mesa: Add flush_vertices to _mesa_bind_vertex_buffer.
[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/clear.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/format_unpack.h"
51 #include "main/framebuffer.h"
52 #include "main/glformats.h"
53 #include "main/image.h"
54 #include "main/macros.h"
55 #include "main/matrix.h"
56 #include "main/mipmap.h"
57 #include "main/multisample.h"
58 #include "main/objectlabel.h"
59 #include "main/pipelineobj.h"
60 #include "main/pixel.h"
61 #include "main/pbo.h"
62 #include "main/polygon.h"
63 #include "main/queryobj.h"
64 #include "main/readpix.h"
65 #include "main/renderbuffer.h"
66 #include "main/scissor.h"
67 #include "main/shaderapi.h"
68 #include "main/shaderobj.h"
69 #include "main/state.h"
70 #include "main/stencil.h"
71 #include "main/texobj.h"
72 #include "main/texenv.h"
73 #include "main/texgetimage.h"
74 #include "main/teximage.h"
75 #include "main/texparam.h"
76 #include "main/texstate.h"
77 #include "main/texstore.h"
78 #include "main/transformfeedback.h"
79 #include "main/uniforms.h"
80 #include "main/varray.h"
81 #include "main/viewport.h"
82 #include "main/samplerobj.h"
83 #include "program/program.h"
84 #include "swrast/swrast.h"
85 #include "drivers/common/meta.h"
86 #include "main/enums.h"
87 #include "main/glformats.h"
88 #include "util/bitscan.h"
89 #include "util/ralloc.h"
90 #include "compiler/nir/nir.h"
91
92 /** Return offset in bytes of the field within a vertex struct */
93 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
94
95 static void
96 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
97
98 static struct blit_shader *
99 choose_blit_shader(GLenum target, struct blit_shader_table *table);
100
101 static void cleanup_temp_texture(struct gl_context *ctx,
102 struct temp_texture *tex);
103 static void meta_glsl_clear_cleanup(struct gl_context *ctx,
104 struct clear_state *clear);
105 static void meta_decompress_cleanup(struct gl_context *ctx,
106 struct decompress_state *decompress);
107 static void meta_drawpix_cleanup(struct gl_context *ctx,
108 struct drawpix_state *drawpix);
109
110 void
111 _mesa_meta_framebuffer_texture_image(struct gl_context *ctx,
112 struct gl_framebuffer *fb,
113 GLenum attachment,
114 struct gl_texture_image *texImage,
115 GLuint layer)
116 {
117 struct gl_texture_object *texObj = texImage->TexObject;
118 int level = texImage->Level;
119 const GLenum texTarget = texObj->Target == GL_TEXTURE_CUBE_MAP
120 ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face
121 : texObj->Target;
122
123 struct gl_renderbuffer_attachment *att =
124 _mesa_get_and_validate_attachment(ctx, fb, attachment, __func__);
125 assert(att);
126
127 _mesa_framebuffer_texture(ctx, fb, attachment, att, texObj, texTarget,
128 level, layer, false);
129 }
130
131 static struct gl_shader *
132 meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage,
133 const GLcharARB *source)
134 {
135 const GLuint name = ~0;
136 struct gl_shader *sh;
137
138 sh = _mesa_new_shader(name, stage);
139 sh->Source = strdup(source);
140 sh->CompileStatus = COMPILE_FAILURE;
141 _mesa_compile_shader(ctx, sh);
142
143 if (!sh->CompileStatus) {
144 if (sh->InfoLog) {
145 _mesa_problem(ctx,
146 "meta program compile failed:\n%s\nsource:\n%s\n",
147 sh->InfoLog, source);
148 }
149
150 _mesa_reference_shader(ctx, &sh, NULL);
151 }
152
153 return sh;
154 }
155
156 void
157 _mesa_meta_link_program_with_debug(struct gl_context *ctx,
158 struct gl_shader_program *sh_prog)
159 {
160 _mesa_link_program(ctx, sh_prog);
161
162 if (!sh_prog->data->LinkStatus) {
163 _mesa_problem(ctx, "meta program link failed:\n%s",
164 sh_prog->data->InfoLog);
165 }
166 }
167
168 void
169 _mesa_meta_use_program(struct gl_context *ctx,
170 struct gl_shader_program *sh_prog)
171 {
172 /* Attach shader state to the binding point */
173 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
174
175 /* Update the program */
176 _mesa_use_shader_program(ctx, sh_prog);
177 }
178
179 void
180 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
181 const char *vs_source,
182 const char *fs_source,
183 const char *name,
184 struct gl_shader_program **out_sh_prog)
185 {
186 struct gl_shader_program *sh_prog;
187 const GLuint id = ~0;
188
189 sh_prog = _mesa_new_shader_program(id);
190 sh_prog->Label = strdup(name);
191 sh_prog->NumShaders = 2;
192 sh_prog->Shaders = malloc(2 * sizeof(struct gl_shader *));
193 sh_prog->Shaders[0] =
194 meta_compile_shader_with_debug(ctx, MESA_SHADER_VERTEX, vs_source);
195 sh_prog->Shaders[1] =
196 meta_compile_shader_with_debug(ctx, MESA_SHADER_FRAGMENT, fs_source);
197
198 _mesa_meta_link_program_with_debug(ctx, sh_prog);
199
200 struct gl_program *fp =
201 sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
202
203 /* texelFetch() can break GL_SKIP_DECODE_EXT, but many meta passes want
204 * to use both together; pretend that we're not using texelFetch to hack
205 * around this bad interaction. This is a bit fragile as it may break
206 * if you re-run the pass that gathers this info, but we probably won't...
207 */
208 fp->info.textures_used_by_txf = 0;
209 if (fp->nir)
210 fp->nir->info.textures_used_by_txf = 0;
211
212 _mesa_meta_use_program(ctx, sh_prog);
213
214 *out_sh_prog = sh_prog;
215 }
216
217 /**
218 * Generate a generic shader to blit from a texture to a framebuffer
219 *
220 * \param ctx Current GL context
221 * \param texTarget Texture target that will be the source of the blit
222 *
223 * \returns a handle to a shader program on success or zero on failure.
224 */
225 void
226 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
227 GLenum target,
228 bool do_depth,
229 struct blit_shader_table *table)
230 {
231 char *vs_source, *fs_source;
232 struct blit_shader *shader = choose_blit_shader(target, table);
233 const char *fs_input, *vs_preprocess, *fs_preprocess;
234 void *mem_ctx;
235
236 if (ctx->Const.GLSLVersion < 130) {
237 vs_preprocess = "";
238 fs_preprocess = "#extension GL_EXT_texture_array : enable";
239 fs_input = "varying";
240 } else {
241 vs_preprocess = "#version 130";
242 fs_preprocess = "#version 130";
243 fs_input = "in";
244 shader->func = "texture";
245 }
246
247 assert(shader != NULL);
248
249 if (shader->shader_prog != NULL) {
250 _mesa_meta_use_program(ctx, shader->shader_prog);
251 return;
252 }
253
254 mem_ctx = ralloc_context(NULL);
255
256 vs_source = ralloc_asprintf(mem_ctx,
257 "%s\n"
258 "#extension GL_ARB_explicit_attrib_location: enable\n"
259 "layout(location = 0) in vec2 position;\n"
260 "layout(location = 1) in vec4 textureCoords;\n"
261 "out vec4 texCoords;\n"
262 "void main()\n"
263 "{\n"
264 " texCoords = textureCoords;\n"
265 " gl_Position = vec4(position, 0.0, 1.0);\n"
266 "}\n",
267 vs_preprocess);
268
269 fs_source = ralloc_asprintf(mem_ctx,
270 "%s\n"
271 "#extension GL_ARB_texture_cube_map_array: enable\n"
272 "uniform %s texSampler;\n"
273 "%s vec4 texCoords;\n"
274 "void main()\n"
275 "{\n"
276 " gl_FragColor = %s(texSampler, %s);\n"
277 "%s"
278 "}\n",
279 fs_preprocess, shader->type, fs_input,
280 shader->func, shader->texcoords,
281 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
282
283 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
284 ralloc_asprintf(mem_ctx, "%s blit",
285 shader->type),
286 &shader->shader_prog);
287 ralloc_free(mem_ctx);
288 }
289
290 /**
291 * Configure vertex buffer and vertex array objects for tests
292 *
293 * Regardless of whether a new VAO is created, the object referenced by \c VAO
294 * will be bound into the GL state vector when this function terminates. The
295 * object referenced by \c VBO will \b not be bound.
296 *
297 * \param VAO Storage for vertex array object handle. If 0, a new VAO
298 * will be created.
299 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
300 * will be created. The new VBO will have storage for 4
301 * \c vertex structures.
302 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
303 * or should traditional, fixed-function color and texture
304 * coordinate be used?
305 * \param vertex_size Number of components for attribute 0 / vertex.
306 * \param texcoord_size Number of components for attribute 1 / texture
307 * coordinate. If this is 0, attribute 1 will not be set or
308 * enabled.
309 * \param color_size Number of components for attribute 1 / primary color.
310 * If this is 0, attribute 1 will not be set or enabled.
311 *
312 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
313 * Use \c texcoord_size instead.
314 */
315 void
316 _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
317 GLuint *VAO, struct gl_buffer_object **buf_obj,
318 bool use_generic_attributes,
319 unsigned vertex_size, unsigned texcoord_size,
320 unsigned color_size)
321 {
322 if (*VAO == 0) {
323 struct gl_vertex_array_object *array_obj;
324 assert(*buf_obj == NULL);
325
326 /* create vertex array object */
327 _mesa_GenVertexArrays(1, VAO);
328 _mesa_BindVertexArray(*VAO);
329
330 array_obj = _mesa_lookup_vao(ctx, *VAO);
331 assert(array_obj != NULL);
332
333 /* create vertex array buffer */
334 *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
335 if (*buf_obj == NULL)
336 return;
337
338 _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
339 GL_DYNAMIC_DRAW, __func__);
340
341 /* setup vertex arrays */
342 FLUSH_VERTICES(ctx, 0);
343 if (use_generic_attributes) {
344 assert(color_size == 0);
345
346 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
347 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
348 GL_FALSE, GL_FALSE,
349 offsetof(struct vertex, x));
350 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
351 *buf_obj, 0, sizeof(struct vertex), true);
352 _mesa_enable_vertex_array_attrib(ctx, array_obj,
353 VERT_ATTRIB_GENERIC(0), true);
354 if (texcoord_size > 0) {
355 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
356 texcoord_size, GL_FLOAT, GL_RGBA,
357 GL_FALSE, GL_FALSE, GL_FALSE,
358 offsetof(struct vertex, tex));
359 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
360 *buf_obj, 0, sizeof(struct vertex), true);
361 _mesa_enable_vertex_array_attrib(ctx, array_obj,
362 VERT_ATTRIB_GENERIC(1), true);
363 }
364 } else {
365 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
366 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
367 GL_FALSE, GL_FALSE,
368 offsetof(struct vertex, x));
369 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
370 *buf_obj, 0, sizeof(struct vertex), true);
371 _mesa_enable_vertex_array_attrib(ctx, array_obj,
372 VERT_ATTRIB_POS, true);
373
374 if (texcoord_size > 0) {
375 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
376 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
377 GL_FALSE, GL_FALSE,
378 offsetof(struct vertex, tex));
379 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
380 *buf_obj, 0, sizeof(struct vertex), true);
381 _mesa_enable_vertex_array_attrib(ctx, array_obj,
382 VERT_ATTRIB_TEX(0), true);
383 }
384
385 if (color_size > 0) {
386 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
387 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
388 GL_FALSE, GL_FALSE,
389 offsetof(struct vertex, r));
390 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
391 *buf_obj, 0, sizeof(struct vertex), true);
392 _mesa_enable_vertex_array_attrib(ctx, array_obj,
393 VERT_ATTRIB_COLOR0, true);
394 }
395 }
396 } else {
397 _mesa_BindVertexArray(*VAO);
398 }
399 }
400
401 /**
402 * Initialize meta-ops for a context.
403 * To be called once during context creation.
404 */
405 void
406 _mesa_meta_init(struct gl_context *ctx)
407 {
408 assert(!ctx->Meta);
409
410 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
411 }
412
413 /**
414 * Free context meta-op state.
415 * To be called once during context destruction.
416 */
417 void
418 _mesa_meta_free(struct gl_context *ctx)
419 {
420 GET_CURRENT_CONTEXT(old_context);
421 _mesa_make_current(ctx, NULL, NULL);
422 _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
423 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
424 _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
425 cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
426 meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
427 meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
428 if (old_context)
429 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
430 else
431 _mesa_make_current(NULL, NULL, NULL);
432 free(ctx->Meta);
433 ctx->Meta = NULL;
434 }
435
436
437 /**
438 * Enter meta state. This is like a light-weight version of glPushAttrib
439 * but it also resets most GL state back to default values.
440 *
441 * \param state bitmask of MESA_META_* flags indicating which attribute groups
442 * to save and reset to their defaults
443 */
444 void
445 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
446 {
447 struct save_state *save;
448
449 /* hope MAX_META_OPS_DEPTH is large enough */
450 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
451
452 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
453 memset(save, 0, sizeof(*save));
454 save->SavedState = state;
455
456 /* We always push into desktop GL mode and pop out at the end. No sense in
457 * writing our shaders varying based on the user's context choice, when
458 * Mesa can handle either.
459 */
460 save->API = ctx->API;
461 ctx->API = API_OPENGL_COMPAT;
462
463 /* Mesa's extension helper functions use the current context's API to look up
464 * the version required by an extension as a step in determining whether or
465 * not it has been advertised. Since meta aims to only be restricted by the
466 * driver capability (and not by whether or not an extension has been
467 * advertised), set the helper functions' Version variable to a value that
468 * will make the checks on the context API and version unconditionally pass.
469 */
470 save->ExtensionsVersion = ctx->Extensions.Version;
471 ctx->Extensions.Version = ~0;
472
473 /* Pausing transform feedback needs to be done early, or else we won't be
474 * able to change other state.
