2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/glformats.h"
50 #include "main/image.h"
51 #include "main/macros.h"
52 #include "main/matrix.h"
53 #include "main/mipmap.h"
54 #include "main/pixel.h"
56 #include "main/polygon.h"
57 #include "main/queryobj.h"
58 #include "main/readpix.h"
59 #include "main/scissor.h"
60 #include "main/shaderapi.h"
61 #include "main/shaderobj.h"
62 #include "main/state.h"
63 #include "main/stencil.h"
64 #include "main/texobj.h"
65 #include "main/texenv.h"
66 #include "main/texgetimage.h"
67 #include "main/teximage.h"
68 #include "main/texparam.h"
69 #include "main/texstate.h"
70 #include "main/transformfeedback.h"
71 #include "main/uniforms.h"
72 #include "main/varray.h"
73 #include "main/viewport.h"
74 #include "main/samplerobj.h"
75 #include "program/program.h"
76 #include "swrast/swrast.h"
77 #include "drivers/common/meta.h"
78 #include "main/enums.h"
79 #include "main/glformats.h"
80 #include "../glsl/ralloc.h"
82 /** Return offset in bytes of the field within a vertex struct */
83 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
86 * State which we may save/restore across meta ops.
87 * XXX this may be incomplete...
91 GLbitfield SavedState
; /**< bitmask of MESA_META_* flags */
93 /** MESA_META_CLEAR (and others?) */
94 struct gl_query_object
*CurrentOcclusionObject
;
96 /** MESA_META_ALPHA_TEST */
97 GLboolean AlphaEnabled
;
101 /** MESA_META_BLEND */
102 GLbitfield BlendEnabled
;
103 GLboolean ColorLogicOpEnabled
;
105 /** MESA_META_COLOR_MASK */
106 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4];
108 /** MESA_META_DEPTH_TEST */
109 struct gl_depthbuffer_attrib Depth
;
114 /** MESA_META_PIXEL_STORE */
115 struct gl_pixelstore_attrib Pack
, Unpack
;
117 /** MESA_META_PIXEL_TRANSFER */
118 GLfloat RedBias
, RedScale
;
119 GLfloat GreenBias
, GreenScale
;
120 GLfloat BlueBias
, BlueScale
;
121 GLfloat AlphaBias
, AlphaScale
;
122 GLfloat DepthBias
, DepthScale
;
123 GLboolean MapColorFlag
;
125 /** MESA_META_RASTERIZATION */
126 GLenum FrontPolygonMode
, BackPolygonMode
;
127 GLboolean PolygonOffset
;
128 GLboolean PolygonSmooth
;
129 GLboolean PolygonStipple
;
130 GLboolean PolygonCull
;
132 /** MESA_META_SCISSOR */
133 struct gl_scissor_attrib Scissor
;
135 /** MESA_META_SHADER */
136 GLboolean VertexProgramEnabled
;
137 struct gl_vertex_program
*VertexProgram
;
138 GLboolean FragmentProgramEnabled
;
139 struct gl_fragment_program
*FragmentProgram
;
140 GLboolean ATIFragmentShaderEnabled
;
141 struct gl_shader_program
*VertexShader
;
142 struct gl_shader_program
*GeometryShader
;
143 struct gl_shader_program
*FragmentShader
;
144 struct gl_shader_program
*ActiveShader
;
146 /** MESA_META_STENCIL_TEST */
147 struct gl_stencil_attrib Stencil
;
149 /** MESA_META_TRANSFORM */
151 GLfloat ModelviewMatrix
[16];
152 GLfloat ProjectionMatrix
[16];
153 GLfloat TextureMatrix
[16];
155 /** MESA_META_CLIP */
156 GLbitfield ClipPlanesEnabled
;
158 /** MESA_META_TEXTURE */
160 GLuint ClientActiveUnit
;
161 /** for unit[0] only */
162 struct gl_texture_object
*CurrentTexture
[NUM_TEXTURE_TARGETS
];
163 /** mask of TEXTURE_2D_BIT, etc */
164 GLbitfield TexEnabled
[MAX_TEXTURE_UNITS
];
165 GLbitfield TexGenEnabled
[MAX_TEXTURE_UNITS
];
166 GLuint EnvMode
; /* unit[0] only */
168 /** MESA_META_VERTEX */
169 struct gl_array_object
*ArrayObj
;
170 struct gl_buffer_object
*ArrayBufferObj
;
172 /** MESA_META_VIEWPORT */
173 GLint ViewportX
, ViewportY
, ViewportW
, ViewportH
;
174 GLclampd DepthNear
, DepthFar
;
176 /** MESA_META_CLAMP_FRAGMENT_COLOR */
177 GLenum ClampFragmentColor
;
179 /** MESA_META_CLAMP_VERTEX_COLOR */
180 GLenum ClampVertexColor
;
182 /** MESA_META_CONDITIONAL_RENDER */
183 struct gl_query_object
*CondRenderQuery
;
184 GLenum CondRenderMode
;
186 /** MESA_META_SELECT_FEEDBACK */
188 struct gl_selection Select
;
189 struct gl_feedback Feedback
;
191 /** MESA_META_MULTISAMPLE */
192 GLboolean MultisampleEnabled
;
194 /** MESA_META_FRAMEBUFFER_SRGB */
195 GLboolean sRGBEnabled
;
197 /** Miscellaneous (always disabled) */
199 GLboolean RasterDiscard
;
200 GLboolean TransformFeedbackNeedsResume
;
204 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
205 * This is currently shared by all the meta ops. But we could create a
206 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
211 GLenum Target
; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
212 GLsizei MinSize
; /**< Min texture size to allocate */
213 GLsizei MaxSize
; /**< Max possible texture size */
214 GLboolean NPOT
; /**< Non-power of two size OK? */
215 GLsizei Width
, Height
; /**< Current texture size */
217 GLfloat Sright
, Ttop
; /**< right, top texcoords */
222 * State for glBlitFramebufer()
230 GLuint RectShaderProg
;
231 struct temp_texture depthTex
;
236 * State for glClear()
245 GLuint IntegerShaderProg
;
246 GLint IntegerColorLocation
;
251 * State for glCopyPixels()
261 * State for glDrawPixels()
267 GLuint StencilFP
; /**< Fragment program for drawing stencil images */
268 GLuint DepthFP
; /**< Fragment program for drawing depth images */
273 * State for glBitmap()
279 struct temp_texture Tex
; /**< separate texture from other meta ops */
283 * State for GLSL texture sampler which is used to generate fragment
284 * shader in _mesa_meta_generate_mipmap().
286 struct glsl_sampler
{
289 const char *texcoords
;
294 * State for _mesa_meta_generate_mipmap()
296 struct gen_mipmap_state
303 struct glsl_sampler sampler_1d
;
304 struct glsl_sampler sampler_2d
;
305 struct glsl_sampler sampler_3d
;
306 struct glsl_sampler sampler_cubemap
;
307 struct glsl_sampler sampler_1d_array
;
308 struct glsl_sampler sampler_2d_array
;
312 * State for texture decompression
314 struct decompress_state
317 GLuint VBO
, FBO
, RBO
, Sampler
;
322 * State for glDrawTex()
330 #define MAX_META_OPS_DEPTH 8
332 * All per-context meta state.
336 /** Stack of state saved during meta-ops */
337 struct save_state Save
[MAX_META_OPS_DEPTH
];
338 /** Save stack depth */
339 GLuint SaveStackDepth
;
341 struct temp_texture TempTex
;
343 struct blit_state Blit
; /**< For _mesa_meta_BlitFramebuffer() */
344 struct clear_state Clear
; /**< For _mesa_meta_Clear() */
345 struct copypix_state CopyPix
; /**< For _mesa_meta_CopyPixels() */
346 struct drawpix_state DrawPix
; /**< For _mesa_meta_DrawPixels() */
347 struct bitmap_state Bitmap
; /**< For _mesa_meta_Bitmap() */
348 struct gen_mipmap_state Mipmap
; /**< For _mesa_meta_GenerateMipmap() */
349 struct decompress_state Decompress
; /**< For texture decompression */
350 struct drawtex_state DrawTex
; /**< For _mesa_meta_DrawTex() */
353 static void meta_glsl_blit_cleanup(struct gl_context
*ctx
, struct blit_state
*blit
);
354 static void cleanup_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
);
355 static void meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
);
356 static void meta_glsl_generate_mipmap_cleanup(struct gl_context
*ctx
,
357 struct gen_mipmap_state
*mipmap
);
360 compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
, const GLcharARB
*source
)
366 shader
= _mesa_CreateShaderObjectARB(target
);
367 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
368 _mesa_CompileShader(shader
);
370 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
374 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
376 _mesa_DeleteObjectARB(shader
);
382 _mesa_DeleteObjectARB(shader
);
386 _mesa_GetProgramInfoLog(shader
, size
, NULL
, info
);
388 "meta program compile failed:\n%s\n"
393 _mesa_DeleteObjectARB(shader
);
399 link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
404 _mesa_LinkProgram(program
);
406 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
410 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
418 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
419 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
427 * Initialize meta-ops for a context.
428 * To be called once during context creation.
431 _mesa_meta_init(struct gl_context
*ctx
)
435 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
440 * Free context meta-op state.
441 * To be called once during context destruction.
444 _mesa_meta_free(struct gl_context
*ctx
)
446 GET_CURRENT_CONTEXT(old_context
);
447 _mesa_make_current(ctx
, NULL
, NULL
);
448 meta_glsl_blit_cleanup(ctx
, &ctx
->Meta
->Blit
);
449 meta_glsl_clear_cleanup(ctx
, &ctx
->Meta
->Clear
);
450 meta_glsl_generate_mipmap_cleanup(ctx
, &ctx
->Meta
->Mipmap
);
451 cleanup_temp_texture(ctx
, &ctx
->Meta
->TempTex
);
453 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
455 _mesa_make_current(NULL
, NULL
, NULL
);
462 * Enter meta state. This is like a light-weight version of glPushAttrib
463 * but it also resets most GL state back to default values.
465 * \param state bitmask of MESA_META_* flags indicating which attribute groups
466 * to save and reset to their defaults
469 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
471 struct save_state
*save
;
473 /* hope MAX_META_OPS_DEPTH is large enough */
474 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
476 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
477 memset(save
, 0, sizeof(*save
));
478 save
->SavedState
= state
;
480 /* Pausing transform feedback needs to be done early, or else we won't be
481 * able to change other state.
483 save
->TransformFeedbackNeedsResume
=
484 _mesa_is_xfb_active_and_unpaused(ctx
);
485 if (save
->TransformFeedbackNeedsResume
)
486 _mesa_PauseTransformFeedback();
488 /* After saving the current occlusion object, call EndQuery so that no
489 * occlusion querying will be active during the meta-operation.
