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/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/colortab.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/glformats.h"
51 #include "main/image.h"
52 #include "main/macros.h"
53 #include "main/matrix.h"
54 #include "main/mipmap.h"
55 #include "main/multisample.h"
56 #include "main/objectlabel.h"
57 #include "main/pipelineobj.h"
58 #include "main/pixel.h"
60 #include "main/polygon.h"
61 #include "main/queryobj.h"
62 #include "main/readpix.h"
63 #include "main/scissor.h"
64 #include "main/shaderapi.h"
65 #include "main/shaderobj.h"
66 #include "main/state.h"
67 #include "main/stencil.h"
68 #include "main/texobj.h"
69 #include "main/texenv.h"
70 #include "main/texgetimage.h"
71 #include "main/teximage.h"
72 #include "main/texparam.h"
73 #include "main/texstate.h"
74 #include "main/transformfeedback.h"
75 #include "main/uniforms.h"
76 #include "main/varray.h"
77 #include "main/viewport.h"
78 #include "main/samplerobj.h"
79 #include "program/program.h"
80 #include "swrast/swrast.h"
81 #include "drivers/common/meta.h"
82 #include "main/enums.h"
83 #include "main/glformats.h"
84 #include "../glsl/ralloc.h"
86 /** Return offset in bytes of the field within a vertex struct */
87 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
90 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
92 static struct blit_shader
*
93 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
95 static void cleanup_temp_texture(struct temp_texture
*tex
);
96 static void meta_glsl_clear_cleanup(struct clear_state
*clear
);
97 static void meta_decompress_cleanup(struct decompress_state
*decompress
);
98 static void meta_drawpix_cleanup(struct drawpix_state
*drawpix
);
101 _mesa_meta_bind_fbo_image(GLenum attachment
,
102 struct gl_texture_image
*texImage
, GLuint layer
)
104 struct gl_texture_object
*texObj
= texImage
->TexObject
;
105 int level
= texImage
->Level
;
106 GLenum target
= texObj
->Target
;
110 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER
,
116 case GL_TEXTURE_1D_ARRAY
:
117 case GL_TEXTURE_2D_ARRAY
:
118 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
119 case GL_TEXTURE_CUBE_MAP_ARRAY
:
121 _mesa_FramebufferTextureLayer(GL_FRAMEBUFFER
,
127 default: /* 2D / cube */
128 if (target
== GL_TEXTURE_CUBE_MAP
)
129 target
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
131 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER
,
140 _mesa_meta_compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
,
141 const GLcharARB
*source
)
147 shader
= _mesa_CreateShader(target
);
148 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
149 _mesa_CompileShader(shader
);
151 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
155 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
157 _mesa_DeleteShader(shader
);
163 _mesa_DeleteShader(shader
);
167 _mesa_GetShaderInfoLog(shader
, size
, NULL
, info
);
169 "meta program compile failed:\n%s\n"
174 _mesa_DeleteShader(shader
);
180 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
185 _mesa_LinkProgram(program
);
187 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
191 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
199 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
200 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
208 * Generate a generic shader to blit from a texture to a framebuffer
210 * \param ctx Current GL context
211 * \param texTarget Texture target that will be the source of the blit
213 * \returns a handle to a shader program on success or zero on failure.
216 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
218 struct blit_shader_table
*table
)
220 const char *vs_source
;
223 void *const mem_ctx
= ralloc_context(NULL
);
224 struct blit_shader
*shader
= choose_blit_shader(target
, table
);
227 assert(shader
!= NULL
);
229 if (shader
->shader_prog
!= 0) {
230 _mesa_UseProgram(shader
->shader_prog
);
234 if (ctx
->Const
.GLSLVersion
< 130) {
236 "attribute vec2 position;\n"
237 "attribute vec4 textureCoords;\n"
238 "varying vec4 texCoords;\n"
241 " texCoords = textureCoords;\n"
242 " gl_Position = vec4(position, 0.0, 1.0);\n"
245 fs_source
= ralloc_asprintf(mem_ctx
,
246 "#extension GL_EXT_texture_array : enable\n"
247 "#extension GL_ARB_texture_cube_map_array: enable\n"
248 "uniform %s texSampler;\n"
249 "varying vec4 texCoords;\n"
252 " gl_FragColor = %s(texSampler, %s);\n"
253 " gl_FragDepth = gl_FragColor.x;\n"
256 shader
->func
, shader
->texcoords
);
259 vs_source
= ralloc_asprintf(mem_ctx
,
261 "in vec2 position;\n"
262 "in vec4 textureCoords;\n"
263 "out vec4 texCoords;\n"
266 " texCoords = textureCoords;\n"
267 " gl_Position = vec4(position, 0.0, 1.0);\n"
269 fs_source
= ralloc_asprintf(mem_ctx
,
271 "#extension GL_ARB_texture_cube_map_array: enable\n"
272 "uniform %s texSampler;\n"
273 "in vec4 texCoords;\n"
274 "out vec4 out_color;\n"
278 " out_color = texture(texSampler, %s);\n"
279 " gl_FragDepth = out_color.x;\n"
285 vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
286 fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
288 shader
->shader_prog
= _mesa_CreateProgram();
289 _mesa_AttachShader(shader
->shader_prog
, fs
);
290 _mesa_DeleteShader(fs
);
291 _mesa_AttachShader(shader
->shader_prog
, vs
);
292 _mesa_DeleteShader(vs
);
293 _mesa_BindAttribLocation(shader
->shader_prog
, 0, "position");
294 _mesa_BindAttribLocation(shader
->shader_prog
, 1, "texcoords");
295 _mesa_meta_link_program_with_debug(ctx
, shader
->shader_prog
);
296 name
= ralloc_asprintf(mem_ctx
, "%s blit", shader
->type
);
297 _mesa_ObjectLabel(GL_PROGRAM
, shader
->shader_prog
, -1, name
);
298 ralloc_free(mem_ctx
);
300 _mesa_UseProgram(shader
->shader_prog
);
304 * Configure vertex buffer and vertex array objects for tests
306 * Regardless of whether a new VAO and new VBO are created, the objects
307 * referenced by \c VAO and \c VBO will be bound into the GL state vector
308 * when this function terminates.
310 * \param VAO Storage for vertex array object handle. If 0, a new VAO
312 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
313 * will be created. The new VBO will have storage for 4
314 * \c vertex structures.
315 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
316 * or should traditional, fixed-function color and texture
317 * coordinate be used?
318 * \param vertex_size Number of components for attribute 0 / vertex.
319 * \param texcoord_size Number of components for attribute 1 / texture
320 * coordinate. If this is 0, attribute 1 will not be set or
322 * \param color_size Number of components for attribute 1 / primary color.
323 * If this is 0, attribute 1 will not be set or enabled.
325 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
326 * Use \c texcoord_size instead.
329 _mesa_meta_setup_vertex_objects(GLuint
*VAO
, GLuint
*VBO
,
330 bool use_generic_attributes
,
331 unsigned vertex_size
, unsigned texcoord_size
,
337 /* create vertex array object */
338 _mesa_GenVertexArrays(1, VAO
);
339 _mesa_BindVertexArray(*VAO
);
341 /* create vertex array buffer */
342 _mesa_GenBuffers(1, VBO
);
343 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
344 _mesa_BufferData(GL_ARRAY_BUFFER
, 4 * sizeof(struct vertex
), NULL
,
347 /* setup vertex arrays */
348 if (use_generic_attributes
) {
349 assert(color_size
== 0);
351 _mesa_VertexAttribPointer(0, vertex_size
, GL_FLOAT
, GL_FALSE
,
352 sizeof(struct vertex
), OFFSET(x
));
353 _mesa_EnableVertexAttribArray(0);
355 if (texcoord_size
> 0) {
356 _mesa_VertexAttribPointer(1, texcoord_size
, GL_FLOAT
, GL_FALSE
,
357 sizeof(struct vertex
), OFFSET(tex
));
358 _mesa_EnableVertexAttribArray(1);
361 _mesa_VertexPointer(vertex_size
, GL_FLOAT
, sizeof(struct vertex
),
363 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
365 if (texcoord_size
> 0) {
366 _mesa_TexCoordPointer(texcoord_size
, GL_FLOAT
,
367 sizeof(struct vertex
), OFFSET(tex
));
368 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
371 if (color_size
> 0) {
372 _mesa_ColorPointer(color_size
, GL_FLOAT
,
373 sizeof(struct vertex
), OFFSET(r
));
374 _mesa_EnableClientState(GL_COLOR_ARRAY
);
378 _mesa_BindVertexArray(*VAO
);
379 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
384 * Initialize meta-ops for a context.
385 * To be called once during context creation.
388 _mesa_meta_init(struct gl_context
*ctx
)
392 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
396 gl_buffer_index_to_drawbuffers_enum(gl_buffer_index bufindex
)
398 assert(bufindex
< BUFFER_COUNT
);
400 if (bufindex
>= BUFFER_COLOR0
)
401 return GL_COLOR_ATTACHMENT0
+ bufindex
- BUFFER_COLOR0
;
402 else if (bufindex
== BUFFER_FRONT_LEFT
)
403 return GL_FRONT_LEFT
;
404 else if (bufindex
== BUFFER_FRONT_RIGHT
)
405 return GL_FRONT_RIGHT
;
406 else if (bufindex
== BUFFER_BACK_LEFT
)
408 else if (bufindex
== BUFFER_BACK_RIGHT
)
409 return GL_BACK_RIGHT
;
415 * Free context meta-op state.
416 * To be called once during context destruction.