475 */
476 save->TransformFeedbackNeedsResume =
477 _mesa_is_xfb_active_and_unpaused(ctx);
478 if (save->TransformFeedbackNeedsResume)
479 _mesa_PauseTransformFeedback();
480
481 /* After saving the current occlusion object, call EndQuery so that no
482 * occlusion querying will be active during the meta-operation.
483 */
484 if (state & MESA_META_OCCLUSION_QUERY) {
485 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
486 if (save->CurrentOcclusionObject)
487 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
488 }
489
490 if (state & MESA_META_ALPHA_TEST) {
491 save->AlphaEnabled = ctx->Color.AlphaEnabled;
492 save->AlphaFunc = ctx->Color.AlphaFunc;
493 save->AlphaRef = ctx->Color.AlphaRef;
494 if (ctx->Color.AlphaEnabled)
495 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
496 }
497
498 if (state & MESA_META_BLEND) {
499 save->BlendEnabled = ctx->Color.BlendEnabled;
500 if (ctx->Color.BlendEnabled) {
501 if (ctx->Extensions.EXT_draw_buffers2) {
502 GLuint i;
503 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
504 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
505 }
506 }
507 else {
508 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
509 }
510 }
511 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
512 if (ctx->Color.ColorLogicOpEnabled)
513 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
514 }
515
516 if (state & MESA_META_DITHER) {
517 save->DitherFlag = ctx->Color.DitherFlag;
518 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
519 }
520
521 if (state & MESA_META_COLOR_MASK)
522 save->ColorMask = ctx->Color.ColorMask;
523
524 if (state & MESA_META_DEPTH_TEST) {
525 save->Depth = ctx->Depth; /* struct copy */
526 if (ctx->Depth.Test)
527 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
528 }
529
530 if (state & MESA_META_FOG) {
531 save->Fog = ctx->Fog.Enabled;
532 if (ctx->Fog.Enabled)
533 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
534 }
535
536 if (state & MESA_META_PIXEL_STORE) {
537 save->Pack = ctx->Pack;
538 save->Unpack = ctx->Unpack;
539 ctx->Pack = ctx->DefaultPacking;
540 ctx->Unpack = ctx->DefaultPacking;
541 }
542
543 if (state & MESA_META_PIXEL_TRANSFER) {
544 save->RedScale = ctx->Pixel.RedScale;
545 save->RedBias = ctx->Pixel.RedBias;
546 save->GreenScale = ctx->Pixel.GreenScale;
547 save->GreenBias = ctx->Pixel.GreenBias;
548 save->BlueScale = ctx->Pixel.BlueScale;
549 save->BlueBias = ctx->Pixel.BlueBias;
550 save->AlphaScale = ctx->Pixel.AlphaScale;
551 save->AlphaBias = ctx->Pixel.AlphaBias;
552 save->MapColorFlag = ctx->Pixel.MapColorFlag;
553 ctx->Pixel.RedScale = 1.0F;
554 ctx->Pixel.RedBias = 0.0F;
555 ctx->Pixel.GreenScale = 1.0F;
556 ctx->Pixel.GreenBias = 0.0F;
557 ctx->Pixel.BlueScale = 1.0F;
558 ctx->Pixel.BlueBias = 0.0F;
559 ctx->Pixel.AlphaScale = 1.0F;
560 ctx->Pixel.AlphaBias = 0.0F;
561 ctx->Pixel.MapColorFlag = GL_FALSE;
562 /* XXX more state */
563 ctx->NewState |=_NEW_PIXEL;
564 }
565
566 if (state & MESA_META_RASTERIZATION) {
567 save->FrontPolygonMode = ctx->Polygon.FrontMode;
568 save->BackPolygonMode = ctx->Polygon.BackMode;
569 save->PolygonOffset = ctx->Polygon.OffsetFill;
570 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
571 save->PolygonStipple = ctx->Polygon.StippleFlag;
572 save->PolygonCull = ctx->Polygon.CullFlag;
573 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
574 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
575 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
576 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
577 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
578 }
579
580 if (state & MESA_META_SCISSOR) {
581 save->Scissor = ctx->Scissor; /* struct copy */
582 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
583 }
584
585 if (state & MESA_META_SHADER) {
586 int i;
587
588 if (ctx->Extensions.ARB_vertex_program) {
589 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
590 _mesa_reference_program(ctx, &save->VertexProgram,
591 ctx->VertexProgram.Current);
592 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
593 }
594
595 if (ctx->Extensions.ARB_fragment_program) {
596 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
597 _mesa_reference_program(ctx, &save->FragmentProgram,
598 ctx->FragmentProgram.Current);
599 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
600 }
601
602 if (ctx->Extensions.ATI_fragment_shader) {
603 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
604 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
605 }
606
607 if (ctx->Pipeline.Current) {
608 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
609 ctx->Pipeline.Current);
610 _mesa_BindProgramPipeline(0);
611 }
612
613 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
614 * that we don't have to worry about the current pipeline state.
615 */
616 for (i = 0; i < MESA_SHADER_STAGES; i++) {
617 _mesa_reference_program(ctx, &save->Program[i],
618 ctx->Shader.CurrentProgram[i]);
619 }
620 _mesa_reference_shader_program(ctx, &save->ActiveShader,
621 ctx->Shader.ActiveProgram);
622
623 _mesa_UseProgram(0);
624 }
625
626 if (state & MESA_META_STENCIL_TEST) {
627 save->Stencil = ctx->Stencil; /* struct copy */
628 if (ctx->Stencil.Enabled)
629 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
630 /* NOTE: other stencil state not reset */
631 }
632
633 if (state & MESA_META_TEXTURE) {
634 GLuint u, tgt;
635
636 save->ActiveUnit = ctx->Texture.CurrentUnit;
637 save->EnvMode = ctx->Texture.FixedFuncUnit[0].EnvMode;
638
639 /* Disable all texture units */
640 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
641 save->TexEnabled[u] = ctx->Texture.FixedFuncUnit[u].Enabled;
642 save->TexGenEnabled[u] = ctx->Texture.FixedFuncUnit[u].TexGenEnabled;
643 if (ctx->Texture.FixedFuncUnit[u].Enabled ||
644 ctx->Texture.FixedFuncUnit[u].TexGenEnabled) {
645 _mesa_ActiveTexture(GL_TEXTURE0 + u);
646 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
647 if (ctx->Extensions.ARB_texture_cube_map)
648 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
649
650 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
651 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
652 if (ctx->Extensions.NV_texture_rectangle)
653 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
654 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
655 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
656 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
657 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
658 }
659 }
660
661 /* save current texture objects for unit[0] only */
662 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
663 _mesa_reference_texobj(&save->CurrentTexture[tgt],
664 ctx->Texture.Unit[0].CurrentTex[tgt]);
665 }
666
667 /* set defaults for unit[0] */
668 _mesa_ActiveTexture(GL_TEXTURE0);
669 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
670 }
671
672 if (state & MESA_META_TRANSFORM) {
673 GLuint activeTexture = ctx->Texture.CurrentUnit;
674 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
675 16 * sizeof(GLfloat));
676 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
677 16 * sizeof(GLfloat));
678 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
679 16 * sizeof(GLfloat));
680 save->MatrixMode = ctx->Transform.MatrixMode;
681 /* set 1:1 vertex:pixel coordinate transform */
682 _mesa_ActiveTexture(GL_TEXTURE0);
683 _mesa_MatrixMode(GL_TEXTURE);
684 _mesa_LoadIdentity();
685 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
686 _mesa_MatrixMode(GL_MODELVIEW);
687 _mesa_LoadIdentity();
688 _mesa_MatrixMode(GL_PROJECTION);
689 _mesa_LoadIdentity();
690
691 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
692 * This can occur when there is no draw buffer.
693 */
694 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
695 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
696 0.0, ctx->DrawBuffer->Height,
697 -1.0, 1.0);
698
699 if (ctx->Extensions.ARB_clip_control) {
700 save->ClipOrigin = ctx->Transform.ClipOrigin;
701 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
702 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
703 }
704 }
705
706 if (state & MESA_META_CLIP) {
707 GLbitfield mask;
708 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
709 mask = ctx->Transform.ClipPlanesEnabled;
710 while (mask) {
711 const int i = u_bit_scan(&mask);
712 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
713 }
714 }
715
716 if (state & MESA_META_VERTEX) {
717 /* save vertex array object state */
718 _mesa_reference_vao(ctx, &save->VAO,
719 ctx->Array.VAO);
720 /* set some default state? */
721 }
722
723 if (state & MESA_META_VIEWPORT) {
724 /* save viewport state */
725 save->ViewportX = ctx->ViewportArray[0].X;
726 save->ViewportY = ctx->ViewportArray[0].Y;
727 save->ViewportW = ctx->ViewportArray[0].Width;
728 save->ViewportH = ctx->ViewportArray[0].Height;
729 /* set viewport to match window size */
730 if (ctx->ViewportArray[0].X != 0 ||
731 ctx->ViewportArray[0].Y != 0 ||
732 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
733 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
734 _mesa_set_viewport(ctx, 0, 0, 0,
735 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
736 }
737 /* save depth range state */
738 save->DepthNear = ctx->ViewportArray[0].Near;
739 save->DepthFar = ctx->ViewportArray[0].Far;
740 /* set depth range to default */
741 _mesa_set_depth_range(ctx, 0, 0.0, 1.0);
742 }
743
744 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
745 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
746
747 /* Generally in here we want to do clamping according to whether
748 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
749 * regardless of the internal implementation of the metaops.
750 */
751 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
752 ctx->Extensions.ARB_color_buffer_float)
753 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
754 }
755
756 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
757 save->ClampVertexColor = ctx->Light.ClampVertexColor;
758
759 /* Generally in here we never want vertex color clamping --
760 * result clamping is only dependent on fragment clamping.
761 */
762 if (ctx->Extensions.ARB_color_buffer_float)
763 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
764 }
765
766 if (state & MESA_META_CONDITIONAL_RENDER) {
767 save->CondRenderQuery = ctx->Query.CondRenderQuery;
768 save->CondRenderMode = ctx->Query.CondRenderMode;
769
770 if (ctx->Query.CondRenderQuery)
771 _mesa_EndConditionalRender();
772 }
773
774 if (state & MESA_META_SELECT_FEEDBACK) {
775 save->RenderMode = ctx->RenderMode;
776 if (ctx->RenderMode == GL_SELECT) {
777 save->Select = ctx->Select; /* struct copy */
778 _mesa_RenderMode(GL_RENDER);
779 } else if (ctx->RenderMode == GL_FEEDBACK) {
780 save->Feedback = ctx->Feedback; /* struct copy */
781 _mesa_RenderMode(GL_RENDER);
782 }
783 }
784
785 if (state & MESA_META_MULTISAMPLE) {
786 save->Multisample = ctx->Multisample; /* struct copy */
787
788 if (ctx->Multisample.Enabled)
789 _mesa_set_multisample(ctx, GL_FALSE);
790 if (ctx->Multisample.SampleCoverage)
791 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
792 if (ctx->Multisample.SampleAlphaToCoverage)
793 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
794 if (ctx->Multisample.SampleAlphaToOne)
795 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
796 if (ctx->Multisample.SampleShading)
797 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
798 if (ctx->Multisample.SampleMask)
799 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
800 }
801
802 if (state & MESA_META_FRAMEBUFFER_SRGB) {
803 save->sRGBEnabled = ctx->Color.sRGBEnabled;
804 if (ctx->Color.sRGBEnabled)
805 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
806 }
807
808 if (state & MESA_META_DRAW_BUFFERS) {
809 struct gl_framebuffer *fb = ctx->DrawBuffer;
810 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
811 sizeof(save->ColorDrawBuffers));
812 }
813
814 /* misc */
815 {
816 save->Lighting = ctx->Light.Enabled;
817 if (ctx->Light.Enabled)
818 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
819 save->RasterDiscard = ctx->RasterDiscard;
820 if (ctx->RasterDiscard)
821 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
822
823 _mesa_reference_framebuffer(&save->DrawBuffer, ctx->DrawBuffer);
824 _mesa_reference_framebuffer(&save->ReadBuffer, ctx->ReadBuffer);
825 }
826 }
827
828
829 /**
830 * Leave meta state. This is like a light-weight version of glPopAttrib().