491 if (state
& MESA_META_OCCLUSION_QUERY
) {
492 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
493 if (save
->CurrentOcclusionObject
)
494 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
497 if (state
& MESA_META_ALPHA_TEST
) {
498 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
499 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
500 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
501 if (ctx
->Color
.AlphaEnabled
)
502 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
505 if (state
& MESA_META_BLEND
) {
506 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
507 if (ctx
->Color
.BlendEnabled
) {
508 if (ctx
->Extensions
.EXT_draw_buffers2
) {
510 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
511 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
515 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
518 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
519 if (ctx
->Color
.ColorLogicOpEnabled
)
520 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
523 if (state
& MESA_META_COLOR_MASK
) {
524 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
525 sizeof(ctx
->Color
.ColorMask
));
526 if (!ctx
->Color
.ColorMask
[0][0] ||
527 !ctx
->Color
.ColorMask
[0][1] ||
528 !ctx
->Color
.ColorMask
[0][2] ||
529 !ctx
->Color
.ColorMask
[0][3])
530 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
533 if (state
& MESA_META_DEPTH_TEST
) {
534 save
->Depth
= ctx
->Depth
; /* struct copy */
536 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
539 if ((state
& MESA_META_FOG
)
540 && ctx
->API
!= API_OPENGL_CORE
541 && ctx
->API
!= API_OPENGLES2
) {
542 save
->Fog
= ctx
->Fog
.Enabled
;
543 if (ctx
->Fog
.Enabled
)
544 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
547 if (state
& MESA_META_PIXEL_STORE
) {
548 save
->Pack
= ctx
->Pack
;
549 save
->Unpack
= ctx
->Unpack
;
550 ctx
->Pack
= ctx
->DefaultPacking
;
551 ctx
->Unpack
= ctx
->DefaultPacking
;
554 if (state
& MESA_META_PIXEL_TRANSFER
) {
555 save
->RedScale
= ctx
->Pixel
.RedScale
;
556 save
->RedBias
= ctx
->Pixel
.RedBias
;
557 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
558 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
559 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
560 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
561 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
562 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
563 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
564 ctx
->Pixel
.RedScale
= 1.0F
;
565 ctx
->Pixel
.RedBias
= 0.0F
;
566 ctx
->Pixel
.GreenScale
= 1.0F
;
567 ctx
->Pixel
.GreenBias
= 0.0F
;
568 ctx
->Pixel
.BlueScale
= 1.0F
;
569 ctx
->Pixel
.BlueBias
= 0.0F
;
570 ctx
->Pixel
.AlphaScale
= 1.0F
;
571 ctx
->Pixel
.AlphaBias
= 0.0F
;
572 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
574 ctx
->NewState
|=_NEW_PIXEL
;
577 if (state
& MESA_META_RASTERIZATION
) {
578 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
579 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
580 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
581 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
582 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
583 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
584 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
585 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
586 if (ctx
->API
== API_OPENGL_COMPAT
) {
587 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
588 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
590 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
593 if (state
& MESA_META_SCISSOR
) {
594 save
->Scissor
= ctx
->Scissor
; /* struct copy */
595 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
598 if (state
& MESA_META_SHADER
) {
599 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
600 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
601 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
602 ctx
->VertexProgram
.Current
);
603 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
606 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
607 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
608 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
609 ctx
->FragmentProgram
.Current
);
610 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
613 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
614 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
615 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
618 _mesa_reference_shader_program(ctx
, &save
->VertexShader
,
619 ctx
->Shader
.CurrentVertexProgram
);
620 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
,
621 ctx
->Shader
.CurrentGeometryProgram
);
622 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
,
623 ctx
->Shader
.CurrentFragmentProgram
);
624 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
625 ctx
->Shader
.ActiveProgram
);
630 if (state
& MESA_META_STENCIL_TEST
) {
631 save
->Stencil
= ctx
->Stencil
; /* struct copy */
632 if (ctx
->Stencil
.Enabled
)
633 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
634 /* NOTE: other stencil state not reset */
637 if (state
& MESA_META_TEXTURE
) {
640 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
641 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
642 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
644 /* Disable all texture units */
645 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
646 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
647 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
648 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
649 if (ctx
->Texture
.Unit
[u
].Enabled
||
650 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
651 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
652 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
653 if (ctx
->Extensions
.ARB_texture_cube_map
)
654 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
655 if (_mesa_is_gles(ctx
) &&
656 ctx
->Extensions
.OES_EGL_image_external
)
657 _mesa_set_enable(ctx
, GL_TEXTURE_EXTERNAL_OES
, GL_FALSE
);
659 if (ctx
->API
== API_OPENGL_COMPAT
) {
660 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
661 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
662 if (ctx
->Extensions
.NV_texture_rectangle
)
663 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
664 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
665 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
666 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
667 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
669 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_STR_OES
, GL_FALSE
);
675 /* save current texture objects for unit[0] only */
676 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
677 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
678 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
681 /* set defaults for unit[0] */
682 _mesa_ActiveTexture(GL_TEXTURE0
);
683 _mesa_ClientActiveTexture(GL_TEXTURE0
);
684 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
685 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
689 if (state
& MESA_META_TRANSFORM
) {
690 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
691 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
692 16 * sizeof(GLfloat
));
693 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
694 16 * sizeof(GLfloat
));
695 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
696 16 * sizeof(GLfloat
));
697 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
698 /* set 1:1 vertex:pixel coordinate transform */
699 _mesa_ActiveTexture(GL_TEXTURE0
);
700 _mesa_MatrixMode(GL_TEXTURE
);
701 _mesa_LoadIdentity();
702 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
703 _mesa_MatrixMode(GL_MODELVIEW
);
704 _mesa_LoadIdentity();
705 _mesa_MatrixMode(GL_PROJECTION
);
706 _mesa_LoadIdentity();
708 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
709 * This can occur when there is no draw buffer.
711 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
712 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
713 0.0, ctx
->DrawBuffer
->Height
,
717 if (state
& MESA_META_CLIP
) {
718 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
719 if (ctx
->Transform
.ClipPlanesEnabled
) {
721 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
722 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
727 if (state
& MESA_META_VERTEX
) {
728 /* save vertex array object state */
729 _mesa_reference_array_object(ctx
, &save
->ArrayObj
,
730 ctx
->Array
.ArrayObj
);
731 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
732 ctx
->Array
.ArrayBufferObj
);
733 /* set some default state? */
736 if (state
& MESA_META_VIEWPORT
) {
737 /* save viewport state */
738 save
->ViewportX
= ctx
->Viewport
.X
;
739 save
->ViewportY
= ctx
->Viewport
.Y
;
740 save
->ViewportW
= ctx
->Viewport
.Width
;
741 save
->ViewportH
= ctx
->Viewport
.Height
;
742 /* set viewport to match window size */
743 if (ctx
->Viewport
.X
!= 0 ||
744 ctx
->Viewport
.Y
!= 0 ||
745 ctx
->Viewport
.Width
!= ctx
->DrawBuffer
->Width
||
746 ctx
->Viewport
.Height
!= ctx
->DrawBuffer
->Height
) {
747 _mesa_set_viewport(ctx
, 0, 0,
748 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
750 /* save depth range state */
751 save
->DepthNear
= ctx
->Viewport
.Near
;
752 save
->DepthFar
= ctx
->Viewport
.Far
;
753 /* set depth range to default */
754 _mesa_DepthRange(0.0, 1.0);
757 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
758 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
760 /* Generally in here we want to do clamping according to whether
761 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
762 * regardless of the internal implementation of the metaops.
764 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
765 ctx
->Extensions
.ARB_color_buffer_float
)
766 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
769 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
770 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
772 /* Generally in here we never want vertex color clamping --
773 * result clamping is only dependent on fragment clamping.
775 if (ctx
->Extensions
.ARB_color_buffer_float
)
776 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
779 if (state
& MESA_META_CONDITIONAL_RENDER
) {
780 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
781 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
783 if (ctx
->Query
.CondRenderQuery
)
784 _mesa_EndConditionalRender();
787 if (state
& MESA_META_SELECT_FEEDBACK
) {
788 save
->RenderMode
= ctx
->RenderMode
;
789 if (ctx
->RenderMode
== GL_SELECT
) {
790 save
->Select
= ctx
->Select
; /* struct copy */
791 _mesa_RenderMode(GL_RENDER
);
792 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
793 save
->Feedback
= ctx
->Feedback
; /* struct copy */
794 _mesa_RenderMode(GL_RENDER
);
798 if (state
& MESA_META_MULTISAMPLE
) {
799 save
->MultisampleEnabled
= ctx
->Multisample
.Enabled
;
800 if (ctx
->Multisample
.Enabled
)
801 _mesa_set_multisample(ctx
, GL_FALSE
);
804 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
805 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
806 if (ctx
->Color
.sRGBEnabled
)
807 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
812 save
->Lighting
= ctx
->Light
.Enabled
;
813 if (ctx
->Light
.Enabled
)
814 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
815 save
->RasterDiscard
= ctx
->RasterDiscard
;
816 if (ctx
->RasterDiscard
)
817 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
823 * Leave meta state. This is like a light-weight version of glPopAttrib().
826 _mesa_meta_end(struct gl_context
*ctx
)
828 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
829 const GLbitfield state
= save
->SavedState
;
831 /* After starting a new occlusion query, initialize the results to the
832 * values saved previously. The driver will then continue to increment
835 if (state
& MESA_META_OCCLUSION_QUERY
) {
836 if (save
->CurrentOcclusionObject
) {
837 _mesa_BeginQuery(save
->CurrentOcclusionObject
->Target
,
838 save
->CurrentOcclusionObject
->Id
);
839 ctx
->Query
.CurrentOcclusionObject
->Result
= save
->CurrentOcclusionObject
->Result
;
843 if (state
& MESA_META_ALPHA_TEST
) {
844 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
845 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
846 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
849 if (state
& MESA_META_BLEND
) {
850 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
851 if (ctx
->Extensions
.EXT_draw_buffers2
) {
853 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
854 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
858 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
861 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
862 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
865 if (state
& MESA_META_COLOR_MASK
) {
867 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
868 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
870 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
871 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
875 save
->ColorMask
[i
][0],
876 save
->ColorMask
[i
][1],
877 save
->ColorMask
[i
][2],
878 save
->ColorMask
[i
][3]);
884 if (state
& MESA_META_DEPTH_TEST
) {
885 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
886 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
887 _mesa_DepthFunc(save
->Depth
.Func
);
888 _mesa_DepthMask(save
->Depth
.Mask
);
891 if ((state
& MESA_META_FOG
)
892 && ctx
->API
!= API_OPENGL_CORE
893 && ctx
->API
!= API_OPENGLES2
) {
894 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
897 if (state
& MESA_META_PIXEL_STORE
) {
898 ctx
->Pack
= save
->Pack
;
899 ctx
->Unpack
= save
->Unpack
;
902 if (state
& MESA_META_PIXEL_TRANSFER
) {
903 ctx
->Pixel
.RedScale
= save
->RedScale
;
904 ctx
->Pixel
.RedBias
= save
->RedBias
;
905 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
906 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
907 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
908 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
909 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
910 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
911 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
913 ctx
->NewState
|=_NEW_PIXEL
;
916 if (state
& MESA_META_RASTERIZATION
) {
917 /* Core context requires that front and back mode be the same.
919 if (ctx
->API
== API_OPENGL_CORE
) {
920 _mesa_PolygonMode(GL_FRONT_AND_BACK
, save
->FrontPolygonMode
);
922 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
923 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
925 if (ctx
->API
== API_OPENGL_COMPAT
) {
926 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
927 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
929 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
930 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
933 if (state
& MESA_META_SCISSOR
) {
934 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, save
->Scissor
.Enabled
);
935 _mesa_Scissor(save
->Scissor
.X
, save
->Scissor
.Y
,
936 save
->Scissor
.Width
, save
->Scissor
.Height
);
939 if (state
& MESA_META_SHADER
) {
940 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
941 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
942 save
->VertexProgramEnabled
);
943 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
944 save
->VertexProgram
);
945 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
948 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
949 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
950 save
->FragmentProgramEnabled
);
951 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
952 save
->FragmentProgram
);
953 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
956 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
957 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
958 save
->ATIFragmentShaderEnabled
);
961 if (ctx
->Extensions
.ARB_vertex_shader
)
962 _mesa_use_shader_program(ctx
, GL_VERTEX_SHADER
, save
->VertexShader
);
964 if (_mesa_has_geometry_shaders(ctx
))
965 _mesa_use_shader_program(ctx
, GL_GEOMETRY_SHADER_ARB
,
966 save
->GeometryShader
);
968 if (ctx
->Extensions
.ARB_fragment_shader
)
969 _mesa_use_shader_program(ctx
, GL_FRAGMENT_SHADER
,
970 save
->FragmentShader
);
972 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
975 _mesa_reference_shader_program(ctx
, &save
->VertexShader
, NULL
);
976 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
, NULL
);
977 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
, NULL
);
978 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
981 if (state
& MESA_META_STENCIL_TEST
) {
982 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
984 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
985 _mesa_ClearStencil(stencil
->Clear
);
986 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.EXT_stencil_two_side
) {
987 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
988 stencil
->TestTwoSide
);
989 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
990 ? GL_BACK
: GL_FRONT
);
993 _mesa_StencilFuncSeparate(GL_FRONT
,
994 stencil
->Function
[0],
996 stencil
->ValueMask
[0]);
997 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
998 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
999 stencil
->ZFailFunc
[0],
1000 stencil
->ZPassFunc
[0]);
1002 _mesa_StencilFuncSeparate(GL_BACK
,
1003 stencil
->Function
[1],
1005 stencil
->ValueMask
[1]);
1006 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1007 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1008 stencil
->ZFailFunc
[1],
1009 stencil
->ZPassFunc
[1]);
1012 if (state
& MESA_META_TEXTURE
) {
1015 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
1017 /* restore texenv for unit[0] */
1018 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1019 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1022 /* restore texture objects for unit[0] only */
1023 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1024 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1025 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1026 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1027 save
->CurrentTexture
[tgt
]);
1029 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1032 /* Restore fixed function texture enables, texgen */
1033 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1034 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1035 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1036 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1037 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1040 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1041 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1042 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1047 /* restore current unit state */
1048 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1049 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
1052 if (state
& MESA_META_TRANSFORM
) {
1053 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1054 _mesa_ActiveTexture(GL_TEXTURE0
);
1055 _mesa_MatrixMode(GL_TEXTURE
);
1056 _mesa_LoadMatrixf(save
->TextureMatrix
);
1057 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1059 _mesa_MatrixMode(GL_MODELVIEW
);
1060 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1062 _mesa_MatrixMode(GL_PROJECTION
);
1063 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1065 _mesa_MatrixMode(save
->MatrixMode
);
1068 if (state
& MESA_META_CLIP
) {
1069 if (save
->ClipPlanesEnabled
) {
1071 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1072 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1073 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1079 if (state
& MESA_META_VERTEX
) {
1080 /* restore vertex buffer object */
1081 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1082 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1084 /* restore vertex array object */
1085 _mesa_BindVertexArray(save
->ArrayObj
->Name
);
1086 _mesa_reference_array_object(ctx
, &save
->ArrayObj
, NULL
);
1089 if (state
& MESA_META_VIEWPORT
) {
1090 if (save
->ViewportX
!= ctx
->Viewport
.X
||
1091 save
->ViewportY
!= ctx
->Viewport
.Y
||
1092 save
->ViewportW
!= ctx
->Viewport
.Width
||
1093 save
->ViewportH
!= ctx
->Viewport
.Height
) {
1094 _mesa_set_viewport(ctx
, save
->ViewportX
, save
->ViewportY
,
1095 save
->ViewportW
, save
->ViewportH
);
1097 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1100 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1101 ctx
->Extensions
.ARB_color_buffer_float
) {
1102 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1105 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1106 ctx
->Extensions
.ARB_color_buffer_float
) {
1107 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1110 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1111 if (save
->CondRenderQuery
)
1112 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1113 save
->CondRenderMode
);
1116 if (state
& MESA_META_SELECT_FEEDBACK
) {
1117 if (save
->RenderMode
== GL_SELECT
) {
1118 _mesa_RenderMode(GL_SELECT
);
1119 ctx
->Select
= save
->Select
;
1120 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1121 _mesa_RenderMode(GL_FEEDBACK
);
1122 ctx
->Feedback
= save
->Feedback
;
1126 if (state
& MESA_META_MULTISAMPLE
) {
1127 if (ctx
->Multisample
.Enabled
!= save
->MultisampleEnabled
)
1128 _mesa_set_multisample(ctx
, save
->MultisampleEnabled
);
1131 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1132 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1133 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1137 if (save
->Lighting
) {
1138 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1140 if (save
->RasterDiscard
) {
1141 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1143 if (save
->TransformFeedbackNeedsResume
)
1144 _mesa_ResumeTransformFeedback();
1146 ctx
->Meta
->SaveStackDepth
--;
1151 * Determine whether Mesa is currently in a meta state.
