_state DrawTex; /**< For _mesa_meta_DrawTex() */
351 };
352
353 static void meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit);
354 static void cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex);
355 static void meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear);
356 static void meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
357 struct gen_mipmap_state *mipmap);
358
359 static GLuint
360 compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source)
361 {
362 GLuint shader;
363 GLint ok, size;
364 GLchar *info;
365
366 shader = _mesa_CreateShaderObjectARB(target);
367 _mesa_ShaderSource(shader, 1, &source, NULL);
368 _mesa_CompileShader(shader);
369
370 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
371 if (ok)
372 return shader;
373
374 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
375 if (size == 0) {
376 _mesa_DeleteObjectARB(shader);
377 return 0;
378 }
379
380 info = malloc(size);
381 if (!info) {
382 _mesa_DeleteObjectARB(shader);
383 return 0;
384 }
385
386 _mesa_GetProgramInfoLog(shader, size, NULL, info);
387 _mesa_problem(ctx,
388 "meta program compile failed:\n%s\n"
389 "source:\n%s\n",
390 info, source);
391
392 free(info);
393 _mesa_DeleteObjectARB(shader);
394
395 return 0;
396 }
397
398 static GLuint
399 link_program_with_debug(struct gl_context *ctx, GLuint program)
400 {
401 GLint ok, size;
402 GLchar *info;
403
404 _mesa_LinkProgram(program);
405
406 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
407 if (ok)
408 return program;
409
410 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
411 if (size == 0)
412 return 0;
413
414 info = malloc(size);
415 if (!info)
416 return 0;
417
418 _mesa_GetProgramInfoLog(program, size, NULL, info);
419 _mesa_problem(ctx, "meta program link failed:\n%s", info);
420
421 free(info);
422
423 return 0;
424 }
425
426 /**
427 * Initialize meta-ops for a context.
428 * To be called once during context creation.
429 */
430 void
431 _mesa_meta_init(struct gl_context *ctx)
432 {
433 ASSERT(!ctx->Meta);
434
435 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
436 }
437
438
439 /**
440 * Free context meta-op state.
441 * To be called once during context destruction.
442 */
443 void
444 _mesa_meta_free(struct gl_context *ctx)
445 {
446 GET_CURRENT_CONTEXT(old_context);
447 _mesa_make_current(ctx, NULL, NULL);
448 meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
449 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
450 meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
451 cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
452 if (old_context)
453 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
454 else
455 _mesa_make_current(NULL, NULL, NULL);
456 free(ctx->Meta);
457 ctx->Meta = NULL;
458 }
459
460
461 /**
462 * Enter meta state. This is like a light-weight version of glPushAttrib
463 * but it also resets most GL state back to default values.
464 *
465 * \param state bitmask of MESA_META_* flags indicating which attribute groups
466 * to save and reset to their defaults
467 */
468 void
469 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
470 {
471 struct save_state *save;
472
473 /* hope MAX_META_OPS_DEPTH is large enough */
474 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
475
476 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
477 memset(save, 0, sizeof(*save));
478 save->SavedState = state;
479
480 /* Pausing transform feedback needs to be done early, or else we won't be
481 * able to change other state.
482 */
483 save->TransformFeedbackNeedsResume =
484 _mesa_is_xfb_active_and_unpaused(ctx);
485 if (save->TransformFeedbackNeedsResume)
486 _mesa_PauseTransformFeedback();
487
488 /* After saving the current occlusion object, call EndQuery so that no
489 * occlusion querying will be active during the meta-operation.
490 */
491 if (state & MESA_META_OCCLUSION_QUERY) {
492 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
493 if (save->CurrentOcclusionObject)
494 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
495 }
496
497 if (state & MESA_META_ALPHA_TEST) {
498 save->AlphaEnabled = ctx->Color.AlphaEnabled;
499 save->AlphaFunc = ctx->Color.AlphaFunc;
500 save->AlphaRef = ctx->Color.AlphaRef;
501 if (ctx->Color.AlphaEnabled)
502 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
503 }
504
505 if (state & MESA_META_BLEND) {
506 save->BlendEnabled = ctx->Color.BlendEnabled;
507 if (ctx->Color.BlendEnabled) {
508 if (ctx->Extensions.EXT_draw_buffers2) {
509 GLuint i;
510 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
511 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
512 }
513 }
514 else {
515 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
516 }
517 }
518 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
519 if (ctx->Color.ColorLogicOpEnabled)
520 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
521 }
522
523 if (state & MESA_META_COLOR_MASK) {
524 memcpy(save->ColorMask, ctx->Color.ColorMask,
525 sizeof(ctx->Color.ColorMask));
526 if (!ctx->Color.ColorMask[0][0] ||
527 !ctx->Color.ColorMask[0][1] ||
528 !ctx->Color.ColorMask[0][2] ||
529 !ctx->Color.ColorMask[0][3])
530 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
531 }
532
533 if (state & MESA_META_DEPTH_TEST) {
534 save->Depth = ctx->Depth; /* struct copy */
535 if (ctx->Depth.Test)
536 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
537 }
538
539 if ((state & MESA_META_FOG)
540 && ctx->API != API_OPENGL_CORE
541 && ctx->API != API_OPENGLES2) {
542 save->Fog = ctx->Fog.Enabled;
543 if (ctx->Fog.Enabled)
544 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
545 }
546
547 if (state & MESA_META_PIXEL_STORE) {
548 save->Pack = ctx->Pack;
549 save->Unpack = ctx->Unpack;
550 ctx->Pack = ctx->DefaultPacking;
551 ctx->Unpack = ctx->DefaultPacking;
552 }
553
554 if (state & MESA_META_PIXEL_TRANSFER) {
555 save->RedScale = ctx->Pixel.RedScale;
556 save->RedBias = ctx->Pixel.RedBias;
557 save->GreenScale = ctx->Pixel.GreenScale;
558 save->GreenBias = ctx->Pixel.GreenBias;
559 save->BlueScale = ctx->Pixel.BlueScale;
560 save->BlueBias = ctx->Pixel.BlueBias;
561 save->AlphaScale = ctx->Pixel.AlphaScale;
562 save->AlphaBias = ctx->Pixel.AlphaBias;
563 save->MapColorFlag = ctx->Pixel.MapColorFlag;
564 ctx->Pixel.RedScale = 1.0F;
565 ctx->Pixel.RedBias = 0.0F;
566 ctx->Pixel.GreenScale = 1.0F;
567 ctx->Pixel.GreenBias = 0.0F;
568 ctx->Pixel.BlueScale = 1.0F;
569 ctx->Pixel.BlueBias = 0.0F;
570 ctx->Pixel.AlphaScale = 1.0F;
571 ctx->Pixel.AlphaBias = 0.0F;
572 ctx->Pixel.MapColorFlag = GL_FALSE;
573 /* XXX more state */
574 ctx->NewState |=_NEW_PIXEL;
575 }
576
577 if (state & MESA_META_RASTERIZATION) {
578 save->FrontPolygonMode = ctx->Polygon.FrontMode;
579 save->BackPolygonMode = ctx->Polygon.BackMode;
580 save->PolygonOffset = ctx->Polygon.OffsetFill;
581 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
582 save->PolygonStipple = ctx->Polygon.StippleFlag;
583 save->PolygonCull = ctx->Polygon.CullFlag;
584 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
585 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
586 if (ctx->API == API_OPENGL_COMPAT) {
587 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
588 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
589 }
590 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
591 }
592
593 if (state & MESA_META_SCISSOR) {
594 save->Scissor = ctx->Scissor; /* struct copy */
595 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
596 }
597
598 if (state & MESA_META_SHADER) {
599 if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_vertex_program) {
600 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
601 _mesa_reference_vertprog(ctx, &save->VertexProgram,
602 ctx->VertexProgram.Current);
603 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
604 }
605
606 if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_fragment_program) {
607 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
608 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
609 ctx->FragmentProgram.Current);
610 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
611 }
612
613 if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ATI_fragment_shader) {
614 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
615 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
616 }
617
618 _mesa_reference_shader_program(ctx, &save->VertexShader,
619 ctx->Shader.CurrentVertexProgram);
620 _mesa_reference_shader_program(ctx, &save->GeometryShader,
621 ctx->Shader.CurrentGeometryProgram);
622 _mesa_reference_shader_program(ctx, &save->FragmentShader,
623 ctx->Shader.CurrentFragmentProgram);
624 _mesa_reference_shader_program(ctx, &save->ActiveShader,
625 ctx->Shader.ActiveProgram);
626
627 _mesa_UseProgram(0);
628 }
629
630 if (state & MESA_META_STENCIL_TEST) {
631 save->Stencil = ctx->Stencil; /* struct copy */
632 if (ctx->Stencil.Enabled)
633 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
634 /* NOTE: other stencil state not reset */
635 }
636
637 if (state & MESA_META_TEXTURE) {
638 GLuint u, tgt;
639
640 save->ActiveUnit = ctx->Texture.CurrentUnit;
641 save->ClientActiveUnit = ctx->Array.ActiveTexture;
642 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
643
644 /* Disable all texture units */
645 if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
646 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
647 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
648 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
649 if (ctx->Texture.Unit[u].Enabled ||
650 ctx->Texture.Unit[u].TexGenEnabled) {
651 _mesa_ActiveTexture(GL_TEXTURE0 + u);
652 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
653 if (ctx->Extensions.ARB_texture_cube_map)
654 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
655 if (_mesa_is_gles(ctx) &&
656 ctx->Extensions.OES_EGL_image_external)
657 _mesa_set_enable(ctx, GL_TEXTURE_EXTERNAL_OES, GL_FALSE);
658
659 if (ctx->API == API_OPENGL_COMPAT) {
660 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
661 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
662 if (ctx->Extensions.NV_texture_rectangle)
663 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
664 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
665 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
666 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
667 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
668 } else {
669 _mesa_set_enable(ctx, GL_TEXTURE_GEN_STR_OES, GL_FALSE);
670 }
671 }
672 }
673 }
674
675 /* save current texture objects for unit[0] only */
676 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
677 _mesa_reference_texobj(&save->CurrentTexture[tgt],
678 ctx->Texture.Unit[0].CurrentTex[tgt]);
679 }
680
681 /* set defaults for unit[0] */
682 _mesa_ActiveTexture(GL_TEXTURE0);
683 _mesa_ClientActiveTexture(GL_TEXTURE0);
684 if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
685 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
686 }
687 }
688
689 if (state & MESA_META_TRANSFORM) {
690 GLuint activeTexture = ctx->Texture.CurrentUnit;
691 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
692 16 * sizeof(GLfloat));
693 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
694 16 * sizeof(GLfloat));
695 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
696 16 * sizeof(GLfloat));
697 save->MatrixMode = ctx->Transform.MatrixMode;
698 /* set 1:1 vertex:pixel coordinate transform */
699 _mesa_ActiveTexture(GL_TEXTURE0);
700 _mesa_MatrixMode(GL_TEXTURE);
701 _mesa_LoadIdentity();
702 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
703 _mesa_MatrixMode(GL_MODELVIEW);
704 _mesa_LoadIdentity();
705 _mesa_MatrixMode(GL_PROJECTION);
706 _mesa_LoadIdentity();
707
708 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
709 * This can occur when there is no draw buffer.
710 */
711 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
712 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
713 0.0, ctx->DrawBuffer->Height,
714 -1.0, 1.0);
715 }
716
717 if (state & MESA_META_CLIP) {
718 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
719 if (ctx->Transform.ClipPlanesEnabled) {
720 GLuint i;
721 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
722 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
723 }
724 }
725 }
726
727 if (state & MESA_META_VERTEX) {
728 /* save vertex array object state */
729 _mesa_reference_array_object(ctx, &save->ArrayObj,
730 ctx->Array.ArrayObj);
731 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
732 ctx->Array.ArrayBufferObj);
733 /* set some default state? */
734 }
735
736 if (state & MESA_META_VIEWPORT) {
737 /* save viewport state */
738 save->ViewportX = ctx->Viewport.X;
739 save->ViewportY = ctx->Viewport.Y;
740 save->ViewportW = ctx->Viewport.Width;
741 save->ViewportH = ctx->Viewport.Height;
742 /* set viewport to match window size */
743 if (ctx->Viewport.X != 0 ||
744 ctx->Viewport.Y != 0 ||
745 ctx->Viewport.Width != ctx->DrawBuffer->Width ||
746 ctx->Viewport.Height != ctx->DrawBuffer->Height) {
747 _mesa_set_viewport(ctx, 0, 0,
748 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
749 }
750 /* save depth range state */
751 save->DepthNear = ctx->Viewport.Near;
752 save->DepthFar = ctx->Viewport.Far;
753 /* set depth range to default */
754 _mesa_DepthRange(0.0, 1.0);
755 }
756
757 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
758 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
759
760 /* Generally in here we want to do clamping according to whether
761 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
762 * regardless of the internal implementation of the metaops.
763 */
764 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
765 ctx->Extensions.ARB_color_buffer_float)
766 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
767 }
768
769 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
770 save->ClampVertexColor = ctx->Light.ClampVertexColor;
771
772 /* Generally in here we never want vertex color clamping --
773 * result clamping is only dependent on fragment clamping.
774 */
775 if (ctx->Extensions.ARB_color_buffer_float)
776 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
777 }
778
779 if (state & MESA_META_CONDITIONAL_RENDER) {
780 save->CondRenderQuery = ctx->Query.CondRenderQuery;
781 save->CondRenderMode = ctx->Query.CondRenderMode;
782
783 if (ctx->Query.CondRenderQuery)
784 _mesa_EndConditionalRender();
785 }
786
787 if (state & MESA_META_SELECT_FEEDBACK) {
788 save->RenderMode = ctx->RenderMode;
789 if (ctx->RenderMode == GL_SELECT) {
790 save->Select = ctx->Select; /* struct copy */
791 _mesa_RenderMode(GL_RENDER);
792 } else if (ctx->RenderMode == GL_FEEDBACK) {
793 save->Feedback = ctx->Feedback; /* struct copy */
794 _mesa_RenderMode(GL_RENDER);
795 }
796 }
797
798 if (state & MESA_META_MULTISAMPLE) {
799 save->MultisampleEnabled = ctx->Multisample.Enabled;
800 if (ctx->Multisample.Enabled)
801 _mesa_set_multisample(ctx, GL_FALSE);
802 }
803
804 if (state & MESA_META_FRAMEBUFFER_SRGB) {
805 save->sRGBEnabled = ctx->Color.sRGBEnabled;
806 if (ctx->Color.sRGBEnabled)
807 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
808 }
809
810 /* misc */
811 {
812 save->Lighting = ctx->Light.Enabled;
813 if (ctx->Light.Enabled)
814 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
815 save->RasterDiscard = ctx->RasterDiscard;
816 if (ctx->RasterDiscard)
817 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
818 }
819 }
820
821
822 /**
823 * Leave meta state. This is like a light-weight version of glPopAttrib().
824 */
825 void
826 _mesa_meta_end(struct gl_context *ctx)
827 {
828 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
829 const GLbitfield state = save->SavedState;
830
831 /* After starting a new occlusion query, initialize the results to the
832 * values saved previously. The driver will then continue to increment
833 * these values.