831 */
832 void
833 _mesa_meta_end(struct gl_context *ctx)
834 {
835 assert(ctx->Meta->SaveStackDepth > 0);
836
837 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
838 const GLbitfield state = save->SavedState;
839 int i;
840
841 /* Grab the result of the old occlusion query before starting it again. The
842 * old result is added to the result of the new query so the driver will
843 * continue adding where it left off. */
844 if (state & MESA_META_OCCLUSION_QUERY) {
845 if (save->CurrentOcclusionObject) {
846 struct gl_query_object *q = save->CurrentOcclusionObject;
847 GLuint64EXT result;
848 if (!q->Ready)
849 ctx->Driver.WaitQuery(ctx, q);
850 result = q->Result;
851 _mesa_BeginQuery(q->Target, q->Id);
852 ctx->Query.CurrentOcclusionObject->Result += result;
853 }
854 }
855
856 if (state & MESA_META_ALPHA_TEST) {
857 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
858 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
859 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
860 }
861
862 if (state & MESA_META_BLEND) {
863 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
864 if (ctx->Extensions.EXT_draw_buffers2) {
865 GLuint i;
866 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
867 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
868 }
869 }
870 else {
871 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
872 }
873 }
874 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
875 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
876 }
877
878 if (state & MESA_META_DITHER)
879 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
880
881 if (state & MESA_META_COLOR_MASK) {
882 GLuint i;
883 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
884 if (GET_COLORMASK(ctx->Color.ColorMask, i) !=
885 GET_COLORMASK(save->ColorMask, i)) {
886 if (i == 0) {
887 _mesa_ColorMask(GET_COLORMASK_BIT(save->ColorMask, i, 0),
888 GET_COLORMASK_BIT(save->ColorMask, i, 1),
889 GET_COLORMASK_BIT(save->ColorMask, i, 2),
890 GET_COLORMASK_BIT(save->ColorMask, i, 3));
891 }
892 else {
893 _mesa_ColorMaski(i,
894 GET_COLORMASK_BIT(save->ColorMask, i, 0),
895 GET_COLORMASK_BIT(save->ColorMask, i, 1),
896 GET_COLORMASK_BIT(save->ColorMask, i, 2),
897 GET_COLORMASK_BIT(save->ColorMask, i, 3));
898 }
899 }
900 }
901 }
902
903 if (state & MESA_META_DEPTH_TEST) {
904 if (ctx->Depth.Test != save->Depth.Test)
905 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
906 _mesa_DepthFunc(save->Depth.Func);
907 _mesa_DepthMask(save->Depth.Mask);
908 }
909
910 if (state & MESA_META_FOG) {
911 _mesa_set_enable(ctx, GL_FOG, save->Fog);
912 }
913
914 if (state & MESA_META_PIXEL_STORE) {
915 ctx->Pack = save->Pack;
916 ctx->Unpack = save->Unpack;
917 }
918
919 if (state & MESA_META_PIXEL_TRANSFER) {
920 ctx->Pixel.RedScale = save->RedScale;
921 ctx->Pixel.RedBias = save->RedBias;
922 ctx->Pixel.GreenScale = save->GreenScale;
923 ctx->Pixel.GreenBias = save->GreenBias;
924 ctx->Pixel.BlueScale = save->BlueScale;
925 ctx->Pixel.BlueBias = save->BlueBias;
926 ctx->Pixel.AlphaScale = save->AlphaScale;
927 ctx->Pixel.AlphaBias = save->AlphaBias;
928 ctx->Pixel.MapColorFlag = save->MapColorFlag;
929 /* XXX more state */
930 ctx->NewState |=_NEW_PIXEL;
931 }
932
933 if (state & MESA_META_RASTERIZATION) {
934 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
935 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
936 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
937 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
938 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
939 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
940 }
941
942 if (state & MESA_META_SCISSOR) {
943 unsigned i;
944
945 for (i = 0; i < ctx->Const.MaxViewports; i++) {
946 _mesa_set_scissor(ctx, i,
947 save->Scissor.ScissorArray[i].X,
948 save->Scissor.ScissorArray[i].Y,
949 save->Scissor.ScissorArray[i].Width,
950 save->Scissor.ScissorArray[i].Height);
951 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
952 (save->Scissor.EnableFlags >> i) & 1);
953 }
954 }
955
956 if (state & MESA_META_SHADER) {
957 bool any_shader;
958
959 if (ctx->Extensions.ARB_vertex_program) {
960 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
961 save->VertexProgramEnabled);
962 _mesa_reference_program(ctx, &ctx->VertexProgram.Current,
963 save->VertexProgram);
964 _mesa_reference_program(ctx, &save->VertexProgram, NULL);
965 }
966
967 if (ctx->Extensions.ARB_fragment_program) {
968 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
969 save->FragmentProgramEnabled);
970 _mesa_reference_program(ctx, &ctx->FragmentProgram.Current,
971 save->FragmentProgram);
972 _mesa_reference_program(ctx, &save->FragmentProgram, NULL);
973 }
974
975 if (ctx->Extensions.ATI_fragment_shader) {
976 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
977 save->ATIFragmentShaderEnabled);
978 }
979
980 any_shader = false;
981 for (i = 0; i < MESA_SHADER_STAGES; i++) {
982 /* It is safe to call _mesa_use_program even if the extension
983 * necessary for that program state is not supported. In that case,
984 * the saved program object must be NULL and the currently bound
985 * program object must be NULL. _mesa_use_program is a no-op
986 * in that case.
987 */
988 _mesa_use_program(ctx, i, NULL, save->Program[i], &ctx->Shader);
989
990 /* Do this *before* killing the reference. :)
991 */
992 if (save->Program[i] != NULL)
993 any_shader = true;
994
995 _mesa_reference_program(ctx, &save->Program[i], NULL);
996 }
997
998 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
999 save->ActiveShader);
1000 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
1001
1002 /* If there were any stages set with programs, use ctx->Shader as the
1003 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1004 * hasn't been restored yet, and that may modify ctx->_Shader further.
1005 */
1006 if (any_shader)
1007 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1008 &ctx->Shader);
1009 else
1010 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1011 ctx->Pipeline.Default);
1012
1013 if (save->Pipeline) {
1014 _mesa_bind_pipeline(ctx, save->Pipeline);
1015
1016 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1017 }
1018
1019 _mesa_update_vertex_processing_mode(ctx);
1020 }
1021
1022 if (state & MESA_META_STENCIL_TEST) {
1023 const struct gl_stencil_attrib *stencil = &save->Stencil;
1024
1025 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1026 _mesa_ClearStencil(stencil->Clear);
1027 if (ctx->Extensions.EXT_stencil_two_side) {
1028 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1029 stencil->TestTwoSide);
1030 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1031 ? GL_BACK : GL_FRONT);
1032 }
1033 /* front state */
1034 _mesa_StencilFuncSeparate(GL_FRONT,
1035 stencil->Function[0],
1036 stencil->Ref[0],
1037 stencil->ValueMask[0]);
1038 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1039 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1040 stencil->ZFailFunc[0],
1041 stencil->ZPassFunc[0]);
1042 /* back state */
1043 _mesa_StencilFuncSeparate(GL_BACK,
1044 stencil->Function[1],
1045 stencil->Ref[1],
1046 stencil->ValueMask[1]);
1047 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1048 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1049 stencil->ZFailFunc[1],
1050 stencil->ZPassFunc[1]);
1051 }
1052
1053 if (state & MESA_META_TEXTURE) {
1054 GLuint u, tgt;
1055
1056 assert(ctx->Texture.CurrentUnit == 0);
1057
1058 /* restore texenv for unit[0] */
1059 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1060
1061 /* restore texture objects for unit[0] only */
1062 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1063 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1064 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1065 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1066 save->CurrentTexture[tgt]);
1067 }
1068 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1069 }
1070
1071 /* Restore fixed function texture enables, texgen */
1072 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1073 if (ctx->Texture.FixedFuncUnit[u].Enabled != save->TexEnabled[u]) {
1074 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1075 ctx->Texture.FixedFuncUnit[u].Enabled = save->TexEnabled[u];
1076 }
1077
1078 if (ctx->Texture.FixedFuncUnit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1079 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1080 ctx->Texture.FixedFuncUnit[u].TexGenEnabled = save->TexGenEnabled[u];
1081 }
1082 }
1083
1084 /* restore current unit state */
1085 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
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 if (ctx->Extensions.ARB_clip_control)
1104 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1105 }
1106
1107 if (state & MESA_META_CLIP) {
1108 GLbitfield mask = save->ClipPlanesEnabled;
1109 while (mask) {
1110 const int i = u_bit_scan(&mask);
1111 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1112 }
1113 }
1114
1115 if (state & MESA_META_VERTEX) {
1116 /* restore vertex array object */
1117 _mesa_BindVertexArray(save->VAO->Name);
1118 _mesa_reference_vao(ctx, &save->VAO, NULL);
1119 }
1120
1121 if (state & MESA_META_VIEWPORT) {
1122 if (save->ViewportX != ctx->ViewportArray[0].X ||
1123 save->ViewportY != ctx->ViewportArray[0].Y ||
1124 save->ViewportW != ctx->ViewportArray[0].Width ||
1125 save->ViewportH != ctx->ViewportArray[0].Height) {
1126 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1127 save->ViewportW, save->ViewportH);
1128 }
1129 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1130 }
1131
1132 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1133 ctx->Extensions.ARB_color_buffer_float) {
1134 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1135 }
1136
1137 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1138 ctx->Extensions.ARB_color_buffer_float) {
1139 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1140 }
1141
1142 if (state & MESA_META_CONDITIONAL_RENDER) {
1143 if (save->CondRenderQuery)
1144 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1145 save->CondRenderMode);
1146 }
1147
1148 if (state & MESA_META_SELECT_FEEDBACK) {
1149 if (save->RenderMode == GL_SELECT) {
1150 _mesa_RenderMode(GL_SELECT);
1151 ctx->Select = save->Select;
1152 } else if (save->RenderMode == GL_FEEDBACK) {
1153 _mesa_RenderMode(GL_FEEDBACK);
1154 ctx->Feedback = save->Feedback;
1155 }
1156 }
1157
1158 if (state & MESA_META_MULTISAMPLE) {
1159 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1160 struct gl_multisample_attrib *save_ms = &save->Multisample;
1161
1162 if (ctx_ms->Enabled != save_ms->Enabled)
1163 _mesa_set_multisample(ctx, save_ms->Enabled);
1164 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1165 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1166 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1167 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1168 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1169 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1170 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1171 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1172 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1173 save_ms->SampleCoverageInvert);
1174 }
1175 if (ctx_ms->SampleShading != save_ms->SampleShading)
1176 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1177 if (ctx_ms->SampleMask != save_ms->SampleMask)
1178 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1179 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1180 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1181 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1182 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1183 }
1184
1185 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1186 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1187 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1188 }
1189
1190 /* misc */
1191 if (save->Lighting) {
1192 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1193 }
1194 if (save->RasterDiscard) {
1195 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1196 }
1197 if (save->TransformFeedbackNeedsResume)
1198 _mesa_ResumeTransformFeedback();
1199
1200 _mesa_bind_framebuffers(ctx, save->DrawBuffer, save->ReadBuffer);
1201 _mesa_reference_framebuffer(&save->DrawBuffer, NULL);
1202 _mesa_reference_framebuffer(&save->ReadBuffer, NULL);
1203
1204 if (state & MESA_META_DRAW_BUFFERS) {
1205 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1206 save->ColorDrawBuffers, NULL);
1207 }
1208
1209 ctx->Meta->SaveStackDepth--;
1210
1211 ctx->API = save->API;
1212 ctx->Extensions.Version = save->ExtensionsVersion;
1213 }
1214
1215
1216 /**
1217 * Convert Z from a normalized value in the range [0, 1] to an object-space
1218 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1219 * default/identity ortho projection results in the original Z value.
1220 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1221 * value comes from the clear value or raster position.
1222 */
1223 static inline GLfloat
1224 invert_z(GLfloat normZ)
1225 {
1226 GLfloat objZ = 1.0f - 2.0f * normZ;
1227 return objZ;
1228 }
1229
1230
1231 /**
1232 * One-time init for a temp_texture object.
1233 * Choose tex target, compute max tex size, etc.
1234 */
1235 static void
1236 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1237 {
1238 /* prefer texture rectangle */
1239 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1240 tex->Target = GL_TEXTURE_RECTANGLE;
1241 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1242 tex->NPOT = GL_TRUE;
1243 }
1244 else {
1245 /* use 2D texture, NPOT if possible */
1246 tex->Target = GL_TEXTURE_2D;
1247 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1248 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1249 }
1250 tex->MinSize = 16; /* 16 x 16 at least */
1251 assert(tex->MaxSize > 0);
1252
1253 tex->tex_obj = ctx->Driver.NewTextureObject(ctx, 0xDEADBEEF, tex->Target);
1254 }
1255
1256 static void
1257 cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1258 {
1259 _mesa_delete_nameless_texture(ctx, tex->tex_obj);
1260 tex->tex_obj = NULL;
1261 }
1262
1263
1264 /**
1265 * Return pointer to temp_texture info for non-bitmap ops.
1266 * This does some one-time init if needed.
1267 */
1268 struct temp_texture *
1269 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1270 {
1271 struct temp_texture *tex = &ctx->Meta->TempTex;
1272
1273 if (tex->tex_obj == NULL) {
1274 init_temp_texture(ctx, tex);
1275 }
1276
1277 return tex;
1278 }
1279
1280
1281 /**
1282 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1283 * We use a separate texture for bitmaps to reduce texture
1284 * allocation/deallocation.
1285 */
1286 static struct temp_texture *
1287 get_bitmap_temp_texture(struct gl_context *ctx)
1288 {
1289 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1290
1291 if (tex->tex_obj == NULL) {
1292 init_temp_texture(ctx, tex);
1293 }
1294
1295 return tex;
1296 }
1297
1298 /**
1299 * Return pointer to depth temp_texture.
1300 * This does some one-time init if needed.
1301 */
1302 struct temp_texture *
1303 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1304 {
1305 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1306
1307 if (tex->tex_obj == NULL) {
1308 init_temp_texture(ctx, tex);
1309 }
1310
1311 return tex;
1312 }
1313
1314 /**
1315 * Compute the width/height of texture needed to draw an image of the
1316 * given size. Return a flag indicating whether the current texture
1317 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1318 * allocated (glTexImage2D).
1319 * Also, compute s/t texcoords for drawing.
1320 *
1321 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1322 */
1323 GLboolean
1324 _mesa_meta_alloc_texture(struct temp_texture *tex,
1325 GLsizei width, GLsizei height, GLenum intFormat)
1326 {
1327 GLboolean newTex = GL_FALSE;
1328
1329 assert(width <= tex->MaxSize);
1330 assert(height <= tex->MaxSize);
1331
1332 if (width > tex->Width ||
1333 height > tex->Height ||
1334 intFormat != tex->IntFormat) {
1335 /* alloc new texture (larger or different format) */
1336
1337 if (tex->NPOT) {
1338 /* use non-power of two size */
1339 tex->Width = MAX2(tex->MinSize, width);
1340 tex->Height = MAX2(tex->MinSize, height);
1341 }
1342 else {
1343 /* find power of two size */
1344 GLsizei w, h;
1345 w = h = tex->MinSize;
1346 while (w < width)
1347 w *= 2;
1348 while (h < height)
1349 h *= 2;
1350 tex->Width = w;
1351 tex->Height = h;
1352 }
1353
1354 tex->IntFormat = intFormat;
1355
1356 newTex = GL_TRUE;
1357 }
1358
1359 /* compute texcoords */
1360 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1361 tex->Sright = (GLfloat) width;
1362 tex->Ttop = (GLfloat) height;
1363 }
1364 else {
1365 tex->Sright = (GLfloat) width / tex->Width;
1366 tex->Ttop = (GLfloat) height / tex->Height;
1367 }
1368
1369 return newTex;
1370 }
1371
1372
1373 /**
1374 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1375 */
1376 void
1377 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1378 struct temp_texture *tex,
1379 GLint srcX, GLint srcY,
1380 GLsizei width, GLsizei height,
1381 GLenum intFormat,
1382 GLenum filter)
1383 {
1384 bool newTex;
1385
1386 _mesa_bind_texture(ctx, tex->Target, tex->tex_obj);
1387 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MIN_FILTER,
1388 (GLint *) &filter, false);
1389 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MAG_FILTER,
1390 (GLint *) &filter, false);
1391 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1392
1393 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1394
1395 /* copy framebuffer image to texture */
1396 if (newTex) {
1397 /* create new tex image */
1398 if (tex->Width == width && tex->Height == height) {
1399 /* create new tex with framebuffer data */
1400 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1401 srcX, srcY, width, height, 0);
1402 }
1403 else {
1404 /* create empty texture */
1405 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1406 tex->Width, tex->Height, 0,
1407 intFormat, GL_UNSIGNED_BYTE, NULL);
1408 /* load image */
1409 _mesa_CopyTexSubImage2D(tex->Target, 0,
1410 0, 0, srcX, srcY, width, height);
1411 }
1412 }
1413 else {
1414 /* replace existing tex image */
1415 _mesa_CopyTexSubImage2D(tex->Target, 0,
1416 0, 0, srcX, srcY, width, height);
1417 }
1418 }
1419
1420
1421 /**
1422 * Setup/load texture for glDrawPixels.
