7c84c335de21dcabf23b49388f1983289432a4a7
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/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"
59 #include "main/pbo.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"
85
86 /** Return offset in bytes of the field within a vertex struct */
87 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
88
89 static void
90 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
91
92 static struct blit_shader *
93 choose_blit_shader(GLenum target, struct blit_shader_table *table);
94
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);
99
100 void
101 _mesa_meta_bind_fbo_image(GLenum attachment,
102 struct gl_texture_image *texImage, GLuint layer)
103 {
104 struct gl_texture_object *texObj = texImage->TexObject;
105 int level = texImage->Level;
106 GLenum target = texObj->Target;
107
108 switch (target) {
109 case GL_TEXTURE_1D:
110 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER,
111 attachment,
112 target,
113 texObj->Name,
114 level);
115 break;
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:
120 case GL_TEXTURE_3D:
121 _mesa_FramebufferTextureLayer(GL_FRAMEBUFFER,
122 attachment,
123 texObj->Name,
124 level,
125 layer);
126 break;
127 default: /* 2D / cube */
128 if (target == GL_TEXTURE_CUBE_MAP)
129 target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
130
131 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER,
132 attachment,
133 target,
134 texObj->Name,
135 level);
136 }
137 }
138
139 GLuint
140 _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
141 const GLcharARB *source)
142 {
143 GLuint shader;
144 GLint ok, size;
145 GLchar *info;
146
147 shader = _mesa_CreateShader(target);
148 _mesa_ShaderSource(shader, 1, &source, NULL);
149 _mesa_CompileShader(shader);
150
151 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
152 if (ok)
153 return shader;
154
155 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
156 if (size == 0) {
157 _mesa_DeleteShader(shader);
158 return 0;
159 }
160
161 info = malloc(size);
162 if (!info) {
163 _mesa_DeleteShader(shader);
164 return 0;
165 }
166
167 _mesa_GetShaderInfoLog(shader, size, NULL, info);
168 _mesa_problem(ctx,
169 "meta program compile failed:\n%s\n"
170 "source:\n%s\n",
171 info, source);
172
173 free(info);
174 _mesa_DeleteShader(shader);
175
176 return 0;
177 }
178
179 GLuint
180 _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program)
181 {
182 GLint ok, size;
183 GLchar *info;
184
185 _mesa_LinkProgram(program);
186
187 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
188 if (ok)
189 return program;
190
191 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
192 if (size == 0)
193 return 0;
194
195 info = malloc(size);
196 if (!info)
197 return 0;
198
199 _mesa_GetProgramInfoLog(program, size, NULL, info);
200 _mesa_problem(ctx, "meta program link failed:\n%s", info);
201
202 free(info);
203
204 return 0;
205 }
206
207 /**
208 * Generate a generic shader to blit from a texture to a framebuffer
209 *
210 * \param ctx Current GL context
211 * \param texTarget Texture target that will be the source of the blit
212 *
213 * \returns a handle to a shader program on success or zero on failure.
214 */
215 void
216 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
217 GLenum target,
218 struct blit_shader_table *table)
219 {
220 const char *vs_source;
221 char *fs_source;
222 GLuint vs, fs;
223 void *const mem_ctx = ralloc_context(NULL);
224 struct blit_shader *shader = choose_blit_shader(target, table);
225 char *name;
226
227 assert(shader != NULL);
228
229 if (shader->shader_prog != 0) {
230 _mesa_UseProgram(shader->shader_prog);
231 return;
232 }
233
234 if (ctx->Const.GLSLVersion < 130) {
235 vs_source =
236 "attribute vec2 position;\n"
237 "attribute vec4 textureCoords;\n"
238 "varying vec4 texCoords;\n"
239 "void main()\n"
240 "{\n"
241 " texCoords = textureCoords;\n"
242 " gl_Position = vec4(position, 0.0, 1.0);\n"
243 "}\n";
244
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"
250 "void main()\n"
251 "{\n"
252 " gl_FragColor = %s(texSampler, %s);\n"
253 " gl_FragDepth = gl_FragColor.x;\n"
254 "}\n",
255 shader->type,
256 shader->func, shader->texcoords);
257 }
258 else {
259 vs_source = ralloc_asprintf(mem_ctx,
260 "#version 130\n"
261 "in vec2 position;\n"
262 "in vec4 textureCoords;\n"
263 "out vec4 texCoords;\n"
264 "void main()\n"
265 "{\n"
266 " texCoords = textureCoords;\n"
267 " gl_Position = vec4(position, 0.0, 1.0);\n"
268 "}\n");
269 fs_source = ralloc_asprintf(mem_ctx,
270 "#version 130\n"
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"
275 "\n"
276 "void main()\n"
277 "{\n"
278 " out_color = texture(texSampler, %s);\n"
279 " gl_FragDepth = out_color.x;\n"
280 "}\n",
281 shader->type,
282 shader->texcoords);
283 }
284
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);
287
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);
299
300 _mesa_UseProgram(shader->shader_prog);
301 }
302
303 /**
304 * Configure vertex buffer and vertex array objects for tests
305 *
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.
309 *
310 * \param VAO Storage for vertex array object handle. If 0, a new VAO
311 * will be created.
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
321 * enabled.
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.
324 *
325 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
326 * Use \c texcoord_size instead.
327 */
328 void
329 _mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO,
330 bool use_generic_attributes,
331 unsigned vertex_size, unsigned texcoord_size,
332 unsigned color_size)
333 {
334 if (*VAO == 0) {
335 assert(*VBO == 0);
336
337 /* create vertex array object */
338 _mesa_GenVertexArrays(1, VAO);
339 _mesa_BindVertexArray(*VAO);
340
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,
345 GL_DYNAMIC_DRAW);
346
347 /* setup vertex arrays */
348 if (use_generic_attributes) {
349 assert(color_size == 0);
350
351 _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE,
352 sizeof(struct vertex), OFFSET(x));
353 _mesa_EnableVertexAttribArray(0);
354
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);
359 }
360 } else {
361 _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex),
362 OFFSET(x));
363 _mesa_EnableClientState(GL_VERTEX_ARRAY);
364
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);
369 }
370
371 if (color_size > 0) {
372 _mesa_ColorPointer(color_size, GL_FLOAT,
373 sizeof(struct vertex), OFFSET(r));
374 _mesa_EnableClientState(GL_COLOR_ARRAY);
375 }
376 }
377 } else {
378 _mesa_BindVertexArray(*VAO);
379 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
380 }
381 }
382
383 /**
384 * Initialize meta-ops for a context.
385 * To be called once during context creation.
386 */
387 void
388 _mesa_meta_init(struct gl_context *ctx)
389 {
390 ASSERT(!ctx->Meta);
391
392 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
393 }
394
395 static GLenum
396 gl_buffer_index_to_drawbuffers_enum(gl_buffer_index bufindex)
397 {
398 assert(bufindex < BUFFER_COUNT);
399
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)
407 return GL_BACK_LEFT;
408 else if (bufindex == BUFFER_BACK_RIGHT)
409 return GL_BACK_RIGHT;
410
411 return GL_NONE;
412 }
413
414 /**
415 * Free context meta-op state.
416 * To be called once during context destruction.
417 */
418 void
419 _mesa_meta_free(struct gl_context *ctx)
420 {
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);
429 if (old_context)
430 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
431 else
432 _mesa_make_current(NULL, NULL, NULL);
433 free(ctx->Meta);
434 ctx->Meta = NULL;
435 }
436
437
438 /**
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.
441 *
442 * \param state bitmask of MESA_META_* flags indicating which attribute groups
443 * to save and reset to their defaults
444 */
445 void
446 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
447 {
448 struct save_state *save;
449
450 /* hope MAX_META_OPS_DEPTH is large enough */
451 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
452
453 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
454 memset(save, 0, sizeof(*save));
455 save->SavedState = state;
456
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.
460 */
461 save->API = ctx->API;
462 ctx->API = API_OPENGL_COMPAT;
463
464 /* Pausing transform feedback needs to be done early, or else we won't be
465 * able to change other state.
466 */
467 save->TransformFeedbackNeedsResume =
468 _mesa_is_xfb_active_and_unpaused(ctx);
469 if (save->TransformFeedbackNeedsResume)
470 _mesa_PauseTransformFeedback();
471
472 /* After saving the current occlusion object, call EndQuery so that no
473 * occlusion querying will be active during the meta-operation.