834 */
835 if (state & MESA_META_OCCLUSION_QUERY) {
836 if (save->CurrentOcclusionObject) {
837 _mesa_BeginQuery(save->CurrentOcclusionObject->Target,
838 save->CurrentOcclusionObject->Id);
839 ctx->Query.CurrentOcclusionObject->Result = save->CurrentOcclusionObject->Result;
840 }
841 }
842
843 if (state & MESA_META_ALPHA_TEST) {
844 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
845 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
846 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
847 }
848
849 if (state & MESA_META_BLEND) {
850 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
851 if (ctx->Extensions.EXT_draw_buffers2) {
852 GLuint i;
853 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
854 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
855 }
856 }
857 else {
858 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
859 }
860 }
861 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
862 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
863 }
864
865 if (state & MESA_META_COLOR_MASK) {
866 GLuint i;
867 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
868 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
869 if (i == 0) {
870 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
871 save->ColorMask[i][2], save->ColorMask[i][3]);
872 }
873 else {
874 _mesa_ColorMaski(i,
875 save->ColorMask[i][0],
876 save->ColorMask[i][1],
877 save->ColorMask[i][2],
878 save->ColorMask[i][3]);
879 }
880 }
881 }
882 }
883
884 if (state & MESA_META_DEPTH_TEST) {
885 if (ctx->Depth.Test != save->Depth.Test)
886 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
887 _mesa_DepthFunc(save->Depth.Func);
888 _mesa_DepthMask(save->Depth.Mask);
889 }
890
891 if ((state & MESA_META_FOG)
892 && ctx->API != API_OPENGL_CORE
893 && ctx->API != API_OPENGLES2) {
894 _mesa_set_enable(ctx, GL_FOG, save->Fog);
895 }
896
897 if (state & MESA_META_PIXEL_STORE) {
898 ctx->Pack = save->Pack;
899 ctx->Unpack = save->Unpack;
900 }
901
902 if (state & MESA_META_PIXEL_TRANSFER) {
903 ctx->Pixel.RedScale = save->RedScale;
904 ctx->Pixel.RedBias = save->RedBias;
905 ctx->Pixel.GreenScale = save->GreenScale;
906 ctx->Pixel.GreenBias = save->GreenBias;
907 ctx->Pixel.BlueScale = save->BlueScale;
908 ctx->Pixel.BlueBias = save->BlueBias;
909 ctx->Pixel.AlphaScale = save->AlphaScale;
910 ctx->Pixel.AlphaBias = save->AlphaBias;
911 ctx->Pixel.MapColorFlag = save->MapColorFlag;
912 /* XXX more state */
913 ctx->NewState |=_NEW_PIXEL;
914 }
915
916 if (state & MESA_META_RASTERIZATION) {
917 /* Core context requires that front and back mode be the same.
918 */
919 if (ctx->API == API_OPENGL_CORE) {
920 _mesa_PolygonMode(GL_FRONT_AND_BACK, save->FrontPolygonMode);
921 } else {
922 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
923 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
924 }
925 if (ctx->API == API_OPENGL_COMPAT) {
926 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
927 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
928 }
929 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
930 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
931 }
932
933 if (state & MESA_META_SCISSOR) {
934 _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.Enabled);
935 _mesa_Scissor(save->Scissor.X, save->Scissor.Y,
936 save->Scissor.Width, save->Scissor.Height);
937 }
938
939 if (state & MESA_META_SHADER) {
940 if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_vertex_program) {
941 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
942 save->VertexProgramEnabled);
943 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
944 save->VertexProgram);
945 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
946 }
947
948 if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_fragment_program) {
949 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
950 save->FragmentProgramEnabled);
951 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
952 save->FragmentProgram);
953 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
954 }
955
956 if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ATI_fragment_shader) {
957 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
958 save->ATIFragmentShaderEnabled);
959 }
960
961 if (ctx->Extensions.ARB_vertex_shader)
962 _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader);
963
964 if (_mesa_has_geometry_shaders(ctx))
965 _mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB,
966 save->GeometryShader);
967
968 if (ctx->Extensions.ARB_fragment_shader)
969 _mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER,
970 save->FragmentShader);
971
972 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
973 save->ActiveShader);
974
975 _mesa_reference_shader_program(ctx, &save->VertexShader, NULL);
976 _mesa_reference_shader_program(ctx, &save->GeometryShader, NULL);
977 _mesa_reference_shader_program(ctx, &save->FragmentShader, NULL);
978 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
979 }
980
981 if (state & MESA_META_STENCIL_TEST) {
982 const struct gl_stencil_attrib *stencil = &save->Stencil;
983
984 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
985 _mesa_ClearStencil(stencil->Clear);
986 if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.EXT_stencil_two_side) {
987 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
988 stencil->TestTwoSide);
989 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
990 ? GL_BACK : GL_FRONT);
991 }
992 /* front state */
993 _mesa_StencilFuncSeparate(GL_FRONT,
994 stencil->Function[0],
995 stencil->Ref[0],
996 stencil->ValueMask[0]);
997 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
998 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
999 stencil->ZFailFunc[0],
1000 stencil->ZPassFunc[0]);
1001 /* back state */
1002 _mesa_StencilFuncSeparate(GL_BACK,
1003 stencil->Function[1],
1004 stencil->Ref[1],
1005 stencil->ValueMask[1]);
1006 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1007 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1008 stencil->ZFailFunc[1],
1009 stencil->ZPassFunc[1]);
1010 }
1011
1012 if (state & MESA_META_TEXTURE) {
1013 GLuint u, tgt;
1014
1015 ASSERT(ctx->Texture.CurrentUnit == 0);
1016
1017 /* restore texenv for unit[0] */
1018 if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
1019 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1020 }
1021
1022 /* restore texture objects for unit[0] only */
1023 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1024 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1025 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1026 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1027 save->CurrentTexture[tgt]);
1028 }
1029 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1030 }
1031
1032 /* Restore fixed function texture enables, texgen */
1033 if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
1034 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1035 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1036 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1037 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1038 }
1039
1040 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1041 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1042 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1043 }
1044 }
1045 }
1046
1047 /* restore current unit state */
1048 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1049 _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
1050 }
1051
1052 if (state & MESA_META_TRANSFORM) {
1053 GLuint activeTexture = ctx->Texture.CurrentUnit;
1054 _mesa_ActiveTexture(GL_TEXTURE0);
1055 _mesa_MatrixMode(GL_TEXTURE);
1056 _mesa_LoadMatrixf(save->TextureMatrix);
1057 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1058
1059 _mesa_MatrixMode(GL_MODELVIEW);
1060 _mesa_LoadMatrixf(save->ModelviewMatrix);
1061
1062 _mesa_MatrixMode(GL_PROJECTION);
1063 _mesa_LoadMatrixf(save->ProjectionMatrix);
1064
1065 _mesa_MatrixMode(save->MatrixMode);
1066 }
1067
1068 if (state & MESA_META_CLIP) {
1069 if (save->ClipPlanesEnabled) {
1070 GLuint i;
1071 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1072 if (save->ClipPlanesEnabled & (1 << i)) {
1073 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1074 }
1075 }
1076 }
1077 }
1078
1079 if (state & MESA_META_VERTEX) {
1080 /* restore vertex buffer object */
1081 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
1082 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
1083
1084 /* restore vertex array object */
1085 _mesa_BindVertexArray(save->ArrayObj->Name);
1086 _mesa_reference_array_object(ctx, &save->ArrayObj, NULL);
1087 }
1088
1089 if (state & MESA_META_VIEWPORT) {
1090 if (save->ViewportX != ctx->Viewport.X ||
1091 save->ViewportY != ctx->Viewport.Y ||
1092 save->ViewportW != ctx->Viewport.Width ||
1093 save->ViewportH != ctx->Viewport.Height) {
1094 _mesa_set_viewport(ctx, save->ViewportX, save->ViewportY,
1095 save->ViewportW, save->ViewportH);
1096 }
1097 _mesa_DepthRange(save->DepthNear, save->DepthFar);
1098 }
1099
1100 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1101 ctx->Extensions.ARB_color_buffer_float) {
1102 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1103 }
1104
1105 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1106 ctx->Extensions.ARB_color_buffer_float) {
1107 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1108 }
1109
1110 if (state & MESA_META_CONDITIONAL_RENDER) {
1111 if (save->CondRenderQuery)
1112 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1113 save->CondRenderMode);
1114 }
1115
1116 if (state & MESA_META_SELECT_FEEDBACK) {
1117 if (save->RenderMode == GL_SELECT) {
1118 _mesa_RenderMode(GL_SELECT);
1119 ctx->Select = save->Select;
1120 } else if (save->RenderMode == GL_FEEDBACK) {
1121 _mesa_RenderMode(GL_FEEDBACK);
1122 ctx->Feedback = save->Feedback;
1123 }
1124 }
1125
1126 if (state & MESA_META_MULTISAMPLE) {
1127 if (ctx->Multisample.Enabled != save->MultisampleEnabled)
1128 _mesa_set_multisample(ctx, save->MultisampleEnabled);
1129 }
1130
1131 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1132 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1133 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1134 }
1135
1136 /* misc */
1137 if (save->Lighting) {
1138 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1139 }
1140 if (save->RasterDiscard) {
1141 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1142 }
1143 if (save->TransformFeedbackNeedsResume)
1144 _mesa_ResumeTransformFeedback();
1145
1146 ctx->Meta->SaveStackDepth--;
1147 }
1148
1149
1150 /**
1151 * Determine whether Mesa is currently in a meta state.
1152 */
1153 GLboolean
1154 _mesa_meta_in_progress(struct gl_context *ctx)
1155 {
1156 return ctx->Meta->SaveStackDepth != 0;
1157 }
1158
1159
1160 /**
1161 * Convert Z from a normalized value in the range [0, 1] to an object-space
1162 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1163 * default/identity ortho projection results in the original Z value.
1164 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1165 * value comes from the clear value or raster position.
1166 */
1167 static INLINE GLfloat
1168 invert_z(GLfloat normZ)
1169 {
1170 GLfloat objZ = 1.0f - 2.0f * normZ;
1171 return objZ;
1172 }
1173
1174
1175 /**
1176 * One-time init for a temp_texture object.
1177 * Choose tex target, compute max tex size, etc.
1178 */
1179 static void
1180 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1181 {
1182 /* prefer texture rectangle */
1183 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1184 tex->Target = GL_TEXTURE_RECTANGLE;
1185 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1186 tex->NPOT = GL_TRUE;
1187 }
1188 else {
1189 /* use 2D texture, NPOT if possible */
1190 tex->Target = GL_TEXTURE_2D;
1191 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1192 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1193 }
1194 tex->MinSize = 16; /* 16 x 16 at least */
1195 assert(tex->MaxSize > 0);
1196
1197 _mesa_GenTextures(1, &tex->TexObj);
1198 }
1199
1200 static void
1201 cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1202 {
1203 if (!tex->TexObj)
1204 return;
1205 _mesa_DeleteTextures(1, &tex->TexObj);
1206 tex->TexObj = 0;
1207 }
1208
1209
1210 /**
1211 * Return pointer to temp_texture info for non-bitmap ops.
1212 * This does some one-time init if needed.
1213 */
1214 static struct temp_texture *
1215 get_temp_texture(struct gl_context *ctx)
1216 {
1217 struct temp_texture *tex = &ctx->Meta->TempTex;
1218
1219 if (!tex->TexObj) {
1220 init_temp_texture(ctx, tex);
1221 }
1222
1223 return tex;
1224 }
1225
1226
1227 /**
1228 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1229 * We use a separate texture for bitmaps to reduce texture
1230 * allocation/deallocation.
1231 */
1232 static struct temp_texture *
1233 get_bitmap_temp_texture(struct gl_context *ctx)
1234 {
1235 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1236
1237 if (!tex->TexObj) {
1238 init_temp_texture(ctx, tex);
1239 }
1240
1241 return tex;
1242 }
1243
1244 /**
1245 * Return pointer to depth temp_texture.
1246 * This does some one-time init if needed.
1247 */
1248 static struct temp_texture *
1249 get_temp_depth_texture(struct gl_context *ctx)
1250 {
1251 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1252
1253 if (!tex->TexObj) {
1254 init_temp_texture(ctx, tex);
1255 }
1256
1257 return tex;
1258 }
1259
1260 /**
1261 * Compute the width/height of texture needed to draw an image of the
1262 * given size. Return a flag indicating whether the current texture
1263 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1264 * allocated (glTexImage2D).
1265 * Also, compute s/t texcoords for drawing.
1266 *
1267 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1268 */
1269 static GLboolean
1270 alloc_texture(struct temp_texture *tex,
1271 GLsizei width, GLsizei height, GLenum intFormat)
1272 {
1273 GLboolean newTex = GL_FALSE;
1274
1275 ASSERT(width <= tex->MaxSize);
1276 ASSERT(height <= tex->MaxSize);
1277
1278 if (width > tex->Width ||
1279 height > tex->Height ||
1280 intFormat != tex->IntFormat) {
1281 /* alloc new texture (larger or different format) */
1282
1283 if (tex->NPOT) {
1284 /* use non-power of two size */
1285 tex->Width = MAX2(tex->MinSize, width);
1286 tex->Height = MAX2(tex->MinSize, height);
1287 }
1288 else {
1289 /* find power of two size */
1290 GLsizei w, h;
1291 w = h = tex->MinSize;
1292 while (w < width)
1293 w *= 2;
1294 while (h < height)
1295 h *= 2;
1296 tex->Width = w;
1297 tex->Height = h;
1298 }
1299
1300 tex->IntFormat = intFormat;
1301
1302 newTex = GL_TRUE;
1303 }
1304
1305 /* compute texcoords */
1306 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1307 tex->Sright = (GLfloat) width;
1308 tex->Ttop = (GLfloat) height;
1309 }
1310 else {
1311 tex->Sright = (GLfloat) width / tex->Width;
1312 tex->Ttop = (GLfloat) height / tex->Height;
1313 }
1314
1315 return newTex;
1316 }
1317
1318
1319 /**
1320 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1321 */
1322 static void
1323 setup_copypix_texture(struct gl_context *ctx,
1324 struct temp_texture *tex,
1325 GLboolean newTex,
1326 GLint srcX, GLint srcY,
1327 GLsizei width, GLsizei height, GLenum intFormat,
1328 GLenum filter)
1329 {
1330 _mesa_BindTexture(tex->Target, tex->TexObj);
1331 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1332 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1333 if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES)
1334 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1335
1336 /* copy framebuffer image to texture */
1337 if (newTex) {
1338 /* create new tex image */
1339 if (tex->Width == width && tex->Height == height) {
1340 /* create new tex with framebuffer data */
1341 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1342 srcX, srcY, width, height, 0);
1343 }
1344 else {
1345 /* create empty texture */
1346 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1347 tex->Width, tex->Height, 0,
1348 intFormat, GL_UNSIGNED_BYTE, NULL);
1349 /* load image */
1350 _mesa_CopyTexSubImage2D(tex->Target, 0,
1351 0, 0, srcX, srcY, width, height);
1352 }
1353 }
1354 else {
1355 /* replace existing tex image */
1356 _mesa_CopyTexSubImage2D(tex->Target, 0,
1357 0, 0, srcX, srcY, width, height);
1358 }
1359 }
1360
1361
1362 /**
1363 * Setup/load texture for glDrawPixels.
1364 */
1365 static void
1366 setup_drawpix_texture(struct gl_context *ctx,
1367 struct temp_texture *tex,
1368 GLboolean newTex,
1369 GLenum texIntFormat,
1370 GLsizei width, GLsizei height,
1371 GLenum format, GLenum type,
1372 const GLvoid *pixels)
1373 {
1374 _mesa_BindTexture(tex->Target, tex->TexObj);
1375 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1376 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1377 if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES)
1378 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1379
1380 /* copy pixel data to texture */
1381 if (newTex) {
1382 /* create new tex image */
1383 if (tex->Width == width && tex->Height == height) {
1384 /* create new tex and load image data */
1385 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1386 tex->Width, tex->Height, 0, format, type, pixels);
1387 }
1388 else {
1389 struct gl_buffer_object *save_unpack_obj = NULL;
1390
1391 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1392 ctx->Unpack.BufferObj);
1393 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1394 /* create empty texture */
1395 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1396 tex->Width, tex->Height, 0, format, type, NULL);
1397 if (save_unpack_obj != NULL)
1398 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1399 save_unpack_obj->Name);
1400 /* load image */
1401 _mesa_TexSubImage2D(tex->Target, 0,
1402 0, 0, width, height, format, type, pixels);
1403 }
1404 }
1405 else {
1406 /* replace existing tex image */
1407 _mesa_TexSubImage2D(tex->Target, 0,
1408 0, 0, width, height, format, type, pixels);
1409 }
1410 }
1411
1412
1413
1414 /**
1415 * One-time init for drawing depth pixels.