1423 */
1424 void
1425 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1426 struct temp_texture *tex,
1427 GLboolean newTex,
1428 GLsizei width, GLsizei height,
1429 GLenum format, GLenum type,
1430 const GLvoid *pixels)
1431 {
1432 /* GLint so the compiler won't complain about type signedness mismatch in
1433 * the call to _mesa_texture_parameteriv below.
1434 */
1435 static const GLint filter = GL_NEAREST;
1436
1437 _mesa_bind_texture(ctx, tex->Target, tex->tex_obj);
1438 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MIN_FILTER, &filter,
1439 false);
1440 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MAG_FILTER, &filter,
1441 false);
1442 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1443
1444 /* copy pixel data to texture */
1445 if (newTex) {
1446 /* create new tex image */
1447 if (tex->Width == width && tex->Height == height) {
1448 /* create new tex and load image data */
1449 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1450 tex->Width, tex->Height, 0, format, type, pixels);
1451 }
1452 else {
1453 struct gl_buffer_object *save_unpack_obj = NULL;
1454
1455 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1456 ctx->Unpack.BufferObj);
1457 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1458 /* create empty texture */
1459 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1460 tex->Width, tex->Height, 0, format, type, NULL);
1461 if (save_unpack_obj != NULL)
1462 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1463 save_unpack_obj->Name);
1464 /* load image */
1465 _mesa_TexSubImage2D(tex->Target, 0,
1466 0, 0, width, height, format, type, pixels);
1467 }
1468 }
1469 else {
1470 /* replace existing tex image */
1471 _mesa_TexSubImage2D(tex->Target, 0,
1472 0, 0, width, height, format, type, pixels);
1473 }
1474 }
1475
1476 void
1477 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
1478 GLuint *VAO, struct gl_buffer_object **buf_obj,
1479 unsigned texcoord_size)
1480 {
1481 _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
1482 0);
1483
1484 /* setup projection matrix */
1485 _mesa_MatrixMode(GL_PROJECTION);
1486 _mesa_LoadIdentity();
1487 }
1488
1489 /**
1490 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1491 */
1492 void
1493 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1494 {
1495 meta_clear(ctx, buffers, false);
1496 }
1497
1498 void
1499 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1500 {
1501 meta_clear(ctx, buffers, true);
1502 }
1503
1504 static void
1505 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1506 {
1507 const char *vs_source =
1508 "#extension GL_AMD_vertex_shader_layer : enable\n"
1509 "#extension GL_ARB_draw_instanced : enable\n"
1510 "#extension GL_ARB_explicit_attrib_location :enable\n"
1511 "layout(location = 0) in vec4 position;\n"
1512 "void main()\n"
1513 "{\n"
1514 "#ifdef GL_AMD_vertex_shader_layer\n"
1515 " gl_Layer = gl_InstanceID;\n"
1516 "#endif\n"
1517 " gl_Position = position;\n"
1518 "}\n";
1519 const char *fs_source =
1520 "#extension GL_ARB_explicit_attrib_location :enable\n"
1521 "#extension GL_ARB_explicit_uniform_location :enable\n"
1522 "layout(location = 0) uniform vec4 color;\n"
1523 "void main()\n"
1524 "{\n"
1525 " gl_FragColor = color;\n"
1526 "}\n";
1527 bool has_integer_textures;
1528
1529 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
1530 3, 0, 0);
1531
1532 if (clear->ShaderProg != 0)
1533 return;
1534
1535 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, "meta clear",
1536 &clear->ShaderProg);
1537
1538 has_integer_textures = _mesa_is_gles3(ctx) ||
1539 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1540
1541 if (has_integer_textures) {
1542 void *shader_source_mem_ctx = ralloc_context(NULL);
1543 const char *vs_int_source =
1544 ralloc_asprintf(shader_source_mem_ctx,
1545 "#version 130\n"
1546 "#extension GL_AMD_vertex_shader_layer : enable\n"
1547 "#extension GL_ARB_draw_instanced : enable\n"
1548 "#extension GL_ARB_explicit_attrib_location :enable\n"
1549 "layout(location = 0) in vec4 position;\n"
1550 "void main()\n"
1551 "{\n"
1552 "#ifdef GL_AMD_vertex_shader_layer\n"
1553 " gl_Layer = gl_InstanceID;\n"
1554 "#endif\n"
1555 " gl_Position = position;\n"
1556 "}\n");
1557 const char *fs_int_source =
1558 ralloc_asprintf(shader_source_mem_ctx,
1559 "#version 130\n"
1560 "#extension GL_ARB_explicit_attrib_location :enable\n"
1561 "#extension GL_ARB_explicit_uniform_location :enable\n"
1562 "layout(location = 0) uniform ivec4 color;\n"
1563 "out ivec4 out_color;\n"
1564 "\n"
1565 "void main()\n"
1566 "{\n"
1567 " out_color = color;\n"
1568 "}\n");
1569
1570 _mesa_meta_compile_and_link_program(ctx, vs_int_source, fs_int_source,
1571 "integer clear",
1572 &clear->IntegerShaderProg);
1573 ralloc_free(shader_source_mem_ctx);
1574
1575 /* Note that user-defined out attributes get automatically assigned
1576 * locations starting from 0, so we don't need to explicitly
1577 * BindFragDataLocation to 0.
1578 */
1579 }
1580 }
1581
1582 static void
1583 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1584 {
1585 if (clear->VAO == 0)
1586 return;
1587 _mesa_DeleteVertexArrays(1, &clear->VAO);
1588 clear->VAO = 0;
1589 _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
1590 _mesa_reference_shader_program(ctx, &clear->ShaderProg, NULL);
1591
1592 if (clear->IntegerShaderProg) {
1593 _mesa_reference_shader_program(ctx, &clear->IntegerShaderProg, NULL);
1594 }
1595 }
1596
1597 /**
1598 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1599 * set GL to only draw to those buffers.
1600 *
1601 * Since the bitfield has no associated order, the assignment of draw buffer
1602 * indices to color attachment indices is rather arbitrary.
1603 */
1604 void
1605 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1606 {
1607 GLenum enums[MAX_DRAW_BUFFERS];
1608 int i = 0;
1609 int n;
1610
1611 /* This function is only legal for color buffer bitfields. */
1612 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1613
1614 /* Make sure we don't overflow any arrays. */
1615 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1616
1617 enums[0] = GL_NONE;
1618
1619 if (bits & BUFFER_BIT_FRONT_LEFT)
1620 enums[i++] = GL_FRONT_LEFT;
1621
1622 if (bits & BUFFER_BIT_FRONT_RIGHT)
1623 enums[i++] = GL_FRONT_RIGHT;
1624
1625 if (bits & BUFFER_BIT_BACK_LEFT)
1626 enums[i++] = GL_BACK_LEFT;
1627
1628 if (bits & BUFFER_BIT_BACK_RIGHT)
1629 enums[i++] = GL_BACK_RIGHT;
1630
1631 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1632 if (bits & (1 << (BUFFER_COLOR0 + n)))
1633 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1634 }
1635
1636 _mesa_DrawBuffers(i, enums);
1637 }
1638
1639 /**
1640 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1641 * set GL to only draw to those buffers. Also, update color masks to
1642 * reflect the new draw buffer ordering.
1643 */
1644 static void
1645 _mesa_meta_drawbuffers_and_colormask(struct gl_context *ctx, GLbitfield mask)
1646 {
1647 GLenum enums[MAX_DRAW_BUFFERS];
1648 GLubyte colormask[MAX_DRAW_BUFFERS][4];
1649 int num_bufs = 0;
1650
1651 /* This function is only legal for color buffer bitfields. */
1652 assert((mask & ~BUFFER_BITS_COLOR) == 0);
1653
1654 /* Make sure we don't overflow any arrays. */
1655 assert(_mesa_bitcount(mask) <= MAX_DRAW_BUFFERS);
1656
1657 enums[0] = GL_NONE;
1658
1659 for (int i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
1660 gl_buffer_index b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
1661 int colormask_idx = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
1662
1663 if (b < 0 || !(mask & (1 << b)) ||
1664 GET_COLORMASK(ctx->Color.ColorMask, colormask_idx) == 0)
1665 continue;
1666
1667 switch (b) {
1668 case BUFFER_FRONT_LEFT:
1669 enums[num_bufs] = GL_FRONT_LEFT;
1670 break;
1671 case BUFFER_FRONT_RIGHT:
1672 enums[num_bufs] = GL_FRONT_RIGHT;
1673 break;
1674 case BUFFER_BACK_LEFT:
1675 enums[num_bufs] = GL_BACK_LEFT;
1676 break;
1677 case BUFFER_BACK_RIGHT:
1678 enums[num_bufs] = GL_BACK_RIGHT;
1679 break;
1680 default:
1681 assert(b >= BUFFER_COLOR0 && b <= BUFFER_COLOR7);
1682 enums[num_bufs] = GL_COLOR_ATTACHMENT0 + (b - BUFFER_COLOR0);
1683 break;
1684 }
1685
1686 for (int k = 0; k < 4; k++)
1687 colormask[num_bufs][k] = GET_COLORMASK_BIT(ctx->Color.ColorMask,
1688 colormask_idx, k);
1689
1690 num_bufs++;
1691 }
1692
1693 _mesa_DrawBuffers(num_bufs, enums);
1694
1695 for (int i = 0; i < num_bufs; i++) {
1696 _mesa_ColorMaski(i, colormask[i][0], colormask[i][1],
1697 colormask[i][2], colormask[i][3]);
1698 }
1699 }
1700
1701
1702 /**
1703 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1704 */
1705 static void
1706 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1707 {
1708 struct clear_state *clear = &ctx->Meta->Clear;
1709 GLbitfield metaSave;
1710 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1711 struct gl_framebuffer *fb = ctx->DrawBuffer;
1712 float x0, y0, x1, y1, z;
1713 struct vertex verts[4];
1714 int i;
1715
1716 metaSave = (MESA_META_ALPHA_TEST |
1717 MESA_META_BLEND |
1718 MESA_META_COLOR_MASK |
1719 MESA_META_DEPTH_TEST |
1720 MESA_META_RASTERIZATION |
1721 MESA_META_SHADER |
1722 MESA_META_STENCIL_TEST |
1723 MESA_META_VERTEX |
1724 MESA_META_VIEWPORT |
1725 MESA_META_CLIP |
1726 MESA_META_CLAMP_FRAGMENT_COLOR |
1727 MESA_META_MULTISAMPLE |
1728 MESA_META_OCCLUSION_QUERY);
1729
1730 if (!glsl) {
1731 metaSave |= MESA_META_FOG |
1732 MESA_META_PIXEL_TRANSFER |
1733 MESA_META_TRANSFORM |
1734 MESA_META_TEXTURE |
1735 MESA_META_CLAMP_VERTEX_COLOR |
1736 MESA_META_SELECT_FEEDBACK;
1737 }
1738
1739 if (buffers & BUFFER_BITS_COLOR) {
1740 metaSave |= MESA_META_DRAW_BUFFERS;
1741 }
1742
1743 _mesa_meta_begin(ctx, metaSave);
1744
1745 if (glsl) {
1746 meta_glsl_clear_init(ctx, clear);
1747
1748 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1749 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1750 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1751 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1752 z = -invert_z(ctx->Depth.Clear);
1753 } else {
1754 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
1755 3, 0, 4);
1756
1757 x0 = (float) fb->_Xmin;
1758 y0 = (float) fb->_Ymin;
1759 x1 = (float) fb->_Xmax;
1760 y1 = (float) fb->_Ymax;
1761 z = invert_z(ctx->Depth.Clear);
1762 }
1763
1764 if (fb->_IntegerBuffers) {
1765 assert(glsl);
1766 _mesa_meta_use_program(ctx, clear->IntegerShaderProg);
1767 _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i);
1768 } else if (glsl) {
1769 _mesa_meta_use_program(ctx, clear->ShaderProg);
1770 _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f);
1771 }
1772
1773 /* GL_COLOR_BUFFER_BIT */
1774 if (buffers & BUFFER_BITS_COLOR) {
1775 /* Only draw to the buffers we were asked to clear. */
1776 _mesa_meta_drawbuffers_and_colormask(ctx, buffers & BUFFER_BITS_COLOR);
1777
1778 /* leave colormask state as-is */
1779
1780 /* Clears never have the color clamped. */
1781 if (ctx->Extensions.ARB_color_buffer_float)
1782 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1783 }
1784 else {
1785 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1786 }
1787
1788 /* GL_DEPTH_BUFFER_BIT */
1789 if (buffers & BUFFER_BIT_DEPTH) {
1790 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1791 _mesa_DepthFunc(GL_ALWAYS);
1792 _mesa_DepthMask(GL_TRUE);
1793 }
1794 else {
1795 assert(!ctx->Depth.Test);
1796 }
1797
1798 /* GL_STENCIL_BUFFER_BIT */
1799 if (buffers & BUFFER_BIT_STENCIL) {
1800 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1801 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1802 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1803 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1804 ctx->Stencil.Clear & stencilMax,
1805 ctx->Stencil.WriteMask[0]);
1806 }
1807 else {
1808 assert(!ctx->Stencil.Enabled);
1809 }
1810
1811 /* vertex positions */
1812 verts[0].x = x0;
1813 verts[0].y = y0;
1814 verts[0].z = z;
1815 verts[1].x = x1;
1816 verts[1].y = y0;
1817 verts[1].z = z;
1818 verts[2].x = x1;
1819 verts[2].y = y1;
1820 verts[2].z = z;
1821 verts[3].x = x0;
1822 verts[3].y = y1;
1823 verts[3].z = z;
1824
1825 if (!glsl) {
1826 for (i = 0; i < 4; i++) {
1827 verts[i].r = ctx->Color.ClearColor.f[0];
1828 verts[i].g = ctx->Color.ClearColor.f[1];
1829 verts[i].b = ctx->Color.ClearColor.f[2];
1830 verts[i].a = ctx->Color.ClearColor.f[3];
1831 }
1832 }
1833
1834 /* upload new vertex data */
1835 _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
1836 GL_DYNAMIC_DRAW, __func__);
1837
1838 /* draw quad(s) */
1839 if (fb->MaxNumLayers > 0) {
1840 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1841 } else {
1842 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1843 }
1844
1845 _mesa_meta_end(ctx);
1846 }
1847
1848 /**
1849 * Meta implementation of ctx->Driver.CopyPixels() in terms
1850 * of texture mapping and polygon rendering and GLSL shaders.
