2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/glformats.h"
50 #include "main/image.h"
51 #include "main/macros.h"
52 #include "main/matrix.h"
53 #include "main/mipmap.h"
54 #include "main/pixel.h"
56 #include "main/polygon.h"
57 #include "main/queryobj.h"
58 #include "main/readpix.h"
59 #include "main/scissor.h"
60 #include "main/shaderapi.h"
61 #include "main/shaderobj.h"
62 #include "main/state.h"
63 #include "main/stencil.h"
64 #include "main/texobj.h"
65 #include "main/texenv.h"
66 #include "main/texgetimage.h"
67 #include "main/teximage.h"
68 #include "main/texparam.h"
69 #include "main/texstate.h"
70 #include "main/transformfeedback.h"
71 #include "main/uniforms.h"
72 #include "main/varray.h"
73 #include "main/viewport.h"
74 #include "main/samplerobj.h"
75 #include "program/program.h"
76 #include "swrast/swrast.h"
77 #include "drivers/common/meta.h"
78 #include "main/enums.h"
79 #include "main/glformats.h"
80 #include "../glsl/ralloc.h"
82 /** Return offset in bytes of the field within a vertex struct */
83 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
86 * State which we may save/restore across meta ops.
87 * XXX this may be incomplete...
91 GLbitfield SavedState
; /**< bitmask of MESA_META_* flags */
93 /** MESA_META_CLEAR (and others?) */
94 struct gl_query_object
*CurrentOcclusionObject
;
96 /** MESA_META_ALPHA_TEST */
97 GLboolean AlphaEnabled
;
101 /** MESA_META_BLEND */
102 GLbitfield BlendEnabled
;
103 GLboolean ColorLogicOpEnabled
;
105 /** MESA_META_COLOR_MASK */
106 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4];
108 /** MESA_META_DEPTH_TEST */
109 struct gl_depthbuffer_attrib Depth
;
114 /** MESA_META_PIXEL_STORE */
115 struct gl_pixelstore_attrib Pack
, Unpack
;
117 /** MESA_META_PIXEL_TRANSFER */
118 GLfloat RedBias
, RedScale
;
119 GLfloat GreenBias
, GreenScale
;
120 GLfloat BlueBias
, BlueScale
;
121 GLfloat AlphaBias
, AlphaScale
;
122 GLfloat DepthBias
, DepthScale
;
123 GLboolean MapColorFlag
;
125 /** MESA_META_RASTERIZATION */
126 GLenum FrontPolygonMode
, BackPolygonMode
;
127 GLboolean PolygonOffset
;
128 GLboolean PolygonSmooth
;
129 GLboolean PolygonStipple
;
130 GLboolean PolygonCull
;
132 /** MESA_META_SCISSOR */
133 struct gl_scissor_attrib Scissor
;
135 /** MESA_META_SHADER */
136 GLboolean VertexProgramEnabled
;
137 struct gl_vertex_program
*VertexProgram
;
138 GLboolean FragmentProgramEnabled
;
139 struct gl_fragment_program
*FragmentProgram
;
140 GLboolean ATIFragmentShaderEnabled
;
141 struct gl_shader_program
*Shader
[MESA_SHADER_STAGES
];
142 struct gl_shader_program
*ActiveShader
;
144 /** MESA_META_STENCIL_TEST */
145 struct gl_stencil_attrib Stencil
;
147 /** MESA_META_TRANSFORM */
149 GLfloat ModelviewMatrix
[16];
150 GLfloat ProjectionMatrix
[16];
151 GLfloat TextureMatrix
[16];
153 /** MESA_META_CLIP */
154 GLbitfield ClipPlanesEnabled
;
156 /** MESA_META_TEXTURE */
158 GLuint ClientActiveUnit
;
159 /** for unit[0] only */
160 struct gl_texture_object
*CurrentTexture
[NUM_TEXTURE_TARGETS
];
161 /** mask of TEXTURE_2D_BIT, etc */
162 GLbitfield TexEnabled
[MAX_TEXTURE_UNITS
];
163 GLbitfield TexGenEnabled
[MAX_TEXTURE_UNITS
];
164 GLuint EnvMode
; /* unit[0] only */
166 /** MESA_META_VERTEX */
167 struct gl_vertex_array_object
*VAO
;
168 struct gl_buffer_object
*ArrayBufferObj
;
170 /** MESA_META_VIEWPORT */
171 GLfloat ViewportX
, ViewportY
, ViewportW
, ViewportH
;
172 GLclampd DepthNear
, DepthFar
;
174 /** MESA_META_CLAMP_FRAGMENT_COLOR */
175 GLenum ClampFragmentColor
;
177 /** MESA_META_CLAMP_VERTEX_COLOR */
178 GLenum ClampVertexColor
;
180 /** MESA_META_CONDITIONAL_RENDER */
181 struct gl_query_object
*CondRenderQuery
;
182 GLenum CondRenderMode
;
184 /** MESA_META_SELECT_FEEDBACK */
186 struct gl_selection Select
;
187 struct gl_feedback Feedback
;
189 /** MESA_META_MULTISAMPLE */
190 GLboolean MultisampleEnabled
;
192 /** MESA_META_FRAMEBUFFER_SRGB */
193 GLboolean sRGBEnabled
;
195 /** Miscellaneous (always disabled) */
197 GLboolean RasterDiscard
;
198 GLboolean TransformFeedbackNeedsResume
;
202 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
203 * This is currently shared by all the meta ops. But we could create a
204 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
209 GLenum Target
; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
210 GLsizei MinSize
; /**< Min texture size to allocate */
211 GLsizei MaxSize
; /**< Max possible texture size */
212 GLboolean NPOT
; /**< Non-power of two size OK? */
213 GLsizei Width
, Height
; /**< Current texture size */
215 GLfloat Sright
, Ttop
; /**< right, top texcoords */
220 * State for glBlitFramebufer()
228 GLuint RectShaderProg
;
229 struct temp_texture depthTex
;
234 * State for glClear()
244 GLuint IntegerShaderProg
;
245 GLint IntegerColorLocation
;
246 GLint IntegerLayerLocation
;
251 * State for glCopyPixels()
261 * State for glDrawPixels()
268 GLuint StencilFP
; /**< Fragment program for drawing stencil images */
269 GLuint DepthFP
; /**< Fragment program for drawing depth images */
274 * State for glBitmap()
280 struct temp_texture Tex
; /**< separate texture from other meta ops */
284 * State for GLSL texture sampler which is used to generate fragment
285 * shader in _mesa_meta_generate_mipmap().
287 struct glsl_sampler
{
290 const char *texcoords
;
295 * State for _mesa_meta_generate_mipmap()
297 struct gen_mipmap_state
304 struct glsl_sampler sampler_1d
;
305 struct glsl_sampler sampler_2d
;
306 struct glsl_sampler sampler_3d
;
307 struct glsl_sampler sampler_cubemap
;
308 struct glsl_sampler sampler_1d_array
;
309 struct glsl_sampler sampler_2d_array
;
313 * State for texture decompression
315 struct decompress_state
318 GLuint VBO
, FBO
, RBO
, Sampler
;
323 * State for glDrawTex()
331 #define MAX_META_OPS_DEPTH 8
333 * All per-context meta state.
337 /** Stack of state saved during meta-ops */
338 struct save_state Save
[MAX_META_OPS_DEPTH
];
339 /** Save stack depth */
340 GLuint SaveStackDepth
;
342 struct temp_texture TempTex
;
344 struct blit_state Blit
; /**< For _mesa_meta_BlitFramebuffer() */
345 struct clear_state Clear
; /**< For _mesa_meta_Clear() */
346 struct copypix_state CopyPix
; /**< For _mesa_meta_CopyPixels() */
347 struct drawpix_state DrawPix
; /**< For _mesa_meta_DrawPixels() */
348 struct bitmap_state Bitmap
; /**< For _mesa_meta_Bitmap() */
349 struct gen_mipmap_state Mipmap
; /**< For _mesa_meta_GenerateMipmap() */
350 struct decompress_state Decompress
; /**< For texture decompression */
351 struct drawtex_state DrawTex
; /**< For _mesa_meta_DrawTex() */
355 GLfloat x
, y
, z
, tex
[4];
359 static void meta_glsl_blit_cleanup(struct blit_state
*blit
);
360 static void cleanup_temp_texture(struct temp_texture
*tex
);
361 static void meta_glsl_clear_cleanup(struct clear_state
*clear
);
362 static void meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state
*mipmap
);
363 static void meta_decompress_cleanup(struct decompress_state
*decompress
);
364 static void meta_drawpix_cleanup(struct drawpix_state
*drawpix
);
367 compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
, const GLcharARB
*source
)
373 shader
= _mesa_CreateShaderObjectARB(target
);
374 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
375 _mesa_CompileShader(shader
);
377 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
381 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
383 _mesa_DeleteObjectARB(shader
);
389 _mesa_DeleteObjectARB(shader
);
393 _mesa_GetProgramInfoLog(shader
, size
, NULL
, info
);
395 "meta program compile failed:\n%s\n"
400 _mesa_DeleteObjectARB(shader
);
406 link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
411 _mesa_LinkProgram(program
);
413 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
417 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
425 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
426 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
434 * Configure vertex buffer and vertex array objects for tests
436 * Regardless of whether a new VAO and new VBO are created, the objects
437 * referenced by \c VAO and \c VBO will be bound into the GL state vector
438 * when this function terminates.
440 * \param VAO Storage for vertex array object handle. If 0, a new VAO
442 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
443 * will be created. The new VBO will have storage for 4
444 * \c vertex structures.
445 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
446 * or should traditional, fixed-function color and texture
447 * coordinate be used?
448 * \param vertex_size Number of components for attribute 0 / vertex.
449 * \param texcoord_size Number of components for attribute 1 / texture
450 * coordinate. If this is 0, attribute 1 will not be set or
452 * \param color_size Number of components for attribute 1 / primary color.
453 * If this is 0, attribute 1 will not be set or enabled.
455 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
456 * Use \c texcoord_size instead.
459 setup_vertex_objects(GLuint
*VAO
, GLuint
*VBO
, bool use_generic_attributes
,
460 unsigned vertex_size
, unsigned texcoord_size
,
466 /* create vertex array object */
467 _mesa_GenVertexArrays(1, VAO
);
468 _mesa_BindVertexArray(*VAO
);
470 /* create vertex array buffer */
471 _mesa_GenBuffers(1, VBO
);
472 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
473 _mesa_BufferData(GL_ARRAY_BUFFER
, 4 * sizeof(struct vertex
), NULL
,
476 /* setup vertex arrays */
477 if (use_generic_attributes
) {
478 assert(color_size
== 0);
480 _mesa_VertexAttribPointer(0, vertex_size
, GL_FLOAT
, GL_FALSE
,
481 sizeof(struct vertex
), OFFSET(x
));
482 _mesa_EnableVertexAttribArray(0);
484 if (texcoord_size
> 0) {
485 _mesa_VertexAttribPointer(1, texcoord_size
, GL_FLOAT
, GL_FALSE
,
486 sizeof(struct vertex
), OFFSET(tex
));
487 _mesa_EnableVertexAttribArray(1);
490 _mesa_VertexPointer(vertex_size
, GL_FLOAT
, sizeof(struct vertex
),
492 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
494 if (texcoord_size
> 0) {
495 _mesa_TexCoordPointer(texcoord_size
, GL_FLOAT
,
496 sizeof(struct vertex
), OFFSET(tex
));
497 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
500 if (color_size
> 0) {
501 _mesa_ColorPointer(color_size
, GL_FLOAT
,
502 sizeof(struct vertex
), OFFSET(r
));
503 _mesa_EnableClientState(GL_COLOR_ARRAY
);
507 _mesa_BindVertexArray(*VAO
);
508 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
513 * Initialize meta-ops for a context.
514 * To be called once during context creation.
517 _mesa_meta_init(struct gl_context
*ctx
)
521 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
526 * Free context meta-op state.
527 * To be called once during context destruction.
530 _mesa_meta_free(struct gl_context
*ctx
)
532 GET_CURRENT_CONTEXT(old_context
);
533 _mesa_make_current(ctx
, NULL
, NULL
);
534 meta_glsl_blit_cleanup(&ctx
->Meta
->Blit
);
535 meta_glsl_clear_cleanup(&ctx
->Meta
->Clear
);
536 meta_glsl_generate_mipmap_cleanup(&ctx
->Meta
->Mipmap
);
537 cleanup_temp_texture(&ctx
->Meta
->TempTex
);
538 meta_decompress_cleanup(&ctx
->Meta
->Decompress
);
539 meta_drawpix_cleanup(&ctx
->Meta
->DrawPix
);
541 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
543 _mesa_make_current(NULL
, NULL
, NULL
);
550 * Enter meta state. This is like a light-weight version of glPushAttrib
551 * but it also resets most GL state back to default values.
553 * \param state bitmask of MESA_META_* flags indicating which attribute groups
554 * to save and reset to their defaults
557 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
559 struct save_state
*save
;
561 /* hope MAX_META_OPS_DEPTH is large enough */
562 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
564 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
565 memset(save
, 0, sizeof(*save
));
566 save
->SavedState
= state
;
568 /* Pausing transform feedback needs to be done early, or else we won't be
569 * able to change other state.