1416 */
1417 static void
1418 init_blit_depth_pixels(struct gl_context *ctx)
1419 {
1420 static const char *program =
1421 "!!ARBfp1.0\n"
1422 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1423 "END \n";
1424 char program2[200];
1425 struct blit_state *blit = &ctx->Meta->Blit;
1426 struct temp_texture *tex = get_temp_texture(ctx);
1427 const char *texTarget;
1428
1429 assert(blit->DepthFP == 0);
1430
1431 /* replace %s with "RECT" or "2D" */
1432 assert(strlen(program) + 4 < sizeof(program2));
1433 if (tex->Target == GL_TEXTURE_RECTANGLE)
1434 texTarget = "RECT";
1435 else
1436 texTarget = "2D";
1437 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
1438
1439 _mesa_GenProgramsARB(1, &blit->DepthFP);
1440 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1441 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1442 strlen(program2), (const GLubyte *) program2);
1443 }
1444
1445 static void
1446 setup_ff_blit_framebuffer(struct gl_context *ctx,
1447 struct blit_state *blit)
1448 {
1449 struct vertex {
1450 GLfloat x, y, s, t;
1451 };
1452 struct vertex verts[4];
1453
1454 if (blit->ArrayObj == 0) {
1455 /* one-time setup */
1456
1457 /* create vertex array object */
1458 _mesa_GenVertexArrays(1, &blit->ArrayObj);
1459 _mesa_BindVertexArray(blit->ArrayObj);
1460
1461 /* create vertex array buffer */
1462 _mesa_GenBuffers(1, &blit->VBO);
1463 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
1464 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
1465 NULL, GL_DYNAMIC_DRAW_ARB);
1466
1467 /* setup vertex arrays */
1468 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1469 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
1470 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1471 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
1472 }
1473
1474 /* setup projection matrix */
1475 _mesa_MatrixMode(GL_PROJECTION);
1476 _mesa_LoadIdentity();
1477 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
1478
1479 }
1480
1481 static void
1482 setup_glsl_blit_framebuffer(struct gl_context *ctx,
1483 struct blit_state *blit,
1484 GLenum target)
1485 {
1486 struct vertex {
1487 GLfloat x, y, s, t;
1488 };
1489 struct vertex verts[4];
1490 const char *vs_source;
1491 char *fs_source;
1492 GLuint vs, fs;
1493 void *mem_ctx;
1494 GLuint ShaderProg;
1495 GLboolean texture_2d = (target == GL_TEXTURE_2D);
1496
1497 /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
1498 assert(_mesa_is_desktop_gl(ctx) || texture_2d);
1499
1500 /* Check if already initialized */
1501 if (blit->ArrayObj == 0) {
1502
1503 /* create vertex array object */
1504 _mesa_GenVertexArrays(1, &blit->ArrayObj);
1505 _mesa_BindVertexArray(blit->ArrayObj);
1506
1507 /* create vertex array buffer */
1508 _mesa_GenBuffers(1, &blit->VBO);
1509 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
1510 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
1511 NULL, GL_DYNAMIC_DRAW_ARB);
1512
1513 /* setup vertex arrays */
1514 _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
1515 sizeof(struct vertex), OFFSET(x));
1516 _mesa_VertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
1517 sizeof(struct vertex), OFFSET(s));
1518 }
1519
1520 /* Generate a relevant fragment shader program for the texture target */
1521 if ((target == GL_TEXTURE_2D && blit->ShaderProg != 0) ||
1522 (target == GL_TEXTURE_RECTANGLE && blit->RectShaderProg != 0)) {
1523 return;
1524 }
1525
1526 mem_ctx = ralloc_context(NULL);
1527
1528 if (ctx->Const.GLSLVersion < 130) {
1529 vs_source =
1530 "attribute vec2 position;\n"
1531 "attribute vec2 textureCoords;\n"
1532 "varying vec2 texCoords;\n"
1533 "void main()\n"
1534 "{\n"
1535 " texCoords = textureCoords;\n"
1536 " gl_Position = vec4(position, 0.0, 1.0);\n"
1537 "}\n";
1538
1539 fs_source = ralloc_asprintf(mem_ctx,
1540 "uniform %s texSampler;\n"
1541 "varying vec2 texCoords;\n"
1542 "void main()\n"
1543 "{\n"
1544 " gl_FragColor = %s(texSampler, texCoords);\n"
1545 " gl_FragDepth = gl_FragColor.r;\n"
1546 "}\n",
1547 texture_2d ? "sampler2D" : "sampler2DRect",
1548 texture_2d ? "texture2D" : "texture2DRect");
1549 }
1550 else {
1551 vs_source = ralloc_asprintf(mem_ctx,
1552 "#version %s\n"
1553 "in vec2 position;\n"
1554 "in vec2 textureCoords;\n"
1555 "out vec2 texCoords;\n"
1556 "void main()\n"
1557 "{\n"
1558 " texCoords = textureCoords;\n"
1559 " gl_Position = vec4(position, 0.0, 1.0);\n"
1560 "}\n",
1561 _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
1562 fs_source = ralloc_asprintf(mem_ctx,
1563 "#version %s\n"
1564 "uniform %s texSampler;\n"
1565 "in vec2 texCoords;\n"
1566 "out vec4 out_color;\n"
1567 "\n"
1568 "void main()\n"
1569 "{\n"
1570 " out_color = %s(texSampler, texCoords);\n"
1571 " gl_FragDepth = out_color.r;\n"
1572 "}\n",
1573 _mesa_is_desktop_gl(ctx) ? "130" : "300 es",
1574 texture_2d ? "sampler2D" : "sampler2DRect",
1575 texture_2d ? "texture" : "texture2DRect");
1576 }
1577
1578 vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
1579 fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
1580
1581 ShaderProg = _mesa_CreateProgramObjectARB();
1582 _mesa_AttachShader(ShaderProg, fs);
1583 _mesa_DeleteObjectARB(fs);
1584 _mesa_AttachShader(ShaderProg, vs);
1585 _mesa_DeleteObjectARB(vs);
1586 _mesa_BindAttribLocation(ShaderProg, 0, "position");
1587 _mesa_BindAttribLocation(ShaderProg, 1, "texcoords");
1588 _mesa_EnableVertexAttribArray(0);
1589 _mesa_EnableVertexAttribArray(1);
1590 link_program_with_debug(ctx, ShaderProg);
1591 ralloc_free(mem_ctx);
1592 if (texture_2d)
1593 blit->ShaderProg = ShaderProg;
1594 else
1595 blit->RectShaderProg = ShaderProg;
1596 }
1597
1598 /**
1599 * Try to do a glBlitFramebuffer using no-copy texturing.
1600 * We can do this when the src renderbuffer is actually a texture.
1601 * But if the src buffer == dst buffer we cannot do this.
1602 *
1603 * \return new buffer mask indicating the buffers left to blit using the
1604 * normal path.
1605 */
1606 static GLbitfield
1607 blitframebuffer_texture(struct gl_context *ctx,
1608 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1609 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1610 GLbitfield mask, GLenum filter, GLint flipX,
1611 GLint flipY, GLboolean glsl_version)
1612 {
1613 if (mask & GL_COLOR_BUFFER_BIT) {
1614 const struct gl_framebuffer *drawFb = ctx->DrawBuffer;
1615 const struct gl_framebuffer *readFb = ctx->ReadBuffer;
1616 const struct gl_renderbuffer_attachment *drawAtt;
1617 const struct gl_renderbuffer_attachment *readAtt =
1618 &readFb->Attachment[readFb->_ColorReadBufferIndex];
1619
1620 if (readAtt && readAtt->Texture) {
1621 struct blit_state *blit = &ctx->Meta->Blit;
1622 const GLint dstX = MIN2(dstX0, dstX1);
1623 const GLint dstY = MIN2(dstY0, dstY1);
1624 const GLint dstW = abs(dstX1 - dstX0);
1625 const GLint dstH = abs(dstY1 - dstY0);
1626 const struct gl_texture_object *texObj = readAtt->Texture;
1627 const GLuint srcLevel = readAtt->TextureLevel;
1628 const GLint baseLevelSave = texObj->BaseLevel;
1629 const GLint maxLevelSave = texObj->MaxLevel;
1630 const GLenum target = texObj->Target;
1631 GLuint sampler, samplerSave =
1632 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
1633 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
1634 int i;
1635
1636 /* Iterate through all draw buffers */
1637 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
1638 int idx = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
1639 if (idx == -1)
1640 continue;
1641 drawAtt = &drawFb->Attachment[idx];
1642
1643 if (drawAtt->Texture == readAtt->Texture) {
1644 /* Can't use same texture as both the source and dest. We need
1645 * to handle overlapping blits and besides, some hw may not
1646 * support this.
1647 */
1648 return mask;
1649 }
1650 }
1651
1652 if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
1653 /* Can't handle other texture types at this time */
1654 return mask;
1655 }
1656
1657 /* Choose between glsl version and fixed function version of
1658 * BlitFramebuffer function.
1659 */
1660 if (glsl_version) {
1661 setup_glsl_blit_framebuffer(ctx, blit, target);
1662 if (target == GL_TEXTURE_2D)
1663 _mesa_UseProgram(blit->ShaderProg);
1664 else
1665 _mesa_UseProgram(blit->RectShaderProg);
1666 }
1667 else {
1668 setup_ff_blit_framebuffer(ctx, &ctx->Meta->Blit);
1669 }
1670
1671 _mesa_BindVertexArray(blit->ArrayObj);
1672 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
1673
1674 _mesa_GenSamplers(1, &sampler);
1675 _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
1676
1677 /*
1678 printf("Blit from texture!\n");
1679 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1680 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1681 */
1682
1683 /* Prepare src texture state */
1684 _mesa_BindTexture(target, texObj->Name);
1685 _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
1686 _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, filter);
1687 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1688 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
1689 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
1690 }
1691 _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1692 _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1693
1694 /* Always do our blits with no sRGB decode or encode. Note that
1695 * GL_FRAMEBUFFER_SRGB has already been disabled by
1696 * _mesa_meta_begin().
1697 */
1698 if (ctx->Extensions.EXT_texture_sRGB_decode) {
1699 _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
1700 GL_SKIP_DECODE_EXT);
1701 }
1702
1703 if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
1704 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1705 _mesa_set_enable(ctx, target, GL_TRUE);
1706 }
1707
1708 /* Prepare vertex data (the VBO was previously created and bound) */
1709 {
1710 struct vertex {
1711 GLfloat x, y, s, t;
1712 };
1713 struct vertex verts[4];
1714 GLfloat s0, t0, s1, t1;
1715
1716 if (target == GL_TEXTURE_2D) {
1717 const struct gl_texture_image *texImage
1718 = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
1719 s0 = srcX0 / (float) texImage->Width;
1720 s1 = srcX1 / (float) texImage->Width;
1721 t0 = srcY0 / (float) texImage->Height;
1722 t1 = srcY1 / (float) texImage->Height;
1723 }
1724 else {
1725 assert(target == GL_TEXTURE_RECTANGLE_ARB);
1726 s0 = srcX0;
1727 s1 = srcX1;
1728 t0 = srcY0;
1729 t1 = srcY1;
1730 }
1731
1732 /* setup vertex positions */
1733 verts[0].x = -1.0F * flipX;
1734 verts[0].y = -1.0F * flipY;
1735 verts[1].x = 1.0F * flipX;
1736 verts[1].y = -1.0F * flipY;
1737 verts[2].x = 1.0F * flipX;
1738 verts[2].y = 1.0F * flipY;
1739 verts[3].x = -1.0F * flipX;
1740 verts[3].y = 1.0F * flipY;
1741
1742 verts[0].s = s0;
1743 verts[0].t = t0;
1744 verts[1].s = s1;
1745 verts[1].t = t0;
1746 verts[2].s = s1;
1747 verts[2].t = t1;
1748 verts[3].s = s0;
1749 verts[3].t = t1;
1750
1751 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1752 }
1753
1754 /* setup viewport */
1755 _mesa_set_viewport(ctx, dstX, dstY, dstW, dstH);
1756 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1757 _mesa_DepthMask(GL_FALSE);
1758 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1759
1760 /* Restore texture object state, the texture binding will
1761 * be restored by _mesa_meta_end().
1762 */
1763 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1764 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
1765 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
1766 }
1767
1768 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
1769 _mesa_DeleteSamplers(1, &sampler);
1770
1771 /* Done with color buffer */
1772 mask &= ~GL_COLOR_BUFFER_BIT;
1773 }
1774 }
1775
1776 return mask;
1777 }
1778
1779
1780 /**
1781 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1782 * of texture mapping and polygon rendering.
1783 */
1784 void
1785 _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
1786 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1787 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1788 GLbitfield mask, GLenum filter)
1789 {
1790 struct blit_state *blit = &ctx->Meta->Blit;
1791 struct temp_texture *tex = get_temp_texture(ctx);
1792 struct temp_texture *depthTex = get_temp_depth_texture(ctx);
1793 const GLsizei maxTexSize = tex->MaxSize;
1794 const GLint srcX = MIN2(srcX0, srcX1);
1795 const GLint srcY = MIN2(srcY0, srcY1);
1796 const GLint srcW = abs(srcX1 - srcX0);
1797 const GLint srcH = abs(srcY1 - srcY0);
1798 const GLint dstX = MIN2(dstX0, dstX1);
1799 const GLint dstY = MIN2(dstY0, dstY1);
1800 const GLint dstW = abs(dstX1 - dstX0);
1801 const GLint dstH = abs(dstY1 - dstY0);
1802 const GLint srcFlipX = (srcX1 - srcX0) / srcW;
1803 const GLint srcFlipY = (srcY1 - srcY0) / srcH;
1804 const GLint dstFlipX = (dstX1 - dstX0) / dstW;
1805 const GLint dstFlipY = (dstY1 - dstY0) / dstH;
1806 const GLint flipX = srcFlipX * dstFlipX;
1807 const GLint flipY = srcFlipY * dstFlipY;
1808
1809 struct vertex {
1810 GLfloat x, y, s, t;
1811 };
1812 struct vertex verts[4];
1813 GLboolean newTex;
1814 const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
1815 ctx->Extensions.ARB_fragment_shader &&
1816 (ctx->API != API_OPENGLES);
1817
1818 /* In addition to falling back if the blit size is larger than the maximum
1819 * texture size, fallback if the source is multisampled. This fallback can
1820 * be removed once Mesa gets support ARB_texture_multisample.
1821 */
1822 if (srcW > maxTexSize || srcH > maxTexSize
1823 || ctx->ReadBuffer->Visual.samples > 0) {
1824 /* XXX avoid this fallback */
1825 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1826 dstX0, dstY0, dstX1, dstY1, mask, filter);
1827 return;
1828 }
1829
1830 /* only scissor effects blit so save/clear all other relevant state */
1831 _mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
1832
1833 /* Try faster, direct texture approach first */
1834 mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
1835 dstX0, dstY0, dstX1, dstY1, mask, filter,
1836 dstFlipX, dstFlipY, use_glsl_version);
1837 if (mask == 0x0) {
1838 _mesa_meta_end(ctx);
1839 return;
1840 }
1841
1842 /* Choose between glsl version and fixed function version of
1843 * BlitFramebuffer function.