419 _mesa_meta_free(struct gl_context
*ctx
)
421 GET_CURRENT_CONTEXT(old_context
);
422 _mesa_make_current(ctx
, NULL
, NULL
);
423 _mesa_meta_glsl_blit_cleanup(&ctx
->Meta
->Blit
);
424 meta_glsl_clear_cleanup(&ctx
->Meta
->Clear
);
425 _mesa_meta_glsl_generate_mipmap_cleanup(&ctx
->Meta
->Mipmap
);
426 cleanup_temp_texture(&ctx
->Meta
->TempTex
);
427 meta_decompress_cleanup(&ctx
->Meta
->Decompress
);
428 meta_drawpix_cleanup(&ctx
->Meta
->DrawPix
);
430 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
432 _mesa_make_current(NULL
, NULL
, NULL
);
439 * Enter meta state. This is like a light-weight version of glPushAttrib
440 * but it also resets most GL state back to default values.
442 * \param state bitmask of MESA_META_* flags indicating which attribute groups
443 * to save and reset to their defaults
446 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
448 struct save_state
*save
;
450 /* hope MAX_META_OPS_DEPTH is large enough */
451 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
453 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
454 memset(save
, 0, sizeof(*save
));
455 save
->SavedState
= state
;
457 /* We always push into desktop GL mode and pop out at the end. No sense in
458 * writing our shaders varying based on the user's context choice, when
459 * Mesa can handle either.
461 save
->API
= ctx
->API
;
462 ctx
->API
= API_OPENGL_COMPAT
;
464 /* Pausing transform feedback needs to be done early, or else we won't be
465 * able to change other state.
467 save
->TransformFeedbackNeedsResume
=
468 _mesa_is_xfb_active_and_unpaused(ctx
);
469 if (save
->TransformFeedbackNeedsResume
)
470 _mesa_PauseTransformFeedback();
472 /* After saving the current occlusion object, call EndQuery so that no
473 * occlusion querying will be active during the meta-operation.
475 if (state
& MESA_META_OCCLUSION_QUERY
) {
476 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
477 if (save
->CurrentOcclusionObject
)
478 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
481 if (state
& MESA_META_ALPHA_TEST
) {
482 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
483 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
484 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
485 if (ctx
->Color
.AlphaEnabled
)
486 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
489 if (state
& MESA_META_BLEND
) {
490 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
491 if (ctx
->Color
.BlendEnabled
) {
492 if (ctx
->Extensions
.EXT_draw_buffers2
) {
494 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
495 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
499 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
502 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
503 if (ctx
->Color
.ColorLogicOpEnabled
)
504 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
507 if (state
& MESA_META_COLOR_MASK
) {
508 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
509 sizeof(ctx
->Color
.ColorMask
));
510 if (!ctx
->Color
.ColorMask
[0][0] ||
511 !ctx
->Color
.ColorMask
[0][1] ||
512 !ctx
->Color
.ColorMask
[0][2] ||
513 !ctx
->Color
.ColorMask
[0][3])
514 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
517 if (state
& MESA_META_DEPTH_TEST
) {
518 save
->Depth
= ctx
->Depth
; /* struct copy */
520 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
523 if (state
& MESA_META_FOG
) {
524 save
->Fog
= ctx
->Fog
.Enabled
;
525 if (ctx
->Fog
.Enabled
)
526 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
529 if (state
& MESA_META_PIXEL_STORE
) {
530 save
->Pack
= ctx
->Pack
;
531 save
->Unpack
= ctx
->Unpack
;
532 ctx
->Pack
= ctx
->DefaultPacking
;
533 ctx
->Unpack
= ctx
->DefaultPacking
;
536 if (state
& MESA_META_PIXEL_TRANSFER
) {
537 save
->RedScale
= ctx
->Pixel
.RedScale
;
538 save
->RedBias
= ctx
->Pixel
.RedBias
;
539 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
540 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
541 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
542 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
543 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
544 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
545 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
546 ctx
->Pixel
.RedScale
= 1.0F
;
547 ctx
->Pixel
.RedBias
= 0.0F
;
548 ctx
->Pixel
.GreenScale
= 1.0F
;
549 ctx
->Pixel
.GreenBias
= 0.0F
;
550 ctx
->Pixel
.BlueScale
= 1.0F
;
551 ctx
->Pixel
.BlueBias
= 0.0F
;
552 ctx
->Pixel
.AlphaScale
= 1.0F
;
553 ctx
->Pixel
.AlphaBias
= 0.0F
;
554 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
556 ctx
->NewState
|=_NEW_PIXEL
;
559 if (state
& MESA_META_RASTERIZATION
) {
560 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
561 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
562 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
563 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
564 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
565 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
566 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
567 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
568 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
569 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
570 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
573 if (state
& MESA_META_SCISSOR
) {
574 save
->Scissor
= ctx
->Scissor
; /* struct copy */
575 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
578 if (state
& MESA_META_SHADER
) {
581 if (ctx
->Extensions
.ARB_vertex_program
) {
582 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
583 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
584 ctx
->VertexProgram
.Current
);
585 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
588 if (ctx
->Extensions
.ARB_fragment_program
) {
589 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
590 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
591 ctx
->FragmentProgram
.Current
);
592 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
595 if (ctx
->Extensions
.ATI_fragment_shader
) {
596 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
597 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
600 if (ctx
->Pipeline
.Current
) {
601 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
602 ctx
->Pipeline
.Current
);
603 _mesa_BindProgramPipeline(0);
606 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
607 * that we don't have to worry about the current pipeline state.
609 for (i
= 0; i
<= MESA_SHADER_FRAGMENT
; i
++) {
610 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
611 ctx
->Shader
.CurrentProgram
[i
]);
613 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
614 ctx
->Shader
.ActiveProgram
);
619 if (state
& MESA_META_STENCIL_TEST
) {
620 save
->Stencil
= ctx
->Stencil
; /* struct copy */
621 if (ctx
->Stencil
.Enabled
)
622 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
623 /* NOTE: other stencil state not reset */
626 if (state
& MESA_META_TEXTURE
) {
629 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
630 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
631 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
633 /* Disable all texture units */
634 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
635 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
636 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
637 if (ctx
->Texture
.Unit
[u
].Enabled
||
638 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
639 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
640 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
641 if (ctx
->Extensions
.ARB_texture_cube_map
)
642 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
644 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
645 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
646 if (ctx
->Extensions
.NV_texture_rectangle
)
647 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
648 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
649 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
650 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
651 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
655 /* save current texture objects for unit[0] only */
656 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
657 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
658 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
661 /* set defaults for unit[0] */
662 _mesa_ActiveTexture(GL_TEXTURE0
);
663 _mesa_ClientActiveTexture(GL_TEXTURE0
);
664 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
667 if (state
& MESA_META_TRANSFORM
) {
668 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
669 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
670 16 * sizeof(GLfloat
));
671 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
672 16 * sizeof(GLfloat
));
673 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
674 16 * sizeof(GLfloat
));
675 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
676 /* set 1:1 vertex:pixel coordinate transform */
677 _mesa_ActiveTexture(GL_TEXTURE0
);
678 _mesa_MatrixMode(GL_TEXTURE
);
679 _mesa_LoadIdentity();
680 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
681 _mesa_MatrixMode(GL_MODELVIEW
);
682 _mesa_LoadIdentity();
683 _mesa_MatrixMode(GL_PROJECTION
);
684 _mesa_LoadIdentity();
686 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
687 * This can occur when there is no draw buffer.
689 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
690 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
691 0.0, ctx
->DrawBuffer
->Height
,
695 if (state
& MESA_META_CLIP
) {
696 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
697 if (ctx
->Transform
.ClipPlanesEnabled
) {
699 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
700 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
705 if (state
& MESA_META_VERTEX
) {
706 /* save vertex array object state */
707 _mesa_reference_vao(ctx
, &save
->VAO
,
709 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
710 ctx
->Array
.ArrayBufferObj
);
711 /* set some default state? */
714 if (state
& MESA_META_VIEWPORT
) {
715 /* save viewport state */
716 save
->ViewportX
= ctx
->ViewportArray
[0].X
;
717 save
->ViewportY
= ctx
->ViewportArray
[0].Y
;
718 save
->ViewportW
= ctx
->ViewportArray
[0].Width
;
719 save
->ViewportH
= ctx
->ViewportArray
[0].Height
;
720 /* set viewport to match window size */
721 if (ctx
->ViewportArray
[0].X
!= 0 ||
722 ctx
->ViewportArray
[0].Y
!= 0 ||
723 ctx
->ViewportArray
[0].Width
!= (float) ctx
->DrawBuffer
->Width
||
724 ctx
->ViewportArray
[0].Height
!= (float) ctx
->DrawBuffer
->Height
) {
725 _mesa_set_viewport(ctx
, 0, 0, 0,
726 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
728 /* save depth range state */
729 save
->DepthNear
= ctx
->ViewportArray
[0].Near
;
730 save
->DepthFar
= ctx
->ViewportArray
[0].Far
;
731 /* set depth range to default */
732 _mesa_DepthRange(0.0, 1.0);
735 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
736 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
738 /* Generally in here we want to do clamping according to whether
739 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
740 * regardless of the internal implementation of the metaops.
742 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
743 ctx
->Extensions
.ARB_color_buffer_float
)
744 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
747 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
748 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
750 /* Generally in here we never want vertex color clamping --
751 * result clamping is only dependent on fragment clamping.