571 save
->TransformFeedbackNeedsResume
=
572 _mesa_is_xfb_active_and_unpaused(ctx
);
573 if (save
->TransformFeedbackNeedsResume
)
574 _mesa_PauseTransformFeedback();
576 /* After saving the current occlusion object, call EndQuery so that no
577 * occlusion querying will be active during the meta-operation.
579 if (state
& MESA_META_OCCLUSION_QUERY
) {
580 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
581 if (save
->CurrentOcclusionObject
)
582 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
585 if (state
& MESA_META_ALPHA_TEST
) {
586 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
587 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
588 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
589 if (ctx
->Color
.AlphaEnabled
)
590 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
593 if (state
& MESA_META_BLEND
) {
594 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
595 if (ctx
->Color
.BlendEnabled
) {
596 if (ctx
->Extensions
.EXT_draw_buffers2
) {
598 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
599 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
603 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
606 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
607 if (ctx
->Color
.ColorLogicOpEnabled
)
608 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
611 if (state
& MESA_META_COLOR_MASK
) {
612 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
613 sizeof(ctx
->Color
.ColorMask
));
614 if (!ctx
->Color
.ColorMask
[0][0] ||
615 !ctx
->Color
.ColorMask
[0][1] ||
616 !ctx
->Color
.ColorMask
[0][2] ||
617 !ctx
->Color
.ColorMask
[0][3])
618 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
621 if (state
& MESA_META_DEPTH_TEST
) {
622 save
->Depth
= ctx
->Depth
; /* struct copy */
624 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
627 if ((state
& MESA_META_FOG
)
628 && ctx
->API
!= API_OPENGL_CORE
629 && ctx
->API
!= API_OPENGLES2
) {
630 save
->Fog
= ctx
->Fog
.Enabled
;
631 if (ctx
->Fog
.Enabled
)
632 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
635 if (state
& MESA_META_PIXEL_STORE
) {
636 save
->Pack
= ctx
->Pack
;
637 save
->Unpack
= ctx
->Unpack
;
638 ctx
->Pack
= ctx
->DefaultPacking
;
639 ctx
->Unpack
= ctx
->DefaultPacking
;
642 if (state
& MESA_META_PIXEL_TRANSFER
) {
643 save
->RedScale
= ctx
->Pixel
.RedScale
;
644 save
->RedBias
= ctx
->Pixel
.RedBias
;
645 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
646 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
647 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
648 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
649 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
650 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
651 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
652 ctx
->Pixel
.RedScale
= 1.0F
;
653 ctx
->Pixel
.RedBias
= 0.0F
;
654 ctx
->Pixel
.GreenScale
= 1.0F
;
655 ctx
->Pixel
.GreenBias
= 0.0F
;
656 ctx
->Pixel
.BlueScale
= 1.0F
;
657 ctx
->Pixel
.BlueBias
= 0.0F
;
658 ctx
->Pixel
.AlphaScale
= 1.0F
;
659 ctx
->Pixel
.AlphaBias
= 0.0F
;
660 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
662 ctx
->NewState
|=_NEW_PIXEL
;
665 if (state
& MESA_META_RASTERIZATION
) {
666 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
667 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
668 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
669 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
670 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
671 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
672 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
673 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
674 if (ctx
->API
== API_OPENGL_COMPAT
) {
675 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
676 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
678 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
681 if (state
& MESA_META_SCISSOR
) {
682 save
->Scissor
= ctx
->Scissor
; /* struct copy */
683 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
686 if (state
& MESA_META_SHADER
) {
689 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
690 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
691 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
692 ctx
->VertexProgram
.Current
);
693 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
696 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
697 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
698 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
699 ctx
->FragmentProgram
.Current
);
700 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
703 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
704 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
705 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
708 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
709 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
710 ctx
->Shader
.CurrentProgram
[i
]);
712 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
713 ctx
->Shader
.ActiveProgram
);
718 if (state
& MESA_META_STENCIL_TEST
) {
719 save
->Stencil
= ctx
->Stencil
; /* struct copy */
720 if (ctx
->Stencil
.Enabled
)
721 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
722 /* NOTE: other stencil state not reset */
725 if (state
& MESA_META_TEXTURE
) {
728 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
729 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
730 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
732 /* Disable all texture units */
733 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
734 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
735 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
736 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
737 if (ctx
->Texture
.Unit
[u
].Enabled
||
738 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
739 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
740 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
741 if (ctx
->Extensions
.ARB_texture_cube_map
)
742 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
743 if (_mesa_is_gles(ctx
) &&
744 ctx
->Extensions
.OES_EGL_image_external
)
745 _mesa_set_enable(ctx
, GL_TEXTURE_EXTERNAL_OES
, GL_FALSE
);
747 if (ctx
->API
== API_OPENGL_COMPAT
) {
748 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
749 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
750 if (ctx
->Extensions
.NV_texture_rectangle
)
751 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
752 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
753 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
754 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
755 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
757 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_STR_OES
, GL_FALSE
);
763 /* save current texture objects for unit[0] only */
764 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
765 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
766 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
769 /* set defaults for unit[0] */
770 _mesa_ActiveTexture(GL_TEXTURE0
);
771 _mesa_ClientActiveTexture(GL_TEXTURE0
);
772 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
773 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
777 if (state
& MESA_META_TRANSFORM
) {
778 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
779 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
780 16 * sizeof(GLfloat
));
781 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
782 16 * sizeof(GLfloat
));
783 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
784 16 * sizeof(GLfloat
));
785 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
786 /* set 1:1 vertex:pixel coordinate transform */
787 _mesa_ActiveTexture(GL_TEXTURE0
);
788 _mesa_MatrixMode(GL_TEXTURE
);
789 _mesa_LoadIdentity();
790 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
791 _mesa_MatrixMode(GL_MODELVIEW
);
792 _mesa_LoadIdentity();
793 _mesa_MatrixMode(GL_PROJECTION
);
794 _mesa_LoadIdentity();
796 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
797 * This can occur when there is no draw buffer.
799 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
800 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
801 0.0, ctx
->DrawBuffer
->Height
,
805 if (state
& MESA_META_CLIP
) {
806 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
807 if (ctx
->Transform
.ClipPlanesEnabled
) {
809 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
810 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
815 if (state
& MESA_META_VERTEX
) {
816 /* save vertex array object state */
817 _mesa_reference_vao(ctx
, &save
->VAO
,
819 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
820 ctx
->Array
.ArrayBufferObj
);
821 /* set some default state? */
824 if (state
& MESA_META_VIEWPORT
) {
825 /* save viewport state */
826 save
->ViewportX
= ctx
->ViewportArray
[0].X
;
827 save
->ViewportY
= ctx
->ViewportArray
[0].Y
;
828 save
->ViewportW
= ctx
->ViewportArray
[0].Width
;
829 save
->ViewportH
= ctx
->ViewportArray
[0].Height
;
830 /* set viewport to match window size */
831 if (ctx
->ViewportArray
[0].X
!= 0 ||
832 ctx
->ViewportArray
[0].Y
!= 0 ||
833 ctx
->ViewportArray
[0].Width
!= (float) ctx
->DrawBuffer
->Width
||
834 ctx
->ViewportArray
[0].Height
!= (float) ctx
->DrawBuffer
->Height
) {
835 _mesa_set_viewport(ctx
, 0, 0, 0,
836 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
838 /* save depth range state */
839 save
->DepthNear
= ctx
->ViewportArray
[0].Near
;
840 save
->DepthFar
= ctx
->ViewportArray
[0].Far
;
841 /* set depth range to default */
842 _mesa_DepthRange(0.0, 1.0);
845 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
846 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
848 /* Generally in here we want to do clamping according to whether
849 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
850 * regardless of the internal implementation of the metaops.
852 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
853 ctx
->Extensions
.ARB_color_buffer_float
)
854 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
857 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
858 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
860 /* Generally in here we never want vertex color clamping --
861 * result clamping is only dependent on fragment clamping.
863 if (ctx
->Extensions
.ARB_color_buffer_float
)
864 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
867 if (state
& MESA_META_CONDITIONAL_RENDER
) {
868 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
869 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
871 if (ctx
->Query
.CondRenderQuery
)
872 _mesa_EndConditionalRender();
875 if (state
& MESA_META_SELECT_FEEDBACK
) {
876 save
->RenderMode
= ctx
->RenderMode
;
877 if (ctx
->RenderMode
== GL_SELECT
) {
878 save
->Select
= ctx
->Select
; /* struct copy */
879 _mesa_RenderMode(GL_RENDER
);
880 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
881 save
->Feedback
= ctx
->Feedback
; /* struct copy */
882 _mesa_RenderMode(GL_RENDER
);
886 if (state
& MESA_META_MULTISAMPLE
) {
887 save
->MultisampleEnabled
= ctx
->Multisample
.Enabled
;
888 if (ctx
->Multisample
.Enabled
)
889 _mesa_set_multisample(ctx
, GL_FALSE
);
892 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
893 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
894 if (ctx
->Color
.sRGBEnabled
)
895 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
900 save
->Lighting
= ctx
->Light
.Enabled
;
901 if (ctx
->Light
.Enabled
)
902 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
903 save
->RasterDiscard
= ctx
->RasterDiscard
;
904 if (ctx
->RasterDiscard
)
905 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
911 * Leave meta state. This is like a light-weight version of glPopAttrib().
914 _mesa_meta_end(struct gl_context
*ctx
)
916 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
917 const GLbitfield state
= save
->SavedState
;
920 /* After starting a new occlusion query, initialize the results to the
921 * values saved previously. The driver will then continue to increment
924 if (state
& MESA_META_OCCLUSION_QUERY
) {
925 if (save
->CurrentOcclusionObject
) {
926 _mesa_BeginQuery(save
->CurrentOcclusionObject
->Target
,
927 save
->CurrentOcclusionObject
->Id
);
928 ctx
->Query
.CurrentOcclusionObject
->Result
= save
->CurrentOcclusionObject
->Result
;
932 if (state
& MESA_META_ALPHA_TEST
) {
933 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
934 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
935 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
938 if (state
& MESA_META_BLEND
) {
939 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
940 if (ctx
->Extensions
.EXT_draw_buffers2
) {
942 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
943 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
947 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
950 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
951 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
954 if (state
& MESA_META_COLOR_MASK
) {
956 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
957 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
959 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
960 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
964 save
->ColorMask
[i
][0],
965 save
->ColorMask
[i
][1],
966 save
->ColorMask
[i
][2],
967 save
->ColorMask
[i
][3]);
973 if (state
& MESA_META_DEPTH_TEST
) {
974 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
975 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
976 _mesa_DepthFunc(save
->Depth
.Func
);
977 _mesa_DepthMask(save
->Depth
.Mask
);
980 if ((state
& MESA_META_FOG
)
981 && ctx
->API
!= API_OPENGL_CORE
982 && ctx
->API
!= API_OPENGLES2
) {
983 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
986 if (state
& MESA_META_PIXEL_STORE
) {
987 ctx
->Pack
= save
->Pack
;
988 ctx
->Unpack
= save
->Unpack
;
991 if (state
& MESA_META_PIXEL_TRANSFER
) {
992 ctx
->Pixel
.RedScale
= save
->RedScale
;
993 ctx
->Pixel
.RedBias
= save
->RedBias
;
994 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
995 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
996 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
997 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
998 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
999 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
1000 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
1001 /* XXX more state */
1002 ctx
->NewState
|=_NEW_PIXEL
;
1005 if (state
& MESA_META_RASTERIZATION
) {
1006 /* Core context requires that front and back mode be the same.