1154 _mesa_meta_in_progress(struct gl_context
*ctx
)
1156 return ctx
->Meta
->SaveStackDepth
!= 0;
1161 * Convert Z from a normalized value in the range [0, 1] to an object-space
1162 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1163 * default/identity ortho projection results in the original Z value.
1164 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1165 * value comes from the clear value or raster position.
1167 static INLINE GLfloat
1168 invert_z(GLfloat normZ
)
1170 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1176 * One-time init for a temp_texture object.
1177 * Choose tex target, compute max tex size, etc.
1180 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1182 /* prefer texture rectangle */
1183 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1184 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1185 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1186 tex
->NPOT
= GL_TRUE
;
1189 /* use 2D texture, NPOT if possible */
1190 tex
->Target
= GL_TEXTURE_2D
;
1191 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1192 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1194 tex
->MinSize
= 16; /* 16 x 16 at least */
1195 assert(tex
->MaxSize
> 0);
1197 _mesa_GenTextures(1, &tex
->TexObj
);
1201 cleanup_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1205 _mesa_DeleteTextures(1, &tex
->TexObj
);
1211 * Return pointer to temp_texture info for non-bitmap ops.
1212 * This does some one-time init if needed.
1214 static struct temp_texture
*
1215 get_temp_texture(struct gl_context
*ctx
)
1217 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1220 init_temp_texture(ctx
, tex
);
1228 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1229 * We use a separate texture for bitmaps to reduce texture
1230 * allocation/deallocation.
1232 static struct temp_texture
*
1233 get_bitmap_temp_texture(struct gl_context
*ctx
)
1235 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1238 init_temp_texture(ctx
, tex
);
1245 * Return pointer to depth temp_texture.
1246 * This does some one-time init if needed.
1248 static struct temp_texture
*
1249 get_temp_depth_texture(struct gl_context
*ctx
)
1251 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1254 init_temp_texture(ctx
, tex
);
1261 * Compute the width/height of texture needed to draw an image of the
1262 * given size. Return a flag indicating whether the current texture
1263 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1264 * allocated (glTexImage2D).
1265 * Also, compute s/t texcoords for drawing.
1267 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1270 alloc_texture(struct temp_texture
*tex
,
1271 GLsizei width
, GLsizei height
, GLenum intFormat
)
1273 GLboolean newTex
= GL_FALSE
;
1275 ASSERT(width
<= tex
->MaxSize
);
1276 ASSERT(height
<= tex
->MaxSize
);
1278 if (width
> tex
->Width
||
1279 height
> tex
->Height
||
1280 intFormat
!= tex
->IntFormat
) {
1281 /* alloc new texture (larger or different format) */
1284 /* use non-power of two size */
1285 tex
->Width
= MAX2(tex
->MinSize
, width
);
1286 tex
->Height
= MAX2(tex
->MinSize
, height
);
1289 /* find power of two size */
1291 w
= h
= tex
->MinSize
;
1300 tex
->IntFormat
= intFormat
;
1305 /* compute texcoords */
1306 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1307 tex
->Sright
= (GLfloat
) width
;
1308 tex
->Ttop
= (GLfloat
) height
;
1311 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1312 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1320 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1323 setup_copypix_texture(struct gl_context
*ctx
,
1324 struct temp_texture
*tex
,
1326 GLint srcX
, GLint srcY
,
1327 GLsizei width
, GLsizei height
, GLenum intFormat
,
1330 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1331 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1332 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1333 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1334 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1336 /* copy framebuffer image to texture */
1338 /* create new tex image */
1339 if (tex
->Width
== width
&& tex
->Height
== height
) {
1340 /* create new tex with framebuffer data */
1341 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1342 srcX
, srcY
, width
, height
, 0);
1345 /* create empty texture */
1346 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1347 tex
->Width
, tex
->Height
, 0,
1348 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1350 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1351 0, 0, srcX
, srcY
, width
, height
);
1355 /* replace existing tex image */
1356 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1357 0, 0, srcX
, srcY
, width
, height
);
1363 * Setup/load texture for glDrawPixels.
1366 setup_drawpix_texture(struct gl_context
*ctx
,
1367 struct temp_texture
*tex
,
1369 GLenum texIntFormat
,
1370 GLsizei width
, GLsizei height
,
1371 GLenum format
, GLenum type
,
1372 const GLvoid
*pixels
)
1374 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1375 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1376 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1377 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1378 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1380 /* copy pixel data to texture */
1382 /* create new tex image */
1383 if (tex
->Width
== width
&& tex
->Height
== height
) {
1384 /* create new tex and load image data */
1385 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1386 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1389 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1391 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1392 ctx
->Unpack
.BufferObj
);
1393 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1394 /* create empty texture */
1395 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1396 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1397 if (save_unpack_obj
!= NULL
)
1398 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1399 save_unpack_obj
->Name
);
1401 _mesa_TexSubImage2D(tex
->Target
, 0,
1402 0, 0, width
, height
, format
, type
, pixels
);
1406 /* replace existing tex image */
1407 _mesa_TexSubImage2D(tex
->Target
, 0,
1408 0, 0, width
, height
, format
, type
, pixels
);
1415 * One-time init for drawing depth pixels.
1418 init_blit_depth_pixels(struct gl_context
*ctx
)
1420 static const char *program
=
1422 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1425 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1426 struct temp_texture
*tex
= get_temp_texture(ctx
);
1427 const char *texTarget
;
1429 assert(blit
->DepthFP
== 0);
1431 /* replace %s with "RECT" or "2D" */
1432 assert(strlen(program
) + 4 < sizeof(program2
));
1433 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
1437 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
1439 _mesa_GenProgramsARB(1, &blit
->DepthFP
);
1440 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1441 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1442 strlen(program2
), (const GLubyte
*) program2
);
1446 setup_ff_blit_framebuffer(struct gl_context
*ctx
,
1447 struct blit_state
*blit
)
1452 struct vertex verts
[4];
1454 if (blit
->ArrayObj
== 0) {
1455 /* one-time setup */
1457 /* create vertex array object */
1458 _mesa_GenVertexArrays(1, &blit
->ArrayObj
);
1459 _mesa_BindVertexArray(blit
->ArrayObj
);
1461 /* create vertex array buffer */
1462 _mesa_GenBuffers(1, &blit
->VBO
);
1463 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1464 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1465 NULL
, GL_DYNAMIC_DRAW_ARB
);
1467 /* setup vertex arrays */
1468 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1469 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
1470 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1471 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
1474 /* setup projection matrix */
1475 _mesa_MatrixMode(GL_PROJECTION
);
1476 _mesa_LoadIdentity();
1477 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
1482 setup_glsl_blit_framebuffer(struct gl_context
*ctx
,
1483 struct blit_state
*blit
,
1489 struct vertex verts
[4];
1490 const char *vs_source
;
1495 GLboolean texture_2d
= (target
== GL_TEXTURE_2D
);
1497 /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
1498 assert(_mesa_is_desktop_gl(ctx
) || texture_2d
);
1500 /* Check if already initialized */
1501 if (blit
->ArrayObj
== 0) {
1503 /* create vertex array object */
1504 _mesa_GenVertexArrays(1, &blit
->ArrayObj
);
1505 _mesa_BindVertexArray(blit
->ArrayObj
);
1507 /* create vertex array buffer */
1508 _mesa_GenBuffers(1, &blit
->VBO
);
1509 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1510 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1511 NULL
, GL_DYNAMIC_DRAW_ARB
);
1513 /* setup vertex arrays */
1514 _mesa_VertexAttribPointer(0, 2, GL_FLOAT
, GL_FALSE
,
1515 sizeof(struct vertex
), OFFSET(x
));
1516 _mesa_VertexAttribPointer(1, 2, GL_FLOAT
, GL_FALSE
,
1517 sizeof(struct vertex
), OFFSET(s
));
1520 /* Generate a relevant fragment shader program for the texture target */
1521 if ((target
== GL_TEXTURE_2D
&& blit
->ShaderProg
!= 0) ||
1522 (target
== GL_TEXTURE_RECTANGLE
&& blit
->RectShaderProg
!= 0)) {
1526 mem_ctx
= ralloc_context(NULL
);
1528 if (ctx
->Const
.GLSLVersion
< 130) {
1530 "attribute vec2 position;\n"
1531 "attribute vec2 textureCoords;\n"
1532 "varying vec2 texCoords;\n"
1535 " texCoords = textureCoords;\n"
1536 " gl_Position = vec4(position, 0.0, 1.0);\n"
1539 fs_source
= ralloc_asprintf(mem_ctx
,
1541 "precision highp float;\n"
1543 "uniform %s texSampler;\n"
1544 "varying vec2 texCoords;\n"
1547 " gl_FragColor = %s(texSampler, texCoords);\n"
1548 " gl_FragDepth = gl_FragColor.r;\n"
1550 texture_2d
? "sampler2D" : "sampler2DRect",
1551 texture_2d
? "texture2D" : "texture2DRect");
1554 vs_source
= ralloc_asprintf(mem_ctx
,
1556 "in vec2 position;\n"
1557 "in vec2 textureCoords;\n"
1558 "out vec2 texCoords;\n"
1561 " texCoords = textureCoords;\n"
1562 " gl_Position = vec4(position, 0.0, 1.0);\n"
1564 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
1565 fs_source
= ralloc_asprintf(mem_ctx
,
1568 "precision highp float;\n"
1570 "uniform %s texSampler;\n"
1571 "in vec2 texCoords;\n"
1572 "out vec4 out_color;\n"
1576 " out_color = %s(texSampler, texCoords);\n"
1577 " gl_FragDepth = out_color.r;\n"
1579 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
1580 texture_2d
? "sampler2D" : "sampler2DRect",
1581 texture_2d
? "texture" : "texture2DRect");
1584 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
1585 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
1587 ShaderProg
= _mesa_CreateProgramObjectARB();
1588 _mesa_AttachShader(ShaderProg
, fs
);
1589 _mesa_DeleteObjectARB(fs
);
1590 _mesa_AttachShader(ShaderProg
, vs
);
1591 _mesa_DeleteObjectARB(vs
);
1592 _mesa_BindAttribLocation(ShaderProg
, 0, "position");
1593 _mesa_BindAttribLocation(ShaderProg
, 1, "texcoords");
1594 _mesa_EnableVertexAttribArray(0);
1595 _mesa_EnableVertexAttribArray(1);
1596 link_program_with_debug(ctx
, ShaderProg
);
1597 ralloc_free(mem_ctx
);
1599 blit
->ShaderProg
= ShaderProg
;
1601 blit
->RectShaderProg
= ShaderProg
;
1605 * Try to do a glBlitFramebuffer using no-copy texturing.