753 if (ctx
->Extensions
.ARB_color_buffer_float
)
754 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
757 if (state
& MESA_META_CONDITIONAL_RENDER
) {
758 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
759 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
761 if (ctx
->Query
.CondRenderQuery
)
762 _mesa_EndConditionalRender();
765 if (state
& MESA_META_SELECT_FEEDBACK
) {
766 save
->RenderMode
= ctx
->RenderMode
;
767 if (ctx
->RenderMode
== GL_SELECT
) {
768 save
->Select
= ctx
->Select
; /* struct copy */
769 _mesa_RenderMode(GL_RENDER
);
770 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
771 save
->Feedback
= ctx
->Feedback
; /* struct copy */
772 _mesa_RenderMode(GL_RENDER
);
776 if (state
& MESA_META_MULTISAMPLE
) {
777 save
->Multisample
= ctx
->Multisample
; /* struct copy */
779 if (ctx
->Multisample
.Enabled
)
780 _mesa_set_multisample(ctx
, GL_FALSE
);
781 if (ctx
->Multisample
.SampleCoverage
)
782 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, GL_FALSE
);
783 if (ctx
->Multisample
.SampleAlphaToCoverage
)
784 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, GL_FALSE
);
785 if (ctx
->Multisample
.SampleAlphaToOne
)
786 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, GL_FALSE
);
787 if (ctx
->Multisample
.SampleShading
)
788 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, GL_FALSE
);
789 if (ctx
->Multisample
.SampleMask
)
790 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, GL_FALSE
);
793 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
794 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
795 if (ctx
->Color
.sRGBEnabled
)
796 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
799 if (state
& MESA_META_DRAW_BUFFERS
) {
800 int buf
, real_color_buffers
= 0;
801 memset(save
->ColorDrawBuffers
, 0, sizeof(save
->ColorDrawBuffers
));
803 for (buf
= 0; buf
< MAX_DRAW_BUFFERS
; buf
++) {
804 int buf_index
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[buf
];
808 save
->ColorDrawBuffers
[buf
] =
809 gl_buffer_index_to_drawbuffers_enum(buf_index
);
811 if (++real_color_buffers
>= ctx
->DrawBuffer
->_NumColorDrawBuffers
)
818 save
->Lighting
= ctx
->Light
.Enabled
;
819 if (ctx
->Light
.Enabled
)
820 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
821 save
->RasterDiscard
= ctx
->RasterDiscard
;
822 if (ctx
->RasterDiscard
)
823 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
825 save
->DrawBufferName
= ctx
->DrawBuffer
->Name
;
826 save
->ReadBufferName
= ctx
->ReadBuffer
->Name
;
827 save
->RenderbufferName
= (ctx
->CurrentRenderbuffer
?
828 ctx
->CurrentRenderbuffer
->Name
: 0);
834 * Leave meta state. This is like a light-weight version of glPopAttrib().
837 _mesa_meta_end(struct gl_context
*ctx
)
839 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
840 const GLbitfield state
= save
->SavedState
;
843 /* After starting a new occlusion query, initialize the results to the
844 * values saved previously. The driver will then continue to increment
847 if (state
& MESA_META_OCCLUSION_QUERY
) {
848 if (save
->CurrentOcclusionObject
) {
849 _mesa_BeginQuery(save
->CurrentOcclusionObject
->Target
,
850 save
->CurrentOcclusionObject
->Id
);
851 ctx
->Query
.CurrentOcclusionObject
->Result
= save
->CurrentOcclusionObject
->Result
;
855 if (state
& MESA_META_ALPHA_TEST
) {
856 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
857 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
858 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
861 if (state
& MESA_META_BLEND
) {
862 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
863 if (ctx
->Extensions
.EXT_draw_buffers2
) {
865 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
866 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
870 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
873 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
874 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
877 if (state
& MESA_META_COLOR_MASK
) {
879 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
880 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
882 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
883 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
887 save
->ColorMask
[i
][0],
888 save
->ColorMask
[i
][1],
889 save
->ColorMask
[i
][2],
890 save
->ColorMask
[i
][3]);
896 if (state
& MESA_META_DEPTH_TEST
) {
897 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
898 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
899 _mesa_DepthFunc(save
->Depth
.Func
);
900 _mesa_DepthMask(save
->Depth
.Mask
);
903 if (state
& MESA_META_FOG
) {
904 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
907 if (state
& MESA_META_PIXEL_STORE
) {
908 ctx
->Pack
= save
->Pack
;
909 ctx
->Unpack
= save
->Unpack
;
912 if (state
& MESA_META_PIXEL_TRANSFER
) {
913 ctx
->Pixel
.RedScale
= save
->RedScale
;
914 ctx
->Pixel
.RedBias
= save
->RedBias
;
915 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
916 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
917 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
918 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
919 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
920 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
921 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
923 ctx
->NewState
|=_NEW_PIXEL
;
926 if (state
& MESA_META_RASTERIZATION
) {
927 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
928 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
929 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
930 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
931 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
932 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
935 if (state
& MESA_META_SCISSOR
) {
938 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
939 _mesa_set_scissor(ctx
, i
,
940 save
->Scissor
.ScissorArray
[i
].X
,
941 save
->Scissor
.ScissorArray
[i
].Y
,
942 save
->Scissor
.ScissorArray
[i
].Width
,
943 save
->Scissor
.ScissorArray
[i
].Height
);
944 _mesa_set_enablei(ctx
, GL_SCISSOR_TEST
, i
,
945 (save
->Scissor
.EnableFlags
>> i
) & 1);
949 if (state
& MESA_META_SHADER
) {
950 static const GLenum targets
[] = {
958 if (ctx
->Extensions
.ARB_vertex_program
) {
959 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
960 save
->VertexProgramEnabled
);
961 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
962 save
->VertexProgram
);
963 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
966 if (ctx
->Extensions
.ARB_fragment_program
) {
967 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
968 save
->FragmentProgramEnabled
);
969 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
970 save
->FragmentProgram
);
971 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
974 if (ctx
->Extensions
.ATI_fragment_shader
) {
975 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
976 save
->ATIFragmentShaderEnabled
);
980 for (i
= 0; i
<= MESA_SHADER_FRAGMENT
; i
++) {
981 /* It is safe to call _mesa_use_shader_program even if the extension
982 * necessary for that program state is not supported. In that case,
983 * the saved program object must be NULL and the currently bound
984 * program object must be NULL. _mesa_use_shader_program is a no-op
987 _mesa_use_shader_program(ctx
, targets
[i
],
991 /* Do this *before* killing the reference. :)
993 if (save
->Shader
[i
] != NULL
)
996 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
999 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1000 save
->ActiveShader
);
1001 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
1003 /* If there were any stages set with programs, use ctx->Shader as the
1004 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1005 * hasn't been restored yet, and that may modify ctx->_Shader further.
1008 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1011 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1012 ctx
->Pipeline
.Default
);
1014 if (save
->Pipeline
) {
1015 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1017 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1021 if (state
& MESA_META_STENCIL_TEST
) {
1022 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
1024 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1025 _mesa_ClearStencil(stencil
->Clear
);
1026 if (ctx
->Extensions
.EXT_stencil_two_side
) {
1027 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1028 stencil
->TestTwoSide
);
1029 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1030 ? GL_BACK
: GL_FRONT
);
1033 _mesa_StencilFuncSeparate(GL_FRONT
,
1034 stencil
->Function
[0],
1036 stencil
->ValueMask
[0]);
1037 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1038 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1039 stencil
->ZFailFunc
[0],
1040 stencil
->ZPassFunc
[0]);
1042 _mesa_StencilFuncSeparate(GL_BACK
,
1043 stencil
->Function
[1],
1045 stencil
->ValueMask
[1]);
1046 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1047 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1048 stencil
->ZFailFunc
[1],
1049 stencil
->ZPassFunc
[1]);
1052 if (state
& MESA_META_TEXTURE
) {
1055 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
1057 /* restore texenv for unit[0] */
1058 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1060 /* restore texture objects for unit[0] only */
1061 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1062 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1063 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1064 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1065 save
->CurrentTexture
[tgt
]);
1067 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1070 /* Restore fixed function texture enables, texgen */
1071 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1072 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1073 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1074 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1077 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1078 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1079 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1083 /* restore current unit state */
1084 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1085 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
1088 if (state
& MESA_META_TRANSFORM
) {
1089 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1090 _mesa_ActiveTexture(GL_TEXTURE0
);
1091 _mesa_MatrixMode(GL_TEXTURE
);
1092 _mesa_LoadMatrixf(save
->TextureMatrix
);
1093 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1095 _mesa_MatrixMode(GL_MODELVIEW
);
1096 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1098 _mesa_MatrixMode(GL_PROJECTION
);
1099 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1101 _mesa_MatrixMode(save
->MatrixMode
);
1104 if (state
& MESA_META_CLIP
) {
1105 if (save
->ClipPlanesEnabled
) {
1107 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1108 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1109 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1115 if (state
& MESA_META_VERTEX
) {
1116 /* restore vertex buffer object */
1117 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1118 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1120 /* restore vertex array object */
1121 _mesa_BindVertexArray(save
->VAO
->Name
);
1122 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1125 if (state
& MESA_META_VIEWPORT
) {
1126 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1127 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1128 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1129 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1130 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1131 save
->ViewportW
, save
->ViewportH
);
1133 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1136 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1137 ctx
->Extensions
.ARB_color_buffer_float
) {
1138 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1141 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1142 ctx
->Extensions
.ARB_color_buffer_float
) {
1143 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1146 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1147 if (save
->CondRenderQuery
)
1148 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1149 save
->CondRenderMode
);
1152 if (state
& MESA_META_SELECT_FEEDBACK
) {
1153 if (save
->RenderMode
== GL_SELECT
) {
1154 _mesa_RenderMode(GL_SELECT
);
1155 ctx
->Select
= save
->Select
;
1156 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1157 _mesa_RenderMode(GL_FEEDBACK
);
1158 ctx
->Feedback
= save
->Feedback
;
1162 if (state
& MESA_META_MULTISAMPLE
) {
1163 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1164 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
1166 if (ctx_ms
->Enabled
!= save_ms
->Enabled
)
1167 _mesa_set_multisample(ctx
, save_ms
->Enabled
);
1168 if (ctx_ms
->SampleCoverage
!= save_ms
->SampleCoverage
)
1169 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, save_ms
->SampleCoverage
);
1170 if (ctx_ms
->SampleAlphaToCoverage
!= save_ms
->SampleAlphaToCoverage
)
1171 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, save_ms
->SampleAlphaToCoverage
);
1172 if (ctx_ms
->SampleAlphaToOne
!= save_ms
->SampleAlphaToOne
)
1173 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, save_ms
->SampleAlphaToOne
);
1174 if (ctx_ms
->SampleCoverageValue
!= save_ms
->SampleCoverageValue
||
1175 ctx_ms
->SampleCoverageInvert
!= save_ms
->SampleCoverageInvert
) {
1176 _mesa_SampleCoverage(save_ms
->SampleCoverageValue
,
1177 save_ms
->SampleCoverageInvert
);
1179 if (ctx_ms
->SampleShading
!= save_ms
->SampleShading
)
1180 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, save_ms
->SampleShading
);
1181 if (ctx_ms
->SampleMask
!= save_ms
->SampleMask
)
1182 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, save_ms
->SampleMask
);
1183 if (ctx_ms
->SampleMaskValue
!= save_ms
->SampleMaskValue
)
1184 _mesa_SampleMaski(0, save_ms
->SampleMaskValue
);
1185 if (ctx_ms
->MinSampleShadingValue
!= save_ms
->MinSampleShadingValue
)
1186 _mesa_MinSampleShading(save_ms
->MinSampleShadingValue
);
1189 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1190 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1191 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1195 if (save
->Lighting
) {
1196 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1198 if (save
->RasterDiscard
) {
1199 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1201 if (save
->TransformFeedbackNeedsResume
)
1202 _mesa_ResumeTransformFeedback();
1204 if (ctx
->DrawBuffer
->Name
!= save
->DrawBufferName
)
1205 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, save
->DrawBufferName
);
1207 if (ctx
->ReadBuffer
->Name
!= save
->ReadBufferName
)
1208 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER
, save
->ReadBufferName
);
1210 if (!ctx
->CurrentRenderbuffer
||
1211 ctx
->CurrentRenderbuffer
->Name
!= save
->RenderbufferName
)
1212 _mesa_BindRenderbuffer(GL_RENDERBUFFER
, save
->RenderbufferName
);
1214 if (state
& MESA_META_DRAW_BUFFERS
) {
1215 _mesa_DrawBuffers(MAX_DRAW_BUFFERS
, save
->ColorDrawBuffers
);
1218 ctx
->Meta
->SaveStackDepth
--;
1220 ctx
->API
= save
->API
;
1225 * Determine whether Mesa is currently in a meta state.