474 */
475 if (state & MESA_META_OCCLUSION_QUERY) {
476 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
477 if (save->CurrentOcclusionObject)
478 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
479 }
480
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);
487 }
488
489 if (state & MESA_META_BLEND) {
490 save->BlendEnabled = ctx->Color.BlendEnabled;
491 if (ctx->Color.BlendEnabled) {
492 if (ctx->Extensions.EXT_draw_buffers2) {
493 GLuint i;
494 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
495 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
496 }
497 }
498 else {
499 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
500 }
501 }
502 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
503 if (ctx->Color.ColorLogicOpEnabled)
504 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
505 }
506
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);
515 }
516
517 if (state & MESA_META_DEPTH_TEST) {
518 save->Depth = ctx->Depth; /* struct copy */
519 if (ctx->Depth.Test)
520 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
521 }
522
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);
527 }
528
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;
534 }
535
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;
555 /* XXX more state */
556 ctx->NewState |=_NEW_PIXEL;
557 }
558
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);
571 }
572
573 if (state & MESA_META_SCISSOR) {
574 save->Scissor = ctx->Scissor; /* struct copy */
575 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
576 }
577
578 if (state & MESA_META_SHADER) {
579 int i;
580
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);
586 }
587
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);
593 }
594
595 if (ctx->Extensions.ATI_fragment_shader) {
596 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
597 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
598 }
599
600 if (ctx->Pipeline.Current) {
601 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
602 ctx->Pipeline.Current);
603 _mesa_BindProgramPipeline(0);
604 }
605
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.
608 */
609 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
610 _mesa_reference_shader_program(ctx, &save->Shader[i],
611 ctx->Shader.CurrentProgram[i]);
612 }
613 _mesa_reference_shader_program(ctx, &save->ActiveShader,
614 ctx->Shader.ActiveProgram);
615
616 _mesa_UseProgram(0);
617 }
618
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 */
624 }
625
626 if (state & MESA_META_TEXTURE) {
627 GLuint u, tgt;
628
629 save->ActiveUnit = ctx->Texture.CurrentUnit;
630 save->ClientActiveUnit = ctx->Array.ActiveTexture;
631 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
632
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);
643
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);
652 }
653 }
654
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]);
659 }
660
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);
665 }
666
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();
685
686 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
687 * This can occur when there is no draw buffer.
688 */
689 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
690 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
691 0.0, ctx->DrawBuffer->Height,
692 -1.0, 1.0);
693 }
694
695 if (state & MESA_META_CLIP) {
696 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
697 if (ctx->Transform.ClipPlanesEnabled) {
698 GLuint i;
699 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
700 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
701 }
702 }
703 }
704
705 if (state & MESA_META_VERTEX) {
706 /* save vertex array object state */
707 _mesa_reference_vao(ctx, &save->VAO,
708 ctx->Array.VAO);
709 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
710 ctx->Array.ArrayBufferObj);
711 /* set some default state? */
712 }
713
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);
727 }
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);
733 }
734
735 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
736 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
737
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.
741 */
742 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
743 ctx->Extensions.ARB_color_buffer_float)
744 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
745 }
746
747 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
748 save->ClampVertexColor = ctx->Light.ClampVertexColor;
749
750 /* Generally in here we never want vertex color clamping --
751 * result clamping is only dependent on fragment clamping.
752 */
753 if (ctx->Extensions.ARB_color_buffer_float)
754 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
755 }
756
757 if (state & MESA_META_CONDITIONAL_RENDER) {
758 save->CondRenderQuery = ctx->Query.CondRenderQuery;
759 save->CondRenderMode = ctx->Query.CondRenderMode;
760
761 if (ctx->Query.CondRenderQuery)
762 _mesa_EndConditionalRender();
763 }
764
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);
773 }
774 }
775
776 if (state & MESA_META_MULTISAMPLE) {
777 save->Multisample = ctx->Multisample; /* struct copy */
778
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);
791 }
792
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);
797 }
798
799 if (state & MESA_META_DRAW_BUFFERS) {
800 int buf, real_color_buffers = 0;
801 memset(save->ColorDrawBuffers, 0, sizeof(save->ColorDrawBuffers));
802
803 for (buf = 0; buf < MAX_DRAW_BUFFERS; buf++) {
804 int buf_index = ctx->DrawBuffer->_ColorDrawBufferIndexes[buf];
805 if (buf_index == -1)
806 continue;
807
808 save->ColorDrawBuffers[buf] =
809 gl_buffer_index_to_drawbuffers_enum(buf_index);
810
811 if (++real_color_buffers >= ctx->DrawBuffer->_NumColorDrawBuffers)
812 break;
813 }
814 }
815
816 /* misc */
817 {
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);
824
825 save->DrawBufferName = ctx->DrawBuffer->Name;
826 save->ReadBufferName = ctx->ReadBuffer->Name;
827 save->RenderbufferName = (ctx->CurrentRenderbuffer ?
828 ctx->CurrentRenderbuffer->Name : 0);
829 }
830 }
831
832
833 /**
834 * Leave meta state. This is like a light-weight version of glPopAttrib().
835 */
836 void
837 _mesa_meta_end(struct gl_context *ctx)
838 {
839 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
840 const GLbitfield state = save->SavedState;
841 int i;
842
843 /* After starting a new occlusion query, initialize the results to the
844 * values saved previously. The driver will then continue to increment
845 * these values.
846 */
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;
852 }
853 }
854
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);
859 }
860
861 if (state & MESA_META_BLEND) {
862 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
863 if (ctx->Extensions.EXT_draw_buffers2) {
864 GLuint i;
865 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
866 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
867 }
868 }
869 else {
870 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
871 }
872 }
873 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
874 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
875 }
876
877 if (state & MESA_META_COLOR_MASK) {
878 GLuint i;
879 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
880 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
881 if (i == 0) {
882 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
883 save->ColorMask[i][2], save->ColorMask[i][3]);
884 }
885 else {
886 _mesa_ColorMaski(i,
887 save->ColorMask[i][0],
888 save->ColorMask[i][1],
889 save->ColorMask[i][2],
890 save->ColorMask[i][3]);
891 }
892 }
893 }
894 }
895
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);
901 }
902
903 if (state & MESA_META_FOG) {
904 _mesa_set_enable(ctx, GL_FOG, save->Fog);
905 }
906
907 if (state & MESA_META_PIXEL_STORE) {
908 ctx->Pack = save->Pack;
909 ctx->Unpack = save->Unpack;
910 }
911
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;
922 /* XXX more state */
923 ctx->NewState |=_NEW_PIXEL;
924 }
925
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);
933 }
934
935 if (state & MESA_META_SCISSOR) {
936 unsigned i;
937
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);
946 }
947 }
948
949 if (state & MESA_META_SHADER) {
950 static const GLenum targets[] = {
951 GL_VERTEX_SHADER,
952 GL_GEOMETRY_SHADER,
953 GL_FRAGMENT_SHADER,
954 };
955
956 bool any_shader;
957
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);
964 }
965
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);
972 }
973
974 if (ctx->Extensions.ATI_fragment_shader) {
975 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
976 save->ATIFragmentShaderEnabled);
977 }
978
979 any_shader = false;
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
985 * in that case.
986 */
987 _mesa_use_shader_program(ctx, targets[i],
988 save->Shader[i],
989 &ctx->Shader);
990
991 /* Do this *before* killing the reference. :)
992 */
993 if (save->Shader[i] != NULL)
994 any_shader = true;
995
996 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
997 }
998
999 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
1000 save->ActiveShader);
1001 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
1002
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.
