2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/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"
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"
92 /** Return offset in bytes of the field within a vertex struct */
93 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
96 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
98 static struct blit_shader
*
99 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
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
);
111 _mesa_meta_framebuffer_texture_image(struct gl_context
*ctx
,
112 struct gl_framebuffer
*fb
,
114 struct gl_texture_image
*texImage
,
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
123 struct gl_renderbuffer_attachment
*att
=
124 _mesa_get_and_validate_attachment(ctx
, fb
, attachment
, __func__
);
127 _mesa_framebuffer_texture(ctx
, fb
, attachment
, att
, texObj
, texTarget
,
128 level
, layer
, false);
131 static struct gl_shader
*
132 meta_compile_shader_with_debug(struct gl_context
*ctx
, gl_shader_stage stage
,
133 const GLcharARB
*source
)
135 const GLuint name
= ~0;
136 struct gl_shader
*sh
;
138 sh
= _mesa_new_shader(name
, stage
);
139 sh
->Source
= strdup(source
);
140 sh
->CompileStatus
= COMPILE_FAILURE
;
141 _mesa_compile_shader(ctx
, sh
);
143 if (!sh
->CompileStatus
) {
146 "meta program compile failed:\n%s\nsource:\n%s\n",
147 sh
->InfoLog
, source
);
150 _mesa_reference_shader(ctx
, &sh
, NULL
);
157 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
,
158 struct gl_shader_program
*sh_prog
)
160 _mesa_link_program(ctx
, sh_prog
);
162 if (!sh_prog
->data
->LinkStatus
) {
163 _mesa_problem(ctx
, "meta program link failed:\n%s",
164 sh_prog
->data
->InfoLog
);
169 _mesa_meta_use_program(struct gl_context
*ctx
,
170 struct gl_shader_program
*sh_prog
)
172 /* Attach shader state to the binding point */
173 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
, &ctx
->Shader
);
175 /* Update the program */
176 _mesa_use_shader_program(ctx
, sh_prog
);
180 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
181 const char *vs_source
,
182 const char *fs_source
,
184 struct gl_shader_program
**out_sh_prog
)
186 struct gl_shader_program
*sh_prog
;
187 const GLuint id
= ~0;
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
);
198 _mesa_meta_link_program_with_debug(ctx
, sh_prog
);
200 struct gl_program
*fp
=
201 sh_prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
;
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...
208 fp
->info
.textures_used_by_txf
= 0;
210 fp
->nir
->info
.textures_used_by_txf
= 0;
212 _mesa_meta_use_program(ctx
, sh_prog
);
214 *out_sh_prog
= sh_prog
;
218 * Generate a generic shader to blit from a texture to a framebuffer
220 * \param ctx Current GL context
221 * \param texTarget Texture target that will be the source of the blit
223 * \returns a handle to a shader program on success or zero on failure.
226 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
229 struct blit_shader_table
*table
)
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
;
236 if (ctx
->Const
.GLSLVersion
< 130) {
238 fs_preprocess
= "#extension GL_EXT_texture_array : enable";
239 fs_input
= "varying";
241 vs_preprocess
= "#version 130";
242 fs_preprocess
= "#version 130";
244 shader
->func
= "texture";
247 assert(shader
!= NULL
);
249 if (shader
->shader_prog
!= NULL
) {
250 _mesa_meta_use_program(ctx
, shader
->shader_prog
);
254 mem_ctx
= ralloc_context(NULL
);
256 vs_source
= ralloc_asprintf(mem_ctx
,
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"
264 " texCoords = textureCoords;\n"
265 " gl_Position = vec4(position, 0.0, 1.0);\n"
269 fs_source
= ralloc_asprintf(mem_ctx
,
271 "#extension GL_ARB_texture_cube_map_array: enable\n"
272 "uniform %s texSampler;\n"
273 "%s vec4 texCoords;\n"
276 " gl_FragColor = %s(texSampler, %s);\n"
279 fs_preprocess
, shader
->type
, fs_input
,
280 shader
->func
, shader
->texcoords
,
281 do_depth
? " gl_FragDepth = gl_FragColor.x;\n" : "");
283 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
284 ralloc_asprintf(mem_ctx
, "%s blit",
286 &shader
->shader_prog
);
287 ralloc_free(mem_ctx
);
291 * Configure vertex buffer and vertex array objects for tests
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.
297 * \param VAO Storage for vertex array object handle. If 0, a new VAO
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
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.
312 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
313 * Use \c texcoord_size instead.