1606 * We can do this when the src renderbuffer is actually a texture.
1607 * But if the src buffer == dst buffer we cannot do this.
1609 * \return new buffer mask indicating the buffers left to blit using the
1613 blitframebuffer_texture(struct gl_context
*ctx
,
1614 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1615 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1616 GLbitfield mask
, GLenum filter
, GLint flipX
,
1617 GLint flipY
, GLboolean glsl_version
)
1619 if (mask
& GL_COLOR_BUFFER_BIT
) {
1620 const struct gl_framebuffer
*drawFb
= ctx
->DrawBuffer
;
1621 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1622 const struct gl_renderbuffer_attachment
*drawAtt
;
1623 const struct gl_renderbuffer_attachment
*readAtt
=
1624 &readFb
->Attachment
[readFb
->_ColorReadBufferIndex
];
1626 if (readAtt
&& readAtt
->Texture
) {
1627 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1628 const GLint dstX
= MIN2(dstX0
, dstX1
);
1629 const GLint dstY
= MIN2(dstY0
, dstY1
);
1630 const GLint dstW
= abs(dstX1
- dstX0
);
1631 const GLint dstH
= abs(dstY1
- dstY0
);
1632 const struct gl_texture_object
*texObj
= readAtt
->Texture
;
1633 const GLuint srcLevel
= readAtt
->TextureLevel
;
1634 const GLint baseLevelSave
= texObj
->BaseLevel
;
1635 const GLint maxLevelSave
= texObj
->MaxLevel
;
1636 const GLenum target
= texObj
->Target
;
1637 GLuint sampler
, samplerSave
=
1638 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
1639 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
1642 /* Iterate through all draw buffers */
1643 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
1644 int idx
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
1647 drawAtt
= &drawFb
->Attachment
[idx
];
1649 if (drawAtt
->Texture
== readAtt
->Texture
) {
1650 /* Can't use same texture as both the source and dest. We need
1651 * to handle overlapping blits and besides, some hw may not
1658 if (target
!= GL_TEXTURE_2D
&& target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1659 /* Can't handle other texture types at this time */
1663 /* Choose between glsl version and fixed function version of
1664 * BlitFramebuffer function.
1667 setup_glsl_blit_framebuffer(ctx
, blit
, target
);
1668 if (target
== GL_TEXTURE_2D
)
1669 _mesa_UseProgram(blit
->ShaderProg
);
1671 _mesa_UseProgram(blit
->RectShaderProg
);
1674 setup_ff_blit_framebuffer(ctx
, &ctx
->Meta
->Blit
);
1677 _mesa_BindVertexArray(blit
->ArrayObj
);
1678 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1680 _mesa_GenSamplers(1, &sampler
);
1681 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, sampler
);
1684 printf("Blit from texture!\n");
1685 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1686 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1689 /* Prepare src texture state */
1690 _mesa_BindTexture(target
, texObj
->Name
);
1691 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MIN_FILTER
, filter
);
1692 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MAG_FILTER
, filter
);
1693 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1694 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, srcLevel
);
1695 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
1697 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1698 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1700 /* Always do our blits with no sRGB decode or encode. Note that
1701 * GL_FRAMEBUFFER_SRGB has already been disabled by
1702 * _mesa_meta_begin().
1704 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1705 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
1706 GL_SKIP_DECODE_EXT
);
1709 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1710 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1711 _mesa_set_enable(ctx
, target
, GL_TRUE
);
1714 /* Prepare vertex data (the VBO was previously created and bound) */
1719 struct vertex verts
[4];
1720 GLfloat s0
, t0
, s1
, t1
;
1722 if (target
== GL_TEXTURE_2D
) {
1723 const struct gl_texture_image
*texImage
1724 = _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
1725 s0
= srcX0
/ (float) texImage
->Width
;
1726 s1
= srcX1
/ (float) texImage
->Width
;
1727 t0
= srcY0
/ (float) texImage
->Height
;
1728 t1
= srcY1
/ (float) texImage
->Height
;
1731 assert(target
== GL_TEXTURE_RECTANGLE_ARB
);
1738 /* setup vertex positions */
1739 verts
[0].x
= -1.0F
* flipX
;
1740 verts
[0].y
= -1.0F
* flipY
;
1741 verts
[1].x
= 1.0F
* flipX
;
1742 verts
[1].y
= -1.0F
* flipY
;
1743 verts
[2].x
= 1.0F
* flipX
;
1744 verts
[2].y
= 1.0F
* flipY
;
1745 verts
[3].x
= -1.0F
* flipX
;
1746 verts
[3].y
= 1.0F
* flipY
;
1757 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1760 /* setup viewport */
1761 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1762 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1763 _mesa_DepthMask(GL_FALSE
);
1764 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1766 /* Restore texture object state, the texture binding will
1767 * be restored by _mesa_meta_end().
1769 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1770 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
1771 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
1774 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
1775 _mesa_DeleteSamplers(1, &sampler
);
1777 /* Done with color buffer */
1778 mask
&= ~GL_COLOR_BUFFER_BIT
;
1787 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1788 * of texture mapping and polygon rendering.
1791 _mesa_meta_BlitFramebuffer(struct gl_context
*ctx
,
1792 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1793 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1794 GLbitfield mask
, GLenum filter
)
1796 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1797 struct temp_texture
*tex
= get_temp_texture(ctx
);
1798 struct temp_texture
*depthTex
= get_temp_depth_texture(ctx
);
1799 const GLsizei maxTexSize
= tex
->MaxSize
;
1800 const GLint srcX
= MIN2(srcX0
, srcX1
);
1801 const GLint srcY
= MIN2(srcY0
, srcY1
);
1802 const GLint srcW
= abs(srcX1
- srcX0
);
1803 const GLint srcH
= abs(srcY1
- srcY0
);
1804 const GLint dstX
= MIN2(dstX0
, dstX1
);
1805 const GLint dstY
= MIN2(dstY0
, dstY1
);
1806 const GLint dstW
= abs(dstX1
- dstX0
);
1807 const GLint dstH
= abs(dstY1
- dstY0
);
1808 const GLint srcFlipX
= (srcX1
- srcX0
) / srcW
;
1809 const GLint srcFlipY
= (srcY1
- srcY0
) / srcH
;
1810 const GLint dstFlipX
= (dstX1
- dstX0
) / dstW
;
1811 const GLint dstFlipY
= (dstY1
- dstY0
) / dstH
;
1812 const GLint flipX
= srcFlipX
* dstFlipX
;
1813 const GLint flipY
= srcFlipY
* dstFlipY
;
1818 struct vertex verts
[4];
1820 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
1821 ctx
->Extensions
.ARB_fragment_shader
&&
1822 (ctx
->API
!= API_OPENGLES
);
1824 /* In addition to falling back if the blit size is larger than the maximum
1825 * texture size, fallback if the source is multisampled. This fallback can
1826 * be removed once Mesa gets support ARB_texture_multisample.
1828 if (srcW
> maxTexSize
|| srcH
> maxTexSize
1829 || ctx
->ReadBuffer
->Visual
.samples
> 0) {
1830 /* XXX avoid this fallback */
1831 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1832 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1836 /* only scissor effects blit so save/clear all other relevant state */
1837 _mesa_meta_begin(ctx
, ~MESA_META_SCISSOR
);
1839 /* Try faster, direct texture approach first */
1840 mask
= blitframebuffer_texture(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1841 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
,
1842 dstFlipX
, dstFlipY
, use_glsl_version
);
1844 _mesa_meta_end(ctx
);
1848 /* Choose between glsl version and fixed function version of
1849 * BlitFramebuffer function.
1851 if (use_glsl_version
) {
1852 setup_glsl_blit_framebuffer(ctx
, blit
, tex
->Target
);
1853 if (tex
->Target
== GL_TEXTURE_2D
)
1854 _mesa_UseProgram(blit
->ShaderProg
);
1856 _mesa_UseProgram(blit
->RectShaderProg
);
1859 setup_ff_blit_framebuffer(ctx
, blit
);
1862 _mesa_BindVertexArray(blit
->ArrayObj
);
1863 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1865 /* Continue with "normal" approach which involves copying the src rect
1866 * into a temporary texture and is "blitted" by drawing a textured quad.
1869 /* setup vertex positions */
1870 verts
[0].x
= -1.0F
* flipX
;
1871 verts
[0].y
= -1.0F
* flipY
;
1872 verts
[1].x
= 1.0F
* flipX
;
1873 verts
[1].y
= -1.0F
* flipY
;
1874 verts
[2].x
= 1.0F
* flipX
;
1875 verts
[2].y
= 1.0F
* flipY
;
1876 verts
[3].x
= -1.0F
* flipX
;
1877 verts
[3].y
= 1.0F
* flipY
;
1881 /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
1884 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
1885 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1887 if (mask
& GL_COLOR_BUFFER_BIT
) {
1888 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1889 const struct gl_renderbuffer
*colorReadRb
= readFb
->_ColorReadBuffer
;
1890 const GLenum rb_base_format
=
1891 _mesa_base_tex_format(ctx
, colorReadRb
->InternalFormat
);
1893 /* Using the exact source rectangle to create the texture does incorrect
1894 * linear filtering along the edges. So, allocate the texture extended along
1895 * edges by one pixel in x, y directions.