1006 */
1007 if (any_shader)
1008 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1009 &ctx->Shader);
1010 else
1011 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1012 ctx->Pipeline.Default);
1013
1014 if (save->Pipeline) {
1015 _mesa_bind_pipeline(ctx, save->Pipeline);
1016
1017 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1018 }
1019 }
1020
1021 if (state & MESA_META_STENCIL_TEST) {
1022 const struct gl_stencil_attrib *stencil = &save->Stencil;
1023
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);
1031 }
1032 /* front state */
1033 _mesa_StencilFuncSeparate(GL_FRONT,
1034 stencil->Function[0],
1035 stencil->Ref[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]);
1041 /* back state */
1042 _mesa_StencilFuncSeparate(GL_BACK,
1043 stencil->Function[1],
1044 stencil->Ref[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]);
1050 }
1051
1052 if (state & MESA_META_TEXTURE) {
1053 GLuint u, tgt;
1054
1055 ASSERT(ctx->Texture.CurrentUnit == 0);
1056
1057 /* restore texenv for unit[0] */
1058 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1059
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]);
1066 }
1067 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1068 }
1069
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];
1075 }
1076
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];
1080 }
1081 }
1082
1083 /* restore current unit state */
1084 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1085 _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
1086 }
1087
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);
1094
1095 _mesa_MatrixMode(GL_MODELVIEW);
1096 _mesa_LoadMatrixf(save->ModelviewMatrix);
1097
1098 _mesa_MatrixMode(GL_PROJECTION);
1099 _mesa_LoadMatrixf(save->ProjectionMatrix);
1100
1101 _mesa_MatrixMode(save->MatrixMode);
1102 }
1103
1104 if (state & MESA_META_CLIP) {
1105 if (save->ClipPlanesEnabled) {
1106 GLuint i;
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);
1110 }
1111 }
1112 }
1113 }
1114
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);
1119
1120 /* restore vertex array object */
1121 _mesa_BindVertexArray(save->VAO->Name);
1122 _mesa_reference_vao(ctx, &save->VAO, NULL);
1123 }
1124
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);
1132 }
1133 _mesa_DepthRange(save->DepthNear, save->DepthFar);
1134 }
1135
1136 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1137 ctx->Extensions.ARB_color_buffer_float) {
1138 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1139 }
1140
1141 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1142 ctx->Extensions.ARB_color_buffer_float) {
1143 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1144 }
1145
1146 if (state & MESA_META_CONDITIONAL_RENDER) {
1147 if (save->CondRenderQuery)
1148 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1149 save->CondRenderMode);
1150 }
1151
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;
1159 }
1160 }
1161
1162 if (state & MESA_META_MULTISAMPLE) {
1163 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1164 struct gl_multisample_attrib *save_ms = &save->Multisample;
1165
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);
1178 }
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);
1187 }
1188
1189 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1190 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1191 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1192 }
1193
1194 /* misc */
1195 if (save->Lighting) {
1196 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1197 }
1198 if (save->RasterDiscard) {
1199 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1200 }
1201 if (save->TransformFeedbackNeedsResume)
1202 _mesa_ResumeTransformFeedback();
1203
1204 if (ctx->DrawBuffer->Name != save->DrawBufferName)
1205 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
1206
1207 if (ctx->ReadBuffer->Name != save->ReadBufferName)
1208 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
1209
1210 if (!ctx->CurrentRenderbuffer ||
1211 ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
1212 _mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
1213
1214 if (state & MESA_META_DRAW_BUFFERS) {
1215 _mesa_DrawBuffers(MAX_DRAW_BUFFERS, save->ColorDrawBuffers);
1216 }
1217
1218 ctx->Meta->SaveStackDepth--;
1219
1220 ctx->API = save->API;
1221 }
1222
1223
1224 /**
1225 * Determine whether Mesa is currently in a meta state.
1226 */
1227 GLboolean
1228 _mesa_meta_in_progress(struct gl_context *ctx)
1229 {
1230 return ctx->Meta->SaveStackDepth != 0;
1231 }
1232
1233
1234 /**
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.
1240 */
1241 static INLINE GLfloat
1242 invert_z(GLfloat normZ)
1243 {
1244 GLfloat objZ = 1.0f - 2.0f * normZ;
1245 return objZ;
1246 }
1247
1248
1249 /**
1250 * One-time init for a temp_texture object.
1251 * Choose tex target, compute max tex size, etc.
1252 */
1253 static void
1254 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1255 {
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;
1261 }
1262 else {
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;
1267 }
1268 tex->MinSize = 16; /* 16 x 16 at least */
1269 assert(tex->MaxSize > 0);
1270
1271 _mesa_GenTextures(1, &tex->TexObj);
1272 }
1273
1274 static void
1275 cleanup_temp_texture(struct temp_texture *tex)
1276 {
1277 if (!tex->TexObj)
1278 return;
1279 _mesa_DeleteTextures(1, &tex->TexObj);
1280 tex->TexObj = 0;
1281 }
1282
1283
1284 /**
1285 * Return pointer to temp_texture info for non-bitmap ops.
1286 * This does some one-time init if needed.
1287 */
1288 struct temp_texture *
1289 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1290 {
1291 struct temp_texture *tex = &ctx->Meta->TempTex;
1292
1293 if (!tex->TexObj) {
1294 init_temp_texture(ctx, tex);
1295 }
1296
1297 return tex;
1298 }
1299
1300
1301 /**
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.
1305 */
1306 static struct temp_texture *
1307 get_bitmap_temp_texture(struct gl_context *ctx)
1308 {
1309 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1310
1311 if (!tex->TexObj) {
1312 init_temp_texture(ctx, tex);
1313 }
1314
1315 return tex;
1316 }
1317
1318 /**
1319 * Return pointer to depth temp_texture.
1320 * This does some one-time init if needed.
1321 */
1322 struct temp_texture *
1323 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1324 {
1325 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1326
1327 if (!tex->TexObj) {
1328 init_temp_texture(ctx, tex);
1329 }
1330
1331 return tex;
1332 }
1333
1334 /**
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.
1340 *
1341 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1342 */
1343 GLboolean
1344 _mesa_meta_alloc_texture(struct temp_texture *tex,
1345 GLsizei width, GLsizei height, GLenum intFormat)
1346 {
1347 GLboolean newTex = GL_FALSE;
1348
1349 ASSERT(width <= tex->MaxSize);
1350 ASSERT(height <= tex->MaxSize);
1351
1352 if (width > tex->Width ||
1353 height > tex->Height ||
1354 intFormat != tex->IntFormat) {
1355 /* alloc new texture (larger or different format) */
1356
1357 if (tex->NPOT) {
1358 /* use non-power of two size */
1359 tex->Width = MAX2(tex->MinSize, width);
1360 tex->Height = MAX2(tex->MinSize, height);
1361 }
1362 else {
1363 /* find power of two size */
1364 GLsizei w, h;
1365 w = h = tex->MinSize;
1366 while (w < width)
1367 w *= 2;
1368 while (h < height)
1369 h *= 2;
1370 tex->Width = w;
1371 tex->Height = h;
1372 }
1373
1374 tex->IntFormat = intFormat;
1375
1376 newTex = GL_TRUE;
1377 }
1378
1379 /* compute texcoords */
1380 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1381 tex->Sright = (GLfloat) width;
1382 tex->Ttop = (GLfloat) height;
1383 }
1384 else {
1385 tex->Sright = (GLfloat) width / tex->Width;
1386 tex->Ttop = (GLfloat) height / tex->Height;
1387 }
1388
1389 return newTex;
1390 }
1391
1392
1393 /**
1394 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1395 */
1396 void
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,
1401 GLenum intFormat,
1402 GLenum filter)
1403 {
1404 bool newTex;
1405
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);
1410
1411 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1412
1413 /* copy framebuffer image to texture */
1414 if (newTex) {
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);
1420 }
1421 else {
1422 /* create empty texture */
1423 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1424 tex->Width, tex->Height, 0,
1425 intFormat, GL_UNSIGNED_BYTE, NULL);
1426 /* load image */
1427 _mesa_CopyTexSubImage2D(tex->Target, 0,
1428 0, 0, srcX, srcY, width, height);
1429 }
1430 }
1431 else {
1432 /* replace existing tex image */
1433 _mesa_CopyTexSubImage2D(tex->Target, 0,
1434 0, 0, srcX, srcY, width, height);
1435 }
1436 }
1437
1438
1439 /**
1440 * Setup/load texture for glDrawPixels.