1844 */
1845 if (use_glsl_version) {
1846 setup_glsl_blit_framebuffer(ctx, blit, tex->Target);
1847 if (tex->Target == GL_TEXTURE_2D)
1848 _mesa_UseProgram(blit->ShaderProg);
1849 else
1850 _mesa_UseProgram(blit->RectShaderProg);
1851 }
1852 else {
1853 setup_ff_blit_framebuffer(ctx, blit);
1854 }
1855
1856 _mesa_BindVertexArray(blit->ArrayObj);
1857 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
1858
1859 /* Continue with "normal" approach which involves copying the src rect
1860 * into a temporary texture and is "blitted" by drawing a textured quad.
1861 */
1862 {
1863 /* setup vertex positions */
1864 verts[0].x = -1.0F * flipX;
1865 verts[0].y = -1.0F * flipY;
1866 verts[1].x = 1.0F * flipX;
1867 verts[1].y = -1.0F * flipY;
1868 verts[2].x = 1.0F * flipX;
1869 verts[2].y = 1.0F * flipY;
1870 verts[3].x = -1.0F * flipX;
1871 verts[3].y = 1.0F * flipY;
1872
1873 }
1874
1875 /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
1876 * tokens.
1877 */
1878 if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
1879 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1880
1881 if (mask & GL_COLOR_BUFFER_BIT) {
1882 const struct gl_framebuffer *readFb = ctx->ReadBuffer;
1883 const struct gl_renderbuffer *colorReadRb = readFb->_ColorReadBuffer;
1884 const GLenum rb_base_format =
1885 _mesa_base_tex_format(ctx, colorReadRb->InternalFormat);
1886
1887 /* Using the exact source rectangle to create the texture does incorrect
1888 * linear filtering along the edges. So, allocate the texture extended along
1889 * edges by one pixel in x, y directions.
1890 */
1891 newTex = alloc_texture(tex, srcW + 2, srcH + 2, rb_base_format);
1892 setup_copypix_texture(ctx, tex, newTex,
1893 srcX - 1, srcY - 1, srcW + 2, srcH + 2,
1894 rb_base_format, filter);
1895 /* texcoords (after texture allocation!) */
1896 {
1897 verts[0].s = 1.0F;
1898 verts[0].t = 1.0F;
1899 verts[1].s = tex->Sright - 1.0F;
1900 verts[1].t = 1.0F;
1901 verts[2].s = tex->Sright - 1.0F;
1902 verts[2].t = tex->Ttop - 1.0F;
1903 verts[3].s = 1.0F;
1904 verts[3].t = tex->Ttop - 1.0F;
1905
1906 /* upload new vertex data */
1907 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1908 }
1909
1910 _mesa_set_viewport(ctx, dstX, dstY, dstW, dstH);
1911 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1912 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
1913 _mesa_DepthMask(GL_FALSE);
1914 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1915 mask &= ~GL_COLOR_BUFFER_BIT;
1916 }
1917
1918 if ((mask & GL_DEPTH_BUFFER_BIT) &&
1919 _mesa_is_desktop_gl(ctx) &&
1920 ctx->Extensions.ARB_depth_texture &&
1921 ctx->Extensions.ARB_fragment_program) {
1922
1923 GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint));
1924
1925 if (tmp) {
1926
1927 newTex = alloc_texture(depthTex, srcW, srcH, GL_DEPTH_COMPONENT);
1928 _mesa_ReadPixels(srcX, srcY, srcW, srcH, GL_DEPTH_COMPONENT,
1929 GL_UNSIGNED_INT, tmp);
1930 setup_drawpix_texture(ctx, depthTex, newTex, GL_DEPTH_COMPONENT,
1931 srcW, srcH, GL_DEPTH_COMPONENT,
1932 GL_UNSIGNED_INT, tmp);
1933
1934 /* texcoords (after texture allocation!) */
1935 {
1936 verts[0].s = 0.0F;
1937 verts[0].t = 0.0F;
1938 verts[1].s = depthTex->Sright;
1939 verts[1].t = 0.0F;
1940 verts[2].s = depthTex->Sright;
1941 verts[2].t = depthTex->Ttop;
1942 verts[3].s = 0.0F;
1943 verts[3].t = depthTex->Ttop;
1944
1945 /* upload new vertex data */
1946 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1947 }
1948
1949 if (!blit->DepthFP)
1950 init_blit_depth_pixels(ctx);
1951
1952 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1953 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
1954 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1955 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1956 _mesa_DepthFunc(GL_ALWAYS);
1957 _mesa_DepthMask(GL_TRUE);
1958
1959 _mesa_set_viewport(ctx, dstX, dstY, dstW, dstH);
1960 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1961 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1962 mask &= ~GL_DEPTH_BUFFER_BIT;
1963
1964 free(tmp);
1965 }
1966 }
1967
1968 if (mask & GL_STENCIL_BUFFER_BIT) {
1969 /* XXX can't easily do stencil */
1970 }
1971
1972 if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
1973 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1974
1975 _mesa_meta_end(ctx);
1976
1977 if (mask) {
1978 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1979 dstX0, dstY0, dstX1, dstY1, mask, filter);
1980 }
1981 }
1982
1983 static void
1984 meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit)
1985 {
1986 if (blit->ArrayObj) {
1987 _mesa_DeleteVertexArrays(1, &blit->ArrayObj);
1988 blit->ArrayObj = 0;
1989 _mesa_DeleteBuffers(1, &blit->VBO);
1990 blit->VBO = 0;
1991 }
1992 if (blit->DepthFP) {
1993 _mesa_DeleteProgramsARB(1, &blit->DepthFP);
1994 blit->DepthFP = 0;
1995 }
1996
1997 _mesa_DeleteObjectARB(blit->ShaderProg);
1998 blit->ShaderProg = 0;
1999 _mesa_DeleteObjectARB(blit->RectShaderProg);
2000 blit->RectShaderProg = 0;
2001
2002 _mesa_DeleteTextures(1, &blit->depthTex.TexObj);
2003 blit->depthTex.TexObj = 0;
2004 }
2005
2006
2007 /**
2008 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2009 */
2010 void
2011 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
2012 {
2013 struct clear_state *clear = &ctx->Meta->Clear;
2014 struct vertex {
2015 GLfloat x, y, z, r, g, b, a;
2016 };
2017 struct vertex verts[4];
2018 /* save all state but scissor, pixel pack/unpack */
2019 GLbitfield metaSave = (MESA_META_ALL -
2020 MESA_META_SCISSOR -
2021 MESA_META_PIXEL_STORE -
2022 MESA_META_CONDITIONAL_RENDER -
2023 MESA_META_FRAMEBUFFER_SRGB);
2024 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
2025
2026 if (buffers & BUFFER_BITS_COLOR) {
2027 /* if clearing color buffers, don't save/restore colormask */
2028 metaSave -= MESA_META_COLOR_MASK;
2029 }
2030
2031 _mesa_meta_begin(ctx, metaSave);
2032
2033 if (clear->ArrayObj == 0) {
2034 /* one-time setup */
2035
2036 /* create vertex array object */
2037 _mesa_GenVertexArrays(1, &clear->ArrayObj);
2038 _mesa_BindVertexArray(clear->ArrayObj);
2039
2040 /* create vertex array buffer */
2041 _mesa_GenBuffers(1, &clear->VBO);
2042 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO);
2043
2044 /* setup vertex arrays */
2045 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2046 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
2047 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2048 _mesa_EnableClientState(GL_COLOR_ARRAY);
2049 }
2050 else {
2051 _mesa_BindVertexArray(clear->ArrayObj);
2052 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO);
2053 }
2054
2055 /* GL_COLOR_BUFFER_BIT */
2056 if (buffers & BUFFER_BITS_COLOR) {
2057 /* leave colormask, glDrawBuffer state as-is */
2058
2059 /* Clears never have the color clamped. */
2060 if (ctx->Extensions.ARB_color_buffer_float)
2061 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
2062 }
2063 else {
2064 ASSERT(metaSave & MESA_META_COLOR_MASK);
2065 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2066 }
2067
2068 /* GL_DEPTH_BUFFER_BIT */
2069 if (buffers & BUFFER_BIT_DEPTH) {
2070 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
2071 _mesa_DepthFunc(GL_ALWAYS);
2072 _mesa_DepthMask(GL_TRUE);
2073 }
2074 else {
2075 assert(!ctx->Depth.Test);
2076 }
2077
2078 /* GL_STENCIL_BUFFER_BIT */
2079 if (buffers & BUFFER_BIT_STENCIL) {
2080 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2081 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
2082 GL_REPLACE, GL_REPLACE, GL_REPLACE);
2083 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
2084 ctx->Stencil.Clear & stencilMax,
2085 ctx->Stencil.WriteMask[0]);
2086 }
2087 else {
2088 assert(!ctx->Stencil.Enabled);
2089 }
2090
2091 /* vertex positions/colors */
2092 {
2093 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
2094 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
2095 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
2096 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
2097 const GLfloat z = invert_z(ctx->Depth.Clear);
2098 GLuint i;
2099
2100 verts[0].x = x0;
2101 verts[0].y = y0;
2102 verts[0].z = z;
2103 verts[1].x = x1;
2104 verts[1].y = y0;
2105 verts[1].z = z;
2106 verts[2].x = x1;
2107 verts[2].y = y1;
2108 verts[2].z = z;
2109 verts[3].x = x0;
2110 verts[3].y = y1;
2111 verts[3].z = z;
2112
2113 /* vertex colors */
2114 for (i = 0; i < 4; i++) {
2115 verts[i].r = ctx->Color.ClearColor.f[0];
2116 verts[i].g = ctx->Color.ClearColor.f[1];
2117 verts[i].b = ctx->Color.ClearColor.f[2];
2118 verts[i].a = ctx->Color.ClearColor.f[3];
2119 }
2120
2121 /* upload new vertex data */
2122 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
2123 GL_DYNAMIC_DRAW_ARB);
2124 }
2125
2126 /* draw quad */
2127 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2128
2129 _mesa_meta_end(ctx);
2130 }
2131
2132 static void
2133 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
2134 {
2135 const char *vs_source =
2136 "attribute vec4 position;\n"
2137 "void main()\n"
2138 "{\n"
2139 " gl_Position = position;\n"
2140 "}\n";
2141 const char *fs_source =
2142 "uniform vec4 color;\n"
2143 "void main()\n"
2144 "{\n"
2145 " gl_FragColor = color;\n"
2146 "}\n";
2147 GLuint vs, fs;
2148 bool has_integer_textures;
2149
2150 if (clear->ArrayObj != 0)
2151 return;
2152
2153 /* create vertex array object */
2154 _mesa_GenVertexArrays(1, &clear->ArrayObj);
2155 _mesa_BindVertexArray(clear->ArrayObj);
2156
2157 /* create vertex array buffer */
2158 _mesa_GenBuffers(1, &clear->VBO);
2159 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO);
2160
2161 /* setup vertex arrays */
2162 _mesa_VertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
2163 _mesa_EnableVertexAttribArray(0);
2164
2165 vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER);
2166 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
2167 _mesa_CompileShader(vs);
2168
2169 fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER);
2170 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
2171 _mesa_CompileShader(fs);
2172
2173 clear->ShaderProg = _mesa_CreateProgramObjectARB();
2174 _mesa_AttachShader(clear->ShaderProg, fs);
2175 _mesa_DeleteObjectARB(fs);
2176 _mesa_AttachShader(clear->ShaderProg, vs);
2177 _mesa_DeleteObjectARB(vs);
2178 _mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
2179 _mesa_LinkProgram(clear->ShaderProg);
2180
2181 clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg,
2182 "color");
2183
2184 has_integer_textures = _mesa_is_gles3(ctx) ||
2185 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
2186
2187 if (has_integer_textures) {
2188 void *shader_source_mem_ctx = ralloc_context(NULL);
2189 const char *vs_int_source =
2190 ralloc_asprintf(shader_source_mem_ctx,
2191 "#version %s\n"
2192 "in vec4 position;\n"
2193 "void main()\n"
2194 "{\n"
2195 " gl_Position = position;\n"
2196 "}\n",
2197 _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
2198 const char *fs_int_source =
2199 ralloc_asprintf(shader_source_mem_ctx,
2200 "#version %s\n"
2201 "uniform ivec4 color;\n"
2202 "out ivec4 out_color;\n"
2203 "\n"
2204 "void main()\n"
2205 "{\n"
2206 " out_color = color;\n"
2207 "}\n",
2208 _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
2209
2210 vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
2211 fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
2212 ralloc_free(shader_source_mem_ctx);
2213
2214 clear->IntegerShaderProg = _mesa_CreateProgramObjectARB();
2215 _mesa_AttachShader(clear->IntegerShaderProg, fs);
2216 _mesa_DeleteObjectARB(fs);
2217 _mesa_AttachShader(clear->IntegerShaderProg, vs);
2218 _mesa_DeleteObjectARB(vs);
2219 _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
2220
2221 /* Note that user-defined out attributes get automatically assigned
2222 * locations starting from 0, so we don't need to explicitly
2223 * BindFragDataLocation to 0.
2224 */
2225
2226 link_program_with_debug(ctx, clear->IntegerShaderProg);
2227
2228 clear->IntegerColorLocation =
2229 _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
2230 }
2231 }
2232
2233 static void
2234 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
2235 {
2236 if (clear->ArrayObj == 0)
2237 return;
2238 _mesa_DeleteVertexArrays(1, &clear->ArrayObj);
2239 clear->ArrayObj = 0;
2240 _mesa_DeleteBuffers(1, &clear->VBO);
2241 clear->VBO = 0;
2242 _mesa_DeleteObjectARB(clear->ShaderProg);
2243 clear->ShaderProg = 0;
2244
2245 if (clear->IntegerShaderProg) {
2246 _mesa_DeleteObjectARB(clear->IntegerShaderProg);
2247 clear->IntegerShaderProg = 0;
2248 }
2249 }
2250
2251 /**
2252 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2253 */
2254 void
2255 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
2256 {
2257 struct clear_state *clear = &ctx->Meta->Clear;
2258 GLbitfield metaSave;
2259 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
2260 struct gl_framebuffer *fb = ctx->DrawBuffer;
2261 const float x0 = ((float)fb->_Xmin / fb->Width) * 2.0f - 1.0f;
2262 const float y0 = ((float)fb->_Ymin / fb->Height) * 2.0f - 1.0f;
2263 const float x1 = ((float)fb->_Xmax / fb->Width) * 2.0f - 1.0f;
2264 const float y1 = ((float)fb->_Ymax / fb->Height) * 2.0f - 1.0f;
2265 const float z = -invert_z(ctx->Depth.Clear);
2266 struct vertex {
2267 GLfloat x, y, z;
2268 } verts[4];
2269
2270 metaSave = (MESA_META_ALPHA_TEST |
2271 MESA_META_BLEND |
2272 MESA_META_DEPTH_TEST |
2273 MESA_META_RASTERIZATION |
2274 MESA_META_SHADER |
2275 MESA_META_STENCIL_TEST |
2276 MESA_META_VERTEX |
2277 MESA_META_VIEWPORT |
2278 MESA_META_CLIP |
2279 MESA_META_CLAMP_FRAGMENT_COLOR |
2280 MESA_META_MULTISAMPLE |
2281 MESA_META_OCCLUSION_QUERY);
2282
2283 if (!(buffers & BUFFER_BITS_COLOR)) {
2284 /* We'll use colormask to disable color writes. Otherwise,
2285 * respect color mask
2286 */
2287 metaSave |= MESA_META_COLOR_MASK;
2288 }
2289
2290 _mesa_meta_begin(ctx, metaSave);
2291
2292 meta_glsl_clear_init(ctx, clear);
2293
2294 if (fb->_IntegerColor) {
2295 _mesa_UseProgram(clear->IntegerShaderProg);
2296 _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
2297 ctx->Color.ClearColor.i);
2298 } else {
2299 _mesa_UseProgram(clear->ShaderProg);
2300 _mesa_Uniform4fv(clear->ColorLocation, 1,
2301 ctx->Color.ClearColor.f);
2302 }
2303
2304 _mesa_BindVertexArray(clear->ArrayObj);
2305 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO);
2306
2307 /* GL_COLOR_BUFFER_BIT */
2308 if (buffers & BUFFER_BITS_COLOR) {
2309 /* leave colormask, glDrawBuffer state as-is */
2310
2311 /* Clears never have the color clamped. */
2312 if (ctx->Extensions.ARB_color_buffer_float)
2313 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
2314 }
2315 else {
2316 ASSERT(metaSave & MESA_META_COLOR_MASK);
2317 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2318 }
2319
2320 /* GL_DEPTH_BUFFER_BIT */
2321 if (buffers & BUFFER_BIT_DEPTH) {
2322 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
2323 _mesa_DepthFunc(GL_ALWAYS);
2324 _mesa_DepthMask(GL_TRUE);
2325 }
2326 else {
2327 assert(!ctx->Depth.Test);
2328 }
2329
2330 /* GL_STENCIL_BUFFER_BIT */
2331 if (buffers & BUFFER_BIT_STENCIL) {
2332 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2333 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
2334 GL_REPLACE, GL_REPLACE, GL_REPLACE);
2335 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
2336 ctx->Stencil.Clear & stencilMax,
2337 ctx->Stencil.WriteMask[0]);
2338 }
2339 else {
2340 assert(!ctx->Stencil.Enabled);
2341 }
2342
2343 /* vertex positions */
2344 verts[0].x = x0;
2345 verts[0].y = y0;
2346 verts[0].z = z;
2347 verts[1].x = x1;
2348 verts[1].y = y0;
2349 verts[1].z = z;
2350 verts[2].x = x1;
2351 verts[2].y = y1;
2352 verts[2].z = z;
2353 verts[3].x = x0;
2354 verts[3].y = y1;
2355 verts[3].z = z;
2356
2357 /* upload new vertex data */
2358 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
2359 GL_DYNAMIC_DRAW_ARB);
2360
2361 /* draw quad */
2362 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2363
2364 _mesa_meta_end(ctx);
2365 }
2366
2367 /**
2368 * Meta implementation of ctx->Driver.CopyPixels() in terms
2369 * of texture mapping and polygon rendering and GLSL shaders.