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
,
323 struct gl_vertex_array_object
*array_obj
;
324 assert(*buf_obj
== NULL
);
326 /* create vertex array object */
327 _mesa_GenVertexArrays(1, VAO
);
328 _mesa_BindVertexArray(*VAO
);
330 array_obj
= _mesa_lookup_vao(ctx
, *VAO
);
331 assert(array_obj
!= NULL
);
333 /* create vertex array buffer */
334 *buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
335 if (*buf_obj
== NULL
)
338 _mesa_buffer_data(ctx
, *buf_obj
, GL_NONE
, 4 * sizeof(struct vertex
), NULL
,
339 GL_DYNAMIC_DRAW
, __func__
);
341 /* setup vertex arrays */
342 FLUSH_VERTICES(ctx
, 0);
343 if (use_generic_attributes
) {
344 assert(color_size
== 0);
346 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
347 vertex_size
, GL_FLOAT
, GL_RGBA
, 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);
365 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
366 vertex_size
, GL_FLOAT
, GL_RGBA
, 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);
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
,
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);
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
,
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);
397 _mesa_BindVertexArray(*VAO
);
402 * Initialize meta-ops for a context.
403 * To be called once during context creation.
406 _mesa_meta_init(struct gl_context
*ctx
)
410 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
414 * Free context meta-op state.
415 * To be called once during context destruction.
418 _mesa_meta_free(struct gl_context
*ctx
)
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
);
429 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
431 _mesa_make_current(NULL
, NULL
, NULL
);
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.
441 * \param state bitmask of MESA_META_* flags indicating which attribute groups
442 * to save and reset to their defaults
445 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
447 struct save_state
*save
;
449 /* hope MAX_META_OPS_DEPTH is large enough */
450 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
452 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
453 memset(save
, 0, sizeof(*save
));
454 save
->SavedState
= state
;
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.
460 save
->API
= ctx
->API
;
461 ctx
->API
= API_OPENGL_COMPAT
;
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.
470 save
->ExtensionsVersion
= ctx
->Extensions
.Version
;
471 ctx
->Extensions
.Version
= ~0;
473 /* Pausing transform feedback needs to be done early, or else we won't be
474 * able to change other state.
476 save
->TransformFeedbackNeedsResume
=
477 _mesa_is_xfb_active_and_unpaused(ctx
);
478 if (save
->TransformFeedbackNeedsResume
)
479 _mesa_PauseTransformFeedback();
481 /* After saving the current occlusion object, call EndQuery so that no
482 * occlusion querying will be active during the meta-operation.
484 if (state
& MESA_META_OCCLUSION_QUERY
) {
485 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
486 if (save
->CurrentOcclusionObject
)
487 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
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
);
498 if (state
& MESA_META_BLEND
) {
499 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
500 if (ctx
->Color
.BlendEnabled
) {
501 if (ctx
->Extensions
.EXT_draw_buffers2
) {
503 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
504 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
508 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
511 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
512 if (ctx
->Color
.ColorLogicOpEnabled
)
513 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
516 if (state
& MESA_META_DITHER
) {
517 save
->DitherFlag
= ctx
->Color
.DitherFlag
;
518 _mesa_set_enable(ctx
, GL_DITHER
, GL_TRUE
);
521 if (state
& MESA_META_COLOR_MASK
)
522 save
->ColorMask
= ctx
->Color
.ColorMask
;
524 if (state
& MESA_META_DEPTH_TEST
) {
525 save
->Depth
= ctx
->Depth
; /* struct copy */
527 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
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
);
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
;
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
;
563 ctx
->NewState
|=_NEW_PIXEL
;
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
);
580 if (state
& MESA_META_SCISSOR
) {
581 save
->Scissor
= ctx
->Scissor
; /* struct copy */
582 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
585 if (state
& MESA_META_SHADER
) {
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
);
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
);
602 if (ctx
->Extensions
.ATI_fragment_shader
) {
603 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
604 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
607 if (ctx
->Pipeline
.Current
) {
608 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
609 ctx
->Pipeline
.Current
);
610 _mesa_BindProgramPipeline(0);
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.
616 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
617 _mesa_reference_program(ctx
, &save
->Program
[i
],
618 ctx
->Shader
.CurrentProgram
[i
]);
620 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
621 ctx
->Shader
.ActiveProgram
);
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 */
633 if (state
& MESA_META_TEXTURE
) {
636 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
637 save
->EnvMode
= ctx
->Texture
.FixedFuncUnit
[0].EnvMode
;
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
);
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
);
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
]);
667 /* set defaults for unit[0] */
668 _mesa_ActiveTexture(GL_TEXTURE0
);
669 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
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();
691 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
692 * This can occur when there is no draw buffer.
694 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
695 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
696 0.0, ctx
->DrawBuffer
->Height
,
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
);
706 if (state
& MESA_META_CLIP
) {
708 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
709 mask
= ctx
->Transform
.ClipPlanesEnabled
;
711 const int i
= u_bit_scan(&mask
);
712 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
716 if (state
& MESA_META_VERTEX
) {
717 /* save vertex array object state */
718 _mesa_reference_vao(ctx
, &save
->VAO
,
720 /* set some default state? */
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
);
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);
744 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
745 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
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.