1008 if (ctx
->API
== API_OPENGL_CORE
) {
1009 _mesa_PolygonMode(GL_FRONT_AND_BACK
, save
->FrontPolygonMode
);
1011 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
1012 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
1014 if (ctx
->API
== API_OPENGL_COMPAT
) {
1015 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
1016 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
1018 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
1019 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
1022 if (state
& MESA_META_SCISSOR
) {
1025 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
1026 _mesa_set_scissor(ctx
, i
,
1027 save
->Scissor
.ScissorArray
[i
].X
,
1028 save
->Scissor
.ScissorArray
[i
].Y
,
1029 save
->Scissor
.ScissorArray
[i
].Width
,
1030 save
->Scissor
.ScissorArray
[i
].Height
);
1031 _mesa_set_enablei(ctx
, GL_SCISSOR_TEST
, i
,
1032 (save
->Scissor
.EnableFlags
>> i
) & 1);
1036 if (state
& MESA_META_SHADER
) {
1037 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
1038 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
1039 save
->VertexProgramEnabled
);
1040 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
1041 save
->VertexProgram
);
1042 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
1045 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
1046 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
1047 save
->FragmentProgramEnabled
);
1048 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
1049 save
->FragmentProgram
);
1050 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
1053 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
1054 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
1055 save
->ATIFragmentShaderEnabled
);
1058 if (ctx
->Extensions
.ARB_vertex_shader
) {
1059 _mesa_use_shader_program(ctx
, GL_VERTEX_SHADER
,
1060 save
->Shader
[MESA_SHADER_VERTEX
]);
1063 if (_mesa_has_geometry_shaders(ctx
))
1064 _mesa_use_shader_program(ctx
, GL_GEOMETRY_SHADER_ARB
,
1065 save
->Shader
[MESA_SHADER_GEOMETRY
]);
1067 if (ctx
->Extensions
.ARB_fragment_shader
)
1068 _mesa_use_shader_program(ctx
, GL_FRAGMENT_SHADER
,
1069 save
->Shader
[MESA_SHADER_FRAGMENT
]);
1071 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1072 save
->ActiveShader
);
1074 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++)
1075 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
1076 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
1079 if (state
& MESA_META_STENCIL_TEST
) {
1080 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
1082 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1083 _mesa_ClearStencil(stencil
->Clear
);
1084 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.EXT_stencil_two_side
) {
1085 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1086 stencil
->TestTwoSide
);
1087 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1088 ? GL_BACK
: GL_FRONT
);
1091 _mesa_StencilFuncSeparate(GL_FRONT
,
1092 stencil
->Function
[0],
1094 stencil
->ValueMask
[0]);
1095 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1096 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1097 stencil
->ZFailFunc
[0],
1098 stencil
->ZPassFunc
[0]);
1100 _mesa_StencilFuncSeparate(GL_BACK
,
1101 stencil
->Function
[1],
1103 stencil
->ValueMask
[1]);
1104 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1105 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1106 stencil
->ZFailFunc
[1],
1107 stencil
->ZPassFunc
[1]);
1110 if (state
& MESA_META_TEXTURE
) {
1113 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
1115 /* restore texenv for unit[0] */
1116 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1117 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1120 /* restore texture objects for unit[0] only */
1121 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1122 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1123 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1124 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1125 save
->CurrentTexture
[tgt
]);
1127 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1130 /* Restore fixed function texture enables, texgen */
1131 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1132 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1133 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1134 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1135 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1138 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1139 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1140 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1145 /* restore current unit state */
1146 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1147 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
1150 if (state
& MESA_META_TRANSFORM
) {
1151 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1152 _mesa_ActiveTexture(GL_TEXTURE0
);
1153 _mesa_MatrixMode(GL_TEXTURE
);
1154 _mesa_LoadMatrixf(save
->TextureMatrix
);
1155 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1157 _mesa_MatrixMode(GL_MODELVIEW
);
1158 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1160 _mesa_MatrixMode(GL_PROJECTION
);
1161 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1163 _mesa_MatrixMode(save
->MatrixMode
);
1166 if (state
& MESA_META_CLIP
) {
1167 if (save
->ClipPlanesEnabled
) {
1169 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1170 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1171 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1177 if (state
& MESA_META_VERTEX
) {
1178 /* restore vertex buffer object */
1179 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1180 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1182 /* restore vertex array object */
1183 _mesa_BindVertexArray(save
->VAO
->Name
);
1184 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1187 if (state
& MESA_META_VIEWPORT
) {
1188 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1189 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1190 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1191 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1192 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1193 save
->ViewportW
, save
->ViewportH
);
1195 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1198 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1199 ctx
->Extensions
.ARB_color_buffer_float
) {
1200 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1203 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1204 ctx
->Extensions
.ARB_color_buffer_float
) {
1205 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1208 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1209 if (save
->CondRenderQuery
)
1210 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1211 save
->CondRenderMode
);
1214 if (state
& MESA_META_SELECT_FEEDBACK
) {
1215 if (save
->RenderMode
== GL_SELECT
) {
1216 _mesa_RenderMode(GL_SELECT
);
1217 ctx
->Select
= save
->Select
;
1218 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1219 _mesa_RenderMode(GL_FEEDBACK
);
1220 ctx
->Feedback
= save
->Feedback
;
1224 if (state
& MESA_META_MULTISAMPLE
) {
1225 if (ctx
->Multisample
.Enabled
!= save
->MultisampleEnabled
)
1226 _mesa_set_multisample(ctx
, save
->MultisampleEnabled
);
1229 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1230 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1231 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1235 if (save
->Lighting
) {
1236 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1238 if (save
->RasterDiscard
) {
1239 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1241 if (save
->TransformFeedbackNeedsResume
)
1242 _mesa_ResumeTransformFeedback();
1244 ctx
->Meta
->SaveStackDepth
--;
1249 * Determine whether Mesa is currently in a meta state.
1252 _mesa_meta_in_progress(struct gl_context
*ctx
)
1254 return ctx
->Meta
->SaveStackDepth
!= 0;
1259 * Convert Z from a normalized value in the range [0, 1] to an object-space
1260 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1261 * default/identity ortho projection results in the original Z value.
1262 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1263 * value comes from the clear value or raster position.
1265 static INLINE GLfloat
1266 invert_z(GLfloat normZ
)
1268 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1274 * One-time init for a temp_texture object.
1275 * Choose tex target, compute max tex size, etc.
1278 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1280 /* prefer texture rectangle */
1281 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1282 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1283 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1284 tex
->NPOT
= GL_TRUE
;
1287 /* use 2D texture, NPOT if possible */
1288 tex
->Target
= GL_TEXTURE_2D
;
1289 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1290 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1292 tex
->MinSize
= 16; /* 16 x 16 at least */
1293 assert(tex
->MaxSize
> 0);
1295 _mesa_GenTextures(1, &tex
->TexObj
);
1299 cleanup_temp_texture(struct temp_texture
*tex
)
1303 _mesa_DeleteTextures(1, &tex
->TexObj
);
1309 * Return pointer to temp_texture info for non-bitmap ops.
1310 * This does some one-time init if needed.
1312 static struct temp_texture
*
1313 get_temp_texture(struct gl_context
*ctx
)
1315 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1318 init_temp_texture(ctx
, tex
);
1326 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1327 * We use a separate texture for bitmaps to reduce texture
1328 * allocation/deallocation.
1330 static struct temp_texture
*
1331 get_bitmap_temp_texture(struct gl_context
*ctx
)
1333 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1336 init_temp_texture(ctx
, tex
);
1343 * Return pointer to depth temp_texture.
1344 * This does some one-time init if needed.
1346 static struct temp_texture
*
1347 get_temp_depth_texture(struct gl_context
*ctx
)
1349 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1352 init_temp_texture(ctx
, tex
);
1359 * Compute the width/height of texture needed to draw an image of the
1360 * given size. Return a flag indicating whether the current texture
1361 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1362 * allocated (glTexImage2D).
1363 * Also, compute s/t texcoords for drawing.
1365 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1368 alloc_texture(struct temp_texture
*tex
,
1369 GLsizei width
, GLsizei height
, GLenum intFormat
)
1371 GLboolean newTex
= GL_FALSE
;
1373 ASSERT(width
<= tex
->MaxSize
);
1374 ASSERT(height
<= tex
->MaxSize
);
1376 if (width
> tex
->Width
||
1377 height
> tex
->Height
||
1378 intFormat
!= tex
->IntFormat
) {
1379 /* alloc new texture (larger or different format) */
1382 /* use non-power of two size */
1383 tex
->Width
= MAX2(tex
->MinSize
, width
);
1384 tex
->Height
= MAX2(tex
->MinSize
, height
);
1387 /* find power of two size */
1389 w
= h
= tex
->MinSize
;
1398 tex
->IntFormat
= intFormat
;
1403 /* compute texcoords */
1404 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1405 tex
->Sright
= (GLfloat
) width
;
1406 tex
->Ttop
= (GLfloat
) height
;
1409 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1410 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1418 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1421 setup_copypix_texture(struct gl_context
*ctx
,
1422 struct temp_texture
*tex
,
1424 GLint srcX
, GLint srcY
,
1425 GLsizei width
, GLsizei height
, GLenum intFormat
,
1428 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1429 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1430 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1431 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1432 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1434 /* copy framebuffer image to texture */
1436 /* create new tex image */
1437 if (tex
->Width
== width
&& tex
->Height
== height
) {
1438 /* create new tex with framebuffer data */
1439 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1440 srcX
, srcY
, width
, height
, 0);
1443 /* create empty texture */
1444 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1445 tex
->Width
, tex
->Height
, 0,
1446 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1448 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1449 0, 0, srcX
, srcY
, width
, height
);
1453 /* replace existing tex image */
1454 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1455 0, 0, srcX
, srcY
, width
, height
);
1461 * Setup/load texture for glDrawPixels.
1464 setup_drawpix_texture(struct gl_context
*ctx
,
1465 struct temp_texture
*tex
,
1467 GLsizei width
, GLsizei height
,
1468 GLenum format
, GLenum type
,
1469 const GLvoid
*pixels
)
1471 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1472 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1473 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1474 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1475 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1477 /* copy pixel data to texture */
1479 /* create new tex image */
1480 if (tex
->Width
== width
&& tex
->Height
== height
) {
1481 /* create new tex and load image data */
1482 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1483 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1486 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1488 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1489 ctx
->Unpack
.BufferObj
);
1490 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1491 /* create empty texture */
1492 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1493 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1494 if (save_unpack_obj
!= NULL
)
1495 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1496 save_unpack_obj
->Name
);
1498 _mesa_TexSubImage2D(tex
->Target
, 0,
1499 0, 0, width
, height
, format
, type
, pixels
);
1503 /* replace existing tex image */
1504 _mesa_TexSubImage2D(tex
->Target
, 0,
1505 0, 0, width
, height
, format
, type
, pixels
);
1512 * One-time init for drawing depth pixels.
1515 init_blit_depth_pixels(struct gl_context
*ctx
)
1517 static const char *program
=
1519 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1522 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1523 struct temp_texture
*tex
= get_temp_texture(ctx
);
1524 const char *texTarget
;
1526 assert(blit
->DepthFP
== 0);
1528 /* replace %s with "RECT" or "2D" */
1529 assert(strlen(program
) + 4 < sizeof(program2
));
1530 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
1534 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
1536 _mesa_GenProgramsARB(1, &blit
->DepthFP
);
1537 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1538 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1539 strlen(program2
), (const GLubyte
*) program2
);
1543 setup_ff_tnl_for_blit(GLuint
*VAO
, GLuint
*VBO
, unsigned texcoord_size
)
1545 setup_vertex_objects(VAO
, VBO
, false, 2, texcoord_size
, 0);
1547 /* setup projection matrix */
1548 _mesa_MatrixMode(GL_PROJECTION
);
1549 _mesa_LoadIdentity();
1553 setup_glsl_blit_framebuffer(struct gl_context
*ctx
,
1554 struct blit_state
*blit
,
1557 const char *vs_source
;
1562 GLboolean texture_2d
= (target
== GL_TEXTURE_2D
);
1564 /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
1565 assert(_mesa_is_desktop_gl(ctx
) || texture_2d
);
1567 setup_vertex_objects(&blit
->VAO
, &blit
->VBO
, true, 2, 2, 0);
1569 /* Generate a relevant fragment shader program for the texture target */
1570 if ((target
== GL_TEXTURE_2D
&& blit
->ShaderProg
!= 0) ||
1571 (target
== GL_TEXTURE_RECTANGLE
&& blit
->RectShaderProg
!= 0)) {
1575 mem_ctx
= ralloc_context(NULL
);
1577 if (ctx
->Const
.GLSLVersion
< 130) {
1579 "attribute vec2 position;\n"
1580 "attribute vec2 textureCoords;\n"
1581 "varying vec2 texCoords;\n"
1584 " texCoords = textureCoords;\n"
1585 " gl_Position = vec4(position, 0.0, 1.0);\n"
1588 fs_source
= ralloc_asprintf(mem_ctx
,
1590 "precision highp float;\n"
1592 "uniform %s texSampler;\n"
1593 "varying vec2 texCoords;\n"
1596 " gl_FragColor = %s(texSampler, texCoords);\n"
1597 " gl_FragDepth = gl_FragColor.r;\n"
1599 texture_2d
? "sampler2D" : "sampler2DRect",
1600 texture_2d
? "texture2D" : "texture2DRect");
1603 vs_source
= ralloc_asprintf(mem_ctx
,
1605 "in vec2 position;\n"
1606 "in vec2 textureCoords;\n"
1607 "out vec2 texCoords;\n"
1610 " texCoords = textureCoords;\n"
1611 " gl_Position = vec4(position, 0.0, 1.0);\n"
1613 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
1614 fs_source
= ralloc_asprintf(mem_ctx
,
1617 "precision highp float;\n"
1619 "uniform %s texSampler;\n"
1620 "in vec2 texCoords;\n"
1621 "out vec4 out_color;\n"
1625 " out_color = %s(texSampler, texCoords);\n"
1626 " gl_FragDepth = out_color.r;\n"
1628 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
1629 texture_2d
? "sampler2D" : "sampler2DRect",
1630 texture_2d
? "texture" : "texture2DRect");
1633 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
1634 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
1636 ShaderProg
= _mesa_CreateProgramObjectARB();
1637 _mesa_AttachShader(ShaderProg
, fs
);
1638 _mesa_DeleteObjectARB(fs
);
1639 _mesa_AttachShader(ShaderProg
, vs
);
1640 _mesa_DeleteObjectARB(vs
);
1641 _mesa_BindAttribLocation(ShaderProg
, 0, "position");
1642 _mesa_BindAttribLocation(ShaderProg
, 1, "texcoords");
1643 link_program_with_debug(ctx
, ShaderProg
);
1644 ralloc_free(mem_ctx
);
1646 blit
->ShaderProg
= ShaderProg
;
1648 blit
->RectShaderProg
= ShaderProg
;
1652 * Try to do a glBlitFramebuffer using no-copy texturing.