1228 _mesa_meta_in_progress(struct gl_context
*ctx
)
1230 return ctx
->Meta
->SaveStackDepth
!= 0;
1235 * Convert Z from a normalized value in the range [0, 1] to an object-space
1236 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1237 * default/identity ortho projection results in the original Z value.
1238 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1239 * value comes from the clear value or raster position.
1241 static INLINE GLfloat
1242 invert_z(GLfloat normZ
)
1244 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1250 * One-time init for a temp_texture object.
1251 * Choose tex target, compute max tex size, etc.
1254 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1256 /* prefer texture rectangle */
1257 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1258 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1259 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1260 tex
->NPOT
= GL_TRUE
;
1263 /* use 2D texture, NPOT if possible */
1264 tex
->Target
= GL_TEXTURE_2D
;
1265 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1266 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1268 tex
->MinSize
= 16; /* 16 x 16 at least */
1269 assert(tex
->MaxSize
> 0);
1271 _mesa_GenTextures(1, &tex
->TexObj
);
1275 cleanup_temp_texture(struct temp_texture
*tex
)
1279 _mesa_DeleteTextures(1, &tex
->TexObj
);
1285 * Return pointer to temp_texture info for non-bitmap ops.
1286 * This does some one-time init if needed.
1288 struct temp_texture
*
1289 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1291 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1294 init_temp_texture(ctx
, tex
);
1302 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1303 * We use a separate texture for bitmaps to reduce texture
1304 * allocation/deallocation.
1306 static struct temp_texture
*
1307 get_bitmap_temp_texture(struct gl_context
*ctx
)
1309 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1312 init_temp_texture(ctx
, tex
);
1319 * Return pointer to depth temp_texture.
1320 * This does some one-time init if needed.
1322 struct temp_texture
*
1323 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1325 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1328 init_temp_texture(ctx
, tex
);
1335 * Compute the width/height of texture needed to draw an image of the
1336 * given size. Return a flag indicating whether the current texture
1337 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1338 * allocated (glTexImage2D).
1339 * Also, compute s/t texcoords for drawing.
1341 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1344 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1345 GLsizei width
, GLsizei height
, GLenum intFormat
)
1347 GLboolean newTex
= GL_FALSE
;
1349 ASSERT(width
<= tex
->MaxSize
);
1350 ASSERT(height
<= tex
->MaxSize
);
1352 if (width
> tex
->Width
||
1353 height
> tex
->Height
||
1354 intFormat
!= tex
->IntFormat
) {
1355 /* alloc new texture (larger or different format) */
1358 /* use non-power of two size */
1359 tex
->Width
= MAX2(tex
->MinSize
, width
);
1360 tex
->Height
= MAX2(tex
->MinSize
, height
);
1363 /* find power of two size */
1365 w
= h
= tex
->MinSize
;
1374 tex
->IntFormat
= intFormat
;
1379 /* compute texcoords */
1380 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1381 tex
->Sright
= (GLfloat
) width
;
1382 tex
->Ttop
= (GLfloat
) height
;
1385 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1386 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1394 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1397 _mesa_meta_setup_copypix_texture(struct gl_context
*ctx
,
1398 struct temp_texture
*tex
,
1399 GLint srcX
, GLint srcY
,
1400 GLsizei width
, GLsizei height
,
1406 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1407 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1408 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1409 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1411 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1413 /* copy framebuffer image to texture */
1415 /* create new tex image */
1416 if (tex
->Width
== width
&& tex
->Height
== height
) {
1417 /* create new tex with framebuffer data */
1418 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1419 srcX
, srcY
, width
, height
, 0);
1422 /* create empty texture */
1423 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1424 tex
->Width
, tex
->Height
, 0,
1425 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1427 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1428 0, 0, srcX
, srcY
, width
, height
);
1432 /* replace existing tex image */
1433 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1434 0, 0, srcX
, srcY
, width
, height
);
1440 * Setup/load texture for glDrawPixels.
1443 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1444 struct temp_texture
*tex
,
1446 GLsizei width
, GLsizei height
,
1447 GLenum format
, GLenum type
,
1448 const GLvoid
*pixels
)
1450 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1451 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1452 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1453 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1455 /* copy pixel data to texture */
1457 /* create new tex image */
1458 if (tex
->Width
== width
&& tex
->Height
== height
) {
1459 /* create new tex and load image data */
1460 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1461 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1464 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1466 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1467 ctx
->Unpack
.BufferObj
);
1468 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1469 /* create empty texture */
1470 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1471 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1472 if (save_unpack_obj
!= NULL
)
1473 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1474 save_unpack_obj
->Name
);
1476 _mesa_TexSubImage2D(tex
->Target
, 0,
1477 0, 0, width
, height
, format
, type
, pixels
);
1481 /* replace existing tex image */
1482 _mesa_TexSubImage2D(tex
->Target
, 0,
1483 0, 0, width
, height
, format
, type
, pixels
);
1488 _mesa_meta_setup_ff_tnl_for_blit(GLuint
*VAO
, GLuint
*VBO
,
1489 unsigned texcoord_size
)
1491 _mesa_meta_setup_vertex_objects(VAO
, VBO
, false, 2, texcoord_size
, 0);
1493 /* setup projection matrix */
1494 _mesa_MatrixMode(GL_PROJECTION
);
1495 _mesa_LoadIdentity();
1499 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1502 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1504 meta_clear(ctx
, buffers
, false);
1508 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1510 meta_clear(ctx
, buffers
, true);
1514 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1516 const char *vs_source
=
1517 "attribute vec4 position;\n"
1520 " gl_Position = position;\n"
1522 const char *gs_source
=
1524 "layout(triangles) in;\n"
1525 "layout(triangle_strip, max_vertices = 4) out;\n"
1526 "uniform int layer;\n"
1529 " for (int i = 0; i < 3; i++) {\n"
1530 " gl_Layer = layer;\n"
1531 " gl_Position = gl_in[i].gl_Position;\n"
1535 const char *fs_source
=
1536 "uniform vec4 color;\n"
1539 " gl_FragColor = color;\n"
1541 GLuint vs
, gs
= 0, fs
;
1542 bool has_integer_textures
;
1544 _mesa_meta_setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, true, 3, 0, 0);
1546 if (clear
->ShaderProg
!= 0)
1549 vs
= _mesa_CreateShader(GL_VERTEX_SHADER
);
1550 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
1551 _mesa_CompileShader(vs
);
1553 if (_mesa_has_geometry_shaders(ctx
)) {
1554 gs
= _mesa_CreateShader(GL_GEOMETRY_SHADER
);
1555 _mesa_ShaderSource(gs
, 1, &gs_source
, NULL
);
1556 _mesa_CompileShader(gs
);
1559 fs
= _mesa_CreateShader(GL_FRAGMENT_SHADER
);
1560 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
1561 _mesa_CompileShader(fs
);
1563 clear
->ShaderProg
= _mesa_CreateProgram();
1564 _mesa_AttachShader(clear
->ShaderProg
, fs
);
1565 _mesa_DeleteShader(fs
);
1567 _mesa_AttachShader(clear
->ShaderProg
, gs
);
1568 _mesa_AttachShader(clear
->ShaderProg
, vs
);
1569 _mesa_DeleteShader(vs
);
1570 _mesa_BindAttribLocation(clear
->ShaderProg
, 0, "position");
1571 _mesa_LinkProgram(clear
->ShaderProg
);
1573 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
1576 clear
->LayerLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
1580 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1581 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
1583 if (has_integer_textures
) {
1584 void *shader_source_mem_ctx
= ralloc_context(NULL
);
1585 const char *vs_int_source
=
1586 ralloc_asprintf(shader_source_mem_ctx
,
1588 "in vec4 position;\n"
1591 " gl_Position = position;\n"
1593 const char *fs_int_source
=
1594 ralloc_asprintf(shader_source_mem_ctx
,
1596 "uniform ivec4 color;\n"
1597 "out ivec4 out_color;\n"
1601 " out_color = color;\n"
1604 vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
1606 fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
1608 ralloc_free(shader_source_mem_ctx
);
1610 clear
->IntegerShaderProg
= _mesa_CreateProgram();
1611 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
1612 _mesa_DeleteShader(fs
);
1614 _mesa_AttachShader(clear
->IntegerShaderProg
, gs
);
1615 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
1616 _mesa_DeleteShader(vs
);
1617 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
1619 /* Note that user-defined out attributes get automatically assigned
1620 * locations starting from 0, so we don't need to explicitly
1621 * BindFragDataLocation to 0.