751 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
752 ctx
->Extensions
.ARB_color_buffer_float
)
753 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
756 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
757 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
759 /* Generally in here we never want vertex color clamping --
760 * result clamping is only dependent on fragment clamping.
762 if (ctx
->Extensions
.ARB_color_buffer_float
)
763 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
766 if (state
& MESA_META_CONDITIONAL_RENDER
) {
767 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
768 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
770 if (ctx
->Query
.CondRenderQuery
)
771 _mesa_EndConditionalRender();
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
);
785 if (state
& MESA_META_MULTISAMPLE
) {
786 save
->Multisample
= ctx
->Multisample
; /* struct copy */
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
);
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
);
808 if (state
& MESA_META_DRAW_BUFFERS
) {
809 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
810 memcpy(save
->ColorDrawBuffers
, fb
->ColorDrawBuffer
,
811 sizeof(save
->ColorDrawBuffers
));
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
);
823 _mesa_reference_framebuffer(&save
->DrawBuffer
, ctx
->DrawBuffer
);
824 _mesa_reference_framebuffer(&save
->ReadBuffer
, ctx
->ReadBuffer
);
830 * Leave meta state. This is like a light-weight version of glPopAttrib().
833 _mesa_meta_end(struct gl_context
*ctx
)
835 assert(ctx
->Meta
->SaveStackDepth
> 0);
837 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
838 const GLbitfield state
= save
->SavedState
;
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
;
849 ctx
->Driver
.WaitQuery(ctx
, q
);
851 _mesa_BeginQuery(q
->Target
, q
->Id
);
852 ctx
->Query
.CurrentOcclusionObject
->Result
+= result
;
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
);
862 if (state
& MESA_META_BLEND
) {
863 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
864 if (ctx
->Extensions
.EXT_draw_buffers2
) {
866 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
867 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
871 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
874 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
875 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
878 if (state
& MESA_META_DITHER
)
879 _mesa_set_enable(ctx
, GL_DITHER
, save
->DitherFlag
);
881 if (state
& MESA_META_COLOR_MASK
) {
883 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
884 if (GET_COLORMASK(ctx
->Color
.ColorMask
, i
) !=
885 GET_COLORMASK(save
->ColorMask
, i
)) {
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));
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));
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
);
910 if (state
& MESA_META_FOG
) {
911 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
914 if (state
& MESA_META_PIXEL_STORE
) {
915 ctx
->Pack
= save
->Pack
;
916 ctx
->Unpack
= save
->Unpack
;
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
;
930 ctx
->NewState
|=_NEW_PIXEL
;
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
);
942 if (state
& MESA_META_SCISSOR
) {
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);
956 if (state
& MESA_META_SHADER
) {
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
);
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
);
975 if (ctx
->Extensions
.ATI_fragment_shader
) {
976 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
977 save
->ATIFragmentShaderEnabled
);
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
988 _mesa_use_program(ctx
, i
, NULL
, save
->Program
[i
], &ctx
->Shader
);
990 /* Do this *before* killing the reference. :)
992 if (save
->Program
[i
] != NULL
)
995 _mesa_reference_program(ctx
, &save
->Program
[i
], NULL
);
998 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1000 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
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.
1007 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1010 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1011 ctx
->Pipeline
.Default
);
1013 if (save
->Pipeline
) {
1014 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1016 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1019 _mesa_update_vertex_processing_mode(ctx
);
1022 if (state
& MESA_META_STENCIL_TEST
) {
1023 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
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
);
1034 _mesa_StencilFuncSeparate(GL_FRONT
,
1035 stencil
->Function
[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]);
1043 _mesa_StencilFuncSeparate(GL_BACK
,
1044 stencil
->Function
[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]);
1053 if (state
& MESA_META_TEXTURE
) {
1056 assert(ctx
->Texture
.CurrentUnit
== 0);
1058 /* restore texenv for unit[0] */
1059 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
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
]);
1068 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
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
];
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
];
1084 /* restore current unit state */
1085 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1088 if (state
& MESA_META_TRANSFORM
) {
1089 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1090 _mesa_ActiveTexture(GL_TEXTURE0
);
1091 _mesa_MatrixMode(GL_TEXTURE
);
1092 _mesa_LoadMatrixf(save
->TextureMatrix
);
1093 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1095 _mesa_MatrixMode(GL_MODELVIEW
);
1096 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1098 _mesa_MatrixMode(GL_PROJECTION
);
1099 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1101 _mesa_MatrixMode(save
->MatrixMode
);
1103 if (ctx
->Extensions
.ARB_clip_control
)
1104 _mesa_ClipControl(save
->ClipOrigin
, save
->ClipDepthMode
);
1107 if (state
& MESA_META_CLIP
) {
1108 GLbitfield mask
= save
->ClipPlanesEnabled
;
1110 const int i
= u_bit_scan(&mask
);
1111 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
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
);
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
);
1129 _mesa_set_depth_range(ctx
, 0, save
->DepthNear
, save
->DepthFar
);
1132 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1133 ctx
->Extensions
.ARB_color_buffer_float
) {
1134 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1137 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1138 ctx
->Extensions
.ARB_color_buffer_float
) {
1139 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1142 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1143 if (save
->CondRenderQuery
)
1144 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1145 save
->CondRenderMode
);
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
;
1158 if (state
& MESA_META_MULTISAMPLE
) {
1159 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1160 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
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
);
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
);
1185 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1186 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1187 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1191 if (save
->Lighting
) {
1192 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1194 if (save
->RasterDiscard
) {
1195 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1197 if (save
->TransformFeedbackNeedsResume
)
1198 _mesa_ResumeTransformFeedback();
1200 _mesa_bind_framebuffers(ctx
, save
->DrawBuffer
, save
->ReadBuffer
);
1201 _mesa_reference_framebuffer(&save
->DrawBuffer
, NULL
);
1202 _mesa_reference_framebuffer(&save
->ReadBuffer
, NULL
);
1204 if (state
& MESA_META_DRAW_BUFFERS
) {
1205 _mesa_drawbuffers(ctx
, ctx
->DrawBuffer
, ctx
->Const
.MaxDrawBuffers
,
1206 save
->ColorDrawBuffers
, NULL
);
1209 ctx
->Meta
->SaveStackDepth
--;
1211 ctx
->API
= save
->API
;
1212 ctx
->Extensions
.Version
= save
->ExtensionsVersion
;
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.