1653 * We can do this when the src renderbuffer is actually a texture.
1654 * But if the src buffer == dst buffer we cannot do this.
1656 * \return new buffer mask indicating the buffers left to blit using the
1660 blitframebuffer_texture(struct gl_context
*ctx
,
1661 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1662 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1663 GLbitfield mask
, GLenum filter
, GLint flipX
,
1664 GLint flipY
, GLboolean glsl_version
)
1666 if (mask
& GL_COLOR_BUFFER_BIT
) {
1667 const struct gl_framebuffer
*drawFb
= ctx
->DrawBuffer
;
1668 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1669 const struct gl_renderbuffer_attachment
*drawAtt
;
1670 const struct gl_renderbuffer_attachment
*readAtt
=
1671 &readFb
->Attachment
[readFb
->_ColorReadBufferIndex
];
1673 if (readAtt
&& readAtt
->Texture
) {
1674 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1675 const GLint dstX
= MIN2(dstX0
, dstX1
);
1676 const GLint dstY
= MIN2(dstY0
, dstY1
);
1677 const GLint dstW
= abs(dstX1
- dstX0
);
1678 const GLint dstH
= abs(dstY1
- dstY0
);
1679 const struct gl_texture_object
*texObj
= readAtt
->Texture
;
1680 const GLuint srcLevel
= readAtt
->TextureLevel
;
1681 const GLint baseLevelSave
= texObj
->BaseLevel
;
1682 const GLint maxLevelSave
= texObj
->MaxLevel
;
1683 const GLenum target
= texObj
->Target
;
1684 GLuint sampler
, samplerSave
=
1685 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
1686 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
1689 /* Iterate through all draw buffers */
1690 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
1691 int idx
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
1694 drawAtt
= &drawFb
->Attachment
[idx
];
1696 if (drawAtt
->Texture
== readAtt
->Texture
) {
1697 /* Can't use same texture as both the source and dest. We need
1698 * to handle overlapping blits and besides, some hw may not
1705 if (target
!= GL_TEXTURE_2D
&& target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1706 /* Can't handle other texture types at this time */
1710 /* Choose between glsl version and fixed function version of
1711 * BlitFramebuffer function.
1714 setup_glsl_blit_framebuffer(ctx
, blit
, target
);
1715 if (target
== GL_TEXTURE_2D
)
1716 _mesa_UseProgram(blit
->ShaderProg
);
1718 _mesa_UseProgram(blit
->RectShaderProg
);
1721 setup_ff_tnl_for_blit(&ctx
->Meta
->Blit
.VAO
,
1722 &ctx
->Meta
->Blit
.VBO
,
1726 _mesa_GenSamplers(1, &sampler
);
1727 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, sampler
);
1730 printf("Blit from texture!\n");
1731 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1732 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1735 /* Prepare src texture state */
1736 _mesa_BindTexture(target
, texObj
->Name
);
1737 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MIN_FILTER
, filter
);
1738 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MAG_FILTER
, filter
);
1739 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1740 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, srcLevel
);
1741 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
1743 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1744 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1746 /* Always do our blits with no sRGB decode or encode. Note that
1747 * GL_FRAMEBUFFER_SRGB has already been disabled by
1748 * _mesa_meta_begin().
1750 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1751 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
1752 GL_SKIP_DECODE_EXT
);
1755 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1756 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1757 _mesa_set_enable(ctx
, target
, GL_TRUE
);
1760 /* Prepare vertex data (the VBO was previously created and bound) */
1762 struct vertex verts
[4];
1763 GLfloat s0
, t0
, s1
, t1
;
1765 if (target
== GL_TEXTURE_2D
) {
1766 const struct gl_texture_image
*texImage
1767 = _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
1768 s0
= srcX0
/ (float) texImage
->Width
;
1769 s1
= srcX1
/ (float) texImage
->Width
;
1770 t0
= srcY0
/ (float) texImage
->Height
;
1771 t1
= srcY1
/ (float) texImage
->Height
;
1774 assert(target
== GL_TEXTURE_RECTANGLE_ARB
);
1781 /* Silence valgrind warnings about reading uninitialized stack. */
1782 memset(verts
, 0, sizeof(verts
));
1784 /* setup vertex positions */
1785 verts
[0].x
= -1.0F
* flipX
;
1786 verts
[0].y
= -1.0F
* flipY
;
1787 verts
[1].x
= 1.0F
* flipX
;
1788 verts
[1].y
= -1.0F
* flipY
;
1789 verts
[2].x
= 1.0F
* flipX
;
1790 verts
[2].y
= 1.0F
* flipY
;
1791 verts
[3].x
= -1.0F
* flipX
;
1792 verts
[3].y
= 1.0F
* flipY
;
1794 verts
[0].tex
[0] = s0
;
1795 verts
[0].tex
[1] = t0
;
1796 verts
[1].tex
[0] = s1
;
1797 verts
[1].tex
[1] = t0
;
1798 verts
[2].tex
[0] = s1
;
1799 verts
[2].tex
[1] = t1
;
1800 verts
[3].tex
[0] = s0
;
1801 verts
[3].tex
[1] = t1
;
1803 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1806 /* setup viewport */
1807 _mesa_set_viewport(ctx
, 0, dstX
, dstY
, dstW
, dstH
);
1808 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1809 _mesa_DepthMask(GL_FALSE
);
1810 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1812 /* Restore texture object state, the texture binding will
1813 * be restored by _mesa_meta_end().
1815 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1816 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
1817 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
1820 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
1821 _mesa_DeleteSamplers(1, &sampler
);
1823 /* Done with color buffer */
1824 mask
&= ~GL_COLOR_BUFFER_BIT
;
1833 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1834 * of texture mapping and polygon rendering.
1837 _mesa_meta_BlitFramebuffer(struct gl_context
*ctx
,
1838 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1839 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1840 GLbitfield mask
, GLenum filter
)
1842 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1843 struct temp_texture
*tex
= get_temp_texture(ctx
);
1844 struct temp_texture
*depthTex
= get_temp_depth_texture(ctx
);
1845 const GLsizei maxTexSize
= tex
->MaxSize
;
1846 const GLint srcX
= MIN2(srcX0
, srcX1
);
1847 const GLint srcY
= MIN2(srcY0
, srcY1
);
1848 const GLint srcW
= abs(srcX1
- srcX0
);
1849 const GLint srcH
= abs(srcY1
- srcY0
);
1850 const GLint dstX
= MIN2(dstX0
, dstX1
);
1851 const GLint dstY
= MIN2(dstY0
, dstY1
);
1852 const GLint dstW
= abs(dstX1
- dstX0
);
1853 const GLint dstH
= abs(dstY1
- dstY0
);
1854 const GLint srcFlipX
= (srcX1
- srcX0
) / srcW
;
1855 const GLint srcFlipY
= (srcY1
- srcY0
) / srcH
;
1856 const GLint dstFlipX
= (dstX1
- dstX0
) / dstW
;
1857 const GLint dstFlipY
= (dstY1
- dstY0
) / dstH
;
1858 const GLint flipX
= srcFlipX
* dstFlipX
;
1859 const GLint flipY
= srcFlipY
* dstFlipY
;
1861 struct vertex verts
[4];
1863 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
1864 ctx
->Extensions
.ARB_fragment_shader
&&
1865 (ctx
->API
!= API_OPENGLES
);
1867 /* In addition to falling back if the blit size is larger than the maximum
1868 * texture size, fallback if the source is multisampled. This fallback can
1869 * be removed once Mesa gets support ARB_texture_multisample.
1871 if (srcW
> maxTexSize
|| srcH
> maxTexSize
1872 || ctx
->ReadBuffer
->Visual
.samples
> 0) {
1873 /* XXX avoid this fallback */
1874 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1875 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1879 /* only scissor effects blit so save/clear all other relevant state */
1880 _mesa_meta_begin(ctx
, ~MESA_META_SCISSOR
);
1882 /* Try faster, direct texture approach first */
1883 mask
= blitframebuffer_texture(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1884 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
,
1885 dstFlipX
, dstFlipY
, use_glsl_version
);
1887 _mesa_meta_end(ctx
);
1891 /* Choose between glsl version and fixed function version of
1892 * BlitFramebuffer function.
1894 if (use_glsl_version
) {
1895 setup_glsl_blit_framebuffer(ctx
, blit
, tex
->Target
);
1896 if (tex
->Target
== GL_TEXTURE_2D
)
1897 _mesa_UseProgram(blit
->ShaderProg
);
1899 _mesa_UseProgram(blit
->RectShaderProg
);
1902 setup_ff_tnl_for_blit(&blit
->VAO
, &blit
->VBO
, 2);
1905 /* Silence valgrind warnings about reading uninitialized stack. */
1906 memset(verts
, 0, sizeof(verts
));
1908 /* Continue with "normal" approach which involves copying the src rect
1909 * into a temporary texture and is "blitted" by drawing a textured quad.
1912 /* setup vertex positions */
1913 verts
[0].x
= -1.0F
* flipX
;
1914 verts
[0].y
= -1.0F
* flipY
;
1915 verts
[1].x
= 1.0F
* flipX
;
1916 verts
[1].y
= -1.0F
* flipY
;
1917 verts
[2].x
= 1.0F
* flipX
;
1918 verts
[2].y
= 1.0F
* flipY
;
1919 verts
[3].x
= -1.0F
* flipX
;
1920 verts
[3].y
= 1.0F
* flipY
;
1924 /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
1927 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
1928 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1930 if (mask
& GL_COLOR_BUFFER_BIT
) {
1931 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1932 const struct gl_renderbuffer
*colorReadRb
= readFb
->_ColorReadBuffer
;
1933 const GLenum rb_base_format
=
1934 _mesa_base_tex_format(ctx
, colorReadRb
->InternalFormat
);
1936 /* Using the exact source rectangle to create the texture does incorrect
1937 * linear filtering along the edges. So, allocate the texture extended along
1938 * edges by one pixel in x, y directions.