1624 _mesa_ObjectLabel(GL_PROGRAM
, clear
->IntegerShaderProg
, -1,
1626 _mesa_meta_link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
1628 clear
->IntegerColorLocation
=
1629 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
1631 clear
->IntegerLayerLocation
=
1632 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "layer");
1636 _mesa_DeleteShader(gs
);
1640 meta_glsl_clear_cleanup(struct clear_state
*clear
)
1642 if (clear
->VAO
== 0)
1644 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1646 _mesa_DeleteBuffers(1, &clear
->VBO
);
1648 _mesa_DeleteProgram(clear
->ShaderProg
);
1649 clear
->ShaderProg
= 0;
1651 if (clear
->IntegerShaderProg
) {
1652 _mesa_DeleteProgram(clear
->IntegerShaderProg
);
1653 clear
->IntegerShaderProg
= 0;
1658 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1661 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
1663 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1664 GLbitfield metaSave
;
1665 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1666 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1667 float x0
, y0
, x1
, y1
, z
;
1668 struct vertex verts
[4];
1671 metaSave
= (MESA_META_ALPHA_TEST
|
1673 MESA_META_DEPTH_TEST
|
1674 MESA_META_RASTERIZATION
|
1676 MESA_META_STENCIL_TEST
|
1678 MESA_META_VIEWPORT
|
1680 MESA_META_CLAMP_FRAGMENT_COLOR
|
1681 MESA_META_MULTISAMPLE
|
1682 MESA_META_OCCLUSION_QUERY
);
1685 metaSave
|= MESA_META_FOG
|
1686 MESA_META_PIXEL_TRANSFER
|
1687 MESA_META_TRANSFORM
|
1689 MESA_META_CLAMP_VERTEX_COLOR
|
1690 MESA_META_SELECT_FEEDBACK
;
1693 if (!(buffers
& BUFFER_BITS_COLOR
)) {
1694 /* We'll use colormask to disable color writes. Otherwise,
1695 * respect color mask
1697 metaSave
|= MESA_META_COLOR_MASK
;
1700 _mesa_meta_begin(ctx
, metaSave
);
1703 meta_glsl_clear_init(ctx
, clear
);
1705 x0
= ((float) fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1706 y0
= ((float) fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1707 x1
= ((float) fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1708 y1
= ((float) fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1709 z
= -invert_z(ctx
->Depth
.Clear
);
1711 _mesa_meta_setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, false, 3, 0, 4);
1713 x0
= (float) fb
->_Xmin
;
1714 y0
= (float) fb
->_Ymin
;
1715 x1
= (float) fb
->_Xmax
;
1716 y1
= (float) fb
->_Ymax
;
1717 z
= invert_z(ctx
->Depth
.Clear
);
1720 if (fb
->_IntegerColor
) {
1722 _mesa_UseProgram(clear
->IntegerShaderProg
);
1723 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
1724 ctx
->Color
.ClearColor
.i
);
1726 _mesa_UseProgram(clear
->ShaderProg
);
1727 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
1728 ctx
->Color
.ClearColor
.f
);
1731 /* GL_COLOR_BUFFER_BIT */
1732 if (buffers
& BUFFER_BITS_COLOR
) {
1733 /* leave colormask, glDrawBuffer state as-is */
1735 /* Clears never have the color clamped. */
1736 if (ctx
->Extensions
.ARB_color_buffer_float
)
1737 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1740 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
1741 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1744 /* GL_DEPTH_BUFFER_BIT */
1745 if (buffers
& BUFFER_BIT_DEPTH
) {
1746 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1747 _mesa_DepthFunc(GL_ALWAYS
);
1748 _mesa_DepthMask(GL_TRUE
);
1751 assert(!ctx
->Depth
.Test
);
1754 /* GL_STENCIL_BUFFER_BIT */
1755 if (buffers
& BUFFER_BIT_STENCIL
) {
1756 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1757 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1758 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1759 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1760 ctx
->Stencil
.Clear
& stencilMax
,
1761 ctx
->Stencil
.WriteMask
[0]);
1764 assert(!ctx
->Stencil
.Enabled
);
1767 /* vertex positions */
1782 for (i
= 0; i
< 4; i
++) {
1783 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
1784 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
1785 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
1786 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
1790 /* upload new vertex data */
1791 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1792 GL_DYNAMIC_DRAW_ARB
);
1795 if (fb
->MaxNumLayers
> 0) {
1798 for (layer
= 0; layer
< fb
->MaxNumLayers
; layer
++) {
1799 if (fb
->_IntegerColor
)
1800 _mesa_Uniform1i(clear
->IntegerLayerLocation
, layer
);
1802 _mesa_Uniform1i(clear
->LayerLocation
, layer
);
1803 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1806 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1809 _mesa_meta_end(ctx
);
1813 * Meta implementation of ctx->Driver.CopyPixels() in terms
1814 * of texture mapping and polygon rendering and GLSL shaders.
1817 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1818 GLsizei width
, GLsizei height
,
1819 GLint dstX
, GLint dstY
, GLenum type
)
1821 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1822 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1823 struct vertex verts
[4];
1825 if (type
!= GL_COLOR
||
1826 ctx
->_ImageTransferState
||
1828 width
> tex
->MaxSize
||
1829 height
> tex
->MaxSize
) {
1830 /* XXX avoid this fallback */
1831 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1835 /* Most GL state applies to glCopyPixels, but a there's a few things
1836 * we need to override:
1838 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1841 MESA_META_TRANSFORM
|
1844 MESA_META_VIEWPORT
));
1846 _mesa_meta_setup_vertex_objects(©pix
->VAO
, ©pix
->VBO
, false,
1849 /* Silence valgrind warnings about reading uninitialized stack. */
1850 memset(verts
, 0, sizeof(verts
));
1852 /* Alloc/setup texture */
1853 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1854 GL_RGBA
, GL_NEAREST
);
1856 /* vertex positions, texcoords (after texture allocation!) */
1858 const GLfloat dstX0
= (GLfloat
) dstX
;
1859 const GLfloat dstY0
= (GLfloat
) dstY
;
1860 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1861 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1862 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1867 verts
[0].tex
[0] = 0.0F
;
1868 verts
[0].tex
[1] = 0.0F
;
1872 verts
[1].tex
[0] = tex
->Sright
;
1873 verts
[1].tex
[1] = 0.0F
;
1877 verts
[2].tex
[0] = tex
->Sright
;
1878 verts
[2].tex
[1] = tex
->Ttop
;
1882 verts
[3].tex
[0] = 0.0F
;
1883 verts
[3].tex
[1] = tex
->Ttop
;
1885 /* upload new vertex data */
1886 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1889 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1891 /* draw textured quad */
1892 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1894 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1896 _mesa_meta_end(ctx
);
1900 meta_drawpix_cleanup(struct drawpix_state
*drawpix
)
1902 if (drawpix
->VAO
!= 0) {
1903 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1906 _mesa_DeleteBuffers(1, &drawpix
->VBO
);
1910 if (drawpix
->StencilFP
!= 0) {
1911 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1912 drawpix
->StencilFP
= 0;
1915 if (drawpix
->DepthFP
!= 0) {
1916 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1917 drawpix
->DepthFP
= 0;
1922 * When the glDrawPixels() image size is greater than the max rectangle
1923 * texture size we use this function to break the glDrawPixels() image
1924 * into tiles which fit into the max texture size.
1927 tiled_draw_pixels(struct gl_context
*ctx
,
1929 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
1930 GLenum format
, GLenum type
,
1931 const struct gl_pixelstore_attrib
*unpack
,
1932 const GLvoid
*pixels
)
1934 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1937 if (tileUnpack
.RowLength
== 0)
1938 tileUnpack
.RowLength
= width
;
1940 for (i
= 0; i
< width
; i
+= tileSize
) {
1941 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
1942 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
1944 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
1946 for (j
= 0; j
< height
; j
+= tileSize
) {
1947 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
1948 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
1950 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
1952 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
1953 format
, type
, &tileUnpack
, pixels
);
1960 * One-time init for drawing stencil pixels.
1963 init_draw_stencil_pixels(struct gl_context
*ctx
)
1965 /* This program is run eight times, once for each stencil bit.
1966 * The stencil values to draw are found in an 8-bit alpha texture.
1967 * We read the texture/stencil value and test if bit 'b' is set.
1968 * If the bit is not set, use KIL to kill the fragment.
1969 * Finally, we use the stencil test to update the stencil buffer.
1971 * The basic algorithm for checking if a bit is set is:
1972 * if (is_odd(value / (1 << bit)))
1973 * result is one (or non-zero).