1851 */
1852 void
1853 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1854 GLsizei width, GLsizei height,
1855 GLint dstX, GLint dstY, GLenum type)
1856 {
1857 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1858 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1859 struct vertex verts[4];
1860
1861 if (type != GL_COLOR ||
1862 ctx->_ImageTransferState ||
1863 ctx->Fog.Enabled ||
1864 width > tex->MaxSize ||
1865 height > tex->MaxSize) {
1866 /* XXX avoid this fallback */
1867 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1868 return;
1869 }
1870
1871 /* Most GL state applies to glCopyPixels, but a there's a few things
1872 * we need to override:
1873 */
1874 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1875 MESA_META_SHADER |
1876 MESA_META_TEXTURE |
1877 MESA_META_TRANSFORM |
1878 MESA_META_CLIP |
1879 MESA_META_VERTEX |
1880 MESA_META_VIEWPORT));
1881
1882 _mesa_meta_setup_vertex_objects(ctx, &copypix->VAO, &copypix->buf_obj, false,
1883 3, 2, 0);
1884
1885 /* Silence valgrind warnings about reading uninitialized stack. */
1886 memset(verts, 0, sizeof(verts));
1887
1888 /* Alloc/setup texture */
1889 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1890 GL_RGBA, GL_NEAREST);
1891
1892 /* vertex positions, texcoords (after texture allocation!) */
1893 {
1894 const GLfloat dstX0 = (GLfloat) dstX;
1895 const GLfloat dstY0 = (GLfloat) dstY;
1896 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1897 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1898 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1899
1900 verts[0].x = dstX0;
1901 verts[0].y = dstY0;
1902 verts[0].z = z;
1903 verts[0].tex[0] = 0.0F;
1904 verts[0].tex[1] = 0.0F;
1905 verts[1].x = dstX1;
1906 verts[1].y = dstY0;
1907 verts[1].z = z;
1908 verts[1].tex[0] = tex->Sright;
1909 verts[1].tex[1] = 0.0F;
1910 verts[2].x = dstX1;
1911 verts[2].y = dstY1;
1912 verts[2].z = z;
1913 verts[2].tex[0] = tex->Sright;
1914 verts[2].tex[1] = tex->Ttop;
1915 verts[3].x = dstX0;
1916 verts[3].y = dstY1;
1917 verts[3].z = z;
1918 verts[3].tex[0] = 0.0F;
1919 verts[3].tex[1] = tex->Ttop;
1920
1921 /* upload new vertex data */
1922 _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts);
1923 }
1924
1925 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1926
1927 /* draw textured quad */
1928 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1929
1930 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1931
1932 _mesa_meta_end(ctx);
1933 }
1934
1935 static void
1936 meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
1937 {
1938 if (drawpix->VAO != 0) {
1939 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1940 drawpix->VAO = 0;
1941
1942 _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
1943 }
1944
1945 if (drawpix->StencilFP != 0) {
1946 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1947 drawpix->StencilFP = 0;
1948 }
1949
1950 if (drawpix->DepthFP != 0) {
1951 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1952 drawpix->DepthFP = 0;
1953 }
1954 }
1955
1956 /**
1957 * When the glDrawPixels() image size is greater than the max rectangle
1958 * texture size we use this function to break the glDrawPixels() image
1959 * into tiles which fit into the max texture size.
1960 */
1961 static void
1962 tiled_draw_pixels(struct gl_context *ctx,
1963 GLint tileSize,
1964 GLint x, GLint y, GLsizei width, GLsizei height,
1965 GLenum format, GLenum type,
1966 const struct gl_pixelstore_attrib *unpack,
1967 const GLvoid *pixels)
1968 {
1969 struct gl_pixelstore_attrib tileUnpack = *unpack;
1970 GLint i, j;
1971
1972 if (tileUnpack.RowLength == 0)
1973 tileUnpack.RowLength = width;
1974
1975 for (i = 0; i < width; i += tileSize) {
1976 const GLint tileWidth = MIN2(tileSize, width - i);
1977 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1978
1979 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1980
1981 for (j = 0; j < height; j += tileSize) {
1982 const GLint tileHeight = MIN2(tileSize, height - j);
1983 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1984
1985 tileUnpack.SkipRows = unpack->SkipRows + j;
1986
1987 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1988 format, type, &tileUnpack, pixels);
1989 }
1990 }
1991 }
1992
1993
1994 /**
1995 * One-time init for drawing stencil pixels.
1996 */
1997 static void
1998 init_draw_stencil_pixels(struct gl_context *ctx)
1999 {
2000 /* This program is run eight times, once for each stencil bit.
2001 * The stencil values to draw are found in an 8-bit alpha texture.
2002 * We read the texture/stencil value and test if bit 'b' is set.
2003 * If the bit is not set, use KIL to kill the fragment.
2004 * Finally, we use the stencil test to update the stencil buffer.
2005 *
2006 * The basic algorithm for checking if a bit is set is:
2007 * if (is_odd(value / (1 << bit)))
2008 * result is one (or non-zero).
2009 * else
2010 * result is zero.
2011 * The program parameter contains three values:
2012 * parm.x = 255 / (1 << bit)
2013 * parm.y = 0.5
2014 * parm.z = 0.0
2015 */
2016 static const char *program =
2017 "!!ARBfp1.0\n"
2018 "PARAM parm = program.local[0]; \n"
2019 "TEMP t; \n"
2020 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2021 "# t = t * 255 / bit \n"
2022 "MUL t.x, t.a, parm.x; \n"
2023 "# t = (int) t \n"
2024 "FRC t.y, t.x; \n"
2025 "SUB t.x, t.x, t.y; \n"
2026 "# t = t * 0.5 \n"
2027 "MUL t.x, t.x, parm.y; \n"
2028 "# t = fract(t.x) \n"
2029 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2030 "# t.x = (t.x == 0 ? 1 : 0) \n"
2031 "SGE t.x, -t.x, parm.z; \n"
2032 "KIL -t.x; \n"
2033 "# for debug only \n"
2034 "#MOV result.color, t.x; \n"
2035 "END \n";
2036 char program2[1000];
2037 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2038 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2039 const char *texTarget;
2040
2041 assert(drawpix->StencilFP == 0);
2042
2043 /* replace %s with "RECT" or "2D" */
2044 assert(strlen(program) + 4 < sizeof(program2));
2045 if (tex->Target == GL_TEXTURE_RECTANGLE)
2046 texTarget = "RECT";
2047 else
2048 texTarget = "2D";
2049 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2050
2051 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2052 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2053 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2054 strlen(program2), (const GLubyte *) program2);
2055 }
2056
2057
2058 /**
2059 * One-time init for drawing depth pixels.
2060 */
2061 static void
2062 init_draw_depth_pixels(struct gl_context *ctx)
2063 {
2064 static const char *program =
2065 "!!ARBfp1.0\n"
2066 "PARAM color = program.local[0]; \n"
2067 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2068 "MOV result.color, color; \n"
2069 "END \n";
2070 char program2[200];
2071 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2072 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2073 const char *texTarget;
2074
2075 assert(drawpix->DepthFP == 0);
2076
2077 /* replace %s with "RECT" or "2D" */
2078 assert(strlen(program) + 4 < sizeof(program2));
2079 if (tex->Target == GL_TEXTURE_RECTANGLE)
2080 texTarget = "RECT";
2081 else
2082 texTarget = "2D";
2083 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2084
2085 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2086 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2087 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2088 strlen(program2), (const GLubyte *) program2);
2089 }
2090
2091
2092 /**
2093 * Meta implementation of ctx->Driver.DrawPixels() in terms
2094 * of texture mapping and polygon rendering.
2095 */
2096 void
2097 _mesa_meta_DrawPixels(struct gl_context *ctx,
2098 GLint x, GLint y, GLsizei width, GLsizei height,
2099 GLenum format, GLenum type,
2100 const struct gl_pixelstore_attrib *unpack,
2101 const GLvoid *pixels)
2102 {
2103 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2104 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2105 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2106 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2107 struct vertex verts[4];
2108 GLenum texIntFormat;
2109 GLboolean fallback, newTex;
2110 GLbitfield metaExtraSave = 0x0;
2111
2112 /*
2113 * Determine if we can do the glDrawPixels with texture mapping.
2114 */
2115 fallback = GL_FALSE;
2116 if (ctx->Fog.Enabled) {
2117 fallback = GL_TRUE;
2118 }
2119
2120 if (_mesa_is_color_format(format)) {
2121 /* use more compact format when possible */
2122 /* XXX disable special case for GL_LUMINANCE for now to work around
2123 * apparent i965 driver bug (see bug #23670).
2124 */
2125 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2126 texIntFormat = format;
2127 else
2128 texIntFormat = GL_RGBA;
2129
2130 /* If we're not supposed to clamp the resulting color, then just
2131 * promote our texture to fully float. We could do better by
2132 * just going for the matching set of channels, in floating
2133 * point.
2134 */
2135 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2136 ctx->Extensions.ARB_texture_float)
2137 texIntFormat = GL_RGBA32F;
2138 }
2139 else if (_mesa_is_stencil_format(format)) {
2140 if (ctx->Extensions.ARB_fragment_program &&
2141 ctx->Pixel.IndexShift == 0 &&
2142 ctx->Pixel.IndexOffset == 0 &&
2143 type == GL_UNSIGNED_BYTE) {
2144 /* We'll store stencil as alpha. This only works for GLubyte
2145 * image data because of how incoming values are mapped to alpha
2146 * in [0,1].
2147 */
2148 texIntFormat = GL_ALPHA;
2149 metaExtraSave = (MESA_META_COLOR_MASK |
2150 MESA_META_DEPTH_TEST |
2151 MESA_META_PIXEL_TRANSFER |
2152 MESA_META_SHADER |
2153 MESA_META_STENCIL_TEST);
2154 }
2155 else {
2156 fallback = GL_TRUE;
2157 }
2158 }
2159 else if (_mesa_is_depth_format(format)) {
2160 if (ctx->Extensions.ARB_depth_texture &&
2161 ctx->Extensions.ARB_fragment_program) {
2162 texIntFormat = GL_DEPTH_COMPONENT;
2163 metaExtraSave = (MESA_META_SHADER);
2164 }
2165 else {
2166 fallback = GL_TRUE;
2167 }
2168 }
2169 else {
2170 fallback = GL_TRUE;
2171 }
2172
2173 if (fallback) {
2174 _swrast_DrawPixels(ctx, x, y, width, height,
2175 format, type, unpack, pixels);
2176 return;
2177 }
2178
2179 /*
2180 * Check image size against max texture size, draw as tiles if needed.