2370 */
2371 void
2372 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
2373 GLsizei width, GLsizei height,
2374 GLint dstX, GLint dstY, GLenum type)
2375 {
2376 struct copypix_state *copypix = &ctx->Meta->CopyPix;
2377 struct temp_texture *tex = get_temp_texture(ctx);
2378 struct vertex {
2379 GLfloat x, y, z, s, t;
2380 };
2381 struct vertex verts[4];
2382 GLboolean newTex;
2383 GLenum intFormat = GL_RGBA;
2384
2385 if (type != GL_COLOR ||
2386 ctx->_ImageTransferState ||
2387 ctx->Fog.Enabled ||
2388 width > tex->MaxSize ||
2389 height > tex->MaxSize) {
2390 /* XXX avoid this fallback */
2391 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
2392 return;
2393 }
2394
2395 /* Most GL state applies to glCopyPixels, but a there's a few things
2396 * we need to override:
2397 */
2398 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2399 MESA_META_SHADER |
2400 MESA_META_TEXTURE |
2401 MESA_META_TRANSFORM |
2402 MESA_META_CLIP |
2403 MESA_META_VERTEX |
2404 MESA_META_VIEWPORT));
2405
2406 if (copypix->ArrayObj == 0) {
2407 /* one-time setup */
2408
2409 /* create vertex array object */
2410 _mesa_GenVertexArrays(1, &copypix->ArrayObj);
2411 _mesa_BindVertexArray(copypix->ArrayObj);
2412
2413 /* create vertex array buffer */
2414 _mesa_GenBuffers(1, &copypix->VBO);
2415 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, copypix->VBO);
2416 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2417 NULL, GL_DYNAMIC_DRAW_ARB);
2418
2419 /* setup vertex arrays */
2420 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2421 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2422 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2423 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2424 }
2425 else {
2426 _mesa_BindVertexArray(copypix->ArrayObj);
2427 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, copypix->VBO);
2428 }
2429
2430 newTex = alloc_texture(tex, width, height, intFormat);
2431
2432 /* vertex positions, texcoords (after texture allocation!) */
2433 {
2434 const GLfloat dstX0 = (GLfloat) dstX;
2435 const GLfloat dstY0 = (GLfloat) dstY;
2436 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
2437 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
2438 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2439
2440 verts[0].x = dstX0;
2441 verts[0].y = dstY0;
2442 verts[0].z = z;
2443 verts[0].s = 0.0F;
2444 verts[0].t = 0.0F;
2445 verts[1].x = dstX1;
2446 verts[1].y = dstY0;
2447 verts[1].z = z;
2448 verts[1].s = tex->Sright;
2449 verts[1].t = 0.0F;
2450 verts[2].x = dstX1;
2451 verts[2].y = dstY1;
2452 verts[2].z = z;
2453 verts[2].s = tex->Sright;
2454 verts[2].t = tex->Ttop;
2455 verts[3].x = dstX0;
2456 verts[3].y = dstY1;
2457 verts[3].z = z;
2458 verts[3].s = 0.0F;
2459 verts[3].t = tex->Ttop;
2460
2461 /* upload new vertex data */
2462 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2463 }
2464
2465 /* Alloc/setup texture */
2466 setup_copypix_texture(ctx, tex, newTex, srcX, srcY, width, height,
2467 GL_RGBA, GL_NEAREST);
2468
2469 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2470
2471 /* draw textured quad */
2472 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2473
2474 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2475
2476 _mesa_meta_end(ctx);
2477 }
2478
2479
2480
2481 /**
2482 * When the glDrawPixels() image size is greater than the max rectangle
2483 * texture size we use this function to break the glDrawPixels() image
2484 * into tiles which fit into the max texture size.
2485 */
2486 static void
2487 tiled_draw_pixels(struct gl_context *ctx,
2488 GLint tileSize,
2489 GLint x, GLint y, GLsizei width, GLsizei height,
2490 GLenum format, GLenum type,
2491 const struct gl_pixelstore_attrib *unpack,
2492 const GLvoid *pixels)
2493 {
2494 struct gl_pixelstore_attrib tileUnpack = *unpack;
2495 GLint i, j;
2496
2497 if (tileUnpack.RowLength == 0)
2498 tileUnpack.RowLength = width;
2499
2500 for (i = 0; i < width; i += tileSize) {
2501 const GLint tileWidth = MIN2(tileSize, width - i);
2502 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
2503
2504 tileUnpack.SkipPixels = unpack->SkipPixels + i;
2505
2506 for (j = 0; j < height; j += tileSize) {
2507 const GLint tileHeight = MIN2(tileSize, height - j);
2508 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
2509
2510 tileUnpack.SkipRows = unpack->SkipRows + j;
2511
2512 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
2513 format, type, &tileUnpack, pixels);
2514 }
2515 }
2516 }
2517
2518
2519 /**
2520 * One-time init for drawing stencil pixels.
2521 */
2522 static void
2523 init_draw_stencil_pixels(struct gl_context *ctx)
2524 {
2525 /* This program is run eight times, once for each stencil bit.
2526 * The stencil values to draw are found in an 8-bit alpha texture.
2527 * We read the texture/stencil value and test if bit 'b' is set.
2528 * If the bit is not set, use KIL to kill the fragment.
2529 * Finally, we use the stencil test to update the stencil buffer.
2530 *
2531 * The basic algorithm for checking if a bit is set is:
2532 * if (is_odd(value / (1 << bit)))
2533 * result is one (or non-zero).
2534 * else
2535 * result is zero.
2536 * The program parameter contains three values:
2537 * parm.x = 255 / (1 << bit)
2538 * parm.y = 0.5
2539 * parm.z = 0.0
2540 */
2541 static const char *program =
2542 "!!ARBfp1.0\n"
2543 "PARAM parm = program.local[0]; \n"
2544 "TEMP t; \n"
2545 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2546 "# t = t * 255 / bit \n"
2547 "MUL t.x, t.a, parm.x; \n"
2548 "# t = (int) t \n"
2549 "FRC t.y, t.x; \n"
2550 "SUB t.x, t.x, t.y; \n"
2551 "# t = t * 0.5 \n"
2552 "MUL t.x, t.x, parm.y; \n"
2553 "# t = fract(t.x) \n"
2554 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2555 "# t.x = (t.x == 0 ? 1 : 0) \n"
2556 "SGE t.x, -t.x, parm.z; \n"
2557 "KIL -t.x; \n"
2558 "# for debug only \n"
2559 "#MOV result.color, t.x; \n"
2560 "END \n";
2561 char program2[1000];
2562 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2563 struct temp_texture *tex = get_temp_texture(ctx);
2564 const char *texTarget;
2565
2566 assert(drawpix->StencilFP == 0);
2567
2568 /* replace %s with "RECT" or "2D" */
2569 assert(strlen(program) + 4 < sizeof(program2));
2570 if (tex->Target == GL_TEXTURE_RECTANGLE)
2571 texTarget = "RECT";
2572 else
2573 texTarget = "2D";
2574 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2575
2576 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2577 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2578 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2579 strlen(program2), (const GLubyte *) program2);
2580 }
2581
2582
2583 /**
2584 * One-time init for drawing depth pixels.
2585 */
2586 static void
2587 init_draw_depth_pixels(struct gl_context *ctx)
2588 {
2589 static const char *program =
2590 "!!ARBfp1.0\n"
2591 "PARAM color = program.local[0]; \n"
2592 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2593 "MOV result.color, color; \n"
2594 "END \n";
2595 char program2[200];
2596 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2597 struct temp_texture *tex = get_temp_texture(ctx);
2598 const char *texTarget;
2599
2600 assert(drawpix->DepthFP == 0);
2601
2602 /* replace %s with "RECT" or "2D" */
2603 assert(strlen(program) + 4 < sizeof(program2));
2604 if (tex->Target == GL_TEXTURE_RECTANGLE)
2605 texTarget = "RECT";
2606 else
2607 texTarget = "2D";
2608 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2609
2610 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2611 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2612 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2613 strlen(program2), (const GLubyte *) program2);
2614 }
2615
2616
2617 /**
2618 * Meta implementation of ctx->Driver.DrawPixels() in terms
2619 * of texture mapping and polygon rendering.
2620 */
2621 void
2622 _mesa_meta_DrawPixels(struct gl_context *ctx,
2623 GLint x, GLint y, GLsizei width, GLsizei height,
2624 GLenum format, GLenum type,
2625 const struct gl_pixelstore_attrib *unpack,
2626 const GLvoid *pixels)
2627 {
2628 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2629 struct temp_texture *tex = get_temp_texture(ctx);
2630 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2631 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2632 struct vertex {
2633 GLfloat x, y, z, s, t;
2634 };
2635 struct vertex verts[4];
2636 GLenum texIntFormat;
2637 GLboolean fallback, newTex;
2638 GLbitfield metaExtraSave = 0x0;
2639 GLuint vbo;
2640
2641 /*
2642 * Determine if we can do the glDrawPixels with texture mapping.
2643 */
2644 fallback = GL_FALSE;
2645 if (ctx->Fog.Enabled) {
2646 fallback = GL_TRUE;
2647 }
2648
2649 if (_mesa_is_color_format(format)) {
2650 /* use more compact format when possible */
2651 /* XXX disable special case for GL_LUMINANCE for now to work around
2652 * apparent i965 driver bug (see bug #23670).
2653 */
2654 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2655 texIntFormat = format;
2656 else
2657 texIntFormat = GL_RGBA;
2658
2659 /* If we're not supposed to clamp the resulting color, then just
2660 * promote our texture to fully float. We could do better by
2661 * just going for the matching set of channels, in floating
2662 * point.
2663 */
2664 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2665 ctx->Extensions.ARB_texture_float)
2666 texIntFormat = GL_RGBA32F;
2667 }
2668 else if (_mesa_is_stencil_format(format)) {
2669 if (ctx->Extensions.ARB_fragment_program &&
2670 ctx->Pixel.IndexShift == 0 &&
2671 ctx->Pixel.IndexOffset == 0 &&
2672 type == GL_UNSIGNED_BYTE) {
2673 /* We'll store stencil as alpha. This only works for GLubyte
2674 * image data because of how incoming values are mapped to alpha
2675 * in [0,1].
2676 */
2677 texIntFormat = GL_ALPHA;
2678 metaExtraSave = (MESA_META_COLOR_MASK |
2679 MESA_META_DEPTH_TEST |
2680 MESA_META_PIXEL_TRANSFER |
2681 MESA_META_SHADER |
2682 MESA_META_STENCIL_TEST);
2683 }
2684 else {
2685 fallback = GL_TRUE;
2686 }
2687 }
2688 else if (_mesa_is_depth_format(format)) {
2689 if (ctx->Extensions.ARB_depth_texture &&
2690 ctx->Extensions.ARB_fragment_program) {
2691 texIntFormat = GL_DEPTH_COMPONENT;
2692 metaExtraSave = (MESA_META_SHADER);
2693 }
2694 else {
2695 fallback = GL_TRUE;
2696 }
2697 }
2698 else {
2699 fallback = GL_TRUE;
2700 }
2701
2702 if (fallback) {
2703 _swrast_DrawPixels(ctx, x, y, width, height,
2704 format, type, unpack, pixels);
2705 return;
2706 }
2707
2708 /*
2709 * Check image size against max texture size, draw as tiles if needed.