1441 */
1442 void
1443 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1444 struct temp_texture *tex,
1445 GLboolean newTex,
1446 GLsizei width, GLsizei height,
1447 GLenum format, GLenum type,
1448 const GLvoid *pixels)
1449 {
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);
1454
1455 /* copy pixel data to texture */
1456 if (newTex) {
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);
1462 }
1463 else {
1464 struct gl_buffer_object *save_unpack_obj = NULL;
1465
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);
1475 /* load image */
1476 _mesa_TexSubImage2D(tex->Target, 0,
1477 0, 0, width, height, format, type, pixels);
1478 }
1479 }
1480 else {
1481 /* replace existing tex image */
1482 _mesa_TexSubImage2D(tex->Target, 0,
1483 0, 0, width, height, format, type, pixels);
1484 }
1485 }
1486
1487 void
1488 _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO,
1489 unsigned texcoord_size)
1490 {
1491 _mesa_meta_setup_vertex_objects(VAO, VBO, false, 2, texcoord_size, 0);
1492
1493 /* setup projection matrix */
1494 _mesa_MatrixMode(GL_PROJECTION);
1495 _mesa_LoadIdentity();
1496 }
1497
1498 /**
1499 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1500 */
1501 void
1502 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1503 {
1504 meta_clear(ctx, buffers, false);
1505 }
1506
1507 void
1508 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1509 {
1510 meta_clear(ctx, buffers, true);
1511 }
1512
1513 static void
1514 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1515 {
1516 const char *vs_source =
1517 "attribute vec4 position;\n"
1518 "void main()\n"
1519 "{\n"
1520 " gl_Position = position;\n"
1521 "}\n";
1522 const char *gs_source =
1523 "#version 150\n"
1524 "layout(triangles) in;\n"
1525 "layout(triangle_strip, max_vertices = 4) out;\n"
1526 "uniform int layer;\n"
1527 "void main()\n"
1528 "{\n"
1529 " for (int i = 0; i < 3; i++) {\n"
1530 " gl_Layer = layer;\n"
1531 " gl_Position = gl_in[i].gl_Position;\n"
1532 " EmitVertex();\n"
1533 " }\n"
1534 "}\n";
1535 const char *fs_source =
1536 "uniform vec4 color;\n"
1537 "void main()\n"
1538 "{\n"
1539 " gl_FragColor = color;\n"
1540 "}\n";
1541 GLuint vs, gs = 0, fs;
1542 bool has_integer_textures;
1543
1544 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, true, 3, 0, 0);
1545
1546 if (clear->ShaderProg != 0)
1547 return;
1548
1549 vs = _mesa_CreateShader(GL_VERTEX_SHADER);
1550 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
1551 _mesa_CompileShader(vs);
1552
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);
1557 }
1558
1559 fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
1560 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
1561 _mesa_CompileShader(fs);
1562
1563 clear->ShaderProg = _mesa_CreateProgram();
1564 _mesa_AttachShader(clear->ShaderProg, fs);
1565 _mesa_DeleteShader(fs);
1566 if (gs != 0)
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);
1572
1573 clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg,
1574 "color");
1575 if (gs != 0) {
1576 clear->LayerLocation = _mesa_GetUniformLocation(clear->ShaderProg,
1577 "layer");
1578 }
1579
1580 has_integer_textures = _mesa_is_gles3(ctx) ||
1581 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1582
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,
1587 "#version 130\n"
1588 "in vec4 position;\n"
1589 "void main()\n"
1590 "{\n"
1591 " gl_Position = position;\n"
1592 "}\n");
1593 const char *fs_int_source =
1594 ralloc_asprintf(shader_source_mem_ctx,
1595 "#version 130\n"
1596 "uniform ivec4 color;\n"
1597 "out ivec4 out_color;\n"
1598 "\n"
1599 "void main()\n"
1600 "{\n"
1601 " out_color = color;\n"
1602 "}\n");
1603
1604 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
1605 vs_int_source);
1606 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
1607 fs_int_source);
1608 ralloc_free(shader_source_mem_ctx);
1609
1610 clear->IntegerShaderProg = _mesa_CreateProgram();
1611 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1612 _mesa_DeleteShader(fs);
1613 if (gs != 0)
1614 _mesa_AttachShader(clear->IntegerShaderProg, gs);
1615 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1616 _mesa_DeleteShader(vs);
1617 _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
1618
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.
1622 */
1623
1624 _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
1625 "integer clear");
1626 _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
1627
1628 clear->IntegerColorLocation =
1629 _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
1630 if (gs != 0) {
1631 clear->IntegerLayerLocation =
1632 _mesa_GetUniformLocation(clear->IntegerShaderProg, "layer");
1633 }
1634 }
1635 if (gs != 0)
1636 _mesa_DeleteShader(gs);
1637 }
1638
1639 static void
1640 meta_glsl_clear_cleanup(struct clear_state *clear)
1641 {
1642 if (clear->VAO == 0)
1643 return;
1644 _mesa_DeleteVertexArrays(1, &clear->VAO);
1645 clear->VAO = 0;
1646 _mesa_DeleteBuffers(1, &clear->VBO);
1647 clear->VBO = 0;
1648 _mesa_DeleteProgram(clear->ShaderProg);
1649 clear->ShaderProg = 0;
1650
1651 if (clear->IntegerShaderProg) {
1652 _mesa_DeleteProgram(clear->IntegerShaderProg);
1653 clear->IntegerShaderProg = 0;
1654 }
1655 }
1656
1657 /**
1658 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1659 */
1660 static void
1661 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1662 {
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];
1669 int i;
1670
1671 metaSave = (MESA_META_ALPHA_TEST |
1672 MESA_META_BLEND |
1673 MESA_META_DEPTH_TEST |
1674 MESA_META_RASTERIZATION |
1675 MESA_META_SHADER |
1676 MESA_META_STENCIL_TEST |
1677 MESA_META_VERTEX |
1678 MESA_META_VIEWPORT |
1679 MESA_META_CLIP |
1680 MESA_META_CLAMP_FRAGMENT_COLOR |
1681 MESA_META_MULTISAMPLE |
1682 MESA_META_OCCLUSION_QUERY);
1683
1684 if (!glsl) {
1685 metaSave |= MESA_META_FOG |
1686 MESA_META_PIXEL_TRANSFER |
1687 MESA_META_TRANSFORM |
1688 MESA_META_TEXTURE |
1689 MESA_META_CLAMP_VERTEX_COLOR |
1690 MESA_META_SELECT_FEEDBACK;
1691 }
1692
1693 if (!(buffers & BUFFER_BITS_COLOR)) {
1694 /* We'll use colormask to disable color writes. Otherwise,
1695 * respect color mask
1696 */
1697 metaSave |= MESA_META_COLOR_MASK;
1698 }
1699
1700 _mesa_meta_begin(ctx, metaSave);
1701
1702 if (glsl) {
1703 meta_glsl_clear_init(ctx, clear);
1704
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);
1710 } else {
1711 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4);
1712
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);
1718 }
1719
1720 if (fb->_IntegerColor) {
1721 assert(glsl);
1722 _mesa_UseProgram(clear->IntegerShaderProg);
1723 _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
1724 ctx->Color.ClearColor.i);
1725 } else if (glsl) {
1726 _mesa_UseProgram(clear->ShaderProg);
1727 _mesa_Uniform4fv(clear->ColorLocation, 1,
1728 ctx->Color.ClearColor.f);
1729 }
1730
1731 /* GL_COLOR_BUFFER_BIT */
1732 if (buffers & BUFFER_BITS_COLOR) {
1733 /* leave colormask, glDrawBuffer state as-is */
1734
1735 /* Clears never have the color clamped. */
1736 if (ctx->Extensions.ARB_color_buffer_float)
1737 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1738 }
1739 else {
1740 ASSERT(metaSave & MESA_META_COLOR_MASK);
1741 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1742 }
1743
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);
1749 }
1750 else {
1751 assert(!ctx->Depth.Test);
1752 }
1753
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]);
1762 }
1763 else {
1764 assert(!ctx->Stencil.Enabled);
1765 }
1766
1767 /* vertex positions */
1768 verts[0].x = x0;
1769 verts[0].y = y0;
1770 verts[0].z = z;
1771 verts[1].x = x1;
1772 verts[1].y = y0;
1773 verts[1].z = z;
1774 verts[2].x = x1;
1775 verts[2].y = y1;
1776 verts[2].z = z;
1777 verts[3].x = x0;
1778 verts[3].y = y1;
1779 verts[3].z = z;
1780
1781 if (!glsl) {
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];
1787 }
1788 }
1789
1790 /* upload new vertex data */
1791 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1792 GL_DYNAMIC_DRAW_ARB);
1793
1794 /* draw quad(s) */
1795 if (fb->MaxNumLayers > 0) {
1796 unsigned layer;
1797 assert(glsl);
1798 for (layer = 0; layer < fb->MaxNumLayers; layer++) {
1799 if (fb->_IntegerColor)
1800 _mesa_Uniform1i(clear->IntegerLayerLocation, layer);
1801 else
1802 _mesa_Uniform1i(clear->LayerLocation, layer);
1803 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1804 }
1805 } else {
1806 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1807 }
1808
1809 _mesa_meta_end(ctx);
1810 }
1811
1812 /**
1813 * Meta implementation of ctx->Driver.CopyPixels() in terms
1814 * of texture mapping and polygon rendering and GLSL shaders.