1940 newTex
= alloc_texture(tex
, srcW
+ 2, srcH
+ 2, rb_base_format
);
1941 setup_copypix_texture(ctx
, tex
, newTex
,
1942 srcX
- 1, srcY
- 1, srcW
+ 2, srcH
+ 2,
1943 rb_base_format
, filter
);
1944 /* texcoords (after texture allocation!) */
1946 verts
[0].tex
[0] = 1.0F
;
1947 verts
[0].tex
[1] = 1.0F
;
1948 verts
[1].tex
[0] = tex
->Sright
- 1.0F
;
1949 verts
[1].tex
[1] = 1.0F
;
1950 verts
[2].tex
[0] = tex
->Sright
- 1.0F
;
1951 verts
[2].tex
[1] = tex
->Ttop
- 1.0F
;
1952 verts
[3].tex
[0] = 1.0F
;
1953 verts
[3].tex
[1] = tex
->Ttop
- 1.0F
;
1955 /* upload new vertex data */
1956 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1959 _mesa_set_viewport(ctx
, 0, dstX
, dstY
, dstW
, dstH
);
1960 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1961 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
1962 _mesa_DepthMask(GL_FALSE
);
1963 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1964 mask
&= ~GL_COLOR_BUFFER_BIT
;
1967 if ((mask
& GL_DEPTH_BUFFER_BIT
) &&
1968 _mesa_is_desktop_gl(ctx
) &&
1969 ctx
->Extensions
.ARB_depth_texture
&&
1970 ctx
->Extensions
.ARB_fragment_program
) {
1972 GLuint
*tmp
= malloc(srcW
* srcH
* sizeof(GLuint
));
1976 newTex
= alloc_texture(depthTex
, srcW
, srcH
, GL_DEPTH_COMPONENT
);
1977 _mesa_ReadPixels(srcX
, srcY
, srcW
, srcH
, GL_DEPTH_COMPONENT
,
1978 GL_UNSIGNED_INT
, tmp
);
1979 setup_drawpix_texture(ctx
, depthTex
, newTex
,
1980 srcW
, srcH
, GL_DEPTH_COMPONENT
,
1981 GL_UNSIGNED_INT
, tmp
);
1983 /* texcoords (after texture allocation!) */
1985 verts
[0].tex
[0] = 0.0F
;
1986 verts
[0].tex
[1] = 0.0F
;
1987 verts
[1].tex
[0] = depthTex
->Sright
;
1988 verts
[1].tex
[1] = 0.0F
;
1989 verts
[2].tex
[0] = depthTex
->Sright
;
1990 verts
[2].tex
[1] = depthTex
->Ttop
;
1991 verts
[3].tex
[0] = 0.0F
;
1992 verts
[3].tex
[1] = depthTex
->Ttop
;
1994 /* upload new vertex data */
1995 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1999 init_blit_depth_pixels(ctx
);
2001 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
2002 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2003 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2004 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2005 _mesa_DepthFunc(GL_ALWAYS
);
2006 _mesa_DepthMask(GL_TRUE
);
2008 _mesa_set_viewport(ctx
, 0, dstX
, dstY
, dstW
, dstH
);
2009 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2010 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2011 mask
&= ~GL_DEPTH_BUFFER_BIT
;
2017 if (mask
& GL_STENCIL_BUFFER_BIT
) {
2018 /* XXX can't easily do stencil */
2021 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
2022 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2024 _mesa_meta_end(ctx
);
2027 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
2028 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
2033 meta_glsl_blit_cleanup(struct blit_state
*blit
)
2036 _mesa_DeleteVertexArrays(1, &blit
->VAO
);
2038 _mesa_DeleteBuffers(1, &blit
->VBO
);
2041 if (blit
->DepthFP
) {
2042 _mesa_DeleteProgramsARB(1, &blit
->DepthFP
);
2046 _mesa_DeleteObjectARB(blit
->ShaderProg
);
2047 blit
->ShaderProg
= 0;
2048 _mesa_DeleteObjectARB(blit
->RectShaderProg
);
2049 blit
->RectShaderProg
= 0;
2051 _mesa_DeleteTextures(1, &blit
->depthTex
.TexObj
);
2052 blit
->depthTex
.TexObj
= 0;
2057 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2060 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2062 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2063 struct vertex verts
[4];
2064 /* save all state but scissor, pixel pack/unpack */
2065 GLbitfield metaSave
= (MESA_META_ALL
-
2067 MESA_META_PIXEL_STORE
-
2068 MESA_META_CONDITIONAL_RENDER
-
2069 MESA_META_FRAMEBUFFER_SRGB
);
2070 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2072 if (buffers
& BUFFER_BITS_COLOR
) {
2073 /* if clearing color buffers, don't save/restore colormask */
2074 metaSave
-= MESA_META_COLOR_MASK
;
2077 _mesa_meta_begin(ctx
, metaSave
);
2079 setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, false, 3, 0, 4);
2081 /* GL_COLOR_BUFFER_BIT */
2082 if (buffers
& BUFFER_BITS_COLOR
) {
2083 /* leave colormask, glDrawBuffer state as-is */
2085 /* Clears never have the color clamped. */
2086 if (ctx
->Extensions
.ARB_color_buffer_float
)
2087 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2090 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2091 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2094 /* GL_DEPTH_BUFFER_BIT */
2095 if (buffers
& BUFFER_BIT_DEPTH
) {
2096 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2097 _mesa_DepthFunc(GL_ALWAYS
);
2098 _mesa_DepthMask(GL_TRUE
);
2101 assert(!ctx
->Depth
.Test
);
2104 /* GL_STENCIL_BUFFER_BIT */
2105 if (buffers
& BUFFER_BIT_STENCIL
) {
2106 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2107 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2108 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2109 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2110 ctx
->Stencil
.Clear
& stencilMax
,
2111 ctx
->Stencil
.WriteMask
[0]);
2114 assert(!ctx
->Stencil
.Enabled
);
2117 /* vertex positions/colors */
2119 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
;
2120 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
;
2121 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
;
2122 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
;
2123 const GLfloat z
= invert_z(ctx
->Depth
.Clear
);
2140 for (i
= 0; i
< 4; i
++) {
2141 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
2142 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
2143 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
2144 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
2147 /* upload new vertex data */
2148 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2149 GL_DYNAMIC_DRAW_ARB
);
2153 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2155 _mesa_meta_end(ctx
);
2159 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
2161 const char *vs_source
=
2162 "attribute vec4 position;\n"
2165 " gl_Position = position;\n"
2167 const char *gs_source
=
2169 "layout(triangles) in;\n"
2170 "layout(triangle_strip, max_vertices = 4) out;\n"
2171 "uniform int layer;\n"
2174 " for (int i = 0; i < 3; i++) {\n"
2175 " gl_Layer = layer;\n"
2176 " gl_Position = gl_in[i].gl_Position;\n"
2180 const char *fs_source
=
2182 "precision highp float;\n"
2184 "uniform vec4 color;\n"
2187 " gl_FragColor = color;\n"
2189 GLuint vs
, gs
= 0, fs
;
2190 bool has_integer_textures
;
2192 setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, true, 3, 0, 0);
2194 if (clear
->ShaderProg
!= 0)
2197 vs
= _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER
);
2198 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
2199 _mesa_CompileShader(vs
);
2201 if (_mesa_has_geometry_shaders(ctx
)) {
2202 gs
= _mesa_CreateShaderObjectARB(GL_GEOMETRY_SHADER
);
2203 _mesa_ShaderSource(gs
, 1, &gs_source
, NULL
);
2204 _mesa_CompileShader(gs
);
2207 fs
= _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER
);
2208 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
2209 _mesa_CompileShader(fs
);
2211 clear
->ShaderProg
= _mesa_CreateProgramObjectARB();
2212 _mesa_AttachShader(clear
->ShaderProg
, fs
);
2213 _mesa_DeleteObjectARB(fs
);
2215 _mesa_AttachShader(clear
->ShaderProg
, gs
);
2216 _mesa_AttachShader(clear
->ShaderProg
, vs
);
2217 _mesa_DeleteObjectARB(vs
);
2218 _mesa_BindAttribLocation(clear
->ShaderProg
, 0, "position");
2219 _mesa_LinkProgram(clear
->ShaderProg
);
2221 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
2224 clear
->LayerLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
2228 has_integer_textures
= _mesa_is_gles3(ctx
) ||
2229 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
2231 if (has_integer_textures
) {
2232 void *shader_source_mem_ctx
= ralloc_context(NULL
);
2233 const char *vs_int_source
=
2234 ralloc_asprintf(shader_source_mem_ctx
,
2236 "in vec4 position;\n"
2239 " gl_Position = position;\n"
2241 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2242 const char *fs_int_source
=
2243 ralloc_asprintf(shader_source_mem_ctx
,
2246 "precision highp float;\n"
2248 "uniform ivec4 color;\n"
2249 "out ivec4 out_color;\n"
2253 " out_color = color;\n"
2255 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2257 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_int_source
);
2258 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_int_source
);
2259 ralloc_free(shader_source_mem_ctx
);
2261 clear
->IntegerShaderProg
= _mesa_CreateProgramObjectARB();
2262 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
2263 _mesa_DeleteObjectARB(fs
);
2265 _mesa_AttachShader(clear
->IntegerShaderProg
, gs
);
2266 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
2267 _mesa_DeleteObjectARB(vs
);
2268 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
2270 /* Note that user-defined out attributes get automatically assigned
2271 * locations starting from 0, so we don't need to explicitly
2272 * BindFragDataLocation to 0.
2275 link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
2277 clear
->IntegerColorLocation
=
2278 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
2280 clear
->IntegerLayerLocation
=
2281 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "layer");
2285 _mesa_DeleteObjectARB(gs
);
2289 meta_glsl_clear_cleanup(struct clear_state
*clear
)
2291 if (clear
->VAO
== 0)
2293 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
2295 _mesa_DeleteBuffers(1, &clear
->VBO
);
2297 _mesa_DeleteObjectARB(clear
->ShaderProg
);
2298 clear
->ShaderProg
= 0;
2300 if (clear
->IntegerShaderProg
) {
2301 _mesa_DeleteObjectARB(clear
->IntegerShaderProg
);
2302 clear
->IntegerShaderProg
= 0;
2307 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2310 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2312 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2313 GLbitfield metaSave
;
2314 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2315 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
2316 const float x0
= ((float)fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
2317 const float y0
= ((float)fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
2318 const float x1
= ((float)fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
2319 const float y1
= ((float)fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
2320 const float z
= -invert_z(ctx
->Depth
.Clear
);
2321 struct vertex verts
[4];
2323 metaSave
= (MESA_META_ALPHA_TEST
|
2325 MESA_META_DEPTH_TEST
|
2326 MESA_META_RASTERIZATION
|
2328 MESA_META_STENCIL_TEST
|
2330 MESA_META_VIEWPORT
|
2332 MESA_META_CLAMP_FRAGMENT_COLOR
|
2333 MESA_META_MULTISAMPLE
|
2334 MESA_META_OCCLUSION_QUERY
);
2336 if (!(buffers
& BUFFER_BITS_COLOR
)) {
2337 /* We'll use colormask to disable color writes. Otherwise,
2338 * respect color mask
2340 metaSave
|= MESA_META_COLOR_MASK
;
2343 _mesa_meta_begin(ctx
, metaSave
);
2345 meta_glsl_clear_init(ctx
, clear
);
2347 if (fb
->_IntegerColor
) {
2348 _mesa_UseProgram(clear
->IntegerShaderProg
);
2349 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
2350 ctx
->Color
.ClearColor
.i
);
2352 _mesa_UseProgram(clear
->ShaderProg
);
2353 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
2354 ctx
->Color
.ClearColor
.f
);
2357 /* GL_COLOR_BUFFER_BIT */
2358 if (buffers
& BUFFER_BITS_COLOR
) {
2359 /* leave colormask, glDrawBuffer state as-is */
2361 /* Clears never have the color clamped. */
2362 if (ctx
->Extensions
.ARB_color_buffer_float
)
2363 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2366 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2367 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2370 /* GL_DEPTH_BUFFER_BIT */
2371 if (buffers
& BUFFER_BIT_DEPTH
) {
2372 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2373 _mesa_DepthFunc(GL_ALWAYS
);
2374 _mesa_DepthMask(GL_TRUE
);
2377 assert(!ctx
->Depth
.Test
);
2380 /* GL_STENCIL_BUFFER_BIT */
2381 if (buffers
& BUFFER_BIT_STENCIL
) {
2382 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2383 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2384 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2385 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2386 ctx
->Stencil
.Clear
& stencilMax
,
2387 ctx
->Stencil
.WriteMask
[0]);
2390 assert(!ctx
->Stencil
.Enabled
);
2393 /* vertex positions */
2407 /* upload new vertex data */
2408 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2409 GL_DYNAMIC_DRAW_ARB
);
2412 if (fb
->MaxNumLayers
> 0) {
2414 for (layer
= 0; layer
< fb
->MaxNumLayers
; layer
++) {
2415 if (fb
->_IntegerColor
)
2416 _mesa_Uniform1i(clear
->IntegerLayerLocation
, layer
);
2418 _mesa_Uniform1i(clear
->LayerLocation
, layer
);
2419 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2422 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2425 _mesa_meta_end(ctx
);
2429 * Meta implementation of ctx->Driver.CopyPixels() in terms
2430 * of texture mapping and polygon rendering and GLSL shaders.
2433 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
2434 GLsizei width
, GLsizei height
,
2435 GLint dstX
, GLint dstY
, GLenum type
)
2437 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
2438 struct temp_texture
*tex
= get_temp_texture(ctx
);
2439 struct vertex verts
[4];
2441 GLenum intFormat
= GL_RGBA
;
2443 if (type
!= GL_COLOR
||
2444 ctx
->_ImageTransferState
||
2446 width
> tex
->MaxSize
||
2447 height
> tex
->MaxSize
) {
2448 /* XXX avoid this fallback */
2449 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
2453 /* Most GL state applies to glCopyPixels, but a there's a few things
2454 * we need to override:
2456 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2459 MESA_META_TRANSFORM
|
2462 MESA_META_VIEWPORT
));
2464 setup_vertex_objects(©pix
->VAO
, ©pix
->VBO
, false, 3, 2, 0);
2466 newTex
= alloc_texture(tex
, width
, height
, intFormat
);
2468 /* Silence valgrind warnings about reading uninitialized stack. */
2469 memset(verts
, 0, sizeof(verts
));
2471 /* vertex positions, texcoords (after texture allocation!) */
2473 const GLfloat dstX0
= (GLfloat
) dstX
;
2474 const GLfloat dstY0
= (GLfloat
) dstY
;
2475 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
2476 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
2477 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2482 verts
[0].tex
[0] = 0.0F
;
2483 verts
[0].tex
[1] = 0.0F
;
2487 verts
[1].tex
[0] = tex
->Sright
;
2488 verts
[1].tex
[1] = 0.0F
;
2492 verts
[2].tex
[0] = tex
->Sright
;
2493 verts
[2].tex
[1] = tex
->Ttop
;
2497 verts
[3].tex
[0] = 0.0F
;
2498 verts
[3].tex
[1] = tex
->Ttop
;
2500 /* upload new vertex data */
2501 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2504 /* Alloc/setup texture */
2505 setup_copypix_texture(ctx
, tex
, newTex
, srcX
, srcY
, width
, height
,
2506 GL_RGBA
, GL_NEAREST
);
2508 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2510 /* draw textured quad */
2511 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2513 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2515 _mesa_meta_end(ctx
);
2519 meta_drawpix_cleanup(struct drawpix_state
*drawpix
)
2521 if (drawpix
->VAO
!= 0) {
2522 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
2525 _mesa_DeleteBuffers(1, &drawpix
->VBO
);
2529 if (drawpix
->StencilFP
!= 0) {
2530 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
2531 drawpix
->StencilFP
= 0;
2534 if (drawpix
->DepthFP
!= 0) {
2535 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
2536 drawpix
->DepthFP
= 0;
2541 * When the glDrawPixels() image size is greater than the max rectangle
2542 * texture size we use this function to break the glDrawPixels() image
2543 * into tiles which fit into the max texture size.