1976 * The program parameter contains three values:
1977 * parm.x = 255 / (1 << bit)
1981 static const char *program
=
1983 "PARAM parm = program.local[0]; \n"
1985 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
1986 "# t = t * 255 / bit \n"
1987 "MUL t.x, t.a, parm.x; \n"
1990 "SUB t.x, t.x, t.y; \n"
1992 "MUL t.x, t.x, parm.y; \n"
1993 "# t = fract(t.x) \n"
1994 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
1995 "# t.x = (t.x == 0 ? 1 : 0) \n"
1996 "SGE t.x, -t.x, parm.z; \n"
1998 "# for debug only \n"
1999 "#MOV result.color, t.x; \n"
2001 char program2
[1000];
2002 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2003 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2004 const char *texTarget
;
2006 assert(drawpix
->StencilFP
== 0);
2008 /* replace %s with "RECT" or "2D" */
2009 assert(strlen(program
) + 4 < sizeof(program2
));
2010 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2014 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2016 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2017 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2018 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2019 strlen(program2
), (const GLubyte
*) program2
);
2024 * One-time init for drawing depth pixels.
2027 init_draw_depth_pixels(struct gl_context
*ctx
)
2029 static const char *program
=
2031 "PARAM color = program.local[0]; \n"
2032 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2033 "MOV result.color, color; \n"
2036 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2037 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2038 const char *texTarget
;
2040 assert(drawpix
->DepthFP
== 0);
2042 /* replace %s with "RECT" or "2D" */
2043 assert(strlen(program
) + 4 < sizeof(program2
));
2044 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2048 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2050 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2051 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2052 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2053 strlen(program2
), (const GLubyte
*) program2
);
2058 * Meta implementation of ctx->Driver.DrawPixels() in terms
2059 * of texture mapping and polygon rendering.
2062 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2063 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2064 GLenum format
, GLenum type
,
2065 const struct gl_pixelstore_attrib
*unpack
,
2066 const GLvoid
*pixels
)
2068 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2069 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2070 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2071 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2072 struct vertex verts
[4];
2073 GLenum texIntFormat
;
2074 GLboolean fallback
, newTex
;
2075 GLbitfield metaExtraSave
= 0x0;
2078 * Determine if we can do the glDrawPixels with texture mapping.
2080 fallback
= GL_FALSE
;
2081 if (ctx
->Fog
.Enabled
) {
2085 if (_mesa_is_color_format(format
)) {
2086 /* use more compact format when possible */
2087 /* XXX disable special case for GL_LUMINANCE for now to work around
2088 * apparent i965 driver bug (see bug #23670).
2090 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2091 texIntFormat
= format
;
2093 texIntFormat
= GL_RGBA
;
2095 /* If we're not supposed to clamp the resulting color, then just
2096 * promote our texture to fully float. We could do better by
2097 * just going for the matching set of channels, in floating
2100 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2101 ctx
->Extensions
.ARB_texture_float
)
2102 texIntFormat
= GL_RGBA32F
;
2104 else if (_mesa_is_stencil_format(format
)) {
2105 if (ctx
->Extensions
.ARB_fragment_program
&&
2106 ctx
->Pixel
.IndexShift
== 0 &&
2107 ctx
->Pixel
.IndexOffset
== 0 &&
2108 type
== GL_UNSIGNED_BYTE
) {
2109 /* We'll store stencil as alpha. This only works for GLubyte
2110 * image data because of how incoming values are mapped to alpha
2113 texIntFormat
= GL_ALPHA
;
2114 metaExtraSave
= (MESA_META_COLOR_MASK
|
2115 MESA_META_DEPTH_TEST
|
2116 MESA_META_PIXEL_TRANSFER
|
2118 MESA_META_STENCIL_TEST
);
2124 else if (_mesa_is_depth_format(format
)) {
2125 if (ctx
->Extensions
.ARB_depth_texture
&&
2126 ctx
->Extensions
.ARB_fragment_program
) {
2127 texIntFormat
= GL_DEPTH_COMPONENT
;
2128 metaExtraSave
= (MESA_META_SHADER
);
2139 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2140 format
, type
, unpack
, pixels
);
2145 * Check image size against max texture size, draw as tiles if needed.
2147 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2148 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2149 format
, type
, unpack
, pixels
);
2153 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2154 * but a there's a few things we need to override:
2156 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2159 MESA_META_TRANSFORM
|
2162 MESA_META_VIEWPORT
|
2165 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2167 _mesa_meta_setup_vertex_objects(&drawpix
->VAO
, &drawpix
->VBO
, false,
2170 /* Silence valgrind warnings about reading uninitialized stack. */
2171 memset(verts
, 0, sizeof(verts
));
2173 /* vertex positions, texcoords (after texture allocation!) */
2175 const GLfloat x0
= (GLfloat
) x
;
2176 const GLfloat y0
= (GLfloat
) y
;
2177 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2178 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2179 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2184 verts
[0].tex
[0] = 0.0F
;
2185 verts
[0].tex
[1] = 0.0F
;
2189 verts
[1].tex
[0] = tex
->Sright
;
2190 verts
[1].tex
[1] = 0.0F
;
2194 verts
[2].tex
[0] = tex
->Sright
;
2195 verts
[2].tex
[1] = tex
->Ttop
;
2199 verts
[3].tex
[0] = 0.0F
;
2200 verts
[3].tex
[1] = tex
->Ttop
;
2203 /* upload new vertex data */
2204 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2205 verts
, GL_DYNAMIC_DRAW_ARB
);
2207 /* set given unpack params */
2208 ctx
->Unpack
= *unpack
;
2210 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2212 if (_mesa_is_stencil_format(format
)) {
2213 /* Drawing stencil */
2216 if (!drawpix
->StencilFP
)
2217 init_draw_stencil_pixels(ctx
);
2219 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2220 GL_ALPHA
, type
, pixels
);
2222 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2224 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2226 /* set all stencil bits to 0 */
2227 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2228 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2229 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2231 /* set stencil bits to 1 where needed */
2232 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2234 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2235 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2237 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2238 const GLuint mask
= 1 << bit
;
2239 if (mask
& origStencilMask
) {
2240 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2241 _mesa_StencilMask(mask
);
2243 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2244 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2246 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2250 else if (_mesa_is_depth_format(format
)) {
2252 if (!drawpix
->DepthFP
)
2253 init_draw_depth_pixels(ctx
);
2255 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2256 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2258 /* polygon color = current raster color */
2259 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2260 ctx
->Current
.RasterColor
);
2262 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2263 format
, type
, pixels
);
2265 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2269 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2270 format
, type
, pixels
);
2271 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2274 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2276 /* restore unpack params */
2277 ctx
->Unpack
= unpackSave
;
2279 _mesa_meta_end(ctx
);
2283 alpha_test_raster_color(struct gl_context
*ctx
)
2285 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2286 GLfloat ref
= ctx
->Color
.AlphaRef
;
2288 switch (ctx
->Color
.AlphaFunc
) {
2294 return alpha
== ref
;
2296 return alpha
<= ref
;
2300 return alpha
!= ref
;
2302 return alpha
>= ref
;
2312 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2313 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2314 * tracker would improve performance a lot.
2317 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2318 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2319 const struct gl_pixelstore_attrib
*unpack
,
2320 const GLubyte
*bitmap1
)
2322 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2323 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2324 const GLenum texIntFormat
= GL_ALPHA
;
2325 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2327 struct vertex verts
[4];
2332 * Check if swrast fallback is needed.
2334 if (ctx
->_ImageTransferState
||
2335 ctx
->FragmentProgram
._Enabled
||
2337 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2338 width
> tex
->MaxSize
||
2339 height
> tex
->MaxSize
) {
2340 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2344 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2347 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2348 * but a there's a few things we need to override:
2350 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2351 MESA_META_PIXEL_STORE
|
2352 MESA_META_RASTERIZATION
|
2355 MESA_META_TRANSFORM
|
2358 MESA_META_VIEWPORT
));
2360 _mesa_meta_setup_vertex_objects(&bitmap
->VAO
, &bitmap
->VBO
, false, 3, 2, 4);
2362 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2364 /* Silence valgrind warnings about reading uninitialized stack. */
2365 memset(verts
, 0, sizeof(verts
));
2367 /* vertex positions, texcoords, colors (after texture allocation!) */
2369 const GLfloat x0
= (GLfloat
) x
;
2370 const GLfloat y0
= (GLfloat
) y
;
2371 const GLfloat x1
= (GLfloat
) (x
+ width
);
2372 const GLfloat y1
= (GLfloat
) (y
+ height
);
2373 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2379 verts
[0].tex
[0] = 0.0F
;
2380 verts
[0].tex
[1] = 0.0F
;
2384 verts
[1].tex
[0] = tex
->Sright
;
2385 verts
[1].tex
[1] = 0.0F
;
2389 verts
[2].tex
[0] = tex
->Sright
;
2390 verts
[2].tex
[1] = tex
->Ttop
;
2394 verts
[3].tex
[0] = 0.0F
;
2395 verts
[3].tex
[1] = tex
->Ttop
;
2397 for (i
= 0; i
< 4; i
++) {
2398 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2399 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2400 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2401 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2404 /* upload new vertex data */
2405 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2408 /* choose different foreground/background alpha values */
2409 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2410 bg
= (fg
> 127 ? 0 : 255);
2412 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2414 _mesa_meta_end(ctx
);
2418 bitmap8
= malloc(width
* height
);
2420 memset(bitmap8
, bg
, width
* height
);
2421 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2422 bitmap8
, width
, fg
);
2424 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2426 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2427 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2429 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2430 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2432 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2434 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2439 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2441 _mesa_meta_end(ctx
);
2445 * Compute the texture coordinates for the four vertices of a quad for
2446 * drawing a 2D texture image or slice of a cube/3D texture.
2447 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2448 * \param slice slice of a 1D/2D array texture or 3D texture
2449 * \param width width of the texture image
2450 * \param height height of the texture image
2451 * \param coords0/1/2/3 returns the computed texcoords
2454 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
2464 static const GLfloat st
[4][2] = {
2465 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
2470 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2471 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2473 /* Currently all texture targets want the W component to be 1.0.