1223 static inline GLfloat
1224 invert_z(GLfloat normZ
)
1226 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1232 * One-time init for a temp_texture object.
1233 * Choose tex target, compute max tex size, etc.
1236 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
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
;
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
;
1250 tex
->MinSize
= 16; /* 16 x 16 at least */
1251 assert(tex
->MaxSize
> 0);
1253 tex
->tex_obj
= ctx
->Driver
.NewTextureObject(ctx
, 0xDEADBEEF, tex
->Target
);
1257 cleanup_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1259 _mesa_delete_nameless_texture(ctx
, tex
->tex_obj
);
1260 tex
->tex_obj
= NULL
;
1265 * Return pointer to temp_texture info for non-bitmap ops.
1266 * This does some one-time init if needed.
1268 struct temp_texture
*
1269 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1271 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1273 if (tex
->tex_obj
== NULL
) {
1274 init_temp_texture(ctx
, tex
);
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.
1286 static struct temp_texture
*
1287 get_bitmap_temp_texture(struct gl_context
*ctx
)
1289 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1291 if (tex
->tex_obj
== NULL
) {
1292 init_temp_texture(ctx
, tex
);
1299 * Return pointer to depth temp_texture.
1300 * This does some one-time init if needed.
1302 struct temp_texture
*
1303 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1305 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1307 if (tex
->tex_obj
== NULL
) {
1308 init_temp_texture(ctx
, tex
);
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.
1321 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1324 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1325 GLsizei width
, GLsizei height
, GLenum intFormat
)
1327 GLboolean newTex
= GL_FALSE
;
1329 assert(width
<= tex
->MaxSize
);
1330 assert(height
<= tex
->MaxSize
);
1332 if (width
> tex
->Width
||
1333 height
> tex
->Height
||
1334 intFormat
!= tex
->IntFormat
) {
1335 /* alloc new texture (larger or different format) */
1338 /* use non-power of two size */
1339 tex
->Width
= MAX2(tex
->MinSize
, width
);
1340 tex
->Height
= MAX2(tex
->MinSize
, height
);
1343 /* find power of two size */
1345 w
= h
= tex
->MinSize
;
1354 tex
->IntFormat
= intFormat
;
1359 /* compute texcoords */
1360 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1361 tex
->Sright
= (GLfloat
) width
;
1362 tex
->Ttop
= (GLfloat
) height
;
1365 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1366 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1374 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
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
,
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
);
1393 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1395 /* copy framebuffer image to texture */
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);
1404 /* create empty texture */
1405 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1406 tex
->Width
, tex
->Height
, 0,
1407 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1409 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1410 0, 0, srcX
, srcY
, width
, height
);
1414 /* replace existing tex image */
1415 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1416 0, 0, srcX
, srcY
, width
, height
);
1422 * Setup/load texture for glDrawPixels.
1425 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1426 struct temp_texture
*tex
,
1428 GLsizei width
, GLsizei height
,
1429 GLenum format
, GLenum type
,
1430 const GLvoid
*pixels
)
1432 /* GLint so the compiler won't complain about type signedness mismatch in
1433 * the call to _mesa_texture_parameteriv below.