1897 newTex
= alloc_texture(tex
, srcW
+ 2, srcH
+ 2, rb_base_format
);
1898 setup_copypix_texture(ctx
, tex
, newTex
,
1899 srcX
- 1, srcY
- 1, srcW
+ 2, srcH
+ 2,
1900 rb_base_format
, filter
);
1901 /* texcoords (after texture allocation!) */
1905 verts
[1].s
= tex
->Sright
- 1.0F
;
1907 verts
[2].s
= tex
->Sright
- 1.0F
;
1908 verts
[2].t
= tex
->Ttop
- 1.0F
;
1910 verts
[3].t
= tex
->Ttop
- 1.0F
;
1912 /* upload new vertex data */
1913 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1916 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1917 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1918 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
1919 _mesa_DepthMask(GL_FALSE
);
1920 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1921 mask
&= ~GL_COLOR_BUFFER_BIT
;
1924 if ((mask
& GL_DEPTH_BUFFER_BIT
) &&
1925 _mesa_is_desktop_gl(ctx
) &&
1926 ctx
->Extensions
.ARB_depth_texture
&&
1927 ctx
->Extensions
.ARB_fragment_program
) {
1929 GLuint
*tmp
= malloc(srcW
* srcH
* sizeof(GLuint
));
1933 newTex
= alloc_texture(depthTex
, srcW
, srcH
, GL_DEPTH_COMPONENT
);
1934 _mesa_ReadPixels(srcX
, srcY
, srcW
, srcH
, GL_DEPTH_COMPONENT
,
1935 GL_UNSIGNED_INT
, tmp
);
1936 setup_drawpix_texture(ctx
, depthTex
, newTex
, GL_DEPTH_COMPONENT
,
1937 srcW
, srcH
, GL_DEPTH_COMPONENT
,
1938 GL_UNSIGNED_INT
, tmp
);
1940 /* texcoords (after texture allocation!) */
1944 verts
[1].s
= depthTex
->Sright
;
1946 verts
[2].s
= depthTex
->Sright
;
1947 verts
[2].t
= depthTex
->Ttop
;
1949 verts
[3].t
= depthTex
->Ttop
;
1951 /* upload new vertex data */
1952 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1956 init_blit_depth_pixels(ctx
);
1958 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1959 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
1960 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1961 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1962 _mesa_DepthFunc(GL_ALWAYS
);
1963 _mesa_DepthMask(GL_TRUE
);
1965 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1966 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1967 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1968 mask
&= ~GL_DEPTH_BUFFER_BIT
;
1974 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1975 /* XXX can't easily do stencil */
1978 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
1979 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1981 _mesa_meta_end(ctx
);
1984 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1985 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1990 meta_glsl_blit_cleanup(struct gl_context
*ctx
, struct blit_state
*blit
)
1992 if (blit
->ArrayObj
) {
1993 _mesa_DeleteVertexArrays(1, &blit
->ArrayObj
);
1995 _mesa_DeleteBuffers(1, &blit
->VBO
);
1998 if (blit
->DepthFP
) {
1999 _mesa_DeleteProgramsARB(1, &blit
->DepthFP
);
2003 _mesa_DeleteObjectARB(blit
->ShaderProg
);
2004 blit
->ShaderProg
= 0;
2005 _mesa_DeleteObjectARB(blit
->RectShaderProg
);
2006 blit
->RectShaderProg
= 0;
2008 _mesa_DeleteTextures(1, &blit
->depthTex
.TexObj
);
2009 blit
->depthTex
.TexObj
= 0;
2014 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2017 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2019 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2021 GLfloat x
, y
, z
, r
, g
, b
, a
;
2023 struct vertex verts
[4];
2024 /* save all state but scissor, pixel pack/unpack */
2025 GLbitfield metaSave
= (MESA_META_ALL
-
2027 MESA_META_PIXEL_STORE
-
2028 MESA_META_CONDITIONAL_RENDER
-
2029 MESA_META_FRAMEBUFFER_SRGB
);
2030 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2032 if (buffers
& BUFFER_BITS_COLOR
) {
2033 /* if clearing color buffers, don't save/restore colormask */
2034 metaSave
-= MESA_META_COLOR_MASK
;
2037 _mesa_meta_begin(ctx
, metaSave
);
2039 if (clear
->ArrayObj
== 0) {
2040 /* one-time setup */
2042 /* create vertex array object */
2043 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
2044 _mesa_BindVertexArray(clear
->ArrayObj
);
2046 /* create vertex array buffer */
2047 _mesa_GenBuffers(1, &clear
->VBO
);
2048 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2050 /* setup vertex arrays */
2051 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2052 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
2053 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2054 _mesa_EnableClientState(GL_COLOR_ARRAY
);
2057 _mesa_BindVertexArray(clear
->ArrayObj
);
2058 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2061 /* GL_COLOR_BUFFER_BIT */
2062 if (buffers
& BUFFER_BITS_COLOR
) {
2063 /* leave colormask, glDrawBuffer state as-is */
2065 /* Clears never have the color clamped. */
2066 if (ctx
->Extensions
.ARB_color_buffer_float
)
2067 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2070 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2071 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2074 /* GL_DEPTH_BUFFER_BIT */
2075 if (buffers
& BUFFER_BIT_DEPTH
) {
2076 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2077 _mesa_DepthFunc(GL_ALWAYS
);
2078 _mesa_DepthMask(GL_TRUE
);
2081 assert(!ctx
->Depth
.Test
);
2084 /* GL_STENCIL_BUFFER_BIT */
2085 if (buffers
& BUFFER_BIT_STENCIL
) {
2086 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2087 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2088 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2089 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2090 ctx
->Stencil
.Clear
& stencilMax
,
2091 ctx
->Stencil
.WriteMask
[0]);
2094 assert(!ctx
->Stencil
.Enabled
);
2097 /* vertex positions/colors */
2099 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
;
2100 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
;
2101 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
;
2102 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
;
2103 const GLfloat z
= invert_z(ctx
->Depth
.Clear
);
2120 for (i
= 0; i
< 4; i
++) {
2121 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
2122 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
2123 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
2124 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
2127 /* upload new vertex data */
2128 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2129 GL_DYNAMIC_DRAW_ARB
);
2133 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2135 _mesa_meta_end(ctx
);
2139 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
2141 const char *vs_source
=
2142 "attribute vec4 position;\n"
2145 " gl_Position = position;\n"
2147 const char *fs_source
=
2149 "precision highp float;\n"
2151 "uniform vec4 color;\n"
2154 " gl_FragColor = color;\n"
2157 bool has_integer_textures
;
2159 if (clear
->ArrayObj
!= 0)
2162 /* create vertex array object */
2163 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
2164 _mesa_BindVertexArray(clear
->ArrayObj
);
2166 /* create vertex array buffer */
2167 _mesa_GenBuffers(1, &clear
->VBO
);
2168 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2170 /* setup vertex arrays */
2171 _mesa_VertexAttribPointer(0, 3, GL_FLOAT
, GL_FALSE
, 0, (void *)0);
2172 _mesa_EnableVertexAttribArray(0);
2174 vs
= _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER
);
2175 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
2176 _mesa_CompileShader(vs
);
2178 fs
= _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER
);
2179 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
2180 _mesa_CompileShader(fs
);
2182 clear
->ShaderProg
= _mesa_CreateProgramObjectARB();
2183 _mesa_AttachShader(clear
->ShaderProg
, fs
);
2184 _mesa_DeleteObjectARB(fs
);
2185 _mesa_AttachShader(clear
->ShaderProg
, vs
);
2186 _mesa_DeleteObjectARB(vs
);
2187 _mesa_BindAttribLocation(clear
->ShaderProg
, 0, "position");
2188 _mesa_LinkProgram(clear
->ShaderProg
);
2190 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
2193 has_integer_textures
= _mesa_is_gles3(ctx
) ||
2194 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
2196 if (has_integer_textures
) {
2197 void *shader_source_mem_ctx
= ralloc_context(NULL
);
2198 const char *vs_int_source
=
2199 ralloc_asprintf(shader_source_mem_ctx
,
2201 "in vec4 position;\n"
2204 " gl_Position = position;\n"
2206 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2207 const char *fs_int_source
=
2208 ralloc_asprintf(shader_source_mem_ctx
,
2211 "precision highp float;\n"
2213 "uniform ivec4 color;\n"
2214 "out ivec4 out_color;\n"
2218 " out_color = color;\n"
2220 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2222 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_int_source
);
2223 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_int_source
);
2224 ralloc_free(shader_source_mem_ctx
);
2226 clear
->IntegerShaderProg
= _mesa_CreateProgramObjectARB();
2227 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
2228 _mesa_DeleteObjectARB(fs
);
2229 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
2230 _mesa_DeleteObjectARB(vs
);
2231 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
2233 /* Note that user-defined out attributes get automatically assigned
2234 * locations starting from 0, so we don't need to explicitly
2235 * BindFragDataLocation to 0.
2238 link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
2240 clear
->IntegerColorLocation
=
2241 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
2246 meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
)
2248 if (clear
->ArrayObj
== 0)
2250 _mesa_DeleteVertexArrays(1, &clear
->ArrayObj
);
2251 clear
->ArrayObj
= 0;
2252 _mesa_DeleteBuffers(1, &clear
->VBO
);
2254 _mesa_DeleteObjectARB(clear
->ShaderProg
);
2255 clear
->ShaderProg
= 0;
2257 if (clear
->IntegerShaderProg
) {
2258 _mesa_DeleteObjectARB(clear
->IntegerShaderProg
);
2259 clear
->IntegerShaderProg
= 0;
2264 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2267 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2269 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2270 GLbitfield metaSave
;
2271 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2272 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
2273 const float x0
= ((float)fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
2274 const float y0
= ((float)fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
2275 const float x1
= ((float)fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
2276 const float y1
= ((float)fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
2277 const float z
= -invert_z(ctx
->Depth
.Clear
);
2282 metaSave
= (MESA_META_ALPHA_TEST
|
2284 MESA_META_DEPTH_TEST
|
2285 MESA_META_RASTERIZATION
|
2287 MESA_META_STENCIL_TEST
|
2289 MESA_META_VIEWPORT
|
2291 MESA_META_CLAMP_FRAGMENT_COLOR
|
2292 MESA_META_MULTISAMPLE
|
2293 MESA_META_OCCLUSION_QUERY
);
2295 if (!(buffers
& BUFFER_BITS_COLOR
)) {
2296 /* We'll use colormask to disable color writes. Otherwise,
2297 * respect color mask
2299 metaSave
|= MESA_META_COLOR_MASK
;
2302 _mesa_meta_begin(ctx
, metaSave
);
2304 meta_glsl_clear_init(ctx
, clear
);
2306 if (fb
->_IntegerColor
) {
2307 _mesa_UseProgram(clear
->IntegerShaderProg
);
2308 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
2309 ctx
->Color
.ClearColor
.i
);
2311 _mesa_UseProgram(clear
->ShaderProg
);
2312 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
2313 ctx
->Color
.ClearColor
.f
);
2316 _mesa_BindVertexArray(clear
->ArrayObj
);
2317 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2319 /* GL_COLOR_BUFFER_BIT */
2320 if (buffers
& BUFFER_BITS_COLOR
) {
2321 /* leave colormask, glDrawBuffer state as-is */
2323 /* Clears never have the color clamped. */
2324 if (ctx
->Extensions
.ARB_color_buffer_float
)
2325 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2328 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2329 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2332 /* GL_DEPTH_BUFFER_BIT */
2333 if (buffers
& BUFFER_BIT_DEPTH
) {
2334 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2335 _mesa_DepthFunc(GL_ALWAYS
);
2336 _mesa_DepthMask(GL_TRUE
);
2339 assert(!ctx
->Depth
.Test
);
2342 /* GL_STENCIL_BUFFER_BIT */
2343 if (buffers
& BUFFER_BIT_STENCIL
) {
2344 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2345 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2346 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2347 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2348 ctx
->Stencil
.Clear
& stencilMax
,
2349 ctx
->Stencil
.WriteMask
[0]);
2352 assert(!ctx
->Stencil
.Enabled
);
2355 /* vertex positions */
2369 /* upload new vertex data */
2370 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2371 GL_DYNAMIC_DRAW_ARB
);
2374 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2376 _mesa_meta_end(ctx
);
2380 * Meta implementation of ctx->Driver.CopyPixels() in terms
2381 * of texture mapping and polygon rendering and GLSL shaders.
2384 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
2385 GLsizei width
, GLsizei height
,
2386 GLint dstX
, GLint dstY
, GLenum type
)
2388 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
2389 struct temp_texture
*tex
= get_temp_texture(ctx
);
2391 GLfloat x
, y
, z
, s
, t
;
2393 struct vertex verts
[4];
2395 GLenum intFormat
= GL_RGBA
;
2397 if (type
!= GL_COLOR
||
2398 ctx
->_ImageTransferState
||
2400 width
> tex
->MaxSize
||
2401 height
> tex
->MaxSize
) {
2402 /* XXX avoid this fallback */
2403 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
2407 /* Most GL state applies to glCopyPixels, but a there's a few things
2408 * we need to override:
2410 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2413 MESA_META_TRANSFORM
|
2416 MESA_META_VIEWPORT
));
2418 if (copypix
->ArrayObj
== 0) {
2419 /* one-time setup */
2421 /* create vertex array object */
2422 _mesa_GenVertexArrays(1, ©pix
->ArrayObj
);
2423 _mesa_BindVertexArray(copypix
->ArrayObj
);
2425 /* create vertex array buffer */
2426 _mesa_GenBuffers(1, ©pix
->VBO
);
2427 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
2428 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2429 NULL
, GL_DYNAMIC_DRAW_ARB
);
2431 /* setup vertex arrays */
2432 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2433 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2434 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2435 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2438 _mesa_BindVertexArray(copypix
->ArrayObj
);
2439 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
2442 newTex
= alloc_texture(tex
, width
, height
, intFormat
);
2444 /* vertex positions, texcoords (after texture allocation!) */
2446 const GLfloat dstX0
= (GLfloat
) dstX
;
2447 const GLfloat dstY0
= (GLfloat
) dstY
;
2448 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
2449 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
2450 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2460 verts
[1].s
= tex
->Sright
;
2465 verts
[2].s
= tex
->Sright
;
2466 verts
[2].t
= tex
->Ttop
;
2471 verts
[3].t
= tex
->Ttop
;
2473 /* upload new vertex data */
2474 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2477 /* Alloc/setup texture */
2478 setup_copypix_texture(ctx
, tex
, newTex
, srcX
, srcY
, width
, height
,
2479 GL_RGBA
, GL_NEAREST
);
2481 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2483 /* draw textured quad */
2484 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2486 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2488 _mesa_meta_end(ctx
);
2494 * When the glDrawPixels() image size is greater than the max rectangle
2495 * texture size we use this function to break the glDrawPixels() image
2496 * into tiles which fit into the max texture size.
2499 tiled_draw_pixels(struct gl_context
*ctx
,
2501 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2502 GLenum format
, GLenum type
,
2503 const struct gl_pixelstore_attrib
*unpack
,
2504 const GLvoid
*pixels
)
2506 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
2509 if (tileUnpack
.RowLength
== 0)
2510 tileUnpack
.RowLength
= width
;
2512 for (i
= 0; i
< width
; i
+= tileSize
) {
2513 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
2514 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
2516 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
2518 for (j
= 0; j
< height
; j
+= tileSize
) {
2519 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
2520 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
2522 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2524 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2525 format
, type
, &tileUnpack
, pixels
);
2532 * One-time init for drawing stencil pixels.
2535 init_draw_stencil_pixels(struct gl_context
*ctx
)
2537 /* This program is run eight times, once for each stencil bit.
2538 * The stencil values to draw are found in an 8-bit alpha texture.
2539 * We read the texture/stencil value and test if bit 'b' is set.
2540 * If the bit is not set, use KIL to kill the fragment.
2541 * Finally, we use the stencil test to update the stencil buffer.
2543 * The basic algorithm for checking if a bit is set is:
2544 * if (is_odd(value / (1 << bit)))
2545 * result is one (or non-zero).