2546 tiled_draw_pixels(struct gl_context
*ctx
,
2548 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2549 GLenum format
, GLenum type
,
2550 const struct gl_pixelstore_attrib
*unpack
,
2551 const GLvoid
*pixels
)
2553 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
2556 if (tileUnpack
.RowLength
== 0)
2557 tileUnpack
.RowLength
= width
;
2559 for (i
= 0; i
< width
; i
+= tileSize
) {
2560 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
2561 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
2563 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
2565 for (j
= 0; j
< height
; j
+= tileSize
) {
2566 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
2567 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
2569 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2571 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2572 format
, type
, &tileUnpack
, pixels
);
2579 * One-time init for drawing stencil pixels.
2582 init_draw_stencil_pixels(struct gl_context
*ctx
)
2584 /* This program is run eight times, once for each stencil bit.
2585 * The stencil values to draw are found in an 8-bit alpha texture.
2586 * We read the texture/stencil value and test if bit 'b' is set.
2587 * If the bit is not set, use KIL to kill the fragment.
2588 * Finally, we use the stencil test to update the stencil buffer.
2590 * The basic algorithm for checking if a bit is set is:
2591 * if (is_odd(value / (1 << bit)))
2592 * result is one (or non-zero).
2595 * The program parameter contains three values:
2596 * parm.x = 255 / (1 << bit)
2600 static const char *program
=
2602 "PARAM parm = program.local[0]; \n"
2604 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2605 "# t = t * 255 / bit \n"
2606 "MUL t.x, t.a, parm.x; \n"
2609 "SUB t.x, t.x, t.y; \n"
2611 "MUL t.x, t.x, parm.y; \n"
2612 "# t = fract(t.x) \n"
2613 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2614 "# t.x = (t.x == 0 ? 1 : 0) \n"
2615 "SGE t.x, -t.x, parm.z; \n"
2617 "# for debug only \n"
2618 "#MOV result.color, t.x; \n"
2620 char program2
[1000];
2621 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2622 struct temp_texture
*tex
= get_temp_texture(ctx
);
2623 const char *texTarget
;
2625 assert(drawpix
->StencilFP
== 0);
2627 /* replace %s with "RECT" or "2D" */
2628 assert(strlen(program
) + 4 < sizeof(program2
));
2629 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2633 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2635 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2636 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2637 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2638 strlen(program2
), (const GLubyte
*) program2
);
2643 * One-time init for drawing depth pixels.
2646 init_draw_depth_pixels(struct gl_context
*ctx
)
2648 static const char *program
=
2650 "PARAM color = program.local[0]; \n"
2651 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2652 "MOV result.color, color; \n"
2655 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2656 struct temp_texture
*tex
= get_temp_texture(ctx
);
2657 const char *texTarget
;
2659 assert(drawpix
->DepthFP
== 0);
2661 /* replace %s with "RECT" or "2D" */
2662 assert(strlen(program
) + 4 < sizeof(program2
));
2663 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2667 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2669 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2670 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2671 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2672 strlen(program2
), (const GLubyte
*) program2
);
2677 * Meta implementation of ctx->Driver.DrawPixels() in terms
2678 * of texture mapping and polygon rendering.
2681 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2682 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2683 GLenum format
, GLenum type
,
2684 const struct gl_pixelstore_attrib
*unpack
,
2685 const GLvoid
*pixels
)
2687 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2688 struct temp_texture
*tex
= get_temp_texture(ctx
);
2689 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2690 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2691 struct vertex verts
[4];
2692 GLenum texIntFormat
;
2693 GLboolean fallback
, newTex
;
2694 GLbitfield metaExtraSave
= 0x0;
2697 * Determine if we can do the glDrawPixels with texture mapping.
2699 fallback
= GL_FALSE
;
2700 if (ctx
->Fog
.Enabled
) {
2704 if (_mesa_is_color_format(format
)) {
2705 /* use more compact format when possible */
2706 /* XXX disable special case for GL_LUMINANCE for now to work around
2707 * apparent i965 driver bug (see bug #23670).
2709 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2710 texIntFormat
= format
;
2712 texIntFormat
= GL_RGBA
;
2714 /* If we're not supposed to clamp the resulting color, then just
2715 * promote our texture to fully float. We could do better by
2716 * just going for the matching set of channels, in floating
2719 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2720 ctx
->Extensions
.ARB_texture_float
)
2721 texIntFormat
= GL_RGBA32F
;
2723 else if (_mesa_is_stencil_format(format
)) {
2724 if (ctx
->Extensions
.ARB_fragment_program
&&
2725 ctx
->Pixel
.IndexShift
== 0 &&
2726 ctx
->Pixel
.IndexOffset
== 0 &&
2727 type
== GL_UNSIGNED_BYTE
) {
2728 /* We'll store stencil as alpha. This only works for GLubyte
2729 * image data because of how incoming values are mapped to alpha
2732 texIntFormat
= GL_ALPHA
;
2733 metaExtraSave
= (MESA_META_COLOR_MASK
|
2734 MESA_META_DEPTH_TEST
|
2735 MESA_META_PIXEL_TRANSFER
|
2737 MESA_META_STENCIL_TEST
);
2743 else if (_mesa_is_depth_format(format
)) {
2744 if (ctx
->Extensions
.ARB_depth_texture
&&
2745 ctx
->Extensions
.ARB_fragment_program
) {
2746 texIntFormat
= GL_DEPTH_COMPONENT
;
2747 metaExtraSave
= (MESA_META_SHADER
);
2758 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2759 format
, type
, unpack
, pixels
);
2764 * Check image size against max texture size, draw as tiles if needed.
2766 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2767 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2768 format
, type
, unpack
, pixels
);
2772 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2773 * but a there's a few things we need to override:
2775 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2778 MESA_META_TRANSFORM
|
2781 MESA_META_VIEWPORT
|
2784 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2786 setup_vertex_objects(&drawpix
->VAO
, &drawpix
->VBO
, false, 3, 2, 0);
2788 /* Silence valgrind warnings about reading uninitialized stack. */
2789 memset(verts
, 0, sizeof(verts
));
2791 /* vertex positions, texcoords (after texture allocation!) */
2793 const GLfloat x0
= (GLfloat
) x
;
2794 const GLfloat y0
= (GLfloat
) y
;
2795 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2796 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2797 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2802 verts
[0].tex
[0] = 0.0F
;
2803 verts
[0].tex
[1] = 0.0F
;
2807 verts
[1].tex
[0] = tex
->Sright
;
2808 verts
[1].tex
[1] = 0.0F
;
2812 verts
[2].tex
[0] = tex
->Sright
;
2813 verts
[2].tex
[1] = tex
->Ttop
;
2817 verts
[3].tex
[0] = 0.0F
;
2818 verts
[3].tex
[1] = tex
->Ttop
;
2821 /* upload new vertex data */
2822 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2823 verts
, GL_DYNAMIC_DRAW_ARB
);
2825 /* set given unpack params */
2826 ctx
->Unpack
= *unpack
;
2828 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2830 if (_mesa_is_stencil_format(format
)) {
2831 /* Drawing stencil */
2834 if (!drawpix
->StencilFP
)
2835 init_draw_stencil_pixels(ctx
);
2837 setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2838 GL_ALPHA
, type
, pixels
);
2840 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2842 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2844 /* set all stencil bits to 0 */
2845 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2846 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2847 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2849 /* set stencil bits to 1 where needed */
2850 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2852 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2853 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2855 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2856 const GLuint mask
= 1 << bit
;
2857 if (mask
& origStencilMask
) {
2858 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2859 _mesa_StencilMask(mask
);
2861 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2862 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2864 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2868 else if (_mesa_is_depth_format(format
)) {
2870 if (!drawpix
->DepthFP
)
2871 init_draw_depth_pixels(ctx
);
2873 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2874 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2876 /* polygon color = current raster color */
2877 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2878 ctx
->Current
.RasterColor
);
2880 setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2881 format
, type
, pixels
);
2883 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2887 setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2888 format
, type
, pixels
);
2889 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2892 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2894 /* restore unpack params */
2895 ctx
->Unpack
= unpackSave
;
2897 _mesa_meta_end(ctx
);
2901 alpha_test_raster_color(struct gl_context
*ctx
)
2903 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2904 GLfloat ref
= ctx
->Color
.AlphaRef
;
2906 switch (ctx
->Color
.AlphaFunc
) {
2912 return alpha
== ref
;
2914 return alpha
<= ref
;
2918 return alpha
!= ref
;
2920 return alpha
>= ref
;
2930 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2931 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2932 * tracker would improve performance a lot.
2935 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2936 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2937 const struct gl_pixelstore_attrib
*unpack
,
2938 const GLubyte
*bitmap1
)
2940 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2941 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2942 const GLenum texIntFormat
= GL_ALPHA
;
2943 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2946 GLfloat x
, y
, z
, s
, t
, r
, g
, b
, a
;
2948 struct vertex verts
[4];
2953 * Check if swrast fallback is needed.
2955 if (ctx
->_ImageTransferState
||
2956 ctx
->FragmentProgram
._Enabled
||
2958 ctx
->Texture
._EnabledUnits
||
2959 width
> tex
->MaxSize
||
2960 height
> tex
->MaxSize
) {
2961 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2965 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2968 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2969 * but a there's a few things we need to override:
2971 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2972 MESA_META_PIXEL_STORE
|
2973 MESA_META_RASTERIZATION
|
2976 MESA_META_TRANSFORM
|
2979 MESA_META_VIEWPORT
));
2981 if (bitmap
->VAO
== 0) {
2982 /* one-time setup */
2984 /* create vertex array object */
2985 _mesa_GenVertexArrays(1, &bitmap
->VAO
);
2986 _mesa_BindVertexArray(bitmap
->VAO
);
2988 /* create vertex array buffer */
2989 _mesa_GenBuffers(1, &bitmap
->VBO
);
2990 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2991 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2992 NULL
, GL_DYNAMIC_DRAW_ARB
);
2994 /* setup vertex arrays */
2995 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2996 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2997 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
2998 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2999 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3000 _mesa_EnableClientState(GL_COLOR_ARRAY
);
3003 _mesa_BindVertexArray(bitmap
->VAO
);
3004 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
3007 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
3009 /* vertex positions, texcoords, colors (after texture allocation!) */
3011 const GLfloat x0
= (GLfloat
) x
;
3012 const GLfloat y0
= (GLfloat
) y
;
3013 const GLfloat x1
= (GLfloat
) (x
+ width
);
3014 const GLfloat y1
= (GLfloat
) (y
+ height
);
3015 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
3026 verts
[1].s
= tex
->Sright
;
3031 verts
[2].s
= tex
->Sright
;
3032 verts
[2].t
= tex
->Ttop
;
3037 verts
[3].t
= tex
->Ttop
;
3039 for (i
= 0; i
< 4; i
++) {
3040 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
3041 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
3042 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
3043 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
3046 /* upload new vertex data */
3047 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3050 /* choose different foreground/background alpha values */
3051 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
3052 bg
= (fg
> 127 ? 0 : 255);
3054 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
3056 _mesa_meta_end(ctx
);
3060 bitmap8
= malloc(width
* height
);
3062 memset(bitmap8
, bg
, width
* height
);
3063 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
3064 bitmap8
, width
, fg
);
3066 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
3068 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
3069 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
3071 setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
3072 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
3074 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3076 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
3081 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
3083 _mesa_meta_end(ctx
);
3088 * Check if the call to _mesa_meta_GenerateMipmap() will require a
3089 * software fallback. The fallback path will require that the texture
3090 * images are mapped.
3091 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
3094 _mesa_meta_check_generate_mipmap_fallback(struct gl_context
*ctx
, GLenum target
,
3095 struct gl_texture_object
*texObj
)
3097 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3098 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3099 struct gl_texture_image
*baseImage
;
3103 /* check for fallbacks */
3104 if (target
== GL_TEXTURE_3D
||
3105 target
== GL_TEXTURE_1D_ARRAY
||
3106 target
== GL_TEXTURE_2D_ARRAY
) {
3107 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3108 "glGenerateMipmap() to %s target\n",
3109 _mesa_lookup_enum_by_nr(target
));
3113 srcLevel
= texObj
->BaseLevel
;
3114 baseImage
= _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
3116 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3117 "glGenerateMipmap() couldn't find base teximage\n");
3121 if (_mesa_is_format_compressed(baseImage
->TexFormat
)) {
3122 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3123 "glGenerateMipmap() with %s format\n",
3124 _mesa_get_format_name(baseImage
->TexFormat
));
3128 if (_mesa_get_format_color_encoding(baseImage
->TexFormat
) == GL_SRGB
&&
3129 !ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3130 /* The texture format is sRGB but we can't turn off sRGB->linear
3131 * texture sample conversion. So we won't be able to generate the
3132 * right colors when rendering. Need to use a fallback.