1435 static const GLint filter
= GL_NEAREST
;
1437 _mesa_bind_texture(ctx
, tex
->Target
, tex
->tex_obj
);
1438 _mesa_texture_parameteriv(ctx
, tex
->tex_obj
, GL_TEXTURE_MIN_FILTER
, &filter
,
1440 _mesa_texture_parameteriv(ctx
, tex
->tex_obj
, GL_TEXTURE_MAG_FILTER
, &filter
,
1442 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1444 /* copy pixel data to texture */
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
);
1453 struct gl_buffer_object
*save_unpack_obj
= NULL
;
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
);
1465 _mesa_TexSubImage2D(tex
->Target
, 0,
1466 0, 0, width
, height
, format
, type
, pixels
);
1470 /* replace existing tex image */
1471 _mesa_TexSubImage2D(tex
->Target
, 0,
1472 0, 0, width
, height
, format
, type
, pixels
);
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
)
1481 _mesa_meta_setup_vertex_objects(ctx
, VAO
, buf_obj
, false, 2, texcoord_size
,
1484 /* setup projection matrix */
1485 _mesa_MatrixMode(GL_PROJECTION
);
1486 _mesa_LoadIdentity();
1490 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1493 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1495 meta_clear(ctx
, buffers
, false);
1499 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1501 meta_clear(ctx
, buffers
, true);
1505 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
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"
1514 "#ifdef GL_AMD_vertex_shader_layer\n"
1515 " gl_Layer = gl_InstanceID;\n"
1517 " gl_Position = position;\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"
1525 " gl_FragColor = color;\n"
1527 bool has_integer_textures
;
1529 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, true,
1532 if (clear
->ShaderProg
!= 0)
1535 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
, "meta clear",
1536 &clear
->ShaderProg
);
1538 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1539 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
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
,
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"
1552 "#ifdef GL_AMD_vertex_shader_layer\n"
1553 " gl_Layer = gl_InstanceID;\n"
1555 " gl_Position = position;\n"
1557 const char *fs_int_source
=
1558 ralloc_asprintf(shader_source_mem_ctx
,
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"
1567 " out_color = color;\n"
1570 _mesa_meta_compile_and_link_program(ctx
, vs_int_source
, fs_int_source
,
1572 &clear
->IntegerShaderProg
);
1573 ralloc_free(shader_source_mem_ctx
);
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.
1583 meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
)
1585 if (clear
->VAO
== 0)
1587 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1589 _mesa_reference_buffer_object(ctx
, &clear
->buf_obj
, NULL
);
1590 _mesa_reference_shader_program(ctx
, &clear
->ShaderProg
, NULL
);
1592 if (clear
->IntegerShaderProg
) {
1593 _mesa_reference_shader_program(ctx
, &clear
->IntegerShaderProg
, NULL
);
1598 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1599 * set GL to only draw to those buffers.
1601 * Since the bitfield has no associated order, the assignment of draw buffer
1602 * indices to color attachment indices is rather arbitrary.
1605 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits
)
1607 GLenum enums
[MAX_DRAW_BUFFERS
];
1611 /* This function is only legal for color buffer bitfields. */
1612 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1614 /* Make sure we don't overflow any arrays. */
1615 assert(_mesa_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1619 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1620 enums
[i
++] = GL_FRONT_LEFT
;
1622 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1623 enums
[i
++] = GL_FRONT_RIGHT
;
1625 if (bits
& BUFFER_BIT_BACK_LEFT
)
1626 enums
[i
++] = GL_BACK_LEFT
;
1628 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1629 enums
[i
++] = GL_BACK_RIGHT
;
1631 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1632 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1633 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1636 _mesa_DrawBuffers(i
, enums
);
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.
1645 _mesa_meta_drawbuffers_and_colormask(struct gl_context
*ctx
, GLbitfield mask
)
1647 GLenum enums
[MAX_DRAW_BUFFERS
];
1648 GLubyte colormask
[MAX_DRAW_BUFFERS
][4];
1651 /* This function is only legal for color buffer bitfields. */
1652 assert((mask
& ~BUFFER_BITS_COLOR
) == 0);
1654 /* Make sure we don't overflow any arrays. */
1655 assert(_mesa_bitcount(mask
) <= MAX_DRAW_BUFFERS
);
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;
1663 if (b
< 0 || !(mask
& (1 << b
)) ||
1664 GET_COLORMASK(ctx
->Color
.ColorMask
, colormask_idx
) == 0)
1668 case BUFFER_FRONT_LEFT
:
1669 enums
[num_bufs
] = GL_FRONT_LEFT
;
1671 case BUFFER_FRONT_RIGHT
:
1672 enums
[num_bufs
] = GL_FRONT_RIGHT
;
1674 case BUFFER_BACK_LEFT
:
1675 enums
[num_bufs
] = GL_BACK_LEFT
;
1677 case BUFFER_BACK_RIGHT
:
1678 enums
[num_bufs