2710 */
2711 if (width > tex->MaxSize || height > tex->MaxSize) {
2712 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2713 format, type, unpack, pixels);
2714 return;
2715 }
2716
2717 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2718 * but a there's a few things we need to override:
2719 */
2720 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2721 MESA_META_SHADER |
2722 MESA_META_TEXTURE |
2723 MESA_META_TRANSFORM |
2724 MESA_META_CLIP |
2725 MESA_META_VERTEX |
2726 MESA_META_VIEWPORT |
2727 metaExtraSave));
2728
2729 newTex = alloc_texture(tex, width, height, texIntFormat);
2730
2731 /* vertex positions, texcoords (after texture allocation!) */
2732 {
2733 const GLfloat x0 = (GLfloat) x;
2734 const GLfloat y0 = (GLfloat) y;
2735 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2736 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2737 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2738
2739 verts[0].x = x0;
2740 verts[0].y = y0;
2741 verts[0].z = z;
2742 verts[0].s = 0.0F;
2743 verts[0].t = 0.0F;
2744 verts[1].x = x1;
2745 verts[1].y = y0;
2746 verts[1].z = z;
2747 verts[1].s = tex->Sright;
2748 verts[1].t = 0.0F;
2749 verts[2].x = x1;
2750 verts[2].y = y1;
2751 verts[2].z = z;
2752 verts[2].s = tex->Sright;
2753 verts[2].t = tex->Ttop;
2754 verts[3].x = x0;
2755 verts[3].y = y1;
2756 verts[3].z = z;
2757 verts[3].s = 0.0F;
2758 verts[3].t = tex->Ttop;
2759 }
2760
2761 if (drawpix->ArrayObj == 0) {
2762 /* one-time setup: create vertex array object */
2763 _mesa_GenVertexArrays(1, &drawpix->ArrayObj);
2764 }
2765 _mesa_BindVertexArray(drawpix->ArrayObj);
2766
2767 /* create vertex array buffer */
2768 _mesa_GenBuffers(1, &vbo);
2769 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, vbo);
2770 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2771 verts, GL_DYNAMIC_DRAW_ARB);
2772
2773 /* setup vertex arrays */
2774 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2775 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2776 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2777 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2778
2779 /* set given unpack params */
2780 ctx->Unpack = *unpack;
2781
2782 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2783
2784 if (_mesa_is_stencil_format(format)) {
2785 /* Drawing stencil */
2786 GLint bit;
2787
2788 if (!drawpix->StencilFP)
2789 init_draw_stencil_pixels(ctx);
2790
2791 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2792 GL_ALPHA, type, pixels);
2793
2794 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2795
2796 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2797
2798 /* set all stencil bits to 0 */
2799 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2800 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2801 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2802
2803 /* set stencil bits to 1 where needed */
2804 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2805
2806 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2807 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2808
2809 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2810 const GLuint mask = 1 << bit;
2811 if (mask & origStencilMask) {
2812 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2813 _mesa_StencilMask(mask);
2814
2815 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2816 255.0 / mask, 0.5, 0.0, 0.0);
2817
2818 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2819 }
2820 }
2821 }
2822 else if (_mesa_is_depth_format(format)) {
2823 /* Drawing depth */
2824 if (!drawpix->DepthFP)
2825 init_draw_depth_pixels(ctx);
2826
2827 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2828 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2829
2830 /* polygon color = current raster color */
2831 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2832 ctx->Current.RasterColor);
2833
2834 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2835 format, type, pixels);
2836
2837 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2838 }
2839 else {
2840 /* Drawing RGBA */
2841 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2842 format, type, pixels);
2843 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2844 }
2845
2846 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2847
2848 _mesa_DeleteBuffers(1, &vbo);
2849
2850 /* restore unpack params */
2851 ctx->Unpack = unpackSave;
2852
2853 _mesa_meta_end(ctx);
2854 }
2855
2856 static GLboolean
2857 alpha_test_raster_color(struct gl_context *ctx)
2858 {
2859 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2860 GLfloat ref = ctx->Color.AlphaRef;
2861
2862 switch (ctx->Color.AlphaFunc) {
2863 case GL_NEVER:
2864 return GL_FALSE;
2865 case GL_LESS:
2866 return alpha < ref;
2867 case GL_EQUAL:
2868 return alpha == ref;
2869 case GL_LEQUAL:
2870 return alpha <= ref;
2871 case GL_GREATER:
2872 return alpha > ref;
2873 case GL_NOTEQUAL:
2874 return alpha != ref;
2875 case GL_GEQUAL:
2876 return alpha >= ref;
2877 case GL_ALWAYS:
2878 return GL_TRUE;
2879 default:
2880 assert(0);
2881 return GL_FALSE;
2882 }
2883 }
2884
2885 /**
2886 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2887 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2888 * tracker would improve performance a lot.
2889 */
2890 void
2891 _mesa_meta_Bitmap(struct gl_context *ctx,
2892 GLint x, GLint y, GLsizei width, GLsizei height,
2893 const struct gl_pixelstore_attrib *unpack,
2894 const GLubyte *bitmap1)
2895 {
2896 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2897 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2898 const GLenum texIntFormat = GL_ALPHA;
2899 const struct gl_pixelstore_attrib unpackSave = *unpack;
2900 GLubyte fg, bg;
2901 struct vertex {
2902 GLfloat x, y, z, s, t, r, g, b, a;
2903 };
2904 struct vertex verts[4];
2905 GLboolean newTex;
2906 GLubyte *bitmap8;
2907
2908 /*
2909 * Check if swrast fallback is needed.
2910 */
2911 if (ctx->_ImageTransferState ||
2912 ctx->FragmentProgram._Enabled ||
2913 ctx->Fog.Enabled ||
2914 ctx->Texture._EnabledUnits ||
2915 width > tex->MaxSize ||
2916 height > tex->MaxSize) {
2917 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2918 return;
2919 }
2920
2921 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2922 return;
2923
2924 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2925 * but a there's a few things we need to override:
2926 */
2927 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2928 MESA_META_PIXEL_STORE |
2929 MESA_META_RASTERIZATION |
2930 MESA_META_SHADER |
2931 MESA_META_TEXTURE |
2932 MESA_META_TRANSFORM |
2933 MESA_META_CLIP |
2934 MESA_META_VERTEX |
2935 MESA_META_VIEWPORT));
2936
2937 if (bitmap->ArrayObj == 0) {
2938 /* one-time setup */
2939
2940 /* create vertex array object */
2941 _mesa_GenVertexArraysAPPLE(1, &bitmap->ArrayObj);
2942 _mesa_BindVertexArrayAPPLE(bitmap->ArrayObj);
2943
2944 /* create vertex array buffer */
2945 _mesa_GenBuffers(1, &bitmap->VBO);
2946 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2947 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2948 NULL, GL_DYNAMIC_DRAW_ARB);
2949
2950 /* setup vertex arrays */
2951 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2952 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2953 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
2954 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2955 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2956 _mesa_EnableClientState(GL_COLOR_ARRAY);
2957 }
2958 else {
2959 _mesa_BindVertexArray(bitmap->ArrayObj);
2960 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2961 }
2962
2963 newTex = alloc_texture(tex, width, height, texIntFormat);
2964
2965 /* vertex positions, texcoords, colors (after texture allocation!) */
2966 {
2967 const GLfloat x0 = (GLfloat) x;
2968 const GLfloat y0 = (GLfloat) y;
2969 const GLfloat x1 = (GLfloat) (x + width);
2970 const GLfloat y1 = (GLfloat) (y + height);
2971 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2972 GLuint i;
2973
2974 verts[0].x = x0;
2975 verts[0].y = y0;
2976 verts[0].z = z;
2977 verts[0].s = 0.0F;
2978 verts[0].t = 0.0F;
2979 verts[1].x = x1;
2980 verts[1].y = y0;
2981 verts[1].z = z;
2982 verts[1].s = tex->Sright;
2983 verts[1].t = 0.0F;
2984 verts[2].x = x1;
2985 verts[2].y = y1;
2986 verts[2].z = z;
2987 verts[2].s = tex->Sright;
2988 verts[2].t = tex->Ttop;
2989 verts[3].x = x0;
2990 verts[3].y = y1;
2991 verts[3].z = z;
2992 verts[3].s = 0.0F;
2993 verts[3].t = tex->Ttop;
2994
2995 for (i = 0; i < 4; i++) {
2996 verts[i].r = ctx->Current.RasterColor[0];
2997 verts[i].g = ctx->Current.RasterColor[1];
2998 verts[i].b = ctx->Current.RasterColor[2];
2999 verts[i].a = ctx->Current.RasterColor[3];
3000 }
3001
3002 /* upload new vertex data */
3003 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3004 }
3005
3006 /* choose different foreground/background alpha values */
3007 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
3008 bg = (fg > 127 ? 0 : 255);
3009
3010 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
3011 if (!bitmap1) {
3012 _mesa_meta_end(ctx);
3013 return;
3014 }
3015
3016 bitmap8 = malloc(width * height);
3017 if (bitmap8) {
3018 memset(bitmap8, bg, width * height);
3019 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
3020 bitmap8, width, fg);
3021
3022 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
3023
3024 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
3025 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
3026
3027 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
3028 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
3029
3030 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3031
3032 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
3033
3034 free(bitmap8);
3035 }
3036
3037 _mesa_unmap_pbo_source(ctx, &unpackSave);
3038
3039 _mesa_meta_end(ctx);
3040 }
3041
3042
3043 /**
3044 * Check if the call to _mesa_meta_GenerateMipmap() will require a
3045 * software fallback. The fallback path will require that the texture
3046 * images are mapped.
3047 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
3048 */
3049 GLboolean
3050 _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target,
3051 struct gl_texture_object *texObj)
3052 {
3053 const GLuint fboSave = ctx->DrawBuffer->Name;
3054 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
3055 struct gl_texture_image *baseImage;
3056 GLuint srcLevel;
3057 GLenum status;
3058
3059 /* check for fallbacks */
3060 if (target == GL_TEXTURE_3D ||
3061 target == GL_TEXTURE_1D_ARRAY ||
3062 target == GL_TEXTURE_2D_ARRAY) {
3063 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
3064 "glGenerateMipmap() to %s target\n",
3065 _mesa_lookup_enum_by_nr(target));
3066 return GL_TRUE;
3067 }
3068
3069 srcLevel = texObj->BaseLevel;
3070 baseImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
3071 if (!baseImage) {
3072 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
3073 "glGenerateMipmap() couldn't find base teximage\n");
3074 return GL_TRUE;
3075 }
3076
3077 if (_mesa_is_format_compressed(baseImage->TexFormat)) {
3078 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
3079 "glGenerateMipmap() with %s format\n",
3080 _mesa_get_format_name(baseImage->TexFormat));
3081 return GL_TRUE;
3082 }
3083
3084 if (_mesa_get_format_color_encoding(baseImage->TexFormat) == GL_SRGB &&
3085 !ctx->Extensions.EXT_texture_sRGB_decode) {
3086 /* The texture format is sRGB but we can't turn off sRGB->linear
3087 * texture sample conversion. So we won't be able to generate the
3088 * right colors when rendering. Need to use a fallback.
3089 */
3090 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
3091 "glGenerateMipmap() of sRGB texture without "
3092 "sRGB decode\n");
3093 return GL_TRUE;
3094 }
3095
3096 /*
3097 * Test that we can actually render in the texture's format.
3098 */
3099 if (!mipmap->FBO)
3100 _mesa_GenFramebuffers(1, &mipmap->FBO);
3101 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
3102
3103 if (target == GL_TEXTURE_1D) {
3104 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT,
3105 GL_COLOR_ATTACHMENT0_EXT,
3106 target, texObj->Name, srcLevel);
3107 }
3108 #if 0
3109 /* other work is needed to enable 3D mipmap generation */
3110 else if (target == GL_TEXTURE_3D) {
3111 GLint zoffset = 0;
3112 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT,
3113 GL_COLOR_ATTACHMENT0_EXT,
3114 target, texObj->Name, srcLevel, zoffset);
3115 }
3116 #endif
3117 else {
3118 /* 2D / cube */
3119 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT,
3120 GL_COLOR_ATTACHMENT0_EXT,
3121 target, texObj->Name, srcLevel);
3122 }
3123
3124 status = _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
3125
3126 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboSave);
3127
3128 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
3129 _mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
3130 "glGenerateMipmap() got incomplete FBO\n");
3131 return GL_TRUE;
3132 }
3133
3134 return GL_FALSE;
3135 }
3136
3137
3138 /**
3139 * Compute the texture coordinates for the four vertices of a quad for
3140 * drawing a 2D texture image or slice of a cube/3D texture.
3141 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
3142 * \param slice slice of a 1D/2D array texture or 3D texture
3143 * \param width width of the texture image
3144 * \param height height of the texture image
3145 * \param coords0/1/2/3 returns the computed texcoords
3146 */
3147 static void
3148 setup_texture_coords(GLenum faceTarget,
3149 GLint slice,
3150 GLint width,
3151 GLint height,
3152 GLint depth,
3153 GLfloat coords0[3],
3154 GLfloat coords1[3],
3155 GLfloat coords2[3],
3156 GLfloat coords3[3])
3157 {
3158 static const GLfloat st[4][2] = {
3159 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
3160 };
3161 GLuint i;
3162 GLfloat r;
3163
3164 switch (faceTarget) {
3165 case GL_TEXTURE_1D:
3166 case GL_TEXTURE_2D:
3167 case GL_TEXTURE_3D:
3168 case GL_TEXTURE_2D_ARRAY:
3169 if (faceTarget == GL_TEXTURE_3D) {
3170 assert(slice < depth);
3171 assert(depth >= 1);
3172 r = (slice + 0.5f) / depth;
3173 }
3174 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
3175 r = slice;
3176 else
3177 r = 0.0F;
3178 coords0[0] = 0.0F; /* s */
3179 coords0[1] = 0.0F; /* t */
3180 coords0[2] = r; /* r */
3181 coords1[0] = 1.0F;
3182 coords1[1] = 0.0F;
3183 coords1[2] = r;
3184 coords2[0] = 1.0F;
3185 coords2[1] = 1.0F;
3186 coords2[2] = r;
3187 coords3[0] = 0.0F;
3188 coords3[1] = 1.0F;
3189 coords3[2] = r;
3190 break;
3191 case GL_TEXTURE_RECTANGLE_ARB:
3192 coords0[0] = 0.0F; /* s */
3193 coords0[1] = 0.0F; /* t */
3194 coords0[2] = 0.0F; /* r */
3195 coords1[0] = width;
3196 coords1[1] = 0.0F;
3197 coords1[2] = 0.0F;
3198 coords2[0] = width;
3199 coords2[1] = height;
3200 coords2[2] = 0.0F;
3201 coords3[0] = 0.0F;
3202 coords3[1] = height;
3203 coords3[2] = 0.0F;
3204 break;
3205 case GL_TEXTURE_1D_ARRAY:
3206 coords0[0] = 0.0F; /* s */
3207 coords0[1] = slice; /* t */
3208 coords0[2] = 0.0F; /* r */
3209 coords1[0] = 1.0f;
3210 coords1[1] = slice;
3211 coords1[2] = 0.0F;
3212 coords2[0] = 1.0F;
3213 coords2[1] = slice;
3214 coords2[2] = 0.0F;
3215 coords3[0] = 0.0F;
3216 coords3[1] = slice;
3217 coords3[2] = 0.0F;
3218 break;
3219
3220 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3221 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3222 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3223 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3224 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
3225 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
3226 /* loop over quad verts */
3227 for (i = 0; i < 4; i++) {
3228 /* Compute sc = +/-scale and tc = +/-scale.
3229 * Not +/-1 to avoid cube face selection ambiguity near the edges,
3230 * though that can still sometimes happen with this scale factor...
3231 */
3232 const GLfloat scale = 0.9999f;
3233 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
3234 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
3235 GLfloat *coord;
3236
3237 switch (i) {
3238 case 0:
3239 coord = coords0;
3240 break;
3241 case 1:
3242 coord = coords1;
3243 break;
3244 case 2:
3245 coord = coords2;
3246 break;
3247 case 3:
3248 coord = coords3;
3249 break;
3250 default:
3251 assert(0);
3252 }
3253
3254 switch (faceTarget) {
3255 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3256 coord[0] = 1.0f;
3257 coord[1] = -tc;
3258 coord[2] = -sc;
3259 break;
3260 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3261 coord[0] = -1.0f;
3262 coord[1] = -tc;
3263 coord[2] = sc;
3264 break;
3265 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3266 coord[0] = sc;
3267 coord[1] = 1.0f;
3268 coord[2] = tc;
3269 break;
3270 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3271 coord[0] = sc;
3272 coord[1] = -1.0f;
3273 coord[2] = -tc;
3274 break;
3275 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
3276 coord[0] = sc;
3277 coord[1] = -tc;
3278 coord[2] = 1.0f;
3279 break;
3280 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
3281 coord[0] = -sc;
3282 coord[1] = -tc;
3283 coord[2] = -1.0f;
3284 break;
3285 default:
3286 assert(0);
3287 }
3288 }
3289 break;
3290 default:
3291 assert(0 && "unexpected target in meta setup_texture_coords()");
3292 }
3293 }
3294
3295
3296 static void
3297 setup_ff_generate_mipmap(struct gl_context *ctx,
3298 struct gen_mipmap_state *mipmap)
3299 {
3300 struct vertex {
3301 GLfloat x, y, tex[3];
3302 };
3303
3304 if (mipmap->ArrayObj == 0) {
3305 /* one-time setup */
3306 /* create vertex array object */
3307 _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
3308 _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
3309
3310 /* create vertex array buffer */
3311 _mesa_GenBuffers(1, &mipmap->VBO);
3312 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
3313 /* setup vertex arrays */
3314 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3315 _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
3316 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3317 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3318 }
3319
3320 /* setup projection matrix */
3321 _mesa_MatrixMode(GL_PROJECTION);
3322 _mesa_LoadIdentity();
3323 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
3324 }
3325
3326
3327 static struct glsl_sampler *
3328 setup_texture_sampler(GLenum target, struct gen_mipmap_state *mipmap)
3329 {
3330 switch(target) {
3331 case GL_TEXTURE_1D:
3332 mipmap->sampler_1d.type = "sampler1D";
3333 mipmap->sampler_1d.func = "texture1D";
3334 mipmap->sampler_1d.texcoords = "texCoords.x";
3335 return &mipmap->sampler_1d;
3336 case GL_TEXTURE_2D:
3337 mipmap->sampler_2d.type = "sampler2D";
3338 mipmap->sampler_2d.func = "texture2D";
3339 mipmap->sampler_2d.texcoords = "texCoords.xy";
3340 return &mipmap->sampler_2d;
3341 case GL_TEXTURE_3D:
3342 /* Code for mipmap generation with 3D textures is not used yet.