1815 */
1816 void
1817 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1818 GLsizei width, GLsizei height,
1819 GLint dstX, GLint dstY, GLenum type)
1820 {
1821 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1822 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1823 struct vertex verts[4];
1824
1825 if (type != GL_COLOR ||
1826 ctx->_ImageTransferState ||
1827 ctx->Fog.Enabled ||
1828 width > tex->MaxSize ||
1829 height > tex->MaxSize) {
1830 /* XXX avoid this fallback */
1831 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1832 return;
1833 }
1834
1835 /* Most GL state applies to glCopyPixels, but a there's a few things
1836 * we need to override:
1837 */
1838 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1839 MESA_META_SHADER |
1840 MESA_META_TEXTURE |
1841 MESA_META_TRANSFORM |
1842 MESA_META_CLIP |
1843 MESA_META_VERTEX |
1844 MESA_META_VIEWPORT));
1845
1846 _mesa_meta_setup_vertex_objects(&copypix->VAO, &copypix->VBO, false,
1847 3, 2, 0);
1848
1849 /* Silence valgrind warnings about reading uninitialized stack. */
1850 memset(verts, 0, sizeof(verts));
1851
1852 /* Alloc/setup texture */
1853 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1854 GL_RGBA, GL_NEAREST);
1855
1856 /* vertex positions, texcoords (after texture allocation!) */
1857 {
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]);
1863
1864 verts[0].x = dstX0;
1865 verts[0].y = dstY0;
1866 verts[0].z = z;
1867 verts[0].tex[0] = 0.0F;
1868 verts[0].tex[1] = 0.0F;
1869 verts[1].x = dstX1;
1870 verts[1].y = dstY0;
1871 verts[1].z = z;
1872 verts[1].tex[0] = tex->Sright;
1873 verts[1].tex[1] = 0.0F;
1874 verts[2].x = dstX1;
1875 verts[2].y = dstY1;
1876 verts[2].z = z;
1877 verts[2].tex[0] = tex->Sright;
1878 verts[2].tex[1] = tex->Ttop;
1879 verts[3].x = dstX0;
1880 verts[3].y = dstY1;
1881 verts[3].z = z;
1882 verts[3].tex[0] = 0.0F;
1883 verts[3].tex[1] = tex->Ttop;
1884
1885 /* upload new vertex data */
1886 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1887 }
1888
1889 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1890
1891 /* draw textured quad */
1892 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1893
1894 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1895
1896 _mesa_meta_end(ctx);
1897 }
1898
1899 static void
1900 meta_drawpix_cleanup(struct drawpix_state *drawpix)
1901 {
1902 if (drawpix->VAO != 0) {
1903 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1904 drawpix->VAO = 0;
1905
1906 _mesa_DeleteBuffers(1, &drawpix->VBO);
1907 drawpix->VBO = 0;
1908 }
1909
1910 if (drawpix->StencilFP != 0) {
1911 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1912 drawpix->StencilFP = 0;
1913 }
1914
1915 if (drawpix->DepthFP != 0) {
1916 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1917 drawpix->DepthFP = 0;
1918 }
1919 }
1920
1921 /**
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.
1925 */
1926 static void
1927 tiled_draw_pixels(struct gl_context *ctx,
1928 GLint tileSize,
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)
1933 {
1934 struct gl_pixelstore_attrib tileUnpack = *unpack;
1935 GLint i, j;
1936
1937 if (tileUnpack.RowLength == 0)
1938 tileUnpack.RowLength = width;
1939
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);
1943
1944 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1945
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);
1949
1950 tileUnpack.SkipRows = unpack->SkipRows + j;
1951
1952 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1953 format, type, &tileUnpack, pixels);
1954 }
1955 }
1956 }
1957
1958
1959 /**
1960 * One-time init for drawing stencil pixels.
1961 */
1962 static void
1963 init_draw_stencil_pixels(struct gl_context *ctx)
1964 {
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.
1970 *
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).
1974 * else
1975 * result is zero.
1976 * The program parameter contains three values:
1977 * parm.x = 255 / (1 << bit)
1978 * parm.y = 0.5
1979 * parm.z = 0.0
1980 */
1981 static const char *program =
1982 "!!ARBfp1.0\n"
1983 "PARAM parm = program.local[0]; \n"
1984 "TEMP t; \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"
1988 "# t = (int) t \n"
1989 "FRC t.y, t.x; \n"
1990 "SUB t.x, t.x, t.y; \n"
1991 "# t = t * 0.5 \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"
1997 "KIL -t.x; \n"
1998 "# for debug only \n"
1999 "#MOV result.color, t.x; \n"
2000 "END \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;
2005
2006 assert(drawpix->StencilFP == 0);
2007
2008 /* replace %s with "RECT" or "2D" */
2009 assert(strlen(program) + 4 < sizeof(program2));
2010 if (tex->Target == GL_TEXTURE_RECTANGLE)
2011 texTarget = "RECT";
2012 else
2013 texTarget = "2D";
2014 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2015
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);
2020 }
2021
2022
2023 /**
2024 * One-time init for drawing depth pixels.
2025 */
2026 static void
2027 init_draw_depth_pixels(struct gl_context *ctx)
2028 {
2029 static const char *program =
2030 "!!ARBfp1.0\n"
2031 "PARAM color = program.local[0]; \n"
2032 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2033 "MOV result.color, color; \n"
2034 "END \n";
2035 char program2[200];
2036 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2037 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2038 const char *texTarget;
2039
2040 assert(drawpix->DepthFP == 0);
2041
2042 /* replace %s with "RECT" or "2D" */
2043 assert(strlen(program) + 4 < sizeof(program2));
2044 if (tex->Target == GL_TEXTURE_RECTANGLE)
2045 texTarget = "RECT";
2046 else
2047 texTarget = "2D";
2048 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2049
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);
2054 }
2055
2056
2057 /**
2058 * Meta implementation of ctx->Driver.DrawPixels() in terms
2059 * of texture mapping and polygon rendering.
2060 */
2061 void
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)
2067 {
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;
2076
2077 /*
2078 * Determine if we can do the glDrawPixels with texture mapping.
2079 */
2080 fallback = GL_FALSE;
2081 if (ctx->Fog.Enabled) {
2082 fallback = GL_TRUE;
2083 }
2084
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).
2089 */
2090 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2091 texIntFormat = format;
2092 else
2093 texIntFormat = GL_RGBA;
2094
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
2098 * point.
2099 */
2100 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2101 ctx->Extensions.ARB_texture_float)
2102 texIntFormat = GL_RGBA32F;
2103 }
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
2111 * in [0,1].
2112 */
2113 texIntFormat = GL_ALPHA;
2114 metaExtraSave = (MESA_META_COLOR_MASK |
2115 MESA_META_DEPTH_TEST |
2116 MESA_META_PIXEL_TRANSFER |
2117 MESA_META_SHADER |
2118 MESA_META_STENCIL_TEST);
2119 }
2120 else {
2121 fallback = GL_TRUE;
2122 }
2123 }
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);
2129 }
2130 else {
2131 fallback = GL_TRUE;
2132 }
2133 }
2134 else {
2135 fallback = GL_TRUE;
2136 }
2137
2138 if (fallback) {
2139 _swrast_DrawPixels(ctx, x, y, width, height,
2140 format, type, unpack, pixels);
2141 return;
2142 }
2143
2144 /*
2145 * Check image size against max texture size, draw as tiles if needed.