2548 * The program parameter contains three values:
2549 * parm.x = 255 / (1 << bit)
2553 static const char *program
=
2555 "PARAM parm = program.local[0]; \n"
2557 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2558 "# t = t * 255 / bit \n"
2559 "MUL t.x, t.a, parm.x; \n"
2562 "SUB t.x, t.x, t.y; \n"
2564 "MUL t.x, t.x, parm.y; \n"
2565 "# t = fract(t.x) \n"
2566 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2567 "# t.x = (t.x == 0 ? 1 : 0) \n"
2568 "SGE t.x, -t.x, parm.z; \n"
2570 "# for debug only \n"
2571 "#MOV result.color, t.x; \n"
2573 char program2
[1000];
2574 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2575 struct temp_texture
*tex
= get_temp_texture(ctx
);
2576 const char *texTarget
;
2578 assert(drawpix
->StencilFP
== 0);
2580 /* replace %s with "RECT" or "2D" */
2581 assert(strlen(program
) + 4 < sizeof(program2
));
2582 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2586 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2588 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2589 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2590 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2591 strlen(program2
), (const GLubyte
*) program2
);
2596 * One-time init for drawing depth pixels.
2599 init_draw_depth_pixels(struct gl_context
*ctx
)
2601 static const char *program
=
2603 "PARAM color = program.local[0]; \n"
2604 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2605 "MOV result.color, color; \n"
2608 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2609 struct temp_texture
*tex
= get_temp_texture(ctx
);
2610 const char *texTarget
;
2612 assert(drawpix
->DepthFP
== 0);
2614 /* replace %s with "RECT" or "2D" */
2615 assert(strlen(program
) + 4 < sizeof(program2
));
2616 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2620 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2622 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2623 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2624 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2625 strlen(program2
), (const GLubyte
*) program2
);
2630 * Meta implementation of ctx->Driver.DrawPixels() in terms
2631 * of texture mapping and polygon rendering.
2634 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2635 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2636 GLenum format
, GLenum type
,
2637 const struct gl_pixelstore_attrib
*unpack
,
2638 const GLvoid
*pixels
)
2640 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2641 struct temp_texture
*tex
= get_temp_texture(ctx
);
2642 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2643 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2645 GLfloat x
, y
, z
, s
, t
;
2647 struct vertex verts
[4];
2648 GLenum texIntFormat
;
2649 GLboolean fallback
, newTex
;
2650 GLbitfield metaExtraSave
= 0x0;
2654 * Determine if we can do the glDrawPixels with texture mapping.
2656 fallback
= GL_FALSE
;
2657 if (ctx
->Fog
.Enabled
) {
2661 if (_mesa_is_color_format(format
)) {
2662 /* use more compact format when possible */
2663 /* XXX disable special case for GL_LUMINANCE for now to work around
2664 * apparent i965 driver bug (see bug #23670).
2666 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2667 texIntFormat
= format
;
2669 texIntFormat
= GL_RGBA
;
2671 /* If we're not supposed to clamp the resulting color, then just
2672 * promote our texture to fully float. We could do better by
2673 * just going for the matching set of channels, in floating
2676 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2677 ctx
->Extensions
.ARB_texture_float
)
2678 texIntFormat
= GL_RGBA32F
;
2680 else if (_mesa_is_stencil_format(format
)) {
2681 if (ctx
->Extensions
.ARB_fragment_program
&&
2682 ctx
->Pixel
.IndexShift
== 0 &&
2683 ctx
->Pixel
.IndexOffset
== 0 &&
2684 type
== GL_UNSIGNED_BYTE
) {
2685 /* We'll store stencil as alpha. This only works for GLubyte
2686 * image data because of how incoming values are mapped to alpha
2689 texIntFormat
= GL_ALPHA
;
2690 metaExtraSave
= (MESA_META_COLOR_MASK
|
2691 MESA_META_DEPTH_TEST
|
2692 MESA_META_PIXEL_TRANSFER
|
2694 MESA_META_STENCIL_TEST
);
2700 else if (_mesa_is_depth_format(format
)) {
2701 if (ctx
->Extensions
.ARB_depth_texture
&&
2702 ctx
->Extensions
.ARB_fragment_program
) {
2703 texIntFormat
= GL_DEPTH_COMPONENT
;
2704 metaExtraSave
= (MESA_META_SHADER
);
2715 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2716 format
, type
, unpack
, pixels
);
2721 * Check image size against max texture size, draw as tiles if needed.
2723 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2724 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2725 format
, type
, unpack
, pixels
);
2729 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2730 * but a there's a few things we need to override:
2732 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2735 MESA_META_TRANSFORM
|
2738 MESA_META_VIEWPORT
|
2741 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2743 /* vertex positions, texcoords (after texture allocation!) */
2745 const GLfloat x0
= (GLfloat
) x
;
2746 const GLfloat y0
= (GLfloat
) y
;
2747 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2748 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2749 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2759 verts
[1].s
= tex
->Sright
;
2764 verts
[2].s
= tex
->Sright
;
2765 verts
[2].t
= tex
->Ttop
;
2770 verts
[3].t
= tex
->Ttop
;
2773 if (drawpix
->ArrayObj
== 0) {
2774 /* one-time setup: create vertex array object */
2775 _mesa_GenVertexArrays(1, &drawpix
->ArrayObj
);
2777 _mesa_BindVertexArray(drawpix
->ArrayObj
);
2779 /* create vertex array buffer */
2780 _mesa_GenBuffers(1, &vbo
);
2781 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, vbo
);
2782 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2783 verts
, GL_DYNAMIC_DRAW_ARB
);
2785 /* setup vertex arrays */
2786 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2787 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2788 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2789 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2791 /* set given unpack params */
2792 ctx
->Unpack
= *unpack
;
2794 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2796 if (_mesa_is_stencil_format(format
)) {
2797 /* Drawing stencil */
2800 if (!drawpix
->StencilFP
)
2801 init_draw_stencil_pixels(ctx
);
2803 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2804 GL_ALPHA
, type
, pixels
);
2806 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2808 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2810 /* set all stencil bits to 0 */
2811 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2812 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2813 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2815 /* set stencil bits to 1 where needed */
2816 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2818 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2819 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2821 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2822 const GLuint mask
= 1 << bit
;
2823 if (mask
& origStencilMask
) {
2824 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2825 _mesa_StencilMask(mask
);
2827 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2828 255.0 / mask
, 0.5, 0.0, 0.0);
2830 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2834 else if (_mesa_is_depth_format(format
)) {
2836 if (!drawpix
->DepthFP
)
2837 init_draw_depth_pixels(ctx
);
2839 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2840 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2842 /* polygon color = current raster color */
2843 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2844 ctx
->Current
.RasterColor
);
2846 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2847 format
, type
, pixels
);
2849 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2853 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2854 format
, type
, pixels
);
2855 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2858 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2860 _mesa_DeleteBuffers(1, &vbo
);
2862 /* restore unpack params */
2863 ctx
->Unpack
= unpackSave
;
2865 _mesa_meta_end(ctx
);
2869 alpha_test_raster_color(struct gl_context
*ctx
)
2871 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2872 GLfloat ref
= ctx
->Color
.AlphaRef
;
2874 switch (ctx
->Color
.AlphaFunc
) {
2880 return alpha
== ref
;
2882 return alpha
<= ref
;
2886 return alpha
!= ref
;
2888 return alpha
>= ref
;
2898 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2899 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2900 * tracker would improve performance a lot.
2903 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2904 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2905 const struct gl_pixelstore_attrib
*unpack
,
2906 const GLubyte
*bitmap1
)
2908 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2909 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2910 const GLenum texIntFormat
= GL_ALPHA
;
2911 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2914 GLfloat x
, y
, z
, s
, t
, r
, g
, b
, a
;
2916 struct vertex verts
[4];
2921 * Check if swrast fallback is needed.
2923 if (ctx
->_ImageTransferState
||
2924 ctx
->FragmentProgram
._Enabled
||
2926 ctx
->Texture
._EnabledUnits
||
2927 width
> tex
->MaxSize
||
2928 height
> tex
->MaxSize
) {
2929 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2933 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2936 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2937 * but a there's a few things we need to override:
2939 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2940 MESA_META_PIXEL_STORE
|
2941 MESA_META_RASTERIZATION
|
2944 MESA_META_TRANSFORM
|
2947 MESA_META_VIEWPORT
));
2949 if (bitmap
->ArrayObj
== 0) {
2950 /* one-time setup */
2952 /* create vertex array object */
2953 _mesa_GenVertexArraysAPPLE(1, &bitmap
->ArrayObj
);
2954 _mesa_BindVertexArrayAPPLE(bitmap
->ArrayObj
);
2956 /* create vertex array buffer */
2957 _mesa_GenBuffers(1, &bitmap
->VBO
);
2958 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2959 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2960 NULL
, GL_DYNAMIC_DRAW_ARB
);
2962 /* setup vertex arrays */
2963 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2964 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2965 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
2966 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2967 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2968 _mesa_EnableClientState(GL_COLOR_ARRAY
);
2971 _mesa_BindVertexArray(bitmap
->ArrayObj
);
2972 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2975 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2977 /* vertex positions, texcoords, colors (after texture allocation!) */
2979 const GLfloat x0
= (GLfloat
) x
;
2980 const GLfloat y0
= (GLfloat
) y
;
2981 const GLfloat x1
= (GLfloat
) (x
+ width
);
2982 const GLfloat y1
= (GLfloat
) (y
+ height
);
2983 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2994 verts
[1].s
= tex
->Sright
;
2999 verts
[2].s
= tex
->Sright
;
3000 verts
[2].t
= tex
->Ttop
;
3005 verts
[3].t
= tex
->Ttop
;
3007 for (i
= 0; i
< 4; i
++) {
3008 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
3009 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
3010 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
3011 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
3014 /* upload new vertex data */
3015 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3018 /* choose different foreground/background alpha values */
3019 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
3020 bg
= (fg
> 127 ? 0 : 255);
3022 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
3024 _mesa_meta_end(ctx
);
3028 bitmap8
= malloc(width
* height
);
3030 memset(bitmap8
, bg
, width
* height
);
3031 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
3032 bitmap8
, width
, fg
);
3034 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
3036 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
3037 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
3039 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
3040 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
3042 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3044 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
3049 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
3051 _mesa_meta_end(ctx
);
3056 * Check if the call to _mesa_meta_GenerateMipmap() will require a
3057 * software fallback. The fallback path will require that the texture
3058 * images are mapped.
3059 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
3062 _mesa_meta_check_generate_mipmap_fallback(struct gl_context
*ctx
, GLenum target
,
3063 struct gl_texture_object
*texObj
)
3065 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3066 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3067 struct gl_texture_image
*baseImage
;
3071 /* check for fallbacks */
3072 if (target
== GL_TEXTURE_3D
||
3073 target
== GL_TEXTURE_1D_ARRAY
||
3074 target
== GL_TEXTURE_2D_ARRAY
) {
3075 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3076 "glGenerateMipmap() to %s target\n",
3077 _mesa_lookup_enum_by_nr(target
));
3081 srcLevel
= texObj
->BaseLevel
;
3082 baseImage
= _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
3084 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3085 "glGenerateMipmap() couldn't find base teximage\n");
3089 if (_mesa_is_format_compressed(baseImage
->TexFormat
)) {
3090 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3091 "glGenerateMipmap() with %s format\n",
3092 _mesa_get_format_name(baseImage
->TexFormat
));
3096 if (_mesa_get_format_color_encoding(baseImage
->TexFormat
) == GL_SRGB
&&
3097 !ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3098 /* The texture format is sRGB but we can't turn off sRGB->linear
3099 * texture sample conversion. So we won't be able to generate the
3100 * right colors when rendering. Need to use a fallback.
3102 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3103 "glGenerateMipmap() of sRGB texture without "
3109 * Test that we can actually render in the texture's format.
3112 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3113 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3115 if (target
== GL_TEXTURE_1D
) {
3116 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3117 GL_COLOR_ATTACHMENT0_EXT
,
3118 target
, texObj
->Name
, srcLevel
);
3121 /* other work is needed to enable 3D mipmap generation */
3122 else if (target
== GL_TEXTURE_3D
) {
3124 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3125 GL_COLOR_ATTACHMENT0_EXT
,
3126 target
, texObj
->Name
, srcLevel
, zoffset
);
3131 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3132 GL_COLOR_ATTACHMENT0_EXT
,
3133 target
, texObj
->Name
, srcLevel
);
3136 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3138 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3140 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3141 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3142 "glGenerateMipmap() got incomplete FBO\n");
3151 * Compute the texture coordinates for the four vertices of a quad for
3152 * drawing a 2D texture image or slice of a cube/3D texture.