3134 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3135 "glGenerateMipmap() of sRGB texture without "
3141 * Test that we can actually render in the texture's format.
3144 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3145 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3147 if (target
== GL_TEXTURE_1D
) {
3148 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3149 GL_COLOR_ATTACHMENT0_EXT
,
3150 target
, texObj
->Name
, srcLevel
);
3153 /* other work is needed to enable 3D mipmap generation */
3154 else if (target
== GL_TEXTURE_3D
) {
3156 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3157 GL_COLOR_ATTACHMENT0_EXT
,
3158 target
, texObj
->Name
, srcLevel
, zoffset
);
3163 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3164 GL_COLOR_ATTACHMENT0_EXT
,
3165 target
, texObj
->Name
, srcLevel
);
3168 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3170 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3172 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3173 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3174 "glGenerateMipmap() got incomplete FBO\n");
3183 * Compute the texture coordinates for the four vertices of a quad for
3184 * drawing a 2D texture image or slice of a cube/3D texture.
3185 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
3186 * \param slice slice of a 1D/2D array texture or 3D texture
3187 * \param width width of the texture image
3188 * \param height height of the texture image
3189 * \param coords0/1/2/3 returns the computed texcoords
3192 setup_texture_coords(GLenum faceTarget
,
3202 static const GLfloat st
[4][2] = {
3203 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
3208 /* Currently all texture targets want the W component to be 1.0.
3215 switch (faceTarget
) {
3219 case GL_TEXTURE_2D_ARRAY
:
3220 if (faceTarget
== GL_TEXTURE_3D
) {
3221 assert(slice
< depth
);
3223 r
= (slice
+ 0.5f
) / depth
;
3225 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
3229 coords0
[0] = 0.0F
; /* s */
3230 coords0
[1] = 0.0F
; /* t */
3231 coords0
[2] = r
; /* r */
3242 case GL_TEXTURE_RECTANGLE_ARB
:
3243 coords0
[0] = 0.0F
; /* s */
3244 coords0
[1] = 0.0F
; /* t */
3245 coords0
[2] = 0.0F
; /* r */
3246 coords1
[0] = (float) width
;
3249 coords2
[0] = (float) width
;
3250 coords2
[1] = (float) height
;
3253 coords3
[1] = (float) height
;
3256 case GL_TEXTURE_1D_ARRAY
:
3257 coords0
[0] = 0.0F
; /* s */
3258 coords0
[1] = (float) slice
; /* t */
3259 coords0
[2] = 0.0F
; /* r */
3261 coords1
[1] = (float) slice
;
3264 coords2
[1] = (float) slice
;
3267 coords3
[1] = (float) slice
;
3271 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3272 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3273 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3274 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3275 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3276 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3277 /* loop over quad verts */
3278 for (i
= 0; i
< 4; i
++) {
3279 /* Compute sc = +/-scale and tc = +/-scale.
3280 * Not +/-1 to avoid cube face selection ambiguity near the edges,
3281 * though that can still sometimes happen with this scale factor...
3283 const GLfloat scale
= 0.9999f
;
3284 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
3285 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
3305 switch (faceTarget
) {
3306 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3311 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3316 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3321 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3326 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3331 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3342 assert(0 && "unexpected target in meta setup_texture_coords()");
3346 static struct glsl_sampler
*
3347 setup_texture_sampler(GLenum target
, struct gen_mipmap_state
*mipmap
)
3351 mipmap
->sampler_1d
.type
= "sampler1D";
3352 mipmap
->sampler_1d
.func
= "texture1D";
3353 mipmap
->sampler_1d
.texcoords
= "texCoords.x";
3354 return &mipmap
->sampler_1d
;
3356 mipmap
->sampler_2d
.type
= "sampler2D";
3357 mipmap
->sampler_2d
.func
= "texture2D";
3358 mipmap
->sampler_2d
.texcoords
= "texCoords.xy";
3359 return &mipmap
->sampler_2d
;
3361 /* Code for mipmap generation with 3D textures is not used yet.
3362 * It's a sw fallback.
3364 mipmap
->sampler_3d
.type
= "sampler3D";
3365 mipmap
->sampler_3d
.func
= "texture3D";
3366 mipmap
->sampler_3d
.texcoords
= "texCoords";
3367 return &mipmap
->sampler_3d
;
3368 case GL_TEXTURE_CUBE_MAP
:
3369 mipmap
->sampler_cubemap
.type
= "samplerCube";
3370 mipmap
->sampler_cubemap
.func
= "textureCube";
3371 mipmap
->sampler_cubemap
.texcoords
= "texCoords";
3372 return &mipmap
->sampler_cubemap
;
3373 case GL_TEXTURE_1D_ARRAY
:
3374 mipmap
->sampler_1d_array
.type
= "sampler1DArray";
3375 mipmap
->sampler_1d_array
.func
= "texture1DArray";
3376 mipmap
->sampler_1d_array
.texcoords
= "texCoords.xy";
3377 return &mipmap
->sampler_1d_array
;
3378 case GL_TEXTURE_2D_ARRAY
:
3379 mipmap
->sampler_2d_array
.type
= "sampler2DArray";
3380 mipmap
->sampler_2d_array
.func
= "texture2DArray";
3381 mipmap
->sampler_2d_array
.texcoords
= "texCoords";
3382 return &mipmap
->sampler_2d_array
;
3384 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
3385 " setup_texture_sampler()\n", target
);
3392 setup_glsl_generate_mipmap(struct gl_context
*ctx
,
3393 struct gen_mipmap_state
*mipmap
,
3396 struct glsl_sampler
*sampler
;
3397 const char *vs_source
;
3402 setup_vertex_objects(&mipmap
->VAO
, &mipmap
->VBO
, true, 2, 3, 0);
3404 /* Generate a fragment shader program appropriate for the texture target */
3405 sampler
= setup_texture_sampler(target
, mipmap
);
3406 assert(sampler
!= NULL
);
3407 if (sampler
->shader_prog
!= 0) {
3408 mipmap
->ShaderProg
= sampler
->shader_prog
;
3412 mem_ctx
= ralloc_context(NULL
);
3414 if (ctx
->API
== API_OPENGLES2
|| ctx
->Const
.GLSLVersion
< 130) {
3416 "attribute vec2 position;\n"
3417 "attribute vec3 textureCoords;\n"
3418 "varying vec3 texCoords;\n"
3421 " texCoords = textureCoords;\n"
3422 " gl_Position = vec4(position, 0.0, 1.0);\n"
3425 fs_source
= ralloc_asprintf(mem_ctx
,
3426 "#extension GL_EXT_texture_array : enable\n"
3428 "precision highp float;\n"
3430 "uniform %s texSampler;\n"
3431 "varying vec3 texCoords;\n"
3434 " gl_FragColor = %s(texSampler, %s);\n"
3437 sampler
->func
, sampler
->texcoords
);
3440 vs_source
= ralloc_asprintf(mem_ctx
,
3442 "in vec2 position;\n"
3443 "in vec3 textureCoords;\n"
3444 "out vec3 texCoords;\n"
3447 " texCoords = textureCoords;\n"
3448 " gl_Position = vec4(position, 0.0, 1.0);\n"
3450 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
3451 fs_source
= ralloc_asprintf(mem_ctx
,
3454 "precision highp float;\n"
3456 "uniform %s texSampler;\n"
3457 "in vec3 texCoords;\n"
3458 "out vec4 out_color;\n"
3462 " out_color = texture(texSampler, %s);\n"
3464 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
3466 sampler
->texcoords
);
3469 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
3470 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
3472 mipmap
->ShaderProg
= _mesa_CreateProgramObjectARB();
3473 _mesa_AttachShader(mipmap
->ShaderProg
, fs
);
3474 _mesa_DeleteObjectARB(fs
);
3475 _mesa_AttachShader(mipmap
->ShaderProg
, vs
);
3476 _mesa_DeleteObjectARB(vs
);
3477 _mesa_BindAttribLocation(mipmap
->ShaderProg
, 0, "position");
3478 _mesa_BindAttribLocation(mipmap
->ShaderProg
, 1, "texcoords");
3479 link_program_with_debug(ctx
, mipmap
->ShaderProg
);
3480 sampler
->shader_prog
= mipmap
->ShaderProg
;
3481 ralloc_free(mem_ctx
);
3486 meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state
*mipmap
)
3488 if (mipmap
->VAO
== 0)
3490 _mesa_DeleteVertexArrays(1, &mipmap
->VAO
);
3492 _mesa_DeleteBuffers(1, &mipmap
->VBO
);
3495 _mesa_DeleteObjectARB(mipmap
->sampler_1d
.shader_prog
);
3496 _mesa_DeleteObjectARB(mipmap
->sampler_2d
.shader_prog
);
3497 _mesa_DeleteObjectARB(mipmap
->sampler_3d
.shader_prog
);
3498 _mesa_DeleteObjectARB(mipmap
->sampler_cubemap
.shader_prog
);
3499 _mesa_DeleteObjectARB(mipmap
->sampler_1d_array
.shader_prog
);
3500 _mesa_DeleteObjectARB(mipmap
->sampler_2d_array
.shader_prog
);
3502 mipmap
->sampler_1d
.shader_prog
= 0;
3503 mipmap
->sampler_2d
.shader_prog
= 0;
3504 mipmap
->sampler_3d
.shader_prog
= 0;
3505 mipmap
->sampler_cubemap
.shader_prog
= 0;
3506 mipmap
->sampler_1d_array
.shader_prog
= 0;
3507 mipmap
->sampler_2d_array
.shader_prog
= 0;
3512 * Called via ctx->Driver.GenerateMipmap()
3513 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
3517 _mesa_meta_GenerateMipmap(struct gl_context
*ctx
, GLenum target
,
3518 struct gl_texture_object
*texObj
)
3520 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
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
);
3533 const GLint slice
= 0;
3536 if (_mesa_meta_check_generate_mipmap_fallback(ctx
, target
, texObj
)) {
3537 _mesa_generate_mipmap(ctx
, target
, texObj
);
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
;
3547 faceTarget
= target
;
3550 _mesa_meta_begin(ctx
, MESA_META_ALL
);
3552 /* Choose between glsl version and fixed function version of
3553 * GenerateMipmap function.
3555 if (use_glsl_version
) {
3556 setup_glsl_generate_mipmap(ctx
, mipmap
, target
);
3557 _mesa_UseProgram(mipmap
->ShaderProg
);
3560 setup_ff_tnl_for_blit(&mipmap
->VAO
, &mipmap
->VBO
, 3);
3561 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3564 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3565 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3567 if (currentTexUnitSave
!= 0)
3568 _mesa_BindTexture(target
, texObj
->Name
);
3571 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3574 if (!mipmap
->Sampler
) {
3575 _mesa_GenSamplers(1, &mipmap
->Sampler
);
3576 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3578 _mesa_SamplerParameteri(mipmap
->Sampler
,
3579 GL_TEXTURE_MIN_FILTER
,
3580 GL_LINEAR_MIPMAP_LINEAR
);
3581 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
3582 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
3583 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
3584 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
3586 /* We don't want to encode or decode sRGB values; treat them as linear.
3587 * This is not technically correct for GLES3 but we don't get any API
3588 * error at the moment.
3590 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3591 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3592 GL_SKIP_DECODE_EXT
);
3596 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3599 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3601 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
3602 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, GL_FALSE
);
3604 assert(!genMipmapSave
);
3606 /* Silence valgrind warnings about reading uninitialized stack. */
3607 memset(verts
, 0, sizeof(verts
));
3609 /* Setup texture coordinates */
3610 setup_texture_coords(faceTarget
,
3612 0, 0, 1, /* width, height never used here */
3618 /* setup vertex positions */
3628 /* upload vertex data */
3629 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3630 verts
, GL_DYNAMIC_DRAW_ARB
);
3632 /* texture is already locked, unlock now */
3633 _mesa_unlock_texture(ctx
, texObj
);
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
;
3642 srcImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, srcLevel
);
3643 assert(srcImage
->Border
== 0);
3646 srcWidth
= srcImage
->Width
;
3647 srcHeight
= srcImage
->Height
;
3648 srcDepth
= srcImage
->Depth
;
3651 dstWidth
= MAX2(1, srcWidth
/ 2);
3652 dstHeight
= MAX2(1, srcHeight
/ 2);
3653 dstDepth
= MAX2(1, srcDepth
/ 2);
3655 if (dstWidth
== srcImage
->Width
&&
3656 dstHeight
== srcImage
->Height
&&
3657 dstDepth
== srcImage
->Depth
) {
3662 /* Allocate storage for the destination mipmap image(s) */
3664 /* Set MaxLevel large enough to hold the new level when we allocate it */
3665 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, dstLevel
);
3667 if (!_mesa_prepare_mipmap_level(ctx
, texObj
, dstLevel
,
3668 dstWidth
, dstHeight
, dstDepth
,
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.