2146 */
2147 if (width > tex->MaxSize || height > tex->MaxSize) {
2148 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2149 format, type, unpack, pixels);
2150 return;
2151 }
2152
2153 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2154 * but a there's a few things we need to override:
2155 */
2156 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2157 MESA_META_SHADER |
2158 MESA_META_TEXTURE |
2159 MESA_META_TRANSFORM |
2160 MESA_META_CLIP |
2161 MESA_META_VERTEX |
2162 MESA_META_VIEWPORT |
2163 metaExtraSave));
2164
2165 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2166
2167 _mesa_meta_setup_vertex_objects(&drawpix->VAO, &drawpix->VBO, false,
2168 3, 2, 0);
2169
2170 /* Silence valgrind warnings about reading uninitialized stack. */
2171 memset(verts, 0, sizeof(verts));
2172
2173 /* vertex positions, texcoords (after texture allocation!) */
2174 {
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]);
2180
2181 verts[0].x = x0;
2182 verts[0].y = y0;
2183 verts[0].z = z;
2184 verts[0].tex[0] = 0.0F;
2185 verts[0].tex[1] = 0.0F;
2186 verts[1].x = x1;
2187 verts[1].y = y0;
2188 verts[1].z = z;
2189 verts[1].tex[0] = tex->Sright;
2190 verts[1].tex[1] = 0.0F;
2191 verts[2].x = x1;
2192 verts[2].y = y1;
2193 verts[2].z = z;
2194 verts[2].tex[0] = tex->Sright;
2195 verts[2].tex[1] = tex->Ttop;
2196 verts[3].x = x0;
2197 verts[3].y = y1;
2198 verts[3].z = z;
2199 verts[3].tex[0] = 0.0F;
2200 verts[3].tex[1] = tex->Ttop;
2201 }
2202
2203 /* upload new vertex data */
2204 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2205 verts, GL_DYNAMIC_DRAW_ARB);
2206
2207 /* set given unpack params */
2208 ctx->Unpack = *unpack;
2209
2210 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2211
2212 if (_mesa_is_stencil_format(format)) {
2213 /* Drawing stencil */
2214 GLint bit;
2215
2216 if (!drawpix->StencilFP)
2217 init_draw_stencil_pixels(ctx);
2218
2219 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2220 GL_ALPHA, type, pixels);
2221
2222 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2223
2224 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2225
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);
2230
2231 /* set stencil bits to 1 where needed */
2232 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2233
2234 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2235 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2236
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);
2242
2243 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2244 255.0f / mask, 0.5f, 0.0f, 0.0f);
2245
2246 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2247 }
2248 }
2249 }
2250 else if (_mesa_is_depth_format(format)) {
2251 /* Drawing depth */
2252 if (!drawpix->DepthFP)
2253 init_draw_depth_pixels(ctx);
2254
2255 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2256 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2257
2258 /* polygon color = current raster color */
2259 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2260 ctx->Current.RasterColor);
2261
2262 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2263 format, type, pixels);
2264
2265 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2266 }
2267 else {
2268 /* Drawing RGBA */
2269 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2270 format, type, pixels);
2271 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2272 }
2273
2274 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2275
2276 /* restore unpack params */
2277 ctx->Unpack = unpackSave;
2278
2279 _mesa_meta_end(ctx);
2280 }
2281
2282 static GLboolean
2283 alpha_test_raster_color(struct gl_context *ctx)
2284 {
2285 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2286 GLfloat ref = ctx->Color.AlphaRef;
2287
2288 switch (ctx->Color.AlphaFunc) {
2289 case GL_NEVER:
2290 return GL_FALSE;
2291 case GL_LESS:
2292 return alpha < ref;
2293 case GL_EQUAL:
2294 return alpha == ref;
2295 case GL_LEQUAL:
2296 return alpha <= ref;
2297 case GL_GREATER:
2298 return alpha > ref;
2299 case GL_NOTEQUAL:
2300 return alpha != ref;
2301 case GL_GEQUAL:
2302 return alpha >= ref;
2303 case GL_ALWAYS:
2304 return GL_TRUE;
2305 default:
2306 assert(0);
2307 return GL_FALSE;
2308 }
2309 }
2310
2311 /**
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.
2315 */
2316 void
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)
2321 {
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;
2326 GLubyte fg, bg;
2327 struct vertex verts[4];
2328 GLboolean newTex;
2329 GLubyte *bitmap8;
2330
2331 /*
2332 * Check if swrast fallback is needed.
2333 */
2334 if (ctx->_ImageTransferState ||
2335 ctx->FragmentProgram._Enabled ||
2336 ctx->Fog.Enabled ||
2337 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2338 width > tex->MaxSize ||
2339 height > tex->MaxSize) {
2340 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2341 return;
2342 }
2343
2344 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2345 return;
2346
2347 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2348 * but a there's a few things we need to override:
2349 */
2350 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2351 MESA_META_PIXEL_STORE |
2352 MESA_META_RASTERIZATION |
2353 MESA_META_SHADER |
2354 MESA_META_TEXTURE |
2355 MESA_META_TRANSFORM |
2356 MESA_META_CLIP |
2357 MESA_META_VERTEX |
2358 MESA_META_VIEWPORT));
2359
2360 _mesa_meta_setup_vertex_objects(&bitmap->VAO, &bitmap->VBO, false, 3, 2, 4);
2361
2362 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2363
2364 /* Silence valgrind warnings about reading uninitialized stack. */
2365 memset(verts, 0, sizeof(verts));
2366
2367 /* vertex positions, texcoords, colors (after texture allocation!) */
2368 {
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]);
2374 GLuint i;
2375
2376 verts[0].x = x0;
2377 verts[0].y = y0;
2378 verts[0].z = z;
2379 verts[0].tex[0] = 0.0F;
2380 verts[0].tex[1] = 0.0F;
2381 verts[1].x = x1;
2382 verts[1].y = y0;
2383 verts[1].z = z;
2384 verts[1].tex[0] = tex->Sright;
2385 verts[1].tex[1] = 0.0F;
2386 verts[2].x = x1;
2387 verts[2].y = y1;
2388 verts[2].z = z;
2389 verts[2].tex[0] = tex->Sright;
2390 verts[2].tex[1] = tex->Ttop;
2391 verts[3].x = x0;
2392 verts[3].y = y1;
2393 verts[3].z = z;
2394 verts[3].tex[0] = 0.0F;
2395 verts[3].tex[1] = tex->Ttop;
2396
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];
2402 }
2403
2404 /* upload new vertex data */
2405 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2406 }
2407
2408 /* choose different foreground/background alpha values */
2409 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2410 bg = (fg > 127 ? 0 : 255);
2411
2412 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2413 if (!bitmap1) {
2414 _mesa_meta_end(ctx);
2415 return;
2416 }
2417
2418 bitmap8 = malloc(width * height);
2419 if (bitmap8) {
2420 memset(bitmap8, bg, width * height);
2421 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2422 bitmap8, width, fg);
2423
2424 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2425
2426 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2427 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2428
2429 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2430 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2431
2432 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2433
2434 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2435
2436 free(bitmap8);
2437 }
2438
2439 _mesa_unmap_pbo_source(ctx, &unpackSave);
2440
2441 _mesa_meta_end(ctx);
2442 }
2443
2444 /**
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
2452 */
2453 void
2454 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2455 GLint slice,
2456 GLint width,
2457 GLint height,
2458 GLint depth,
2459 GLfloat coords0[4],
2460 GLfloat coords1[4],
2461 GLfloat coords2[4],
2462 GLfloat coords3[4])
2463 {
2464 static const GLfloat st[4][2] = {
2465 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2466 };
2467 GLuint i;
2468 GLfloat r;
2469
2470 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2471 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2472
2473 /* Currently all texture targets want the W component to be 1.0.
2474 */
2475 coords0[3] = 1.0F;
2476 coords1[3] = 1.0F;
2477 coords2[3] = 1.0F;
2478 coords3[3] = 1.0F;
2479
2480 switch (faceTarget) {
2481 case GL_TEXTURE_1D:
2482 case GL_TEXTURE_2D:
2483 case GL_TEXTURE_3D:
2484 case GL_TEXTURE_2D_ARRAY:
2485 if (faceTarget == GL_TEXTURE_3D) {
2486 assert(slice < depth);
2487 assert(depth >= 1);
2488 r = (slice + 0.5f) / depth;
2489 }
2490 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2491 r = (float) slice;
2492 else
2493 r = 0.0F;
2494 coords0[0] = 0.0F; /* s */
2495 coords0[1] = 0.0F; /* t */
2496 coords0[2] = r; /* r */
2497 coords1[0] = 1.0F;
2498 coords1[1] = 0.0F;
2499 coords1[2] = r;
2500 coords2[0] = 1.0F;
2501 coords2[1] = 1.0F;
2502 coords2[2] = r;
2503 coords3[0] = 0.0F;
2504 coords3[1] = 1.0F;
2505 coords3[2] = r;
2506 break;
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;
2512 coords1[1] = 0.0F;
2513 coords1[2] = 0.0F;
2514 coords2[0] = (float) width;
2515 coords2[1] = (float) height;
2516 coords2[2] = 0.0F;
2517 coords3[0] = 0.0F;
2518 coords3[1] = (float) height;
2519 coords3[2] = 0.0F;
2520 break;
2521 case GL_TEXTURE_1D_ARRAY:
2522 coords0[0] = 0.0F; /* s */
2523 coords0[1] = (float) slice; /* t */
2524 coords0[2] = 0.0F; /* r */
2525 coords1[0] = 1.0f;
2526 coords1[1] = (float) slice;
2527 coords1[2] = 0.0F;
2528 coords2[0] = 1.0F;
2529 coords2[1] = (float) slice;
2530 coords2[2] = 0.0F;
2531 coords3[0] = 0.0F;
2532 coords3[1] = (float) slice;
2533 coords3[2] = 0.0F;
2534 break;
2535
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...