] = GL_BACK_RIGHT
;
1681 assert(b
>= BUFFER_COLOR0
&& b
<= BUFFER_COLOR7
);
1682 enums
[num_bufs
] = GL_COLOR_ATTACHMENT0
+ (b
- BUFFER_COLOR0
);
1686 for (int k
= 0; k
< 4; k
++)
1687 colormask
[num_bufs
][k
] = GET_COLORMASK_BIT(ctx
->Color
.ColorMask
,
1693 _mesa_DrawBuffers(num_bufs
, enums
);
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]);
1703 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1706 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
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];
1716 metaSave
= (MESA_META_ALPHA_TEST
|
1718 MESA_META_COLOR_MASK
|
1719 MESA_META_DEPTH_TEST
|
1720 MESA_META_RASTERIZATION
|
1722 MESA_META_STENCIL_TEST
|
1724 MESA_META_VIEWPORT
|
1726 MESA_META_CLAMP_FRAGMENT_COLOR
|
1727 MESA_META_MULTISAMPLE
|
1728 MESA_META_OCCLUSION_QUERY
);
1731 metaSave
|= MESA_META_FOG
|
1732 MESA_META_PIXEL_TRANSFER
|
1733 MESA_META_TRANSFORM
|
1735 MESA_META_CLAMP_VERTEX_COLOR
|
1736 MESA_META_SELECT_FEEDBACK
;
1739 if (buffers
& BUFFER_BITS_COLOR
) {
1740 metaSave
|= MESA_META_DRAW_BUFFERS
;
1743 _mesa_meta_begin(ctx
, metaSave
);
1746 meta_glsl_clear_init(ctx
, clear
);
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
);
1754 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, false,
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
);
1764 if (fb
->_IntegerBuffers
) {
1766 _mesa_meta_use_program(ctx
, clear
->IntegerShaderProg
);
1767 _mesa_Uniform4iv(0, 1, ctx
->Color
.ClearColor
.i
);
1769 _mesa_meta_use_program(ctx
, clear
->ShaderProg
);
1770 _mesa_Uniform4fv(0, 1, ctx
->Color
.ClearColor
.f
);
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
);
1778 /* leave colormask state as-is */
1780 /* Clears never have the color clamped. */
1781 if (ctx
->Extensions
.ARB_color_buffer_float
)
1782 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1785 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
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
);
1795 assert(!ctx
->Depth
.Test
);
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]);
1808 assert(!ctx
->Stencil
.Enabled
);
1811 /* vertex positions */
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];
1834 /* upload new vertex data */
1835 _mesa_buffer_data(ctx
, clear
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
1836 GL_DYNAMIC_DRAW
, __func__
);
1839 if (fb
->MaxNumLayers
> 0) {
1840 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN
, 0, 4, fb
->MaxNumLayers
);
1842 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1845 _mesa_meta_end(ctx
);
1849 * Meta implementation of ctx->Driver.CopyPixels() in terms
1850 * of texture mapping and polygon rendering and GLSL shaders.
1853 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1854 GLsizei width
, GLsizei height
,
1855 GLint dstX
, GLint dstY
, GLenum type
)
1857 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1858 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1859 struct vertex verts
[4];
1861 if (type
!= GL_COLOR
||
1862 ctx
->_ImageTransferState
||
1864 width
> tex
->MaxSize
||
1865 height
> tex
->MaxSize
) {
1866 /* XXX avoid this fallback */
1867 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1871 /* Most GL state applies to glCopyPixels, but a there's a few things
1872 * we need to override:
1874 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1877 MESA_META_TRANSFORM
|
1880 MESA_META_VIEWPORT
));
1882 _mesa_meta_setup_vertex_objects(ctx
, ©pix
->VAO
, ©pix
->buf_obj
, false,
1885 /* Silence valgrind warnings about reading uninitialized stack. */
1886 memset(verts
, 0, sizeof(verts
));
1888 /* Alloc/setup texture */
1889 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1890 GL_RGBA
, GL_NEAREST
);
1892 /* vertex positions, texcoords (after texture allocation!) */
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]);
1903 verts
[0].tex
[0] = 0.0F
;
1904 verts
[0].tex
[1] = 0.0F
;
1908 verts
[1].tex
[0] = tex
->Sright
;
1909 verts
[1].tex
[1] = 0.0F
;
1913 verts
[2].tex
[0] = tex
->Sright
;
1914 verts
[2].tex
[1] = tex
->Ttop
;
1918 verts
[3].tex
[0] = 0.0F
;
1919 verts
[3].tex
[1] = tex
->Ttop
;
1921 /* upload new vertex data */
1922 _mesa_buffer_sub_data(ctx
, copypix
->buf_obj
, 0, sizeof(verts
), verts
);
1925 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1927 /* draw textured quad */
1928 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1930 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1932 _mesa_meta_end(ctx
);
1936 meta_drawpix_cleanup(struct gl_context
*ctx
, struct drawpix_state
*drawpix
)
1938 if (drawpix
->VAO
!= 0) {
1939 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1942 _mesa_reference_buffer_object(ctx
, &drawpix
->buf_obj
, NULL
);
1945 if (drawpix
->StencilFP
!= 0) {
1946 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1947 drawpix
->StencilFP
= 0;
1950 if (drawpix
->DepthFP
!= 0) {
1951 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1952 drawpix
->DepthFP
= 0;
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.