2181 */
2182 if (width > tex->MaxSize || height > tex->MaxSize) {
2183 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2184 format, type, unpack, pixels);
2185 return;
2186 }
2187
2188 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2189 * but a there's a few things we need to override:
2190 */
2191 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2192 MESA_META_SHADER |
2193 MESA_META_TEXTURE |
2194 MESA_META_TRANSFORM |
2195 MESA_META_CLIP |
2196 MESA_META_VERTEX |
2197 MESA_META_VIEWPORT |
2198 metaExtraSave));
2199
2200 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2201
2202 _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false,
2203 3, 2, 0);
2204
2205 /* Silence valgrind warnings about reading uninitialized stack. */
2206 memset(verts, 0, sizeof(verts));
2207
2208 /* vertex positions, texcoords (after texture allocation!) */
2209 {
2210 const GLfloat x0 = (GLfloat) x;
2211 const GLfloat y0 = (GLfloat) y;
2212 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2213 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2214 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2215
2216 verts[0].x = x0;
2217 verts[0].y = y0;
2218 verts[0].z = z;
2219 verts[0].tex[0] = 0.0F;
2220 verts[0].tex[1] = 0.0F;
2221 verts[1].x = x1;
2222 verts[1].y = y0;
2223 verts[1].z = z;
2224 verts[1].tex[0] = tex->Sright;
2225 verts[1].tex[1] = 0.0F;
2226 verts[2].x = x1;
2227 verts[2].y = y1;
2228 verts[2].z = z;
2229 verts[2].tex[0] = tex->Sright;
2230 verts[2].tex[1] = tex->Ttop;
2231 verts[3].x = x0;
2232 verts[3].y = y1;
2233 verts[3].z = z;
2234 verts[3].tex[0] = 0.0F;
2235 verts[3].tex[1] = tex->Ttop;
2236 }
2237
2238 /* upload new vertex data */
2239 _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
2240 GL_DYNAMIC_DRAW, __func__);
2241
2242 /* set given unpack params */
2243 ctx->Unpack = *unpack;
2244
2245 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2246
2247 if (_mesa_is_stencil_format(format)) {
2248 /* Drawing stencil */
2249 GLint bit;
2250
2251 if (!drawpix->StencilFP)
2252 init_draw_stencil_pixels(ctx);
2253
2254 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2255 GL_ALPHA, type, pixels);
2256
2257 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2258
2259 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2260
2261 /* set all stencil bits to 0 */
2262 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2263 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2264 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2265
2266 /* set stencil bits to 1 where needed */
2267 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2268
2269 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2270 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2271
2272 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2273 const GLuint mask = 1 << bit;
2274 if (mask & origStencilMask) {
2275 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2276 _mesa_StencilMask(mask);
2277
2278 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2279 255.0f / mask, 0.5f, 0.0f, 0.0f);
2280
2281 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2282 }
2283 }
2284 }
2285 else if (_mesa_is_depth_format(format)) {
2286 /* Drawing depth */
2287 if (!drawpix->DepthFP)
2288 init_draw_depth_pixels(ctx);
2289
2290 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2291 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2292
2293 /* polygon color = current raster color */
2294 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2295 ctx->Current.RasterColor);
2296
2297 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2298 format, type, pixels);
2299
2300 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2301 }
2302 else {
2303 /* Drawing RGBA */
2304 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2305 format, type, pixels);
2306 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2307 }
2308
2309 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2310
2311 /* restore unpack params */
2312 ctx->Unpack = unpackSave;
2313
2314 _mesa_meta_end(ctx);
2315 }
2316
2317 static GLboolean
2318 alpha_test_raster_color(struct gl_context *ctx)
2319 {
2320 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2321 GLfloat ref = ctx->Color.AlphaRef;
2322
2323 switch (ctx->Color.AlphaFunc) {
2324 case GL_NEVER:
2325 return GL_FALSE;
2326 case GL_LESS:
2327 return alpha < ref;
2328 case GL_EQUAL:
2329 return alpha == ref;
2330 case GL_LEQUAL:
2331 return alpha <= ref;
2332 case GL_GREATER:
2333 return alpha > ref;
2334 case GL_NOTEQUAL:
2335 return alpha != ref;
2336 case GL_GEQUAL:
2337 return alpha >= ref;
2338 case GL_ALWAYS:
2339 return GL_TRUE;
2340 default:
2341 assert(0);
2342 return GL_FALSE;
2343 }
2344 }
2345
2346 /**
2347 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2348 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2349 * tracker would improve performance a lot.
2350 */
2351 void
2352 _mesa_meta_Bitmap(struct gl_context *ctx,
2353 GLint x, GLint y, GLsizei width, GLsizei height,
2354 const struct gl_pixelstore_attrib *unpack,
2355 const GLubyte *bitmap1)
2356 {
2357 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2358 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2359 const GLenum texIntFormat = GL_ALPHA;
2360 const struct gl_pixelstore_attrib unpackSave = *unpack;
2361 GLubyte fg, bg;
2362 struct vertex verts[4];
2363 GLboolean newTex;
2364 GLubyte *bitmap8;
2365
2366 /*
2367 * Check if swrast fallback is needed.
2368 */
2369 if (ctx->_ImageTransferState ||
2370 _mesa_arb_fragment_program_enabled(ctx) ||
2371 ctx->Fog.Enabled ||
2372 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2373 width > tex->MaxSize ||
2374 height > tex->MaxSize) {
2375 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2376 return;
2377 }
2378
2379 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2380 return;
2381
2382 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2383 * but a there's a few things we need to override:
2384 */
2385 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2386 MESA_META_PIXEL_STORE |
2387 MESA_META_RASTERIZATION |
2388 MESA_META_SHADER |
2389 MESA_META_TEXTURE |
2390 MESA_META_TRANSFORM |
2391 MESA_META_CLIP |
2392 MESA_META_VERTEX |
2393 MESA_META_VIEWPORT));
2394
2395 _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
2396 3, 2, 4);
2397
2398 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2399
2400 /* Silence valgrind warnings about reading uninitialized stack. */
2401 memset(verts, 0, sizeof(verts));
2402
2403 /* vertex positions, texcoords, colors (after texture allocation!) */
2404 {
2405 const GLfloat x0 = (GLfloat) x;
2406 const GLfloat y0 = (GLfloat) y;
2407 const GLfloat x1 = (GLfloat) (x + width);
2408 const GLfloat y1 = (GLfloat) (y + height);
2409 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2410 GLuint i;
2411
2412 verts[0].x = x0;
2413 verts[0].y = y0;
2414 verts[0].z = z;
2415 verts[0].tex[0] = 0.0F;
2416 verts[0].tex[1] = 0.0F;
2417 verts[1].x = x1;
2418 verts[1].y = y0;
2419 verts[1].z = z;
2420 verts[1].tex[0] = tex->Sright;
2421 verts[1].tex[1] = 0.0F;
2422 verts[2].x = x1;
2423 verts[2].y = y1;
2424 verts[2].z = z;
2425 verts[2].tex[0] = tex->Sright;
2426 verts[2].tex[1] = tex->Ttop;
2427 verts[3].x = x0;
2428 verts[3].y = y1;
2429 verts[3].z = z;
2430 verts[3].tex[0] = 0.0F;
2431 verts[3].tex[1] = tex->Ttop;
2432
2433 for (i = 0; i < 4; i++) {
2434 verts[i].r = ctx->Current.RasterColor[0];
2435 verts[i].g = ctx->Current.RasterColor[1];
2436 verts[i].b = ctx->Current.RasterColor[2];
2437 verts[i].a = ctx->Current.RasterColor[3];
2438 }
2439
2440 /* upload new vertex data */
2441 _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts);
2442 }
2443
2444 /* choose different foreground/background alpha values */
2445 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2446 bg = (fg > 127 ? 0 : 255);
2447
2448 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2449 if (!bitmap1) {
2450 _mesa_meta_end(ctx);
2451 return;
2452 }
2453
2454 bitmap8 = malloc(width * height);
2455 if (bitmap8) {
2456 memset(bitmap8, bg, width * height);
2457 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2458 bitmap8, width, fg);
2459
2460 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2461
2462 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2463 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2464
2465 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2466 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2467
2468 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2469
2470 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2471
2472 free(bitmap8);
2473 }
2474
2475 _mesa_unmap_pbo_source(ctx, &unpackSave);
2476
2477 _mesa_meta_end(ctx);
2478 }
2479
2480 /**
2481 * Compute the texture coordinates for the four vertices of a quad for
2482 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2483 * and width, height specify a sub-region of the 2D image.
2484 *
2485 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2486 * \param slice slice of a 1D/2D array texture or 3D texture
2487 * \param xoffset X position of sub texture
2488 * \param yoffset Y position of sub texture
2489 * \param width width of the sub texture image
2490 * \param height height of the sub texture image
2491 * \param total_width total width of the texture image
2492 * \param total_height total height of the texture image
2493 * \param total_depth total depth of the texture image
2494 * \param coords0/1/2/3 returns the computed texcoords
2495 */
2496 void
2497 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2498 GLint slice,
2499 GLint xoffset,
2500 GLint yoffset,
2501 GLint width,
2502 GLint height,
2503 GLint total_width,
2504 GLint total_height,
2505 GLint total_depth,
2506 GLfloat coords0[4],
2507 GLfloat coords1[4],
2508 GLfloat coords2[4],
2509 GLfloat coords3[4])
2510 {
2511 float st[4][2];
2512 GLuint i;
2513 const float s0 = (float) xoffset / (float) total_width;
2514 const float s1 = (float) (xoffset + width) / (float) total_width;
2515 const float t0 = (float) yoffset / (float) total_height;
2516 const float t1 = (float) (yoffset + height) / (float) total_height;
2517 GLfloat r;
2518
2519 /* setup the reference texcoords */
2520 st[0][0] = s0;
2521 st[0][1] = t0;
2522 st[1][0] = s1;
2523 st[1][1] = t0;
2524 st[2][0] = s1;
2525 st[2][1] = t1;
2526 st[3][0] = s0;
2527 st[3][1] = t1;
2528
2529 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2530 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2531
2532 /* Currently all texture targets want the W component to be 1.0.
2533 */
2534 coords0[3] = 1.0F;
2535 coords1[3] = 1.0F;
2536 coords2[3] = 1.0F;
2537 coords3[3] = 1.0F;
2538
2539 switch (faceTarget) {
2540 case GL_TEXTURE_1D:
2541 case GL_TEXTURE_2D:
2542 case GL_TEXTURE_3D:
2543 case GL_TEXTURE_2D_ARRAY:
2544 if (faceTarget == GL_TEXTURE_3D) {
2545 assert(slice < total_depth);
2546 assert(total_depth >= 1);
2547 r = (slice + 0.5f) / total_depth;
2548 }
2549 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2550 r = (float) slice;
2551 else
2552 r = 0.0F;
2553 coords0[0] = st[0][0]; /* s */
2554 coords0[1] = st[0][1]; /* t */
2555 coords0[2] = r; /* r */
2556 coords1[0] = st[1][0];
2557 coords1[1] = st[1][1];
2558 coords1[2] = r;
2559 coords2[0] = st[2][0];
2560 coords2[1] = st[2][1];
2561 coords2[2] = r;
2562 coords3[0] = st[3][0];
2563 coords3[1] = st[3][1];
2564 coords3[2] = r;
2565 break;
2566 case GL_TEXTURE_RECTANGLE_ARB:
2567 coords0[0] = (float) xoffset; /* s */
2568 coords0[1] = (float) yoffset; /* t */
2569 coords0[2] = 0.0F; /* r */
2570 coords1[0] = (float) (xoffset + width);
2571 coords1[1] = (float) yoffset;
2572 coords1[2] = 0.0F;
2573 coords2[0] = (float) (xoffset + width);
2574 coords2[1] = (float) (yoffset + height);
2575 coords2[2] = 0.0F;
2576 coords3[0] = (float) xoffset;
2577 coords3[1] = (float) (yoffset + height);
2578 coords3[2] = 0.0F;
2579 break;
2580 case GL_TEXTURE_1D_ARRAY:
2581 coords0[0] = st[0][0]; /* s */
2582 coords0[1] = (float) slice; /* t */
2583 coords0[2] = 0.0F; /* r */
2584 coords1[0] = st[1][0];
2585 coords1[1] = (float) slice;
2586 coords1[2] = 0.0F;
2587 coords2[0] = st[2][0];
2588 coords2[1] = (float) slice;
2589 coords2[2] = 0.0F;
2590 coords3[0] = st[3][0];
2591 coords3[1] = (float) slice;
2592 coords3[2] = 0.0F;
2593 break;
2594
2595 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2596 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2597 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2598 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2599 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2600 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2601 /* loop over quad verts */
2602 for (i = 0; i < 4; i++) {
2603 /* Compute sc = +/-scale and tc = +/-scale.
2604 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2605 * though that can still sometimes happen with this scale factor...
2606 */
2607 const GLfloat scale = 0.9999f;
2608 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2609 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2610 GLfloat *coord;
2611
2612 switch (i) {
2613 case 0:
2614 coord = coords0;
2615 break;
2616 case 1:
2617 coord = coords1;
2618 break;
2619 case 2:
2620 coord = coords2;
2621 break;
2622 case 3:
2623 coord = coords3;
2624 break;
2625 default:
2626 unreachable("not reached");
2627 }
2628
2629 coord[3] = (float) (slice / 6);
2630
2631 switch (faceTarget) {
2632 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2633 coord[0] = 1.0f;
2634 coord[1] = -tc;
2635 coord[2] = -sc;
2636 break;
2637 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2638 coord[0] = -1.0f;
2639 coord[1] = -tc;
2640 coord[2] = sc;
2641 break;
2642 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2643 coord[0] = sc;
2644 coord[1] = 1.0f;
2645 coord[2] = tc;
2646 break;
2647 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2648 coord[0] = sc;
2649 coord[1] = -1.0f;
2650 coord[2] = -tc;
2651 break;
2652 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2653 coord[0] = sc;
2654 coord[1] = -tc;
2655 coord[2] = 1.0f;
2656 break;
2657 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2658 coord[0] = -sc;
2659 coord[1] = -tc;
2660 coord[2] = -1.0f;
2661 break;
2662 default:
2663 assert(0);
2664 }
2665 }
2666 break;
2667 default:
2668 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2669 }
2670 }
2671
2672 static struct blit_shader *
2673 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2674 {
2675 switch(target) {
2676 case GL_TEXTURE_1D:
2677 table->sampler_1d.type = "sampler1D";
2678 table->sampler_1d.func = "texture1D";
2679 table->sampler_1d.texcoords = "texCoords.x";
2680 return &table->sampler_1d;
2681 case GL_TEXTURE_2D:
2682 table->sampler_2d.type = "sampler2D";
2683 table->sampler_2d.func = "texture2D";
2684 table->sampler_2d.texcoords = "texCoords.xy";
2685 return &table->sampler_2d;
2686 case GL_TEXTURE_RECTANGLE:
2687 table->sampler_rect.type = "sampler2DRect";
2688 table->sampler_rect.func = "texture2DRect";
2689 table->sampler_rect.texcoords = "texCoords.xy";
2690 return &table->sampler_rect;
2691 case GL_TEXTURE_3D:
2692 /* Code for mipmap generation with 3D textures is not used yet.
2693 * It's a sw fallback.