3343 * It's a sw fallback.
3344 */
3345 mipmap->sampler_3d.type = "sampler3D";
3346 mipmap->sampler_3d.func = "texture3D";
3347 mipmap->sampler_3d.texcoords = "texCoords";
3348 return &mipmap->sampler_3d;
3349 case GL_TEXTURE_CUBE_MAP:
3350 mipmap->sampler_cubemap.type = "samplerCube";
3351 mipmap->sampler_cubemap.func = "textureCube";
3352 mipmap->sampler_cubemap.texcoords = "texCoords";
3353 return &mipmap->sampler_cubemap;
3354 case GL_TEXTURE_1D_ARRAY:
3355 mipmap->sampler_1d_array.type = "sampler1DArray";
3356 mipmap->sampler_1d_array.func = "texture1DArray";
3357 mipmap->sampler_1d_array.texcoords = "texCoords.xy";
3358 return &mipmap->sampler_1d_array;
3359 case GL_TEXTURE_2D_ARRAY:
3360 mipmap->sampler_2d_array.type = "sampler2DArray";
3361 mipmap->sampler_2d_array.func = "texture2DArray";
3362 mipmap->sampler_2d_array.texcoords = "texCoords";
3363 return &mipmap->sampler_2d_array;
3364 default:
3365 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
3366 " setup_texture_sampler()\n", target);
3367 return NULL;
3368 }
3369 }
3370
3371
3372 static void
3373 setup_glsl_generate_mipmap(struct gl_context *ctx,
3374 struct gen_mipmap_state *mipmap,
3375 GLenum target)
3376 {
3377 struct vertex {
3378 GLfloat x, y, tex[3];
3379 };
3380 struct glsl_sampler *sampler;
3381 const char *vs_source;
3382 char *fs_source;
3383 GLuint vs, fs;
3384 void *mem_ctx;
3385
3386 /* Check if already initialized */
3387 if (mipmap->ArrayObj == 0) {
3388
3389 /* create vertex array object */
3390 _mesa_GenVertexArrays(1, &mipmap->ArrayObj);
3391 _mesa_BindVertexArray(mipmap->ArrayObj);
3392
3393 /* create vertex array buffer */
3394 _mesa_GenBuffers(1, &mipmap->VBO);
3395 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
3396
3397 /* setup vertex arrays */
3398 _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
3399 sizeof(struct vertex), OFFSET(x));
3400 _mesa_VertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
3401 sizeof(struct vertex), OFFSET(tex));
3402 _mesa_EnableVertexAttribArray(0);
3403 _mesa_EnableVertexAttribArray(1);
3404 }
3405
3406 /* Generate a fragment shader program appropriate for the texture target */
3407 sampler = setup_texture_sampler(target, mipmap);
3408 assert(sampler != NULL);
3409 if (sampler->shader_prog != 0) {
3410 mipmap->ShaderProg = sampler->shader_prog;
3411 return;
3412 }
3413
3414 mem_ctx = ralloc_context(NULL);
3415
3416 if (ctx->API == API_OPENGLES2 || ctx->Const.GLSLVersion < 130) {
3417 vs_source =
3418 "attribute vec2 position;\n"
3419 "attribute vec3 textureCoords;\n"
3420 "varying vec3 texCoords;\n"
3421 "void main()\n"
3422 "{\n"
3423 " texCoords = textureCoords;\n"
3424 " gl_Position = vec4(position, 0.0, 1.0);\n"
3425 "}\n";
3426
3427 fs_source = ralloc_asprintf(mem_ctx,
3428 "#extension GL_EXT_texture_array : enable\n"
3429 "uniform %s texSampler;\n"
3430 "varying vec3 texCoords;\n"
3431 "void main()\n"
3432 "{\n"
3433 " gl_FragColor = %s(texSampler, %s);\n"
3434 "}\n",
3435 sampler->type,
3436 sampler->func, sampler->texcoords);
3437 }
3438 else {
3439 vs_source = ralloc_asprintf(mem_ctx,
3440 "#version %s\n"
3441 "in vec2 position;\n"
3442 "in vec3 textureCoords;\n"
3443 "out vec3 texCoords;\n"
3444 "void main()\n"
3445 "{\n"
3446 " texCoords = textureCoords;\n"
3447 " gl_Position = vec4(position, 0.0, 1.0);\n"
3448 "}\n",
3449 _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
3450 fs_source = ralloc_asprintf(mem_ctx,
3451 "#version %s\n"
3452 "uniform %s texSampler;\n"
3453 "in vec3 texCoords;\n"
3454 "out vec4 out_color;\n"
3455 "\n"
3456 "void main()\n"
3457 "{\n"
3458 " out_color = texture(texSampler, %s);\n"
3459 "}\n",
3460 _mesa_is_desktop_gl(ctx) ? "130" : "300 es",
3461 sampler->type,
3462 sampler->texcoords);
3463 }
3464
3465 vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
3466 fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
3467
3468 mipmap->ShaderProg = _mesa_CreateProgramObjectARB();
3469 _mesa_AttachShader(mipmap->ShaderProg, fs);
3470 _mesa_DeleteObjectARB(fs);
3471 _mesa_AttachShader(mipmap->ShaderProg, vs);
3472 _mesa_DeleteObjectARB(vs);
3473 _mesa_BindAttribLocation(mipmap->ShaderProg, 0, "position");
3474 _mesa_BindAttribLocation(mipmap->ShaderProg, 1, "texcoords");
3475 link_program_with_debug(ctx, mipmap->ShaderProg);
3476 sampler->shader_prog = mipmap->ShaderProg;
3477 ralloc_free(mem_ctx);
3478 }
3479
3480
3481 static void
3482 meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
3483 struct gen_mipmap_state *mipmap)
3484 {
3485 if (mipmap->ArrayObj == 0)
3486 return;
3487 _mesa_DeleteVertexArrays(1, &mipmap->ArrayObj);
3488 mipmap->ArrayObj = 0;
3489 _mesa_DeleteBuffers(1, &mipmap->VBO);
3490 mipmap->VBO = 0;
3491
3492 _mesa_DeleteObjectARB(mipmap->sampler_1d.shader_prog);
3493 _mesa_DeleteObjectARB(mipmap->sampler_2d.shader_prog);
3494 _mesa_DeleteObjectARB(mipmap->sampler_3d.shader_prog);
3495 _mesa_DeleteObjectARB(mipmap->sampler_cubemap.shader_prog);
3496 _mesa_DeleteObjectARB(mipmap->sampler_1d_array.shader_prog);
3497 _mesa_DeleteObjectARB(mipmap->sampler_2d_array.shader_prog);
3498
3499 mipmap->sampler_1d.shader_prog = 0;
3500 mipmap->sampler_2d.shader_prog = 0;
3501 mipmap->sampler_3d.shader_prog = 0;
3502 mipmap->sampler_cubemap.shader_prog = 0;
3503 mipmap->sampler_1d_array.shader_prog = 0;
3504 mipmap->sampler_2d_array.shader_prog = 0;
3505 }
3506
3507
3508 /**
3509 * Called via ctx->Driver.GenerateMipmap()
3510 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
3511 * borders.
3512 */
3513 void
3514 _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
3515 struct gl_texture_object *texObj)
3516 {
3517 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
3518 struct vertex {
3519 GLfloat x, y, tex[3];
3520 };
3521 struct vertex verts[4];
3522 const GLuint baseLevel = texObj->BaseLevel;
3523 const GLuint maxLevel = texObj->MaxLevel;
3524 const GLint maxLevelSave = texObj->MaxLevel;
3525 const GLboolean genMipmapSave = texObj->GenerateMipmap;
3526 const GLuint fboSave = ctx->DrawBuffer->Name;
3527 const GLuint currentTexUnitSave = ctx->Texture.CurrentUnit;
3528 const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3529 ctx->Extensions.ARB_fragment_shader &&
3530 (ctx->API != API_OPENGLES);
3531 GLenum faceTarget;
3532 GLuint dstLevel;
3533 const GLint slice = 0;
3534 GLuint samplerSave;
3535
3536 if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
3537 _mesa_generate_mipmap(ctx, target, texObj);
3538 return;
3539 }
3540
3541 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
3542 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
3543 faceTarget = target;
3544 target = GL_TEXTURE_CUBE_MAP;
3545 }
3546 else {
3547 faceTarget = target;
3548 }
3549
3550 _mesa_meta_begin(ctx, MESA_META_ALL);
3551
3552 /* Choose between glsl version and fixed function version of
3553 * GenerateMipmap function.
3554 */
3555 if (use_glsl_version) {
3556 setup_glsl_generate_mipmap(ctx, mipmap, target);
3557 _mesa_UseProgram(mipmap->ShaderProg);
3558 }
3559 else {
3560 setup_ff_generate_mipmap(ctx, mipmap);
3561 _mesa_set_enable(ctx, target, GL_TRUE);
3562 }
3563
3564 _mesa_BindVertexArray(mipmap->ArrayObj);
3565 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
3566
3567 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3568 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3569
3570 if (currentTexUnitSave != 0)
3571 _mesa_BindTexture(target, texObj->Name);
3572
3573 if (!mipmap->FBO) {
3574 _mesa_GenFramebuffers(1, &mipmap->FBO);
3575 }
3576
3577 if (!mipmap->Sampler) {
3578 _mesa_GenSamplers(1, &mipmap->Sampler);
3579 _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
3580
3581 _mesa_SamplerParameteri(mipmap->Sampler,
3582 GL_TEXTURE_MIN_FILTER,
3583 GL_LINEAR_MIPMAP_LINEAR);
3584 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3585 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3586 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3587 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
3588
3589 /* We don't want to encode or decode sRGB values; treat them as linear.
3590 * This is not technically correct for GLES3 but we don't get any API
3591 * error at the moment.
3592 */
3593 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3594 _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3595 GL_SKIP_DECODE_EXT);
3596 }
3597
3598 } else {
3599 _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
3600 }
3601
3602 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
3603
3604 if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES)
3605 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
3606 else
3607 assert(!genMipmapSave);
3608
3609 /* Setup texture coordinates */
3610 setup_texture_coords(faceTarget,
3611 slice,
3612 0, 0, 1, /* width, height never used here */
3613 verts[0].tex,
3614 verts[1].tex,
3615 verts[2].tex,
3616 verts[3].tex);
3617
3618 /* setup vertex positions */
3619 verts[0].x = -1.0F;
3620 verts[0].y = -1.0F;
3621 verts[1].x = 1.0F;
3622 verts[1].y = -1.0F;
3623 verts[2].x = 1.0F;
3624 verts[2].y = 1.0F;
3625 verts[3].x = -1.0F;
3626 verts[3].y = 1.0F;
3627
3628 /* upload vertex data */
3629 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3630 verts, GL_DYNAMIC_DRAW_ARB);
3631
3632 /* texture is already locked, unlock now */
3633 _mesa_unlock_texture(ctx, texObj);
3634
3635 for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
3636 const struct gl_texture_image *srcImage;
3637 const GLuint srcLevel = dstLevel - 1;
3638 GLsizei srcWidth, srcHeight, srcDepth;
3639 GLsizei dstWidth, dstHeight, dstDepth;
3640 GLenum status;
3641
3642 srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
3643 assert(srcImage->Border == 0);
3644
3645 /* src size */
3646 srcWidth = srcImage->Width;
3647 srcHeight = srcImage->Height;
3648 srcDepth = srcImage->Depth;
3649
3650 /* new dst size */
3651 dstWidth = MAX2(1, srcWidth / 2);
3652 dstHeight = MAX2(1, srcHeight / 2);
3653 dstDepth = MAX2(1, srcDepth / 2);
3654
3655 if (dstWidth == srcImage->Width &&
3656 dstHeight == srcImage->Height &&
3657 dstDepth == srcImage->Depth) {
3658 /* all done */
3659 break;
3660 }
3661
3662 /* Allocate storage for the destination mipmap image(s) */
3663
3664 /* Set MaxLevel large enough to hold the new level when we allocate it */
3665 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
3666
3667 if (!_mesa_prepare_mipmap_level(ctx, texObj, dstLevel,
3668 dstWidth, dstHeight, dstDepth,
3669 srcImage->Border,
3670 srcImage->InternalFormat,
3671 srcImage->TexFormat)) {
3672 /* All done. We either ran out of memory or we would go beyond the
3673 * last valid level of an immutable texture if we continued.
3674 */
3675 break;
3676 }
3677
3678 /* limit minification to src level */
3679 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
3680
3681 /* Set to draw into the current dstLevel */
3682 if (target == GL_TEXTURE_1D) {
3683 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT,
3684 GL_COLOR_ATTACHMENT0_EXT,
3685 target,
3686 texObj->Name,
3687 dstLevel);
3688 }
3689 else if (target == GL_TEXTURE_3D) {
3690 GLint zoffset = 0; /* XXX unfinished */
3691 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT,
3692 GL_COLOR_ATTACHMENT0_EXT,
3693 target,
3694 texObj->Name,
3695 dstLevel, zoffset);
3696 }
3697 else {
3698 /* 2D / cube */
3699 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT,
3700 GL_COLOR_ATTACHMENT0_EXT,
3701 faceTarget,
3702 texObj->Name,
3703 dstLevel);
3704 }
3705
3706 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
3707
3708 /* sanity check */
3709 status = _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
3710 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
3711 _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
3712 "_mesa_meta_GenerateMipmap()");
3713 break;
3714 }
3715
3716 assert(dstWidth == ctx->DrawBuffer->Width);
3717 assert(dstHeight == ctx->DrawBuffer->Height);
3718
3719 /* setup viewport */
3720 _mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight);
3721
3722 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3723 }
3724
3725 _mesa_lock_texture(ctx, texObj); /* relock */
3726
3727 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3728
3729 _mesa_meta_end(ctx);
3730
3731 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3732 if (genMipmapSave)
3733 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
3734
3735 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboSave);
3736 }
3737
3738
3739 /**
3740 * Determine the GL data type to use for the temporary image read with
3741 * ReadPixels() and passed to Tex[Sub]Image().
3742 */
3743 static GLenum
3744 get_temp_image_type(struct gl_context *ctx, gl_format format)
3745 {
3746 GLenum baseFormat;
3747
3748 baseFormat = _mesa_get_format_base_format(format);
3749
3750 switch (baseFormat) {
3751 case GL_RGBA:
3752 case GL_RGB:
3753 case GL_RG:
3754 case GL_RED:
3755 case GL_ALPHA:
3756 case GL_LUMINANCE:
3757 case GL_LUMINANCE_ALPHA:
3758 case GL_INTENSITY:
3759 if (ctx->DrawBuffer->Visual.redBits <= 8) {
3760 return GL_UNSIGNED_BYTE;
3761 } else if (ctx->DrawBuffer->Visual.redBits <= 16) {
3762 return GL_UNSIGNED_SHORT;
3763 } else {
3764 GLenum datatype = _mesa_get_format_datatype(format);
3765 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT)
3766 return datatype;
3767 return GL_FLOAT;
3768 }
3769 case GL_DEPTH_COMPONENT: {
3770 GLenum datatype = _mesa_get_format_datatype(format);
3771 if (datatype == GL_FLOAT)
3772 return GL_FLOAT;
3773 else
3774 return GL_UNSIGNED_INT;
3775 }
3776 case GL_DEPTH_STENCIL: {
3777 GLenum datatype = _mesa_get_format_datatype(format);
3778 if (datatype == GL_FLOAT)
3779 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
3780 else
3781 return GL_UNSIGNED_INT_24_8;
3782 }
3783 default:
3784 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
3785 baseFormat);
3786 return 0;
3787 }
3788 }
3789
3790
3791 /**
3792 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3793 * Have to be careful with locking and meta state for pixel transfer.