1962 tiled_draw_pixels(struct gl_context
*ctx
,
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
)
1969 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1972 if (tileUnpack
.RowLength
== 0)
1973 tileUnpack
.RowLength
= width
;
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
);
1979 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
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
);
1985 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
1987 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
1988 format
, type
, &tileUnpack
, pixels
);
1995 * One-time init for drawing stencil pixels.
1998 init_draw_stencil_pixels(struct gl_context
*ctx
)
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.
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).
2011 * The program parameter contains three values:
2012 * parm.x = 255 / (1 << bit)
2016 static const char *program
=
2018 "PARAM parm = program.local[0]; \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"
2025 "SUB t.x, t.x, t.y; \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"
2033 "# for debug only \n"
2034 "#MOV result.color, t.x; \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
;
2041 assert(drawpix
->StencilFP
== 0);
2043 /* replace %s with "RECT" or "2D" */
2044 assert(strlen(program
) + 4 < sizeof(program2
));
2045 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2049 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
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
);
2059 * One-time init for drawing depth pixels.
2062 init_draw_depth_pixels(struct gl_context
*ctx
)
2064 static const char *program
=
2066 "PARAM color = program.local[0]; \n"
2067 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2068 "MOV result.color, color; \n"
2071 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2072 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2073 const char *texTarget
;
2075 assert(drawpix
->DepthFP
== 0);
2077 /* replace %s with "RECT" or "2D" */
2078 assert(strlen(program
) + 4 < sizeof(program2
));
2079 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2083 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
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
);
2093 * Meta implementation of ctx->Driver.DrawPixels() in terms
2094 * of texture mapping and polygon rendering.
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
)
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;
2113 * Determine if we can do the glDrawPixels with texture mapping.
2115 fallback
= GL_FALSE
;
2116 if (ctx
->Fog
.Enabled
) {
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).
2125 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2126 texIntFormat
= format
;
2128 texIntFormat
= GL_RGBA
;
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
2135 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2136 ctx
->Extensions
.ARB_texture_float
)
2137 texIntFormat
= GL_RGBA32F
;
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
2148 texIntFormat
= GL_ALPHA
;
2149 metaExtraSave
= (MESA_META_COLOR_MASK
|
2150 MESA_META_DEPTH_TEST
|
2151 MESA_META_PIXEL_TRANSFER
|
2153 MESA_META_STENCIL_TEST
);
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
);
2174 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2175 format
, type
, unpack
, pixels
);
2180 * Check image size against max texture size, draw as tiles if needed.
2182 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2183 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2184 format
, type
, unpack
, pixels
);
2188 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2189 * but a there's a few things we need to override:
2191 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2194 MESA_META_TRANSFORM
|
2197 MESA_META_VIEWPORT
|
2200 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2202 _mesa_meta_setup_vertex_objects(ctx
, &drawpix
->VAO
, &drawpix
->buf_obj
, false,
2205 /* Silence valgrind warnings about reading uninitialized stack. */
2206 memset(verts
, 0, sizeof(verts
));
2208 /* vertex positions, texcoords (after texture allocation!) */
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]);
2219 verts
[0].tex
[0] = 0.0F
;
2220 verts
[0].tex
[1] = 0.0F
;
2224 verts
[1].tex
[0] = tex
->Sright
;
2225 verts
[1].tex
[1] = 0.0F
;
2229 verts
[2].tex
[0] = tex
->Sright
;
2230 verts
[2].tex
[1] = tex
->Ttop
;
2234 verts
[3].tex
[0] = 0.0F
;
2235 verts
[3].tex
[1] = tex
->Ttop
;
2238 /* upload new vertex data */
2239 _mesa_buffer_data(ctx
, drawpix
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
2240 GL_DYNAMIC_DRAW
, __func__
);
2242 /* set given unpack params */
2243 ctx
->Unpack
= *unpack
;
2245 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2247 if (_mesa_is_stencil_format(format
)) {
2248 /* Drawing stencil */
2251 if (!drawpix
->StencilFP
)
2252 init_draw_stencil_pixels(ctx
);
2254 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2255 GL_ALPHA
, type
, pixels
);
2257 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2259 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
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);
2266 /* set stencil bits to 1 where needed */
2267 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2269 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2270 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
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
);
2278 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2279 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2281 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2285 else if (_mesa_is_depth_format(format
)) {
2287 if (!drawpix
->DepthFP
)
2288 init_draw_depth_pixels(ctx
);
2290 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2291 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2293 /* polygon color = current raster color */
2294 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2295 ctx
->Current
.RasterColor
);
2297 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2298 format
, type
, pixels
);
2300 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2304 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2305 format
, type
, pixels
);
2306 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2309 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2311 /* restore unpack params */
2312 ctx
->Unpack
= unpackSave
;
2314 _mesa_meta_end(ctx
);
2318 alpha_test_raster_color(struct gl_context
*ctx
)
2320 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2321 GLfloat ref
= ctx
->Color
.AlphaRef
;
2323 switch (ctx
->Color
.AlphaFunc
) {
2329 return alpha
== ref
;
2331 return alpha
<= ref
;
2335 return alpha
!= ref
;
2337 return alpha
>= ref
;
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.