3153 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
3154 * \param slice slice of a 1D/2D array texture or 3D texture
3155 * \param width width of the texture image
3156 * \param height height of the texture image
3157 * \param coords0/1/2/3 returns the computed texcoords
3160 setup_texture_coords(GLenum faceTarget
,
3170 static const GLfloat st
[4][2] = {
3171 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
3176 switch (faceTarget
) {
3180 case GL_TEXTURE_2D_ARRAY
:
3181 if (faceTarget
== GL_TEXTURE_3D
) {
3182 assert(slice
< depth
);
3184 r
= (slice
+ 0.5f
) / depth
;
3186 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
3190 coords0
[0] = 0.0F
; /* s */
3191 coords0
[1] = 0.0F
; /* t */
3192 coords0
[2] = r
; /* r */
3203 case GL_TEXTURE_RECTANGLE_ARB
:
3204 coords0
[0] = 0.0F
; /* s */
3205 coords0
[1] = 0.0F
; /* t */
3206 coords0
[2] = 0.0F
; /* r */
3211 coords2
[1] = height
;
3214 coords3
[1] = height
;
3217 case GL_TEXTURE_1D_ARRAY
:
3218 coords0
[0] = 0.0F
; /* s */
3219 coords0
[1] = slice
; /* t */
3220 coords0
[2] = 0.0F
; /* r */
3232 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3233 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3234 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3235 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3236 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3237 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3238 /* loop over quad verts */
3239 for (i
= 0; i
< 4; i
++) {
3240 /* Compute sc = +/-scale and tc = +/-scale.
3241 * Not +/-1 to avoid cube face selection ambiguity near the edges,
3242 * though that can still sometimes happen with this scale factor...
3244 const GLfloat scale
= 0.9999f
;
3245 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
3246 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
3266 switch (faceTarget
) {
3267 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3272 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3277 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3282 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3287 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3292 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3303 assert(0 && "unexpected target in meta setup_texture_coords()");
3309 setup_ff_generate_mipmap(struct gl_context
*ctx
,
3310 struct gen_mipmap_state
*mipmap
)
3313 GLfloat x
, y
, tex
[3];
3316 if (mipmap
->ArrayObj
== 0) {
3317 /* one-time setup */
3318 /* create vertex array object */
3319 _mesa_GenVertexArraysAPPLE(1, &mipmap
->ArrayObj
);
3320 _mesa_BindVertexArrayAPPLE(mipmap
->ArrayObj
);
3322 /* create vertex array buffer */
3323 _mesa_GenBuffers(1, &mipmap
->VBO
);
3324 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3325 /* setup vertex arrays */
3326 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3327 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
3328 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3329 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3332 /* setup projection matrix */
3333 _mesa_MatrixMode(GL_PROJECTION
);
3334 _mesa_LoadIdentity();
3335 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
3339 static struct glsl_sampler
*
3340 setup_texture_sampler(GLenum target
, struct gen_mipmap_state
*mipmap
)
3344 mipmap
->sampler_1d
.type
= "sampler1D";
3345 mipmap
->sampler_1d
.func
= "texture1D";
3346 mipmap
->sampler_1d
.texcoords
= "texCoords.x";
3347 return &mipmap
->sampler_1d
;
3349 mipmap
->sampler_2d
.type
= "sampler2D";
3350 mipmap
->sampler_2d
.func
= "texture2D";
3351 mipmap
->sampler_2d
.texcoords
= "texCoords.xy";
3352 return &mipmap
->sampler_2d
;
3354 /* Code for mipmap generation with 3D textures is not used yet.
3355 * It's a sw fallback.
3357 mipmap
->sampler_3d
.type
= "sampler3D";
3358 mipmap
->sampler_3d
.func
= "texture3D";
3359 mipmap
->sampler_3d
.texcoords
= "texCoords";
3360 return &mipmap
->sampler_3d
;
3361 case GL_TEXTURE_CUBE_MAP
:
3362 mipmap
->sampler_cubemap
.type
= "samplerCube";
3363 mipmap
->sampler_cubemap
.func
= "textureCube";
3364 mipmap
->sampler_cubemap
.texcoords
= "texCoords";
3365 return &mipmap
->sampler_cubemap
;
3366 case GL_TEXTURE_1D_ARRAY
:
3367 mipmap
->sampler_1d_array
.type
= "sampler1DArray";
3368 mipmap
->sampler_1d_array
.func
= "texture1DArray";
3369 mipmap
->sampler_1d_array
.texcoords
= "texCoords.xy";
3370 return &mipmap
->sampler_1d_array
;
3371 case GL_TEXTURE_2D_ARRAY
:
3372 mipmap
->sampler_2d_array
.type
= "sampler2DArray";
3373 mipmap
->sampler_2d_array
.func
= "texture2DArray";
3374 mipmap
->sampler_2d_array
.texcoords
= "texCoords";
3375 return &mipmap
->sampler_2d_array
;
3377 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
3378 " setup_texture_sampler()\n", target
);
3385 setup_glsl_generate_mipmap(struct gl_context
*ctx
,
3386 struct gen_mipmap_state
*mipmap
,
3390 GLfloat x
, y
, tex
[3];
3392 struct glsl_sampler
*sampler
;
3393 const char *vs_source
;
3398 /* Check if already initialized */
3399 if (mipmap
->ArrayObj
== 0) {
3401 /* create vertex array object */
3402 _mesa_GenVertexArrays(1, &mipmap
->ArrayObj
);
3403 _mesa_BindVertexArray(mipmap
->ArrayObj
);
3405 /* create vertex array buffer */
3406 _mesa_GenBuffers(1, &mipmap
->VBO
);
3407 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3409 /* setup vertex arrays */
3410 _mesa_VertexAttribPointer(0, 2, GL_FLOAT
, GL_FALSE
,
3411 sizeof(struct vertex
), OFFSET(x
));
3412 _mesa_VertexAttribPointer(1, 3, GL_FLOAT
, GL_FALSE
,
3413 sizeof(struct vertex
), OFFSET(tex
));
3414 _mesa_EnableVertexAttribArray(0);
3415 _mesa_EnableVertexAttribArray(1);
3418 /* Generate a fragment shader program appropriate for the texture target */
3419 sampler
= setup_texture_sampler(target
, mipmap
);
3420 assert(sampler
!= NULL
);
3421 if (sampler
->shader_prog
!= 0) {
3422 mipmap
->ShaderProg
= sampler
->shader_prog
;
3426 mem_ctx
= ralloc_context(NULL
);
3428 if (ctx
->API
== API_OPENGLES2
|| ctx
->Const
.GLSLVersion
< 130) {
3430 "attribute vec2 position;\n"
3431 "attribute vec3 textureCoords;\n"
3432 "varying vec3 texCoords;\n"
3435 " texCoords = textureCoords;\n"
3436 " gl_Position = vec4(position, 0.0, 1.0);\n"
3439 fs_source
= ralloc_asprintf(mem_ctx
,
3440 "#extension GL_EXT_texture_array : enable\n"
3442 "precision highp float;\n"
3444 "uniform %s texSampler;\n"
3445 "varying vec3 texCoords;\n"
3448 " gl_FragColor = %s(texSampler, %s);\n"
3451 sampler
->func
, sampler
->texcoords
);
3454 vs_source
= ralloc_asprintf(mem_ctx
,
3456 "in vec2 position;\n"
3457 "in vec3 textureCoords;\n"
3458 "out vec3 texCoords;\n"
3461 " texCoords = textureCoords;\n"
3462 " gl_Position = vec4(position, 0.0, 1.0);\n"
3464 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
3465 fs_source
= ralloc_asprintf(mem_ctx
,
3468 "precision highp float;\n"
3470 "uniform %s texSampler;\n"
3471 "in vec3 texCoords;\n"
3472 "out vec4 out_color;\n"
3476 " out_color = texture(texSampler, %s);\n"
3478 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
3480 sampler
->texcoords
);
3483 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
3484 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
3486 mipmap
->ShaderProg
= _mesa_CreateProgramObjectARB();
3487 _mesa_AttachShader(mipmap
->ShaderProg
, fs
);
3488 _mesa_DeleteObjectARB(fs
);
3489 _mesa_AttachShader(mipmap
->ShaderProg
, vs
);
3490 _mesa_DeleteObjectARB(vs
);
3491 _mesa_BindAttribLocation(mipmap
->ShaderProg
, 0, "position");
3492 _mesa_BindAttribLocation(mipmap
->ShaderProg
, 1, "texcoords");
3493 link_program_with_debug(ctx
, mipmap
->ShaderProg
);
3494 sampler
->shader_prog
= mipmap
->ShaderProg
;
3495 ralloc_free(mem_ctx
);
3500 meta_glsl_generate_mipmap_cleanup(struct gl_context
*ctx
,
3501 struct gen_mipmap_state
*mipmap
)
3503 if (mipmap
->ArrayObj
== 0)
3505 _mesa_DeleteVertexArrays(1, &mipmap
->ArrayObj
);
3506 mipmap
->ArrayObj
= 0;
3507 _mesa_DeleteBuffers(1, &mipmap
->VBO
);
3510 _mesa_DeleteObjectARB(mipmap
->sampler_1d
.shader_prog
);
3511 _mesa_DeleteObjectARB(mipmap
->sampler_2d
.shader_prog
);
3512 _mesa_DeleteObjectARB(mipmap
->sampler_3d
.shader_prog
);
3513 _mesa_DeleteObjectARB(mipmap
->sampler_cubemap
.shader_prog
);
3514 _mesa_DeleteObjectARB(mipmap
->sampler_1d_array
.shader_prog
);
3515 _mesa_DeleteObjectARB(mipmap
->sampler_2d_array
.shader_prog
);
3517 mipmap
->sampler_1d
.shader_prog
= 0;
3518 mipmap
->sampler_2d
.shader_prog
= 0;
3519 mipmap
->sampler_3d
.shader_prog
= 0;
3520 mipmap
->sampler_cubemap
.shader_prog
= 0;
3521 mipmap
->sampler_1d_array
.shader_prog
= 0;
3522 mipmap
->sampler_2d_array
.shader_prog
= 0;
3527 * Called via ctx->Driver.GenerateMipmap()
3528 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
3532 _mesa_meta_GenerateMipmap(struct gl_context
*ctx
, GLenum target
,
3533 struct gl_texture_object
*texObj
)
3535 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3537 GLfloat x
, y
, tex
[3];
3539 struct vertex verts
[4];
3540 const GLuint baseLevel
= texObj
->BaseLevel
;
3541 const GLuint maxLevel
= texObj
->MaxLevel
;
3542 const GLint maxLevelSave
= texObj
->MaxLevel
;
3543 const GLboolean genMipmapSave
= texObj
->GenerateMipmap
;
3544 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3545 const GLuint currentTexUnitSave
= ctx
->Texture
.CurrentUnit
;
3546 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3547 ctx
->Extensions
.ARB_fragment_shader
&&
3548 (ctx
->API
!= API_OPENGLES
);
3551 const GLint slice
= 0;
3554 if (_mesa_meta_check_generate_mipmap_fallback(ctx
, target
, texObj
)) {
3555 _mesa_generate_mipmap(ctx
, target
, texObj
);
3559 if (target
>= GL_TEXTURE_CUBE_MAP_POSITIVE_X
&&
3560 target
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
) {
3561 faceTarget
= target
;
3562 target
= GL_TEXTURE_CUBE_MAP
;
3565 faceTarget
= target
;
3568 _mesa_meta_begin(ctx
, MESA_META_ALL
);
3570 /* Choose between glsl version and fixed function version of
3571 * GenerateMipmap function.
3573 if (use_glsl_version
) {
3574 setup_glsl_generate_mipmap(ctx
, mipmap
, target
);
3575 _mesa_UseProgram(mipmap
->ShaderProg
);
3578 setup_ff_generate_mipmap(ctx
, mipmap
);
3579 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3582 _mesa_BindVertexArray(mipmap
->ArrayObj
);
3583 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3585 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3586 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3588 if (currentTexUnitSave
!= 0)
3589 _mesa_BindTexture(target
, texObj
->Name
);
3592 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3595 if (!mipmap
->Sampler
) {
3596 _mesa_GenSamplers(1, &mipmap
->Sampler
);
3597 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3599 _mesa_SamplerParameteri(mipmap
->Sampler
,
3600 GL_TEXTURE_MIN_FILTER
,
3601 GL_LINEAR_MIPMAP_LINEAR
);
3602 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
3603 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
3604 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
3605 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
3607 /* We don't want to encode or decode sRGB values; treat them as linear.
3608 * This is not technically correct for GLES3 but we don't get any API
3609 * error at the moment.