2547 */
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;
2551 GLfloat *coord;
2552
2553 switch (i) {
2554 case 0:
2555 coord = coords0;
2556 break;
2557 case 1:
2558 coord = coords1;
2559 break;
2560 case 2:
2561 coord = coords2;
2562 break;
2563 case 3:
2564 coord = coords3;
2565 break;
2566 default:
2567 assert(0);
2568 }
2569
2570 coord[3] = (float) (slice / 6);
2571
2572 switch (faceTarget) {
2573 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2574 coord[0] = 1.0f;
2575 coord[1] = -tc;
2576 coord[2] = -sc;
2577 break;
2578 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2579 coord[0] = -1.0f;
2580 coord[1] = -tc;
2581 coord[2] = sc;
2582 break;
2583 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2584 coord[0] = sc;
2585 coord[1] = 1.0f;
2586 coord[2] = tc;
2587 break;
2588 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2589 coord[0] = sc;
2590 coord[1] = -1.0f;
2591 coord[2] = -tc;
2592 break;
2593 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2594 coord[0] = sc;
2595 coord[1] = -tc;
2596 coord[2] = 1.0f;
2597 break;
2598 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2599 coord[0] = -sc;
2600 coord[1] = -tc;
2601 coord[2] = -1.0f;
2602 break;
2603 default:
2604 assert(0);
2605 }
2606 }
2607 break;
2608 default:
2609 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2610 }
2611 }
2612
2613 static struct blit_shader *
2614 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2615 {
2616 switch(target) {
2617 case GL_TEXTURE_1D:
2618 table->sampler_1d.type = "sampler1D";
2619 table->sampler_1d.func = "texture1D";
2620 table->sampler_1d.texcoords = "texCoords.x";
2621 return &table->sampler_1d;
2622 case GL_TEXTURE_2D:
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;
2632 case GL_TEXTURE_3D:
2633 /* Code for mipmap generation with 3D textures is not used yet.
2634 * It's a sw fallback.
2635 */
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;
2660 default:
2661 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2662 " setup_texture_sampler()\n", target);
2663 return NULL;
2664 }
2665 }
2666
2667 void
2668 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
2669 {
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);
2678
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;
2687 }
2688
2689 /**
2690 * Determine the GL data type to use for the temporary image read with
2691 * ReadPixels() and passed to Tex[Sub]Image().
2692 */
2693 static GLenum
2694 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2695 {
2696 GLenum baseFormat;
2697
2698 baseFormat = _mesa_get_format_base_format(format);
2699
2700 switch (baseFormat) {
2701 case GL_RGBA:
2702 case GL_RGB:
2703 case GL_RG:
2704 case GL_RED:
2705 case GL_ALPHA:
2706 case GL_LUMINANCE:
2707 case GL_LUMINANCE_ALPHA:
2708 case GL_INTENSITY:
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;
2713 } else {
2714 GLenum datatype = _mesa_get_format_datatype(format);
2715 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT)
2716 return datatype;
2717 return GL_FLOAT;
2718 }
2719 case GL_DEPTH_COMPONENT: {
2720 GLenum datatype = _mesa_get_format_datatype(format);
2721 if (datatype == GL_FLOAT)
2722 return GL_FLOAT;
2723 else
2724 return GL_UNSIGNED_INT;
2725 }
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;
2730 else
2731 return GL_UNSIGNED_INT_24_8;
2732 }
2733 default:
2734 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2735 baseFormat);
2736 return 0;
2737 }
2738 }
2739
2740 /**
2741 * Attempts to wrap the destination texture in an FBO and use
2742 * glBlitFramebuffer() to implement glCopyTexSubImage().
2743 */
2744 static bool
2745 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2746 struct gl_texture_image *texImage,
2747 GLint xoffset,
2748 GLint yoffset,
2749 GLint zoffset,
2750 struct gl_renderbuffer *rb,
2751 GLint x, GLint y,
2752 GLsizei width, GLsizei height)
2753 {
2754 struct gl_texture_object *texObj = texImage->TexObject;
2755 GLuint fbo;
2756 bool success = false;
2757 GLbitfield mask;
2758 GLenum status;
2759
2760 if (!ctx->Extensions.ARB_framebuffer_object)
2761 return false;
2762
2763 _mesa_unlock_texture(ctx, texObj);
2764
2765 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2766
2767 _mesa_GenFramebuffers(1, &fbo);
2768 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
2769
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;
2774
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;
2779 }
2780 _mesa_DrawBuffer(GL_NONE);
2781 } else {
2782 _mesa_meta_bind_fbo_image(GL_COLOR_ATTACHMENT0, texImage, zoffset);
2783 mask = GL_COLOR_BUFFER_BIT;
2784 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2785 }
2786
2787 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
2788 if (status != GL_FRAMEBUFFER_COMPLETE)
2789 goto out;
2790
2791 ctx->Meta->Blit.no_ctsi_fallback = true;
2792
2793 /* Since we've bound a new draw framebuffer, we need to update
2794 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2795 * be correct.
2796 */
2797 _mesa_update_state(ctx);
2798
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
2801 * changes.
2802 */
2803 _mesa_meta_BlitFramebuffer(ctx, x, y,
2804 x + width, y + height,
2805 xoffset, yoffset,
2806 xoffset + width, yoffset + height,
2807 mask, GL_NEAREST);
2808 ctx->Meta->Blit.no_ctsi_fallback = false;
2809 success = true;
2810
2811 out:
2812 _mesa_lock_texture(ctx, texObj);
2813 _mesa_DeleteFramebuffers(1, &fbo);
2814 _mesa_meta_end(ctx);
2815 return success;
2816 }
2817
2818 /**
2819 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2820 * Have to be careful with locking and meta state for pixel transfer.
2821 */
2822 void
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,
2827 GLint x, GLint y,
2828 GLsizei width, GLsizei height)
2829 {
2830 struct gl_texture_object *texObj = texImage->TexObject;
2831 GLenum format, type;
2832 GLint bpp;
2833 void *buf;
2834
2835 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2836 texImage,
2837 xoffset, yoffset, zoffset,
2838 rb,
2839 x, y,
2840 width, height)) {
2841 return;
2842 }
2843
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).