2480 switch (faceTarget
) {
2484 case GL_TEXTURE_2D_ARRAY
:
2485 if (faceTarget
== GL_TEXTURE_3D
) {
2486 assert(slice
< depth
);
2488 r
= (slice
+ 0.5f
) / depth
;
2490 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2494 coords0
[0] = 0.0F
; /* s */
2495 coords0
[1] = 0.0F
; /* t */
2496 coords0
[2] = r
; /* r */
2507 case GL_TEXTURE_RECTANGLE_ARB
:
2508 coords0
[0] = 0.0F
; /* s */
2509 coords0
[1] = 0.0F
; /* t */
2510 coords0
[2] = 0.0F
; /* r */
2511 coords1
[0] = (float) width
;
2514 coords2
[0] = (float) width
;
2515 coords2
[1] = (float) height
;
2518 coords3
[1] = (float) height
;
2521 case GL_TEXTURE_1D_ARRAY
:
2522 coords0
[0] = 0.0F
; /* s */
2523 coords0
[1] = (float) slice
; /* t */
2524 coords0
[2] = 0.0F
; /* r */
2526 coords1
[1] = (float) slice
;
2529 coords2
[1] = (float) slice
;
2532 coords3
[1] = (float) slice
;
2536 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2537 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2538 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2539 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2540 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2541 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2542 /* loop over quad verts */
2543 for (i
= 0; i
< 4; i
++) {
2544 /* Compute sc = +/-scale and tc = +/-scale.
2545 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2546 * though that can still sometimes happen with this scale factor...
2548 const GLfloat scale
= 0.9999f
;
2549 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2550 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2570 coord
[3] = (float) (slice
/ 6);
2572 switch (faceTarget
) {
2573 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2578 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2583 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2588 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2593 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2598 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2609 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2613 static struct blit_shader
*
2614 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2618 table
->sampler_1d
.type
= "sampler1D";
2619 table
->sampler_1d
.func
= "texture1D";
2620 table
->sampler_1d
.texcoords
= "texCoords.x";
2621 return &table
->sampler_1d
;
2623 table
->sampler_2d
.type
= "sampler2D";
2624 table
->sampler_2d
.func
= "texture2D";
2625 table
->sampler_2d
.texcoords
= "texCoords.xy";
2626 return &table
->sampler_2d
;
2627 case GL_TEXTURE_RECTANGLE
:
2628 table
->sampler_rect
.type
= "sampler2DRect";
2629 table
->sampler_rect
.func
= "texture2DRect";
2630 table
->sampler_rect
.texcoords
= "texCoords.xy";
2631 return &table
->sampler_rect
;
2633 /* Code for mipmap generation with 3D textures is not used yet.
2634 * It's a sw fallback.
2636 table
->sampler_3d
.type
= "sampler3D";
2637 table
->sampler_3d
.func
= "texture3D";
2638 table
->sampler_3d
.texcoords
= "texCoords.xyz";
2639 return &table
->sampler_3d
;
2640 case GL_TEXTURE_CUBE_MAP
:
2641 table
->sampler_cubemap
.type
= "samplerCube";
2642 table
->sampler_cubemap
.func
= "textureCube";
2643 table
->sampler_cubemap
.texcoords
= "texCoords.xyz";
2644 return &table
->sampler_cubemap
;
2645 case GL_TEXTURE_1D_ARRAY
:
2646 table
->sampler_1d_array
.type
= "sampler1DArray";
2647 table
->sampler_1d_array
.func
= "texture1DArray";
2648 table
->sampler_1d_array
.texcoords
= "texCoords.xy";
2649 return &table
->sampler_1d_array
;
2650 case GL_TEXTURE_2D_ARRAY
:
2651 table
->sampler_2d_array
.type
= "sampler2DArray";
2652 table
->sampler_2d_array
.func
= "texture2DArray";
2653 table
->sampler_2d_array
.texcoords
= "texCoords.xyz";
2654 return &table
->sampler_2d_array
;
2655 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2656 table
->sampler_cubemap_array
.type
= "samplerCubeArray";
2657 table
->sampler_cubemap_array
.func
= "textureCubeArray";
2658 table
->sampler_cubemap_array
.texcoords
= "texCoords.xyzw";
2659 return &table
->sampler_cubemap_array
;
2661 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2662 " setup_texture_sampler()\n", target
);
2668 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table
*table
)
2670 _mesa_DeleteProgram(table
->sampler_1d
.shader_prog
);
2671 _mesa_DeleteProgram(table
->sampler_2d
.shader_prog
);
2672 _mesa_DeleteProgram(table
->sampler_3d
.shader_prog
);
2673 _mesa_DeleteProgram(table
->sampler_rect
.shader_prog
);
2674 _mesa_DeleteProgram(table
->sampler_cubemap
.shader_prog
);
2675 _mesa_DeleteProgram(table
->sampler_1d_array
.shader_prog
);
2676 _mesa_DeleteProgram(table
->sampler_2d_array
.shader_prog
);
2677 _mesa_DeleteProgram(table
->sampler_cubemap_array
.shader_prog
);
2679 table
->sampler_1d
.shader_prog
= 0;
2680 table
->sampler_2d
.shader_prog
= 0;
2681 table
->sampler_3d
.shader_prog
= 0;
2682 table
->sampler_rect
.shader_prog
= 0;
2683 table
->sampler_cubemap
.shader_prog
= 0;
2684 table
->sampler_1d_array
.shader_prog
= 0;
2685 table
->sampler_2d_array
.shader_prog
= 0;
2686 table
->sampler_cubemap_array
.shader_prog
= 0;
2690 * Determine the GL data type to use for the temporary image read with
2691 * ReadPixels() and passed to Tex[Sub]Image().
2694 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
2698 baseFormat
= _mesa_get_format_base_format(format
);
2700 switch (baseFormat
) {
2707 case GL_LUMINANCE_ALPHA
:
2709 if (ctx
->DrawBuffer
->Visual
.redBits
<= 8) {
2710 return GL_UNSIGNED_BYTE
;
2711 } else if (ctx
->DrawBuffer
->Visual
.redBits
<= 16) {
2712 return GL_UNSIGNED_SHORT
;
2714 GLenum datatype
= _mesa_get_format_datatype(format
);
2715 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
)
2719 case GL_DEPTH_COMPONENT
: {
2720 GLenum datatype
= _mesa_get_format_datatype(format
);
2721 if (datatype
== GL_FLOAT
)
2724 return GL_UNSIGNED_INT
;
2726 case GL_DEPTH_STENCIL
: {
2727 GLenum datatype
= _mesa_get_format_datatype(format
);
2728 if (datatype
== GL_FLOAT
)
2729 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
2731 return GL_UNSIGNED_INT_24_8
;
2734 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2741 * Attempts to wrap the destination texture in an FBO and use
2742 * glBlitFramebuffer() to implement glCopyTexSubImage().
2745 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
, GLuint dims
,
2746 struct gl_texture_image
*texImage
,
2750 struct gl_renderbuffer
*rb
,
2752 GLsizei width
, GLsizei height
)
2754 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2756 bool success
= false;
2760 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2763 _mesa_unlock_texture(ctx
, texObj
);
2765 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2767 _mesa_GenFramebuffers(1, &fbo
);
2768 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
2770 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
||
2771 rb
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
2772 _mesa_meta_bind_fbo_image(GL_DEPTH_ATTACHMENT
, texImage
, zoffset
);
2773 mask
= GL_DEPTH_BUFFER_BIT
;
2775 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
&&
2776 texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
2777 _mesa_meta_bind_fbo_image(GL_STENCIL_ATTACHMENT
, texImage
, zoffset
);
2778 mask
|= GL_STENCIL_BUFFER_BIT
;
2780 _mesa_DrawBuffer(GL_NONE
);
2782 _mesa_meta_bind_fbo_image(GL_COLOR_ATTACHMENT0
, texImage
, zoffset
);
2783 mask
= GL_COLOR_BUFFER_BIT
;
2784 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2787 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
2788 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2791 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2793 /* Since we've bound a new draw framebuffer, we need to update
2794 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2797 _mesa_update_state(ctx
);
2799 /* We skip the core BlitFramebuffer checks for format consistency, which
2800 * are too strict for CopyTexImage. We know meta will be fine with format
2803 _mesa_meta_BlitFramebuffer(ctx
, x
, y
,
2804 x
+ width
, y
+ height
,
2806 xoffset
+ width
, yoffset
+ height
,
2808 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2812 _mesa_lock_texture(ctx
, texObj
);
2813 _mesa_DeleteFramebuffers(1, &fbo
);
2814 _mesa_meta_end(ctx
);
2819 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2820 * Have to be careful with locking and meta state for pixel transfer.
2823 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
2824 struct gl_texture_image
*texImage
,
2825 GLint xoffset
, GLint yoffset
, GLint zoffset
,
2826 struct gl_renderbuffer
*rb
,
2828 GLsizei width
, GLsizei height
)
2830 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2831 GLenum format
, type
;
2835 if (copytexsubimage_using_blit_framebuffer(ctx
, dims
,
2837 xoffset
, yoffset
, zoffset
,
2844 /* Choose format/type for temporary image buffer */
2845 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
2846 if (format
== GL_LUMINANCE
||
2847 format
== GL_LUMINANCE_ALPHA
||
2848 format
== GL_INTENSITY
) {
2849 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2850 * temp image buffer because glReadPixels will do L=R+G+B which is
2851 * not what we want (should be L=R).