2694 */
2695 table->sampler_3d.type = "sampler3D";
2696 table->sampler_3d.func = "texture3D";
2697 table->sampler_3d.texcoords = "texCoords.xyz";
2698 return &table->sampler_3d;
2699 case GL_TEXTURE_CUBE_MAP:
2700 table->sampler_cubemap.type = "samplerCube";
2701 table->sampler_cubemap.func = "textureCube";
2702 table->sampler_cubemap.texcoords = "texCoords.xyz";
2703 return &table->sampler_cubemap;
2704 case GL_TEXTURE_1D_ARRAY:
2705 table->sampler_1d_array.type = "sampler1DArray";
2706 table->sampler_1d_array.func = "texture1DArray";
2707 table->sampler_1d_array.texcoords = "texCoords.xy";
2708 return &table->sampler_1d_array;
2709 case GL_TEXTURE_2D_ARRAY:
2710 table->sampler_2d_array.type = "sampler2DArray";
2711 table->sampler_2d_array.func = "texture2DArray";
2712 table->sampler_2d_array.texcoords = "texCoords.xyz";
2713 return &table->sampler_2d_array;
2714 case GL_TEXTURE_CUBE_MAP_ARRAY:
2715 table->sampler_cubemap_array.type = "samplerCubeArray";
2716 table->sampler_cubemap_array.func = "textureCubeArray";
2717 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2718 return &table->sampler_cubemap_array;
2719 default:
2720 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2721 " setup_texture_sampler()\n", target);
2722 return NULL;
2723 }
2724 }
2725
2726 void
2727 _mesa_meta_blit_shader_table_cleanup(struct gl_context *ctx,
2728 struct blit_shader_table *table)
2729 {
2730 _mesa_reference_shader_program(ctx, &table->sampler_1d.shader_prog, NULL);
2731 _mesa_reference_shader_program(ctx, &table->sampler_2d.shader_prog, NULL);
2732 _mesa_reference_shader_program(ctx, &table->sampler_3d.shader_prog, NULL);
2733 _mesa_reference_shader_program(ctx, &table->sampler_rect.shader_prog, NULL);
2734 _mesa_reference_shader_program(ctx, &table->sampler_cubemap.shader_prog, NULL);
2735 _mesa_reference_shader_program(ctx, &table->sampler_1d_array.shader_prog, NULL);
2736 _mesa_reference_shader_program(ctx, &table->sampler_2d_array.shader_prog, NULL);
2737 _mesa_reference_shader_program(ctx, &table->sampler_cubemap_array.shader_prog, NULL);
2738 }
2739
2740 /**
2741 * Determine the GL data type to use for the temporary image read with
2742 * ReadPixels() and passed to Tex[Sub]Image().
2743 */
2744 static GLenum
2745 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2746 {
2747 const GLenum baseFormat = _mesa_get_format_base_format(format);
2748 const GLenum datatype = _mesa_get_format_datatype(format);
2749 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2750
2751 switch (baseFormat) {
2752 case GL_RGBA:
2753 case GL_RGB:
2754 case GL_RG:
2755 case GL_RED:
2756 case GL_ALPHA:
2757 case GL_LUMINANCE:
2758 case GL_LUMINANCE_ALPHA:
2759 case GL_INTENSITY:
2760 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2761 return datatype;
2762 } else if (format_red_bits <= 8) {
2763 return GL_UNSIGNED_BYTE;
2764 } else if (format_red_bits <= 16) {
2765 return GL_UNSIGNED_SHORT;
2766 }
2767 return GL_FLOAT;
2768 case GL_DEPTH_COMPONENT:
2769 if (datatype == GL_FLOAT)
2770 return GL_FLOAT;
2771 else
2772 return GL_UNSIGNED_INT;
2773 case GL_DEPTH_STENCIL:
2774 if (datatype == GL_FLOAT)
2775 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2776 else
2777 return GL_UNSIGNED_INT_24_8;
2778 default:
2779 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2780 baseFormat);
2781 return 0;
2782 }
2783 }
2784
2785 /**
2786 * Attempts to wrap the destination texture in an FBO and use
2787 * glBlitFramebuffer() to implement glCopyTexSubImage().
2788 */
2789 static bool
2790 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx,
2791 struct gl_texture_image *texImage,
2792 GLint xoffset,
2793 GLint yoffset,
2794 GLint zoffset,
2795 struct gl_renderbuffer *rb,
2796 GLint x, GLint y,
2797 GLsizei width, GLsizei height)
2798 {
2799 struct gl_framebuffer *drawFb;
2800 bool success = false;
2801 GLbitfield mask;
2802 GLenum status;
2803
2804 if (!ctx->Extensions.ARB_framebuffer_object)
2805 return false;
2806
2807 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
2808 if (drawFb == NULL)
2809 return false;
2810
2811 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2812 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
2813
2814 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2815 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2816 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2817 GL_DEPTH_ATTACHMENT,
2818 texImage, zoffset);
2819 mask = GL_DEPTH_BUFFER_BIT;
2820
2821 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2822 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2823 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2824 GL_STENCIL_ATTACHMENT,
2825 texImage, zoffset);
2826 mask |= GL_STENCIL_BUFFER_BIT;
2827 }
2828 _mesa_DrawBuffer(GL_NONE);
2829 } else {
2830 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2831 GL_COLOR_ATTACHMENT0,
2832 texImage, zoffset);
2833 mask = GL_COLOR_BUFFER_BIT;
2834 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2835 }
2836
2837 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
2838 if (status != GL_FRAMEBUFFER_COMPLETE)
2839 goto out;
2840
2841 ctx->Meta->Blit.no_ctsi_fallback = true;
2842
2843 /* Since we've bound a new draw framebuffer, we need to update
2844 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2845 * be correct.
2846 */
2847 _mesa_update_state(ctx);
2848
2849 /* We skip the core BlitFramebuffer checks for format consistency, which
2850 * are too strict for CopyTexImage. We know meta will be fine with format
2851 * changes.
2852 */
2853 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2854 x, y,
2855 x + width, y + height,
2856 xoffset, yoffset,
2857 xoffset + width, yoffset + height,
2858 mask, GL_NEAREST);
2859 ctx->Meta->Blit.no_ctsi_fallback = false;
2860 success = mask == 0x0;
2861
2862 out:
2863 _mesa_reference_framebuffer(&drawFb, NULL);
2864 _mesa_meta_end(ctx);
2865 return success;
2866 }
2867
2868 /**
2869 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2870 * Have to be careful with locking and meta state for pixel transfer.
2871 */
2872 void
2873 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2874 struct gl_texture_image *texImage,
2875 GLint xoffset, GLint yoffset, GLint zoffset,
2876 struct gl_renderbuffer *rb,
2877 GLint x, GLint y,
2878 GLsizei width, GLsizei height)
2879 {
2880 GLenum format, type;
2881 GLint bpp;
2882 void *buf;
2883
2884 if (copytexsubimage_using_blit_framebuffer(ctx,
2885 texImage,
2886 xoffset, yoffset, zoffset,
2887 rb,
2888 x, y,
2889 width, height)) {
2890 return;
2891 }
2892
2893 /* Choose format/type for temporary image buffer */
2894 format = _mesa_get_format_base_format(texImage->TexFormat);
2895 if (format == GL_LUMINANCE ||
2896 format == GL_LUMINANCE_ALPHA ||
2897 format == GL_INTENSITY) {
2898 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2899 * temp image buffer because glReadPixels will do L=R+G+B which is
2900 * not what we want (should be L=R).
2901 */
2902 format = GL_RGBA;
2903 }
2904
2905 type = get_temp_image_type(ctx, texImage->TexFormat);
2906 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2907 format = _mesa_base_format_to_integer_format(format);
2908 }
2909 bpp = _mesa_bytes_per_pixel(format, type);
2910 if (bpp <= 0) {
2911 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2912 return;
2913 }
2914
2915 /*
2916 * Alloc image buffer (XXX could use a PBO)
2917 */
2918 buf = malloc(width * height * bpp);
2919 if (!buf) {
2920 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2921 return;
2922 }
2923
2924 /*
2925 * Read image from framebuffer (disable pixel transfer ops)
2926 */
2927 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2928 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2929 format, type, &ctx->Pack, buf);
2930 _mesa_meta_end(ctx);
2931
2932 _mesa_update_state(ctx); /* to update pixel transfer state */
2933
2934 /*
2935 * Store texture data (with pixel transfer ops)
2936 */
2937 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2938
2939 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2940 assert(yoffset == 0);
2941 ctx->Driver.TexSubImage(ctx, dims, texImage,
2942 xoffset, zoffset, 0, width, 1, 1,
2943 format, type, buf, &ctx->Unpack);
2944 } else {
2945 ctx->Driver.TexSubImage(ctx, dims, texImage,
2946 xoffset, yoffset, zoffset, width, height, 1,
2947 format, type, buf, &ctx->Unpack);
2948 }
2949
2950 _mesa_meta_end(ctx);
2951
2952 free(buf);
2953 }
2954
2955 static void
2956 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2957 {
2958 if (decompress_fbo->fb != NULL) {
2959 _mesa_reference_framebuffer(&decompress_fbo->fb, NULL);
2960 _mesa_reference_renderbuffer(&decompress_fbo->rb, NULL);
2961 }
2962
2963 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2964 }
2965
2966 static void
2967 meta_decompress_cleanup(struct gl_context *ctx,
2968 struct decompress_state *decompress)
2969 {
2970 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2971 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2972
2973 if (decompress->VAO != 0) {
2974 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2975 _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
2976 }
2977
2978 _mesa_reference_sampler_object(ctx, &decompress->samp_obj, NULL);
2979
2980 memset(decompress, 0, sizeof(*decompress));
2981 }
2982
2983 /**
2984 * Decompress a texture image by drawing a quad with the compressed
2985 * texture and reading the pixels out of the color buffer.
2986 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2987 * \param destFormat format, ala glReadPixels
2988 * \param destType type, ala glReadPixels
2989 * \param dest destination buffer
2990 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2991 */
2992 static bool
2993 decompress_texture_image(struct gl_context *ctx,
2994 struct gl_texture_image *texImage,
2995 GLuint slice,
2996 GLint xoffset, GLint yoffset,
2997 GLsizei width, GLsizei height,
2998 GLenum destFormat, GLenum destType,
2999 GLvoid *dest)
3000 {
3001 struct decompress_state *decompress = &ctx->Meta->Decompress;
3002 struct decompress_fbo_state *decompress_fbo;
3003 struct gl_texture_object *texObj = texImage->TexObject;
3004 const GLenum target = texObj->Target;
3005 GLenum rbFormat;
3006 GLenum faceTarget;
3007 struct vertex verts[4];
3008 struct gl_sampler_object *samp_obj_save = NULL;
3009 GLenum status;
3010 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3011 ctx->Extensions.ARB_fragment_shader;
3012
3013 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
3014 case GL_FLOAT:
3015 decompress_fbo = &decompress->floatFBO;
3016 rbFormat = GL_RGBA32F;
3017 break;
3018 case GL_UNSIGNED_NORMALIZED:
3019 decompress_fbo = &decompress->byteFBO;
3020 rbFormat = GL_RGBA;
3021 break;
3022 default:
3023 return false;
3024 }
3025
3026 if (slice > 0) {
3027 assert(target == GL_TEXTURE_3D ||
3028 target == GL_TEXTURE_2D_ARRAY ||
3029 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3030 }
3031
3032 switch (target) {
3033 case GL_TEXTURE_1D:
3034 case GL_TEXTURE_1D_ARRAY:
3035 assert(!"No compressed 1D textures.");
3036 return false;
3037
3038 case GL_TEXTURE_CUBE_MAP_ARRAY:
3039 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3040 break;
3041
3042 case GL_TEXTURE_CUBE_MAP:
3043 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3044 break;
3045
3046 default:
3047 faceTarget = target;
3048 break;
3049 }
3050
3051 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3052 MESA_META_DRAW_BUFFERS));
3053 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3054
3055 _mesa_reference_sampler_object(ctx, &samp_obj_save,
3056 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
3057
3058 /* Create/bind FBO/renderbuffer */
3059 if (decompress_fbo->fb == NULL) {
3060 decompress_fbo->rb = ctx->Driver.NewRenderbuffer(ctx, 0xDEADBEEF);
3061 if (decompress_fbo->rb == NULL) {
3062 _mesa_meta_end(ctx);
3063 return false;
3064 }
3065
3066 decompress_fbo->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3067 if (decompress_fbo->fb == NULL) {
3068 _mesa_meta_end(ctx);
3069 return false;
3070 }
3071
3072 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3073 _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
3074 decompress_fbo->rb);
3075 }
3076 else {
3077 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3078 }
3079
3080 /* alloc dest surface */
3081 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3082 _mesa_renderbuffer_storage(ctx, decompress_fbo->rb, rbFormat,
3083 width, height, 0);
3084
3085 /* Do the full completeness check to recompute
3086 * ctx->DrawBuffer->Width/Height.
3087 */
3088 ctx->DrawBuffer->_Status = GL_FRAMEBUFFER_UNDEFINED;
3089 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3090 if (status != GL_FRAMEBUFFER_COMPLETE) {
3091 /* If the framebuffer isn't complete then we'll leave
3092 * decompress_fbo->Width as zero so that it will fail again next time
3093 * too */
3094 _mesa_meta_end(ctx);
3095 return false;
3096 }
3097 decompress_fbo->Width = width;
3098 decompress_fbo->Height = height;
3099 }
3100
3101 if (use_glsl_version) {
3102 _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO,
3103 &decompress->buf_obj, true,
3104 2, 4, 0);
3105
3106 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3107 } else {
3108 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
3109 &decompress->buf_obj, 3);
3110 }
3111
3112 if (decompress->samp_obj == NULL) {
3113 decompress->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
3114 if (decompress->samp_obj == NULL) {
3115 _mesa_meta_end(ctx);
3116
3117 /* This is a bit lazy. Flag out of memory, and then don't bother to
3118 * clean up. Once out of memory is flagged, the only realistic next
3119 * move is to destroy the context. That will trigger all the right
3120 * clean up.
3121 *
3122 * Returning true prevents other GetTexImage methods from attempting
3123 * anything since they will likely fail too.