2852 */
2853 format = GL_RGBA;
2854 }
2855
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);
2859 }
2860 bpp = _mesa_bytes_per_pixel(format, type);
2861 if (bpp <= 0) {
2862 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2863 return;
2864 }
2865
2866 /*
2867 * Alloc image buffer (XXX could use a PBO)
2868 */
2869 buf = malloc(width * height * bpp);
2870 if (!buf) {
2871 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2872 return;
2873 }
2874
2875 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
2876
2877 /*
2878 * Read image from framebuffer (disable pixel transfer ops)
2879 */
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);
2884
2885 _mesa_update_state(ctx); /* to update pixel transfer state */
2886
2887 /*
2888 * Store texture data (with pixel transfer ops)
2889 */
2890 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2891
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);
2897 } else {
2898 ctx->Driver.TexSubImage(ctx, dims, texImage,
2899 xoffset, yoffset, zoffset, width, height, 1,
2900 format, type, buf, &ctx->Unpack);
2901 }
2902
2903 _mesa_meta_end(ctx);
2904
2905 _mesa_lock_texture(ctx, texObj); /* re-lock */
2906
2907 free(buf);
2908 }
2909
2910
2911 static void
2912 meta_decompress_cleanup(struct decompress_state *decompress)
2913 {
2914 if (decompress->FBO != 0) {
2915 _mesa_DeleteFramebuffers(1, &decompress->FBO);
2916 _mesa_DeleteRenderbuffers(1, &decompress->RBO);
2917 }
2918
2919 if (decompress->VAO != 0) {
2920 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2921 _mesa_DeleteBuffers(1, &decompress->VBO);
2922 }
2923
2924 if (decompress->Sampler != 0)
2925 _mesa_DeleteSamplers(1, &decompress->Sampler);
2926
2927 memset(decompress, 0, sizeof(*decompress));
2928 }
2929
2930 /**
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)
2938 */
2939 static void
2940 decompress_texture_image(struct gl_context *ctx,
2941 struct gl_texture_image *texImage,
2942 GLuint slice,
2943 GLenum destFormat, GLenum destType,
2944 GLvoid *dest)
2945 {
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;
2952 GLenum faceTarget;
2953 struct vertex verts[4];
2954 GLuint samplerSave;
2955 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
2956 ctx->Extensions.ARB_fragment_shader;
2957
2958 if (slice > 0) {
2959 assert(target == GL_TEXTURE_3D ||
2960 target == GL_TEXTURE_2D_ARRAY ||
2961 target == GL_TEXTURE_CUBE_MAP_ARRAY);
2962 }
2963
2964 switch (target) {
2965 case GL_TEXTURE_1D:
2966 case GL_TEXTURE_1D_ARRAY:
2967 assert(!"No compressed 1D textures.");
2968 return;
2969
2970 case GL_TEXTURE_3D:
2971 assert(!"No compressed 3D textures.");
2972 return;
2973
2974 case GL_TEXTURE_CUBE_MAP_ARRAY:
2975 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
2976 break;
2977
2978 case GL_TEXTURE_CUBE_MAP:
2979 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
2980 break;
2981
2982 default:
2983 faceTarget = target;
2984 break;
2985 }
2986
2987 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
2988 MESA_META_DRAW_BUFFERS));
2989
2990 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
2991 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
2992
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,
3002 decompress->RBO);
3003 }
3004 else {
3005 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO);
3006 }
3007
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,
3012 width, height);
3013 decompress->Width = width;
3014 decompress->Height = height;
3015 }
3016
3017 if (use_glsl_version) {
3018 _mesa_meta_setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
3019 2, 4, 0);
3020
3021 _mesa_meta_setup_blit_shader(ctx, target, &decompress->shaders);
3022 } else {
3023 _mesa_meta_setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
3024 }
3025
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);
3036 }
3037
3038 } else {
3039 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3040 }
3041
3042 /* Silence valgrind warnings about reading uninitialized stack. */
3043 memset(verts, 0, sizeof(verts));
3044
3045 _mesa_meta_setup_texture_coords(faceTarget, slice, width, height, depth,
3046 verts[0].tex,
3047 verts[1].tex,
3048 verts[2].tex,
3049 verts[3].tex);
3050
3051 /* setup vertex positions */
3052 verts[0].x = -1.0F;
3053 verts[0].y = -1.0F;
3054 verts[1].x = 1.0F;
3055 verts[1].y = -1.0F;
3056 verts[2].x = 1.0F;
3057 verts[2].y = 1.0F;
3058 verts[3].x = -1.0F;
3059 verts[3].y = 1.0F;
3060
3061 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3062
3063 /* upload new vertex data */
3064 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3065
3066 /* setup texture state */
3067 _mesa_BindTexture(target, texObj->Name);
3068
3069 if (!use_glsl_version)
3070 _mesa_set_enable(ctx, target, GL_TRUE);
3071
3072 {
3073 /* save texture object state */
3074 const GLint baseLevelSave = texObj->BaseLevel;
3075 const GLint maxLevelSave = texObj->MaxLevel;
3076
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);
3081 }
3082
3083 /* render quad w/ texture into renderbuffer */
3084 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3085
3086 /* Restore texture object state, the texture binding will
3087 * be restored by _mesa_meta_end().
3088 */
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);
3092 }
3093
3094 }
3095
3096 /* read pixels from renderbuffer */
3097 {
3098 GLenum baseTexFormat = texImage->_BaseFormat;
3099 GLenum destBaseFormat = _mesa_base_tex_format(ctx, destFormat);
3100
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
3106 * red/alpha.
3107 */
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).
3113 */
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);
3124 }
3125
3126 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3127 }
3128
3129 /* disable texture unit */
3130 if (!use_glsl_version)
3131 _mesa_set_enable(ctx, target, GL_FALSE);
3132
3133 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3134
3135 _mesa_meta_end(ctx);
3136 }
3137
3138
3139 /**
3140 * This is just a wrapper around _mesa_get_tex_image() and
3141 * decompress_texture_image(). Meta functions should not be directly called
3142 * from core Mesa.
3143 */
3144 void
3145 _mesa_meta_GetTexImage(struct gl_context *ctx,
3146 GLenum format, GLenum type, GLvoid *pixels,
3147 struct gl_texture_image *texImage)
3148 {
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...
3152 */
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;
3157 GLuint slice;
3158 /* Need to unlock the texture here to prevent deadlock... */
3159 _mesa_unlock_texture(ctx, texObj);
3160 for (slice = 0; slice < texImage->Depth; slice++) {
3161 void *dst;
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).
3168 */
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,
3174 slice, 0, 0);
3175 }
3176 else {
3177 dst = pixels;
3178 }
3179 decompress_texture_image(ctx, texImage, slice, format, type, dst);
3180 }
3181 /* ... and relock it */
3182 _mesa_lock_texture(ctx, texObj);
3183 }
3184 else {
3185 _mesa_get_teximage(ctx, format, type, pixels, texImage);
3186 }
3187 }
3188
3189
3190 /**
3191 * Meta implementation of ctx->Driver.DrawTex() in terms
3192 * of polygon rendering.
3193 */
3194 void
3195 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3196 GLfloat width, GLfloat height)
3197 {
3198 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3199 struct vertex {
3200 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3201 };
3202 struct vertex verts[4];
3203 GLuint i;
3204
3205 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3206 MESA_META_SHADER |
3207 MESA_META_TRANSFORM |
3208 MESA_META_VERTEX |
3209 MESA_META_VIEWPORT));
3210
3211 if (drawtex->VAO == 0) {
3212 /* one-time setup */
3213 GLint active_texture;
3214
3215 /* create vertex array object */
3216 _mesa_GenVertexArrays(1, &drawtex->VAO);
3217 _mesa_BindVertexArray(drawtex->VAO);
3218
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);
3224
3225 /* client active texture is not part of the array object */
3226 active_texture = ctx->Array.ActiveTexture;
3227
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);
3235 }
3236
3237 /* restore client active texture */
3238 _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture);
3239 }
3240 else {
3241 _mesa_BindVertexArray(drawtex->VAO);
3242 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3243 }
3244
3245 /* vertex positions, texcoords */
3246 {
3247 const GLfloat x1 = x + width;
3248 const GLfloat y1 = y + height;
3249
3250 z = CLAMP(z, 0.0f, 1.0f);
3251 z = invert_z(z);
3252
3253 verts[0].x = x;
3254 verts[0].y = y;
3255 verts[0].z = z;
3256
3257 verts[1].x = x1;
3258 verts[1].y = y;
3259 verts[1].z = z;
3260
3261 verts[2].x = x1;
3262 verts[2].y = y1;
3263 verts[2].z = z;
3264
3265 verts[3].x = x;
3266 verts[3].y = y1;
3267 verts[3].z = z;
3268
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;
3273 GLuint tw, th;
3274
3275 if (!ctx->Texture.Unit[i]._Current) {
3276 GLuint j;
3277 for (j = 0; j < 4; j++) {
3278 verts[j].st[i][0] = 0.0f;
3279 verts[j].st[i][1] = 0.0f;
3280 }
3281 continue;
3282 }
3283
3284 texObj = ctx->Texture.Unit[i]._Current;
3285 texImage = texObj->Image[0][texObj->BaseLevel];
3286 tw = texImage->Width2;
3287 th = texImage->Height2;
3288
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;
3293
3294 verts[0].st[i][0] = s;
3295 verts[0].st[i][1] = t;
3296
3297 verts[1].st[i][0] = s1;
3298 verts[1].st[i][1] = t;
3299
3300 verts[2].st[i][0] = s1;
3301 verts[2].st[i][1] = t1;
3302
3303 verts[3].st[i][0] = s;
3304 verts[3].st[i][1] = t1;
3305 }
3306
3307 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3308 }
3309
3310 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3311
3312 _mesa_meta_end(ctx);
3313 }