2856 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
2857 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
2858 format
= _mesa_base_format_to_integer_format(format
);
2860 bpp
= _mesa_bytes_per_pixel(format
, type
);
2862 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2867 * Alloc image buffer (XXX could use a PBO)
2869 buf
= malloc(width
* height
* bpp
);
2871 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2875 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
2878 * Read image from framebuffer (disable pixel transfer ops)
2880 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
2881 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
2882 format
, type
, &ctx
->Pack
, buf
);
2883 _mesa_meta_end(ctx
);
2885 _mesa_update_state(ctx
); /* to update pixel transfer state */
2888 * Store texture data (with pixel transfer ops)
2890 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
2892 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
2893 assert(yoffset
== 0);
2894 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2895 xoffset
, zoffset
, 0, width
, 1, 1,
2896 format
, type
, buf
, &ctx
->Unpack
);
2898 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2899 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2900 format
, type
, buf
, &ctx
->Unpack
);
2903 _mesa_meta_end(ctx
);
2905 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
2912 meta_decompress_cleanup(struct decompress_state
*decompress
)
2914 if (decompress
->FBO
!= 0) {
2915 _mesa_DeleteFramebuffers(1, &decompress
->FBO
);
2916 _mesa_DeleteRenderbuffers(1, &decompress
->RBO
);
2919 if (decompress
->VAO
!= 0) {
2920 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2921 _mesa_DeleteBuffers(1, &decompress
->VBO
);
2924 if (decompress
->Sampler
!= 0)
2925 _mesa_DeleteSamplers(1, &decompress
->Sampler
);
2927 memset(decompress
, 0, sizeof(*decompress
));
2931 * Decompress a texture image by drawing a quad with the compressed
2932 * texture and reading the pixels out of the color buffer.
2933 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2934 * \param destFormat format, ala glReadPixels
2935 * \param destType type, ala glReadPixels
2936 * \param dest destination buffer
2937 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2940 decompress_texture_image(struct gl_context
*ctx
,
2941 struct gl_texture_image
*texImage
,
2943 GLenum destFormat
, GLenum destType
,
2946 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
2947 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2948 const GLint width
= texImage
->Width
;
2949 const GLint height
= texImage
->Height
;
2950 const GLint depth
= texImage
->Height
;
2951 const GLenum target
= texObj
->Target
;
2953 struct vertex verts
[4];
2955 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
2956 ctx
->Extensions
.ARB_fragment_shader
;
2959 assert(target
== GL_TEXTURE_3D
||
2960 target
== GL_TEXTURE_2D_ARRAY
||
2961 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
2966 case GL_TEXTURE_1D_ARRAY
:
2967 assert(!"No compressed 1D textures.");
2971 assert(!"No compressed 3D textures.");
2974 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2975 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
2978 case GL_TEXTURE_CUBE_MAP
:
2979 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
2983 faceTarget
= target
;
2987 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~(MESA_META_PIXEL_STORE
|
2988 MESA_META_DRAW_BUFFERS
));
2990 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
2991 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
2993 /* Create/bind FBO/renderbuffer */
2994 if (decompress
->FBO
== 0) {
2995 _mesa_GenFramebuffers(1, &decompress
->FBO
);
2996 _mesa_GenRenderbuffers(1, &decompress
->RBO
);
2997 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
2998 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
2999 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
3000 GL_COLOR_ATTACHMENT0_EXT
,
3001 GL_RENDERBUFFER_EXT
,
3005 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3008 /* alloc dest surface */
3009 if (width
> decompress
->Width
|| height
> decompress
->Height
) {
3010 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3011 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT
, GL_RGBA
,
3013 decompress
->Width
= width
;
3014 decompress
->Height
= height
;
3017 if (use_glsl_version
) {
3018 _mesa_meta_setup_vertex_objects(&decompress
->VAO
, &decompress
->VBO
, true,
3021 _mesa_meta_setup_blit_shader(ctx
, target
, &decompress
->shaders
);
3023 _mesa_meta_setup_ff_tnl_for_blit(&decompress
->VAO
, &decompress
->VBO
, 3);
3026 if (!decompress
->Sampler
) {
3027 _mesa_GenSamplers(1, &decompress
->Sampler
);
3028 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3029 /* nearest filtering */
3030 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3031 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3032 /* No sRGB decode or encode.*/
3033 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3034 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3035 GL_SKIP_DECODE_EXT
);
3039 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3042 /* Silence valgrind warnings about reading uninitialized stack. */
3043 memset(verts
, 0, sizeof(verts
));
3045 _mesa_meta_setup_texture_coords(faceTarget
, slice
, width
, height
, depth
,
3051 /* setup vertex positions */
3061 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3063 /* upload new vertex data */
3064 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3066 /* setup texture state */
3067 _mesa_BindTexture(target
, texObj
->Name
);
3069 if (!use_glsl_version
)
3070 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3073 /* save texture object state */
3074 const GLint baseLevelSave
= texObj
->BaseLevel
;
3075 const GLint maxLevelSave
= texObj
->MaxLevel
;
3077 /* restrict sampling to the texture level of interest */
3078 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3079 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
3080 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
3083 /* render quad w/ texture into renderbuffer */
3084 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3086 /* Restore texture object state, the texture binding will
3087 * be restored by _mesa_meta_end().
3089 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3090 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
3091 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3096 /* read pixels from renderbuffer */
3098 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3099 GLenum destBaseFormat
= _mesa_base_tex_format(ctx
, destFormat
);
3101 /* The pixel transfer state will be set to default values at this point
3102 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3103 * turned off (as required by glGetTexImage) but we need to handle some
3104 * special cases. In particular, single-channel texture values are
3105 * returned as red and two-channel texture values are returned as
3108 if ((baseTexFormat
== GL_LUMINANCE
||
3109 baseTexFormat
== GL_LUMINANCE_ALPHA
||
3110 baseTexFormat
== GL_INTENSITY
) ||
3111 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3112 * luminance then we need to return L=tex(R).
3114 ((baseTexFormat
== GL_RGBA
||
3115 baseTexFormat
== GL_RGB
||
3116 baseTexFormat
== GL_RG
) &&
3117 (destBaseFormat
== GL_LUMINANCE
||
3118 destBaseFormat
== GL_LUMINANCE_ALPHA
||
3119 destBaseFormat
== GL_LUMINANCE_INTEGER_EXT
||
3120 destBaseFormat
== GL_LUMINANCE_ALPHA_INTEGER_EXT
))) {
3121 /* Green and blue must be zero */
3122 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3123 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3126 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3129 /* disable texture unit */
3130 if (!use_glsl_version
)
3131 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3133 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3135 _mesa_meta_end(ctx
);
3140 * This is just a wrapper around _mesa_get_tex_image() and
3141 * decompress_texture_image(). Meta functions should not be directly called
3145 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
3146 GLenum format
, GLenum type
, GLvoid
*pixels
,
3147 struct gl_texture_image
*texImage
)
3149 /* We can only use the decompress-with-blit method here if the texels are
3150 * unsigned, normalized values. We could handle signed and unnormalized
3151 * with floating point renderbuffers...
3153 if (_mesa_is_format_compressed(texImage
->TexFormat
) &&
3154 _mesa_get_format_datatype(texImage
->TexFormat
)
3155 == GL_UNSIGNED_NORMALIZED
) {
3156 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3158 /* Need to unlock the texture here to prevent deadlock... */
3159 _mesa_unlock_texture(ctx
, texObj
);
3160 for (slice
= 0; slice
< texImage
->Depth
; slice
++) {
3162 if (texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
3163 || texImage
->TexObject
->Target
== GL_TEXTURE_CUBE_MAP_ARRAY
) {
3164 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3165 * in the decompress_texture_image() function's call to
3166 * glReadPixels but we need to compute the dest slice's address
3167 * here (according to SkipImages and ImageHeight).
3169 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
3170 packing
.SkipPixels
= 0;
3171 packing
.SkipRows
= 0;
3172 dst
= _mesa_image_address3d(&packing
, pixels
, texImage
->Width
,
3173 texImage
->Height
, format
, type
,
3179 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, dst
);
3181 /* ... and relock it */
3182 _mesa_lock_texture(ctx
, texObj
);
3185 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
3191 * Meta implementation of ctx->Driver.DrawTex() in terms
3192 * of polygon rendering.
3195 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3196 GLfloat width
, GLfloat height
)
3198 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3200 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3202 struct vertex verts
[4];
3205 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3207 MESA_META_TRANSFORM
|
3209 MESA_META_VIEWPORT
));
3211 if (drawtex
->VAO
== 0) {
3212 /* one-time setup */
3213 GLint active_texture
;
3215 /* create vertex array object */
3216 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3217 _mesa_BindVertexArray(drawtex
->VAO
);
3219 /* create vertex array buffer */
3220 _mesa_GenBuffers(1, &drawtex
->VBO
);
3221 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3222 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3223 NULL
, GL_DYNAMIC_DRAW_ARB
);
3225 /* client active texture is not part of the array object */
3226 active_texture
= ctx
->Array
.ActiveTexture
;
3228 /* setup vertex arrays */
3229 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3230 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3231 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3232 _mesa_ClientActiveTexture(GL_TEXTURE0
+ i
);
3233 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
3234 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3237 /* restore client active texture */
3238 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
3241 _mesa_BindVertexArray(drawtex
->VAO
);
3242 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3245 /* vertex positions, texcoords */
3247 const GLfloat x1
= x
+ width
;
3248 const GLfloat y1
= y
+ height
;
3250 z
= CLAMP(z
, 0.0f
, 1.0f
);
3269 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3270 const struct gl_texture_object
*texObj
;
3271 const struct gl_texture_image
*texImage
;
3272 GLfloat s
, t
, s1
, t1
;
3275 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3277 for (j
= 0; j
< 4; j
++) {
3278 verts
[j
].st
[i
][0] = 0.0f
;
3279 verts
[j
].st
[i
][1] = 0.0f
;
3284 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3285 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3286 tw
= texImage
->Width2
;
3287 th
= texImage
->Height2
;
3289 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
3290 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
3291 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
3292 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
3294 verts
[0].st
[i
][0] = s
;
3295 verts
[0].st
[i
][1] = t
;
3297 verts
[1].st
[i
][0] = s1
;
3298 verts
[1].st
[i
][1] = t
;
3300 verts
[2].st
[i
][0] = s1
;
3301 verts
[2].st
[i
][1] = t1
;
3303 verts
[3].st
[i
][0] = s
;
3304 verts
[3].st
[i
][1] = t1
;
3307 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3310 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3312 _mesa_meta_end(ctx
);