3794 */
3795 void
3796 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
3797 struct gl_texture_image *texImage,
3798 GLint xoffset, GLint yoffset, GLint zoffset,
3799 struct gl_renderbuffer *rb,
3800 GLint x, GLint y,
3801 GLsizei width, GLsizei height)
3802 {
3803 struct gl_texture_object *texObj = texImage->TexObject;
3804 GLenum format, type;
3805 GLint bpp;
3806 void *buf;
3807
3808 /* Choose format/type for temporary image buffer */
3809 format = _mesa_get_format_base_format(texImage->TexFormat);
3810 if (format == GL_LUMINANCE ||
3811 format == GL_LUMINANCE_ALPHA ||
3812 format == GL_INTENSITY) {
3813 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3814 * temp image buffer because glReadPixels will do L=R+G+B which is
3815 * not what we want (should be L=R).
3816 */
3817 format = GL_RGBA;
3818 }
3819
3820 type = get_temp_image_type(ctx, texImage->TexFormat);
3821 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
3822 format = _mesa_base_format_to_integer_format(format);
3823 }
3824 bpp = _mesa_bytes_per_pixel(format, type);
3825 if (bpp <= 0) {
3826 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
3827 return;
3828 }
3829
3830 /*
3831 * Alloc image buffer (XXX could use a PBO)
3832 */
3833 buf = malloc(width * height * bpp);
3834 if (!buf) {
3835 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
3836 return;
3837 }
3838
3839 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
3840
3841 /*
3842 * Read image from framebuffer (disable pixel transfer ops)
3843 */
3844 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
3845 ctx->Driver.ReadPixels(ctx, x, y, width, height,
3846 format, type, &ctx->Pack, buf);
3847 _mesa_meta_end(ctx);
3848
3849 _mesa_update_state(ctx); /* to update pixel transfer state */
3850
3851 /*
3852 * Store texture data (with pixel transfer ops)
3853 */
3854 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
3855
3856 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
3857 assert(yoffset == 0);
3858 ctx->Driver.TexSubImage(ctx, dims, texImage,
3859 xoffset, zoffset, 0, width, 1, 1,
3860 format, type, buf, &ctx->Unpack);
3861 } else {
3862 ctx->Driver.TexSubImage(ctx, dims, texImage,
3863 xoffset, yoffset, zoffset, width, height, 1,
3864 format, type, buf, &ctx->Unpack);
3865 }
3866
3867 _mesa_meta_end(ctx);
3868
3869 _mesa_lock_texture(ctx, texObj); /* re-lock */
3870
3871 free(buf);
3872 }
3873
3874
3875 /**
3876 * Decompress a texture image by drawing a quad with the compressed
3877 * texture and reading the pixels out of the color buffer.
3878 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3879 * \param destFormat format, ala glReadPixels
3880 * \param destType type, ala glReadPixels
3881 * \param dest destination buffer
3882 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3883 */
3884 static void
3885 decompress_texture_image(struct gl_context *ctx,
3886 struct gl_texture_image *texImage,
3887 GLuint slice,
3888 GLenum destFormat, GLenum destType,
3889 GLvoid *dest)
3890 {
3891 struct decompress_state *decompress = &ctx->Meta->Decompress;
3892 struct gl_texture_object *texObj = texImage->TexObject;
3893 const GLint width = texImage->Width;
3894 const GLint height = texImage->Height;
3895 const GLint depth = texImage->Height;
3896 const GLenum target = texObj->Target;
3897 GLenum faceTarget;
3898 struct vertex {
3899 GLfloat x, y, tex[3];
3900 };
3901 struct vertex verts[4];
3902 GLuint fboDrawSave, fboReadSave;
3903 GLuint rbSave;
3904 GLuint samplerSave;
3905
3906 if (slice > 0) {
3907 assert(target == GL_TEXTURE_3D ||
3908 target == GL_TEXTURE_2D_ARRAY);
3909 }
3910
3911 if (target == GL_TEXTURE_CUBE_MAP) {
3912 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3913 }
3914 else {
3915 faceTarget = target;
3916 }
3917
3918 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3919 fboDrawSave = ctx->DrawBuffer->Name;
3920 fboReadSave = ctx->ReadBuffer->Name;
3921 rbSave = ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
3922
3923 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_PIXEL_STORE);
3924
3925 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3926 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3927
3928 /* Create/bind FBO/renderbuffer */
3929 if (decompress->FBO == 0) {
3930 _mesa_GenFramebuffers(1, &decompress->FBO);
3931 _mesa_GenRenderbuffers(1, &decompress->RBO);
3932 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO);
3933 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO);
3934 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
3935 GL_COLOR_ATTACHMENT0_EXT,
3936 GL_RENDERBUFFER_EXT,
3937 decompress->RBO);
3938 }
3939 else {
3940 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO);
3941 }
3942
3943 /* alloc dest surface */
3944 if (width > decompress->Width || height > decompress->Height) {
3945 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO);
3946 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, GL_RGBA,
3947 width, height);
3948 decompress->Width = width;
3949 decompress->Height = height;
3950 }
3951
3952 /* setup VBO data */
3953 if (decompress->ArrayObj == 0) {
3954 /* create vertex array object */
3955 _mesa_GenVertexArrays(1, &decompress->ArrayObj);
3956 _mesa_BindVertexArray(decompress->ArrayObj);
3957
3958 /* create vertex array buffer */
3959 _mesa_GenBuffers(1, &decompress->VBO);
3960 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, decompress->VBO);
3961 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3962 NULL, GL_DYNAMIC_DRAW_ARB);
3963
3964 /* setup vertex arrays */
3965 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3966 _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
3967 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3968 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3969 }
3970 else {
3971 _mesa_BindVertexArray(decompress->ArrayObj);
3972 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, decompress->VBO);
3973 }
3974
3975 if (!decompress->Sampler) {
3976 _mesa_GenSamplers(1, &decompress->Sampler);
3977 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3978 /* nearest filtering */
3979 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3980 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3981 /* No sRGB decode or encode.*/
3982 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3983 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3984 GL_SKIP_DECODE_EXT);
3985 }
3986
3987 } else {
3988 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3989 }
3990
3991 setup_texture_coords(faceTarget, slice, width, height, depth,
3992 verts[0].tex,
3993 verts[1].tex,
3994 verts[2].tex,
3995 verts[3].tex);
3996
3997 /* setup vertex positions */
3998 verts[0].x = 0.0F;
3999 verts[0].y = 0.0F;
4000 verts[1].x = width;
4001 verts[1].y = 0.0F;
4002 verts[2].x = width;
4003 verts[2].y = height;
4004 verts[3].x = 0.0F;
4005 verts[3].y = height;
4006
4007 /* upload new vertex data */
4008 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
4009
4010 /* setup texture state */
4011 _mesa_BindTexture(target, texObj->Name);
4012 _mesa_set_enable(ctx, target, GL_TRUE);
4013
4014 {
4015 /* save texture object state */
4016 const GLint baseLevelSave = texObj->BaseLevel;
4017 const GLint maxLevelSave = texObj->MaxLevel;
4018
4019 /* restrict sampling to the texture level of interest */
4020 if (target != GL_TEXTURE_RECTANGLE_ARB) {
4021 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
4022 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
4023 }
4024
4025 /* render quad w/ texture into renderbuffer */
4026 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
4027
4028 /* Restore texture object state, the texture binding will
4029 * be restored by _mesa_meta_end().
4030 */
4031 if (target != GL_TEXTURE_RECTANGLE_ARB) {
4032 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
4033 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
4034 }
4035
4036 }
4037
4038 /* read pixels from renderbuffer */
4039 {
4040 GLenum baseTexFormat = texImage->_BaseFormat;
4041 GLenum destBaseFormat = _mesa_base_tex_format(ctx, destFormat);
4042
4043 /* The pixel transfer state will be set to default values at this point
4044 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
4045 * turned off (as required by glGetTexImage) but we need to handle some
4046 * special cases. In particular, single-channel texture values are
4047 * returned as red and two-channel texture values are returned as
4048 * red/alpha.
4049 */
4050 if ((baseTexFormat == GL_LUMINANCE ||
4051 baseTexFormat == GL_LUMINANCE_ALPHA ||
4052 baseTexFormat == GL_INTENSITY) ||
4053 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
4054 * luminance then we need to return L=tex(R).
4055 */
4056 ((baseTexFormat == GL_RGBA ||
4057 baseTexFormat == GL_RGB ||
4058 baseTexFormat == GL_RG) &&
4059 (destBaseFormat == GL_LUMINANCE ||
4060 destBaseFormat == GL_LUMINANCE_ALPHA ||
4061 destBaseFormat == GL_LUMINANCE_INTEGER_EXT ||
4062 destBaseFormat == GL_LUMINANCE_ALPHA_INTEGER_EXT))) {
4063 /* Green and blue must be zero */
4064 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
4065 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
4066 }
4067
4068 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
4069 }
4070
4071 /* disable texture unit */
4072 _mesa_set_enable(ctx, target, GL_FALSE);
4073
4074 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
4075
4076 _mesa_meta_end(ctx);
4077
4078 /* restore fbo bindings */
4079 if (fboDrawSave == fboReadSave) {
4080 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboDrawSave);
4081 }
4082 else {
4083 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, fboDrawSave);
4084 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER_EXT, fboReadSave);
4085 }
4086 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, rbSave);
4087 }
4088
4089
4090 /**
4091 * This is just a wrapper around _mesa_get_tex_image() and
4092 * decompress_texture_image(). Meta functions should not be directly called
4093 * from core Mesa.
4094 */
4095 void
4096 _mesa_meta_GetTexImage(struct gl_context *ctx,
4097 GLenum format, GLenum type, GLvoid *pixels,
4098 struct gl_texture_image *texImage)
4099 {
4100 /* We can only use the decompress-with-blit method here if the texels are
4101 * unsigned, normalized values. We could handle signed and unnormalized
4102 * with floating point renderbuffers...
4103 */
4104 if (_mesa_is_format_compressed(texImage->TexFormat) &&
4105 _mesa_get_format_datatype(texImage->TexFormat)
4106 == GL_UNSIGNED_NORMALIZED) {
4107 struct gl_texture_object *texObj = texImage->TexObject;
4108 GLuint slice;
4109 /* Need to unlock the texture here to prevent deadlock... */
4110 _mesa_unlock_texture(ctx, texObj);
4111 for (slice = 0; slice < texImage->Depth; slice++) {
4112 void *dst;
4113 if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY) {
4114 /* Setup pixel packing. SkipPixels and SkipRows will be applied
4115 * in the decompress_texture_image() function's call to
4116 * glReadPixels but we need to compute the dest slice's address
4117 * here (according to SkipImages and ImageHeight).
4118 */
4119 struct gl_pixelstore_attrib packing = ctx->Pack;
4120 packing.SkipPixels = 0;
4121 packing.SkipRows = 0;
4122 dst = _mesa_image_address3d(&packing, pixels, texImage->Width,
4123 texImage->Height, format, type,
4124 slice, 0, 0);
4125 }
4126 else {
4127 dst = pixels;
4128 }
4129 decompress_texture_image(ctx, texImage, slice, format, type, dst);
4130 }
4131 /* ... and relock it */
4132 _mesa_lock_texture(ctx, texObj);
4133 }
4134 else {
4135 _mesa_get_teximage(ctx, format, type, pixels, texImage);
4136 }
4137 }
4138
4139
4140 /**
4141 * Meta implementation of ctx->Driver.DrawTex() in terms
4142 * of polygon rendering.
4143 */
4144 void
4145 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
4146 GLfloat width, GLfloat height)
4147 {
4148 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
4149 struct vertex {
4150 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
4151 };
4152 struct vertex verts[4];
4153 GLuint i;
4154
4155 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
4156 MESA_META_SHADER |
4157 MESA_META_TRANSFORM |
4158 MESA_META_VERTEX |
4159 MESA_META_VIEWPORT));
4160
4161 if (drawtex->ArrayObj == 0) {
4162 /* one-time setup */
4163 GLint active_texture;
4164
4165 /* create vertex array object */
4166 _mesa_GenVertexArrays(1, &drawtex->ArrayObj);
4167 _mesa_BindVertexArray(drawtex->ArrayObj);
4168
4169 /* create vertex array buffer */
4170 _mesa_GenBuffers(1, &drawtex->VBO);
4171 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
4172 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
4173 NULL, GL_DYNAMIC_DRAW_ARB);
4174
4175 /* client active texture is not part of the array object */
4176 active_texture = ctx->Array.ActiveTexture;
4177
4178 /* setup vertex arrays */
4179 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
4180 _mesa_EnableClientState(GL_VERTEX_ARRAY);
4181 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
4182 _mesa_ClientActiveTexture(GL_TEXTURE0 + i);
4183 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
4184 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
4185 }
4186
4187 /* restore client active texture */
4188 _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture);
4189 }
4190 else {
4191 _mesa_BindVertexArray(drawtex->ArrayObj);
4192 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
4193 }
4194
4195 /* vertex positions, texcoords */
4196 {
4197 const GLfloat x1 = x + width;
4198 const GLfloat y1 = y + height;
4199
4200 z = CLAMP(z, 0.0f, 1.0f);
4201 z = invert_z(z);
4202
4203 verts[0].x = x;
4204 verts[0].y = y;
4205 verts[0].z = z;
4206
4207 verts[1].x = x1;
4208 verts[1].y = y;
4209 verts[1].z = z;
4210
4211 verts[2].x = x1;
4212 verts[2].y = y1;
4213 verts[2].z = z;
4214
4215 verts[3].x = x;
4216 verts[3].y = y1;
4217 verts[3].z = z;
4218
4219 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
4220 const struct gl_texture_object *texObj;
4221 const struct gl_texture_image *texImage;
4222 GLfloat s, t, s1, t1;
4223 GLuint tw, th;
4224
4225 if (!ctx->Texture.Unit[i]._ReallyEnabled) {
4226 GLuint j;
4227 for (j = 0; j < 4; j++) {
4228 verts[j].st[i][0] = 0.0f;
4229 verts[j].st[i][1] = 0.0f;
4230 }
4231 continue;
4232 }
4233
4234 texObj = ctx->Texture.Unit[i]._Current;
4235 texImage = texObj->Image[0][texObj->BaseLevel];
4236 tw = texImage->Width2;
4237 th = texImage->Height2;
4238
4239 s = (GLfloat) texObj->CropRect[0] / tw;
4240 t = (GLfloat) texObj->CropRect[1] / th;
4241 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
4242 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
4243
4244 verts[0].st[i][0] = s;
4245 verts[0].st[i][1] = t;
4246
4247 verts[1].st[i][0] = s1;
4248 verts[1].st[i][1] = t;
4249
4250 verts[2].st[i][0] = s1;
4251 verts[2].st[i][1] = t1;
4252
4253 verts[3].st[i][0] = s;
4254 verts[3].st[i][1] = t1;
4255 }
4256
4257 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
4258 }
4259
4260 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
4261
4262 _mesa_meta_end(ctx);
4263 }