3124 */
3125 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage");
3126 return true;
3127 }
3128
3129 /* nearest filtering */
3130 _mesa_set_sampler_filters(ctx, decompress->samp_obj, GL_NEAREST, GL_NEAREST);
3131
3132 /* We don't want to encode or decode sRGB values; treat them as linear. */
3133 _mesa_set_sampler_srgb_decode(ctx, decompress->samp_obj, GL_SKIP_DECODE_EXT);
3134 }
3135
3136 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, decompress->samp_obj);
3137
3138 /* Silence valgrind warnings about reading uninitialized stack. */
3139 memset(verts, 0, sizeof(verts));
3140
3141 _mesa_meta_setup_texture_coords(faceTarget, slice,
3142 xoffset, yoffset, width, height,
3143 texImage->Width, texImage->Height,
3144 texImage->Depth,
3145 verts[0].tex,
3146 verts[1].tex,
3147 verts[2].tex,
3148 verts[3].tex);
3149
3150 /* setup vertex positions */
3151 verts[0].x = -1.0F;
3152 verts[0].y = -1.0F;
3153 verts[1].x = 1.0F;
3154 verts[1].y = -1.0F;
3155 verts[2].x = 1.0F;
3156 verts[2].y = 1.0F;
3157 verts[3].x = -1.0F;
3158 verts[3].y = 1.0F;
3159
3160 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3161
3162 /* upload new vertex data */
3163 _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts);
3164
3165 /* setup texture state */
3166 _mesa_bind_texture(ctx, target, texObj);
3167
3168 if (!use_glsl_version)
3169 _mesa_set_enable(ctx, target, GL_TRUE);
3170
3171 {
3172 /* save texture object state */
3173 const GLint baseLevelSave = texObj->BaseLevel;
3174 const GLint maxLevelSave = texObj->MaxLevel;
3175
3176 /* restrict sampling to the texture level of interest */
3177 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3178 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3179 (GLint *) &texImage->Level, false);
3180 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3181 (GLint *) &texImage->Level, false);
3182 }
3183
3184 /* render quad w/ texture into renderbuffer */
3185 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3186
3187 /* Restore texture object state, the texture binding will
3188 * be restored by _mesa_meta_end().
3189 */
3190 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3191 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3192 &baseLevelSave, false);
3193 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3194 &maxLevelSave, false);
3195 }
3196
3197 }
3198
3199 /* read pixels from renderbuffer */
3200 {
3201 GLenum baseTexFormat = texImage->_BaseFormat;
3202 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3203
3204 /* The pixel transfer state will be set to default values at this point
3205 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3206 * turned off (as required by glGetTexImage) but we need to handle some
3207 * special cases. In particular, single-channel texture values are
3208 * returned as red and two-channel texture values are returned as
3209 * red/alpha.
3210 */
3211 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3212 destBaseFormat) ||
3213 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3214 * luminance then we need to return L=tex(R).
3215 */
3216 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3217 destBaseFormat)) {
3218 /* Green and blue must be zero */
3219 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3220 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3221 }
3222
3223 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3224 }
3225
3226 /* disable texture unit */
3227 if (!use_glsl_version)
3228 _mesa_set_enable(ctx, target, GL_FALSE);
3229
3230 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
3231 _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
3232
3233 _mesa_meta_end(ctx);
3234
3235 return true;
3236 }
3237
3238
3239 /**
3240 * This is just a wrapper around _mesa_get_tex_image() and
3241 * decompress_texture_image(). Meta functions should not be directly called
3242 * from core Mesa.
3243 */
3244 void
3245 _mesa_meta_GetTexSubImage(struct gl_context *ctx,
3246 GLint xoffset, GLint yoffset, GLint zoffset,
3247 GLsizei width, GLsizei height, GLsizei depth,
3248 GLenum format, GLenum type, GLvoid *pixels,
3249 struct gl_texture_image *texImage)
3250 {
3251 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3252 GLuint slice;
3253 bool result = true;
3254
3255 for (slice = 0; slice < depth; slice++) {
3256 void *dst;
3257 /* Section 8.11.4 (Texture Image Queries) of the GL 4.5 spec says:
3258 *
3259 * "For three-dimensional, two-dimensional array, cube map array,
3260 * and cube map textures pixel storage operations are applied as
3261 * if the image were two-dimensional, except that the additional
3262 * pixel storage state values PACK_IMAGE_HEIGHT and
3263 * PACK_SKIP_IMAGES are applied. The correspondence of texels to
3264 * memory locations is as defined for TexImage3D in section 8.5."
3265 */
3266 switch (texImage->TexObject->Target) {
3267 case GL_TEXTURE_3D:
3268 case GL_TEXTURE_2D_ARRAY:
3269 case GL_TEXTURE_CUBE_MAP:
3270 case GL_TEXTURE_CUBE_MAP_ARRAY: {
3271 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3272 * in the decompress_texture_image() function's call to
3273 * glReadPixels but we need to compute the dest slice's address
3274 * here (according to SkipImages and ImageHeight).
3275 */
3276 struct gl_pixelstore_attrib packing = ctx->Pack;
3277 packing.SkipPixels = 0;
3278 packing.SkipRows = 0;
3279 dst = _mesa_image_address3d(&packing, pixels, width, height,
3280 format, type, slice, 0, 0);
3281 break;
3282 }
3283 default:
3284 dst = pixels;
3285 break;
3286 }
3287 result = decompress_texture_image(ctx, texImage, slice,
3288 xoffset, yoffset, width, height,
3289 format, type, dst);
3290 if (!result)
3291 break;
3292 }
3293
3294 if (result)
3295 return;
3296 }
3297
3298 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3299 width, height, depth, format, type, pixels, texImage);
3300 }
3301
3302
3303 /**
3304 * Meta implementation of ctx->Driver.DrawTex() in terms
3305 * of polygon rendering.
3306 */
3307 void
3308 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3309 GLfloat width, GLfloat height)
3310 {
3311 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3312 struct vertex {
3313 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3314 };
3315 struct vertex verts[4];
3316 GLuint i;
3317
3318 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3319 MESA_META_SHADER |
3320 MESA_META_TRANSFORM |
3321 MESA_META_VERTEX |
3322 MESA_META_VIEWPORT));
3323
3324 if (drawtex->VAO == 0) {
3325 /* one-time setup */
3326 struct gl_vertex_array_object *array_obj;
3327
3328 /* create vertex array object */
3329 _mesa_GenVertexArrays(1, &drawtex->VAO);
3330 _mesa_BindVertexArray(drawtex->VAO);
3331
3332 array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
3333 assert(array_obj != NULL);
3334
3335 /* create vertex array buffer */
3336 drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
3337 if (drawtex->buf_obj == NULL)
3338 return;
3339
3340 _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
3341 GL_DYNAMIC_DRAW, __func__);
3342
3343 /* setup vertex arrays */
3344 FLUSH_VERTICES(ctx, 0);
3345 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
3346 3, GL_FLOAT, GL_RGBA, GL_FALSE,
3347 GL_FALSE, GL_FALSE,
3348 offsetof(struct vertex, x));
3349 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
3350 drawtex->buf_obj, 0,
3351 sizeof(struct vertex), true);
3352 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS, true);
3353
3354
3355 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3356 FLUSH_VERTICES(ctx, 0);
3357 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i),
3358 2, GL_FLOAT, GL_RGBA, GL_FALSE,
3359 GL_FALSE, GL_FALSE,
3360 offsetof(struct vertex, st[i]));
3361 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i),
3362 drawtex->buf_obj, 0,
3363 sizeof(struct vertex), true);
3364 _mesa_enable_vertex_array_attrib(ctx, array_obj,
3365 VERT_ATTRIB_TEX(i), true);
3366 }
3367 }
3368 else {
3369 _mesa_BindVertexArray(drawtex->VAO);
3370 }
3371
3372 /* vertex positions, texcoords */
3373 {
3374 const GLfloat x1 = x + width;
3375 const GLfloat y1 = y + height;
3376
3377 z = CLAMP(z, 0.0f, 1.0f);
3378 z = invert_z(z);
3379
3380 verts[0].x = x;
3381 verts[0].y = y;
3382 verts[0].z = z;
3383
3384 verts[1].x = x1;
3385 verts[1].y = y;
3386 verts[1].z = z;
3387
3388 verts[2].x = x1;
3389 verts[2].y = y1;
3390 verts[2].z = z;
3391
3392 verts[3].x = x;
3393 verts[3].y = y1;
3394 verts[3].z = z;
3395
3396 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3397 const struct gl_texture_object *texObj;
3398 const struct gl_texture_image *texImage;
3399 GLfloat s, t, s1, t1;
3400 GLuint tw, th;
3401
3402 if (!ctx->Texture.Unit[i]._Current) {
3403 GLuint j;
3404 for (j = 0; j < 4; j++) {
3405 verts[j].st[i][0] = 0.0f;
3406 verts[j].st[i][1] = 0.0f;
3407 }
3408 continue;
3409 }
3410
3411 texObj = ctx->Texture.Unit[i]._Current;
3412 texImage = texObj->Image[0][texObj->BaseLevel];
3413 tw = texImage->Width2;
3414 th = texImage->Height2;
3415
3416 s = (GLfloat) texObj->CropRect[0] / tw;
3417 t = (GLfloat) texObj->CropRect[1] / th;
3418 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3419 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3420
3421 verts[0].st[i][0] = s;
3422 verts[0].st[i][1] = t;
3423
3424 verts[1].st[i][0] = s1;
3425 verts[1].st[i][1] = t;
3426
3427 verts[2].st[i][0] = s1;
3428 verts[2].st[i][1] = t1;
3429
3430 verts[3].st[i][0] = s;
3431 verts[3].st[i][1] = t1;
3432 }
3433
3434 _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts);
3435 }
3436
3437 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3438
3439 _mesa_meta_end(ctx);
3440 }
3441
3442 static bool
3443 cleartexsubimage_color(struct gl_context *ctx,
3444 struct gl_texture_image *texImage,
3445 const GLvoid *clearValue,
3446 GLint zoffset)
3447 {
3448 mesa_format format;
3449 union gl_color_union colorValue;
3450 GLenum datatype;
3451 GLenum status;
3452
3453 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3454 GL_COLOR_ATTACHMENT0,
3455 texImage, zoffset);
3456
3457 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3458 if (status != GL_FRAMEBUFFER_COMPLETE)
3459 return false;
3460
3461 /* We don't want to apply an sRGB conversion so override the format */
3462 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3463 datatype = _mesa_get_format_datatype(format);
3464
3465 switch (datatype) {
3466 case GL_UNSIGNED_INT:
3467 case GL_INT:
3468 if (clearValue)
3469 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3470 (GLuint (*)[4]) colorValue.ui);
3471 else
3472 memset(&colorValue, 0, sizeof colorValue);
3473 if (datatype == GL_INT)
3474 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3475 else
3476 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3477 break;
3478 default:
3479 if (clearValue)
3480 _mesa_unpack_rgba_row(format, 1, clearValue,
3481 (GLfloat (*)[4]) colorValue.f);
3482 else
3483 memset(&colorValue, 0, sizeof colorValue);
3484 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3485 break;
3486 }
3487
3488 return true;
3489 }
3490
3491 static bool
3492 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3493 struct gl_texture_image *texImage,
3494 const GLvoid *clearValue,
3495 GLint zoffset)
3496 {
3497 GLint stencilValue = 0;
3498 GLfloat depthValue = 0.0f;
3499 GLenum status;
3500
3501 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3502 GL_DEPTH_ATTACHMENT,
3503 texImage, zoffset);
3504
3505 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3506 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3507 GL_STENCIL_ATTACHMENT,
3508 texImage, zoffset);
3509
3510 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3511 if (status != GL_FRAMEBUFFER_COMPLETE)
3512 return false;
3513
3514 if (clearValue) {
3515 GLuint depthStencilValue[2];
3516
3517 /* Convert the clearValue from whatever format it's in to a floating
3518 * point value for the depth and an integer value for the stencil index
3519 */
3520 if (texImage->_BaseFormat == GL_DEPTH_STENCIL) {
3521 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3522 1, /* n */
3523 clearValue,
3524 depthStencilValue);
3525 /* We need a memcpy here instead of a cast because we need to
3526 * reinterpret the bytes as a float rather than converting it
3527 */
3528 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3529 stencilValue = depthStencilValue[1] & 0xff;
3530 } else {
3531 _mesa_unpack_float_z_row(texImage->TexFormat, 1 /* n */,
3532 clearValue, &depthValue);
3533 }
3534 }
3535
3536 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3537 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3538 else
3539 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3540
3541 return true;
3542 }
3543
3544 static bool
3545 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3546 struct gl_texture_image *texImage,
3547 GLint zoffset,
3548 const GLvoid *clearValue)
3549 {
3550 struct gl_framebuffer *drawFb;
3551 bool success;
3552
3553 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3554 if (drawFb == NULL)
3555 return false;
3556
3557 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
3558
3559 switch(texImage->_BaseFormat) {
3560 case GL_DEPTH_STENCIL:
3561 case GL_DEPTH_COMPONENT:
3562 success = cleartexsubimage_depth_stencil(ctx, texImage,
3563 clearValue, zoffset);
3564 break;
3565 default:
3566 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3567 break;
3568 }
3569
3570 _mesa_reference_framebuffer(&drawFb, NULL);
3571
3572 return success;
3573 }
3574
3575 static bool
3576 cleartexsubimage_using_fbo(struct gl_context *ctx,
3577 struct gl_texture_image *texImage,
3578 GLint xoffset, GLint yoffset, GLint zoffset,
3579 GLsizei width, GLsizei height, GLsizei depth,
3580 const GLvoid *clearValue)
3581 {
3582 bool success = true;
3583 GLint z;
3584
3585 _mesa_meta_begin(ctx,
3586 MESA_META_SCISSOR |
3587 MESA_META_COLOR_MASK |
3588 MESA_META_DITHER |
3589 MESA_META_FRAMEBUFFER_SRGB);
3590
3591 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3592 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3593
3594 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3595 _mesa_Scissor(xoffset, yoffset, width, height);
3596
3597 for (z = zoffset; z < zoffset + depth; z++) {
3598 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3599 success = false;
3600 break;
3601 }
3602 }
3603
3604 _mesa_meta_end(ctx);
3605
3606 return success;
3607 }
3608
3609 extern void
3610 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3611 struct gl_texture_image *texImage,
3612 GLint xoffset, GLint yoffset, GLint zoffset,
3613 GLsizei width, GLsizei height, GLsizei depth,
3614 const GLvoid *clearValue)
3615 {
3616 bool res;
3617
3618 res = cleartexsubimage_using_fbo(ctx, texImage,
3619 xoffset, yoffset, zoffset,
3620 width, height, depth,
3621 clearValue);
3622
3623 if (res)
3624 return;
3625
3626 _mesa_warning(ctx,
3627 "Falling back to mapping the texture in "
3628 "glClearTexSubImage\n");
3629
3630 _mesa_store_cleartexsubimage(ctx, texImage,
3631 xoffset, yoffset, zoffset,
3632 width, height, depth,
3633 clearValue);
3634 }