3611 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3612 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3613 GL_SKIP_DECODE_EXT
);
3617 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3620 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3622 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
3623 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, GL_FALSE
);
3625 assert(!genMipmapSave
);
3627 /* Setup texture coordinates */
3628 setup_texture_coords(faceTarget
,
3630 0, 0, 1, /* width, height never used here */
3636 /* setup vertex positions */
3646 /* upload vertex data */
3647 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3648 verts
, GL_DYNAMIC_DRAW_ARB
);
3650 /* texture is already locked, unlock now */
3651 _mesa_unlock_texture(ctx
, texObj
);
3653 for (dstLevel
= baseLevel
+ 1; dstLevel
<= maxLevel
; dstLevel
++) {
3654 const struct gl_texture_image
*srcImage
;
3655 const GLuint srcLevel
= dstLevel
- 1;
3656 GLsizei srcWidth
, srcHeight
, srcDepth
;
3657 GLsizei dstWidth
, dstHeight
, dstDepth
;
3660 srcImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, srcLevel
);
3661 assert(srcImage
->Border
== 0);
3664 srcWidth
= srcImage
->Width
;
3665 srcHeight
= srcImage
->Height
;
3666 srcDepth
= srcImage
->Depth
;
3669 dstWidth
= MAX2(1, srcWidth
/ 2);
3670 dstHeight
= MAX2(1, srcHeight
/ 2);
3671 dstDepth
= MAX2(1, srcDepth
/ 2);
3673 if (dstWidth
== srcImage
->Width
&&
3674 dstHeight
== srcImage
->Height
&&
3675 dstDepth
== srcImage
->Depth
) {
3680 /* Allocate storage for the destination mipmap image(s) */
3682 /* Set MaxLevel large enough to hold the new level when we allocate it */
3683 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, dstLevel
);
3685 if (!_mesa_prepare_mipmap_level(ctx
, texObj
, dstLevel
,
3686 dstWidth
, dstHeight
, dstDepth
,
3688 srcImage
->InternalFormat
,
3689 srcImage
->TexFormat
)) {
3690 /* All done. We either ran out of memory or we would go beyond the
3691 * last valid level of an immutable texture if we continued.
3696 /* limit minification to src level */
3697 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
3699 /* Set to draw into the current dstLevel */
3700 if (target
== GL_TEXTURE_1D
) {
3701 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3702 GL_COLOR_ATTACHMENT0_EXT
,
3707 else if (target
== GL_TEXTURE_3D
) {
3708 GLint zoffset
= 0; /* XXX unfinished */
3709 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3710 GL_COLOR_ATTACHMENT0_EXT
,
3717 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3718 GL_COLOR_ATTACHMENT0_EXT
,
3724 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
3727 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3728 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3729 _mesa_problem(ctx
, "Unexpected incomplete framebuffer in "
3730 "_mesa_meta_GenerateMipmap()");
3734 assert(dstWidth
== ctx
->DrawBuffer
->Width
);
3735 assert(dstHeight
== ctx
->DrawBuffer
->Height
);
3737 /* setup viewport */
3738 _mesa_set_viewport(ctx
, 0, 0, dstWidth
, dstHeight
);
3740 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3743 _mesa_lock_texture(ctx
, texObj
); /* relock */
3745 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3747 _mesa_meta_end(ctx
);
3749 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3751 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, genMipmapSave
);
3753 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3758 * Determine the GL data type to use for the temporary image read with
3759 * ReadPixels() and passed to Tex[Sub]Image().
3762 get_temp_image_type(struct gl_context
*ctx
, gl_format format
)
3766 baseFormat
= _mesa_get_format_base_format(format
);
3768 switch (baseFormat
) {
3775 case GL_LUMINANCE_ALPHA
:
3777 if (ctx
->DrawBuffer
->Visual
.redBits
<= 8) {
3778 return GL_UNSIGNED_BYTE
;
3779 } else if (ctx
->DrawBuffer
->Visual
.redBits
<= 16) {
3780 return GL_UNSIGNED_SHORT
;
3782 GLenum datatype
= _mesa_get_format_datatype(format
);
3783 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
)
3787 case GL_DEPTH_COMPONENT
: {
3788 GLenum datatype
= _mesa_get_format_datatype(format
);
3789 if (datatype
== GL_FLOAT
)
3792 return GL_UNSIGNED_INT
;
3794 case GL_DEPTH_STENCIL
: {
3795 GLenum datatype
= _mesa_get_format_datatype(format
);
3796 if (datatype
== GL_FLOAT
)
3797 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
3799 return GL_UNSIGNED_INT_24_8
;
3802 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
3810 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3811 * Have to be careful with locking and meta state for pixel transfer.
3814 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
3815 struct gl_texture_image
*texImage
,
3816 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3817 struct gl_renderbuffer
*rb
,
3819 GLsizei width
, GLsizei height
)
3821 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3822 GLenum format
, type
;
3826 /* Choose format/type for temporary image buffer */
3827 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
3828 if (format
== GL_LUMINANCE
||
3829 format
== GL_LUMINANCE_ALPHA
||
3830 format
== GL_INTENSITY
) {
3831 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3832 * temp image buffer because glReadPixels will do L=R+G+B which is
3833 * not what we want (should be L=R).
3838 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
3839 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
3840 format
= _mesa_base_format_to_integer_format(format
);
3842 bpp
= _mesa_bytes_per_pixel(format
, type
);
3844 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
3849 * Alloc image buffer (XXX could use a PBO)
3851 buf
= malloc(width
* height
* bpp
);
3853 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
3857 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
3860 * Read image from framebuffer (disable pixel transfer ops)
3862 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
3863 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
3864 format
, type
, &ctx
->Pack
, buf
);
3865 _mesa_meta_end(ctx
);
3867 _mesa_update_state(ctx
); /* to update pixel transfer state */
3870 * Store texture data (with pixel transfer ops)
3872 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
3874 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
3875 assert(yoffset
== 0);
3876 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3877 xoffset
, zoffset
, 0, width
, 1, 1,
3878 format
, type
, buf
, &ctx
->Unpack
);
3880 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3881 xoffset
, yoffset
, zoffset
, width
, height
, 1,
3882 format
, type
, buf
, &ctx
->Unpack
);
3885 _mesa_meta_end(ctx
);
3887 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
3894 * Decompress a texture image by drawing a quad with the compressed
3895 * texture and reading the pixels out of the color buffer.
3896 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3897 * \param destFormat format, ala glReadPixels
3898 * \param destType type, ala glReadPixels
3899 * \param dest destination buffer
3900 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3903 decompress_texture_image(struct gl_context
*ctx
,
3904 struct gl_texture_image
*texImage
,
3906 GLenum destFormat
, GLenum destType
,
3909 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3910 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3911 const GLint width
= texImage
->Width
;
3912 const GLint height
= texImage
->Height
;
3913 const GLint depth
= texImage
->Height
;
3914 const GLenum target
= texObj
->Target
;
3917 GLfloat x
, y
, tex
[3];
3919 struct vertex verts
[4];
3920 GLuint fboDrawSave
, fboReadSave
;
3925 assert(target
== GL_TEXTURE_3D
||
3926 target
== GL_TEXTURE_2D_ARRAY
);
3929 if (target
== GL_TEXTURE_CUBE_MAP
) {
3930 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3933 faceTarget
= target
;
3936 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3937 fboDrawSave
= ctx
->DrawBuffer
->Name
;
3938 fboReadSave
= ctx
->ReadBuffer
->Name
;
3939 rbSave
= ctx
->CurrentRenderbuffer
? ctx
->CurrentRenderbuffer
->Name
: 0;
3941 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_PIXEL_STORE
);
3943 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3944 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3946 /* Create/bind FBO/renderbuffer */
3947 if (decompress
->FBO
== 0) {
3948 _mesa_GenFramebuffers(1, &decompress
->FBO
);
3949 _mesa_GenRenderbuffers(1, &decompress
->RBO
);
3950 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3951 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3952 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
3953 GL_COLOR_ATTACHMENT0_EXT
,
3954 GL_RENDERBUFFER_EXT
,
3958 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3961 /* alloc dest surface */
3962 if (width
> decompress
->Width
|| height
> decompress
->Height
) {
3963 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3964 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT
, GL_RGBA
,
3966 decompress
->Width
= width
;
3967 decompress
->Height
= height
;
3970 /* setup VBO data */
3971 if (decompress
->ArrayObj
== 0) {
3972 /* create vertex array object */
3973 _mesa_GenVertexArrays(1, &decompress
->ArrayObj
);
3974 _mesa_BindVertexArray(decompress
->ArrayObj
);
3976 /* create vertex array buffer */
3977 _mesa_GenBuffers(1, &decompress
->VBO
);
3978 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
3979 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3980 NULL
, GL_DYNAMIC_DRAW_ARB
);
3982 /* setup vertex arrays */
3983 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3984 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
3985 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3986 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3989 _mesa_BindVertexArray(decompress
->ArrayObj
);
3990 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
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 setup_texture_coords(faceTarget
, slice
, width
, height
, depth
,
4015 /* setup vertex positions */
4021 verts
[2].y
= height
;
4023 verts
[3].y
= height
;
4025 _mesa_MatrixMode(GL_PROJECTION
);
4026 _mesa_LoadIdentity();
4027 _mesa_Ortho(0.0, width
, 0.0, height
, -1.0, 1.0);
4028 _mesa_set_viewport(ctx
, 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 (_mesa_is_format_compressed(texImage
->TexFormat
) &&
4128 _mesa_get_format_datatype(texImage
->TexFormat
)
4129 == GL_UNSIGNED_NORMALIZED
) {
4130 struct gl_texture_object
*texObj
= texImage
->TexObject
;
4132 /* Need to unlock the texture here to prevent deadlock... */
4133 _mesa_unlock_texture(ctx
, texObj
);
4134 for (slice
= 0; slice
< texImage
->Depth
; slice
++) {
4136 if (texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
) {
4137 /* Setup pixel packing. SkipPixels and SkipRows will be applied
4138 * in the decompress_texture_image() function's call to
4139 * glReadPixels but we need to compute the dest slice's address
4140 * here (according to SkipImages and ImageHeight).
4142 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
4143 packing
.SkipPixels
= 0;
4144 packing
.SkipRows
= 0;
4145 dst
= _mesa_image_address3d(&packing
, pixels
, texImage
->Width
,
4146 texImage
->Height
, format
, type
,
4152 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, dst
);
4154 /* ... and relock it */
4155 _mesa_lock_texture(ctx
, texObj
);
4158 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
4164 * Meta implementation of ctx->Driver.DrawTex() in terms
4165 * of polygon rendering.
4168 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
4169 GLfloat width
, GLfloat height
)
4171 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
4173 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
4175 struct vertex verts
[4];
4178 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
4180 MESA_META_TRANSFORM
|
4182 MESA_META_VIEWPORT
));
4184 if (drawtex
->ArrayObj
== 0) {
4185 /* one-time setup */
4186 GLint active_texture
;
4188 /* create vertex array object */
4189 _mesa_GenVertexArrays(1, &drawtex
->ArrayObj
);
4190 _mesa_BindVertexArray(drawtex
->ArrayObj
);
4192 /* create vertex array buffer */
4193 _mesa_GenBuffers(1, &drawtex
->VBO
);
4194 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4195 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
4196 NULL
, GL_DYNAMIC_DRAW_ARB
);
4198 /* client active texture is not part of the array object */
4199 active_texture
= ctx
->Array
.ActiveTexture
;
4201 /* setup vertex arrays */
4202 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
4203 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
4204 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4205 _mesa_ClientActiveTexture(GL_TEXTURE0
+ i
);
4206 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
4207 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
4210 /* restore client active texture */
4211 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
4214 _mesa_BindVertexArray(drawtex
->ArrayObj
);
4215 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4218 /* vertex positions, texcoords */
4220 const GLfloat x1
= x
+ width
;
4221 const GLfloat y1
= y
+ height
;
4223 z
= CLAMP(z
, 0.0f
, 1.0f
);
4242 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4243 const struct gl_texture_object
*texObj
;
4244 const struct gl_texture_image
*texImage
;
4245 GLfloat s
, t
, s1
, t1
;
4248 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
) {
4250 for (j
= 0; j
< 4; j
++) {
4251 verts
[j
].st
[i
][0] = 0.0f
;
4252 verts
[j
].st
[i
][1] = 0.0f
;
4257 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
4258 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
4259 tw
= texImage
->Width2
;
4260 th
= texImage
->Height2
;
4262 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
4263 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
4264 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
4265 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
4267 verts
[0].st
[i
][0] = s
;
4268 verts
[0].st
[i
][1] = t
;
4270 verts
[1].st
[i
][0] = s1
;
4271 verts
[1].st
[i
][1] = t
;
4273 verts
[2].st
[i
][0] = s1
;
4274 verts
[2].st
[i
][1] = t1
;
4276 verts
[3].st
[i
][0] = s
;
4277 verts
[3].st
[i
][1] = t1
;
4280 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
4283 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
4285 _mesa_meta_end(ctx
);