3678 /* limit minification to src level */
3679 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
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
,
3689 else if (target
== GL_TEXTURE_3D
) {
3690 GLint zoffset
= 0; /* XXX unfinished */
3691 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3692 GL_COLOR_ATTACHMENT0_EXT
,
3699 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3700 GL_COLOR_ATTACHMENT0_EXT
,
3706 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
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()");
3716 assert(dstWidth
== ctx
->DrawBuffer
->Width
);
3717 assert(dstHeight
== ctx
->DrawBuffer
->Height
);
3719 /* setup viewport */
3720 _mesa_set_viewport(ctx
, 0, 0, 0, dstWidth
, dstHeight
);
3722 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3725 _mesa_lock_texture(ctx
, texObj
); /* relock */
3727 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3729 _mesa_meta_end(ctx
);
3731 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3733 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, genMipmapSave
);
3735 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3740 * Determine the GL data type to use for the temporary image read with
3741 * ReadPixels() and passed to Tex[Sub]Image().
3744 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
3748 baseFormat
= _mesa_get_format_base_format(format
);
3750 switch (baseFormat
) {
3757 case GL_LUMINANCE_ALPHA
:
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
;
3764 GLenum datatype
= _mesa_get_format_datatype(format
);
3765 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
)
3769 case GL_DEPTH_COMPONENT
: {
3770 GLenum datatype
= _mesa_get_format_datatype(format
);
3771 if (datatype
== GL_FLOAT
)
3774 return GL_UNSIGNED_INT
;
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
;
3781 return GL_UNSIGNED_INT_24_8
;
3784 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
3792 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3793 * Have to be careful with locking and meta state for pixel transfer.
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
,
3801 GLsizei width
, GLsizei height
)
3803 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3804 GLenum format
, type
;
3808 /* The gl_renderbuffer is part of the interface for
3809 * dd_function_table::CopyTexSubImage, but this implementation does not use
3814 /* Choose format/type for temporary image buffer */
3815 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
3816 if (format
== GL_LUMINANCE
||
3817 format
== GL_LUMINANCE_ALPHA
||
3818 format
== GL_INTENSITY
) {
3819 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3820 * temp image buffer because glReadPixels will do L=R+G+B which is
3821 * not what we want (should be L=R).
3826 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
3827 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
3828 format
= _mesa_base_format_to_integer_format(format
);
3830 bpp
= _mesa_bytes_per_pixel(format
, type
);
3832 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
3837 * Alloc image buffer (XXX could use a PBO)
3839 buf
= malloc(width
* height
* bpp
);
3841 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
3845 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
3848 * Read image from framebuffer (disable pixel transfer ops)
3850 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
3851 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
3852 format
, type
, &ctx
->Pack
, buf
);
3853 _mesa_meta_end(ctx
);
3855 _mesa_update_state(ctx
); /* to update pixel transfer state */
3858 * Store texture data (with pixel transfer ops)
3860 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
3862 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
3863 assert(yoffset
== 0);
3864 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3865 xoffset
, zoffset
, 0, width
, 1, 1,
3866 format
, type
, buf
, &ctx
->Unpack
);
3868 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3869 xoffset
, yoffset
, zoffset
, width
, height
, 1,
3870 format
, type
, buf
, &ctx
->Unpack
);
3873 _mesa_meta_end(ctx
);
3875 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
3882 meta_decompress_cleanup(struct decompress_state
*decompress
)
3884 if (decompress
->FBO
!= 0) {
3885 _mesa_DeleteFramebuffers(1, &decompress
->FBO
);
3886 _mesa_DeleteRenderbuffers(1, &decompress
->RBO
);
3889 if (decompress
->VAO
!= 0) {
3890 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
3891 _mesa_DeleteBuffers(1, &decompress
->VBO
);
3894 if (decompress
->Sampler
!= 0)
3895 _mesa_DeleteSamplers(1, &decompress
->Sampler
);
3897 memset(decompress
, 0, sizeof(*decompress
));
3901 * Decompress a texture image by drawing a quad with the compressed
3902 * texture and reading the pixels out of the color buffer.
3903 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3904 * \param destFormat format, ala glReadPixels
3905 * \param destType type, ala glReadPixels
3906 * \param dest destination buffer
3907 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3910 decompress_texture_image(struct gl_context
*ctx
,
3911 struct gl_texture_image
*texImage
,
3913 GLenum destFormat
, GLenum destType
,
3916 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3917 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3918 const GLint width
= texImage
->Width
;
3919 const GLint height
= texImage
->Height
;
3920 const GLint depth
= texImage
->Height
;
3921 const GLenum target
= texObj
->Target
;
3923 struct vertex verts
[4];
3924 GLuint fboDrawSave
, fboReadSave
;
3929 assert(target
== GL_TEXTURE_3D
||
3930 target
== GL_TEXTURE_2D_ARRAY
);
3935 case GL_TEXTURE_1D_ARRAY
:
3936 assert(!"No compressed 1D textures.");
3940 assert(!"No compressed 3D textures.");
3943 case GL_TEXTURE_2D_ARRAY
:
3944 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3945 /* These targets are just broken currently. */
3948 case GL_TEXTURE_CUBE_MAP
:
3949 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3953 faceTarget
= target
;
3957 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3958 fboDrawSave
= ctx
->DrawBuffer
->Name
;
3959 fboReadSave
= ctx
->ReadBuffer
->Name
;
3960 rbSave
= ctx
->CurrentRenderbuffer
? ctx
->CurrentRenderbuffer
->Name
: 0;
3962 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_PIXEL_STORE
);
3964 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3965 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3967 /* Create/bind FBO/renderbuffer */
3968 if (decompress
->FBO
== 0) {
3969 _mesa_GenFramebuffers(1, &decompress
->FBO
);
3970 _mesa_GenRenderbuffers(1, &decompress
->RBO
);
3971 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3972 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3973 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
3974 GL_COLOR_ATTACHMENT0_EXT
,
3975 GL_RENDERBUFFER_EXT
,
3979 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3982 /* alloc dest surface */
3983 if (width
> decompress
->Width
|| height
> decompress
->Height
) {
3984 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3985 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT
, GL_RGBA
,
3987 decompress
->Width
= width
;
3988 decompress
->Height
= height
;
3991 setup_ff_tnl_for_blit(&decompress
->VAO
, &decompress
->VBO
, 3);
3993 if (!decompress
->Sampler
) {
3994 _mesa_GenSamplers(1, &decompress
->Sampler
);
3995 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3996 /* nearest filtering */
3997 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3998 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3999 /* No sRGB decode or encode.*/
4000 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
4001 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
4002 GL_SKIP_DECODE_EXT
);
4006 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
4009 /* Silence valgrind warnings about reading uninitialized stack. */
4010 memset(verts
, 0, sizeof(verts
));
4012 setup_texture_coords(faceTarget
, slice
, width
, height
, depth
,
4018 /* setup vertex positions */
4028 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
4030 /* upload new vertex data */
4031 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
4033 /* setup texture state */
4034 _mesa_BindTexture(target
, texObj
->Name
);
4035 _mesa_set_enable(ctx
, target
, GL_TRUE
);
4038 /* save texture object state */
4039 const GLint baseLevelSave
= texObj
->BaseLevel
;
4040 const GLint maxLevelSave
= texObj
->MaxLevel
;
4042 /* restrict sampling to the texture level of interest */
4043 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
4044 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
4045 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
4048 /* render quad w/ texture into renderbuffer */
4049 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
4051 /* Restore texture object state, the texture binding will
4052 * be restored by _mesa_meta_end().
4054 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
4055 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
4056 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
4061 /* read pixels from renderbuffer */
4063 GLenum baseTexFormat
= texImage
->_BaseFormat
;
4064 GLenum destBaseFormat
= _mesa_base_tex_format(ctx
, destFormat
);
4066 /* The pixel transfer state will be set to default values at this point
4067 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
4068 * turned off (as required by glGetTexImage) but we need to handle some
4069 * special cases. In particular, single-channel texture values are
4070 * returned as red and two-channel texture values are returned as
4073 if ((baseTexFormat
== GL_LUMINANCE
||
4074 baseTexFormat
== GL_LUMINANCE_ALPHA
||
4075 baseTexFormat
== GL_INTENSITY
) ||
4076 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
4077 * luminance then we need to return L=tex(R).
4079 ((baseTexFormat
== GL_RGBA
||
4080 baseTexFormat
== GL_RGB
||
4081 baseTexFormat
== GL_RG
) &&
4082 (destBaseFormat
== GL_LUMINANCE
||
4083 destBaseFormat
== GL_LUMINANCE_ALPHA
||
4084 destBaseFormat
== GL_LUMINANCE_INTEGER_EXT
||
4085 destBaseFormat
== GL_LUMINANCE_ALPHA_INTEGER_EXT
))) {
4086 /* Green and blue must be zero */
4087 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
4088 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
4091 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
4094 /* disable texture unit */
4095 _mesa_set_enable(ctx
, target
, GL_FALSE
);
4097 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
4099 _mesa_meta_end(ctx
);
4101 /* restore fbo bindings */
4102 if (fboDrawSave
== fboReadSave
) {
4103 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboDrawSave
);
4106 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT
, fboDrawSave
);
4107 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER_EXT
, fboReadSave
);
4109 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, rbSave
);
4114 * This is just a wrapper around _mesa_get_tex_image() and
4115 * decompress_texture_image(). Meta functions should not be directly called
4119 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
4120 GLenum format
, GLenum type
, GLvoid
*pixels
,
4121 struct gl_texture_image
*texImage
)
4123 /* We can only use the decompress-with-blit method here if the texels are
4124 * unsigned, normalized values. We could handle signed and unnormalized
4125 * with floating point renderbuffers...
4127 if (texImage
->TexObject
->Target
!= GL_TEXTURE_CUBE_MAP_ARRAY
4128 && _mesa_is_format_compressed(texImage
->TexFormat
) &&
4129 _mesa_get_format_datatype(texImage
->TexFormat
)
4130 == GL_UNSIGNED_NORMALIZED
) {
4131 struct gl_texture_object
*texObj
= texImage
->TexObject
;
4133 /* Need to unlock the texture here to prevent deadlock... */
4134 _mesa_unlock_texture(ctx
, texObj
);
4135 for (slice
= 0; slice
< texImage
->Depth
; slice
++) {
4137 if (texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
) {
4138 /* Setup pixel packing. SkipPixels and SkipRows will be applied
4139 * in the decompress_texture_image() function's call to
4140 * glReadPixels but we need to compute the dest slice's address
4141 * here (according to SkipImages and ImageHeight).
4143 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
4144 packing
.SkipPixels
= 0;
4145 packing
.SkipRows
= 0;
4146 dst
= _mesa_image_address3d(&packing
, pixels
, texImage
->Width
,
4147 texImage
->Height
, format
, type
,
4153 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, dst
);
4155 /* ... and relock it */
4156 _mesa_lock_texture(ctx
, texObj
);
4159 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
4165 * Meta implementation of ctx->Driver.DrawTex() in terms
4166 * of polygon rendering.
4169 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
4170 GLfloat width
, GLfloat height
)
4172 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
4174 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
4176 struct vertex verts
[4];
4179 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
4181 MESA_META_TRANSFORM
|
4183 MESA_META_VIEWPORT
));
4185 if (drawtex
->VAO
== 0) {
4186 /* one-time setup */
4187 GLint active_texture
;
4189 /* create vertex array object */
4190 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
4191 _mesa_BindVertexArray(drawtex
->VAO
);
4193 /* create vertex array buffer */
4194 _mesa_GenBuffers(1, &drawtex
->VBO
);
4195 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4196 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
4197 NULL
, GL_DYNAMIC_DRAW_ARB
);
4199 /* client active texture is not part of the array object */
4200 active_texture
= ctx
->Array
.ActiveTexture
;
4202 /* setup vertex arrays */
4203 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
4204 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
4205 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4206 _mesa_ClientActiveTexture(GL_TEXTURE0
+ i
);
4207 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
4208 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
4211 /* restore client active texture */
4212 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
4215 _mesa_BindVertexArray(drawtex
->VAO
);
4216 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4219 /* vertex positions, texcoords */
4221 const GLfloat x1
= x
+ width
;
4222 const GLfloat y1
= y
+ height
;
4224 z
= CLAMP(z
, 0.0f
, 1.0f
);
4243 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4244 const struct gl_texture_object
*texObj
;
4245 const struct gl_texture_image
*texImage
;
4246 GLfloat s
, t
, s1
, t1
;
4249 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
) {
4251 for (j
= 0; j
< 4; j
++) {
4252 verts
[j
].st
[i
][0] = 0.0f
;
4253 verts
[j
].st
[i
][1] = 0.0f
;
4258 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
4259 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
4260 tw
= texImage
->Width2
;
4261 th
= texImage
->Height2
;
4263 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
4264 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
4265 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
4266 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
4268 verts
[0].st
[i
][0] = s
;
4269 verts
[0].st
[i
][1] = t
;
4271 verts
[1].st
[i
][0] = s1
;
4272 verts
[1].st
[i
][1] = t
;
4274 verts
[2].st
[i
][0] = s1
;
4275 verts
[2].st
[i
][1] = t1
;
4277 verts
[3].st
[i
][0] = s
;
4278 verts
[3].st
[i
][1] = t1
;
4281 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
4284 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
4286 _mesa_meta_end(ctx
);