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
)
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
;
2362 struct vertex verts
[4];
2367 * Check if swrast fallback is needed.
2369 if (ctx
->_ImageTransferState
||
2370 _mesa_arb_fragment_program_enabled(ctx
) ||
2372 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2373 width
> tex
->MaxSize
||
2374 height
> tex
->MaxSize
) {
2375 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2379 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2382 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2383 * but a there's a few things we need to override:
2385 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2386 MESA_META_PIXEL_STORE
|
2387 MESA_META_RASTERIZATION
|
2390 MESA_META_TRANSFORM
|
2393 MESA_META_VIEWPORT
));
2395 _mesa_meta_setup_vertex_objects(ctx
, &bitmap
->VAO
, &bitmap
->buf_obj
, false,
2398 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2400 /* Silence valgrind warnings about reading uninitialized stack. */
2401 memset(verts
, 0, sizeof(verts
));
2403 /* vertex positions, texcoords, colors (after texture allocation!) */
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]);
2415 verts
[0].tex
[0] = 0.0F
;
2416 verts
[0].tex
[1] = 0.0F
;
2420 verts
[1].tex
[0] = tex
->Sright
;
2421 verts
[1].tex
[1] = 0.0F
;
2425 verts
[2].tex
[0] = tex
->Sright
;
2426 verts
[2].tex
[1] = tex
->Ttop
;
2430 verts
[3].tex
[0] = 0.0F
;
2431 verts
[3].tex
[1] = tex
->Ttop
;
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];
2440 /* upload new vertex data */
2441 _mesa_buffer_sub_data(ctx
, bitmap
->buf_obj
, 0, sizeof(verts
), verts
);
2444 /* choose different foreground/background alpha values */
2445 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2446 bg
= (fg
> 127 ? 0 : 255);
2448 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2450 _mesa_meta_end(ctx
);
2454 bitmap8
= malloc(width
* height
);
2456 memset(bitmap8
, bg
, width
* height
);
2457 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2458 bitmap8
, width
, fg
);
2460 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2462 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2463 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2465 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2466 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2468 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2470 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2475 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2477 _mesa_meta_end(ctx
);
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.
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
2497 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
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
;
2519 /* setup the reference texcoords */
2529 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2530 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2532 /* Currently all texture targets want the W component to be 1.0.
2539 switch (faceTarget
) {
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
;
2549 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
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];
2559 coords2
[0] = st
[2][0];
2560 coords2
[1] = st
[2][1];
2562 coords3
[0] = st
[3][0];
2563 coords3
[1] = st
[3][1];
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
;
2573 coords2
[0] = (float) (xoffset
+ width
);
2574 coords2
[1] = (float) (yoffset
+ height
);
2576 coords3
[0] = (float) xoffset
;
2577 coords3
[1] = (float) (yoffset
+ height
);
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
;
2587 coords2
[0] = st
[2][0];
2588 coords2
[1] = (float) slice
;
2590 coords3
[0] = st
[3][0];
2591 coords3
[1] = (float) slice
;
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...
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
;
2626 unreachable("not reached");
2629 coord
[3] = (float) (slice
/ 6);
2631 switch (faceTarget
) {
2632 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2637 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2642 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2647 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2652 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2657 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2668 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2672 static struct blit_shader
*
2673 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2677 table
->sampler_1d
.type
= "sampler1D";
2678 table
->sampler_1d
.func
= "texture1D";
2679 table
->sampler_1d
.texcoords
= "texCoords.x";
2680 return &table
->sampler_1d
;
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
;
2692 /* Code for mipmap generation with 3D textures is not used yet.
2693 * It's a sw fallback.
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
;
2720 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2721 " setup_texture_sampler()\n", target
);
2727 _mesa_meta_blit_shader_table_cleanup(struct gl_context
*ctx
,
2728 struct blit_shader_table
*table
)
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
);
2741 * Determine the GL data type to use for the temporary image read with
2742 * ReadPixels() and passed to Tex[Sub]Image().
2745 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
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
);
2751 switch (baseFormat
) {
2758 case GL_LUMINANCE_ALPHA
:
2760 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
) {
2762 } else if (format_red_bits
<= 8) {
2763 return GL_UNSIGNED_BYTE
;
2764 } else if (format_red_bits
<= 16) {
2765 return GL_UNSIGNED_SHORT
;
2768 case GL_DEPTH_COMPONENT
:
2769 if (datatype
== GL_FLOAT
)
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
;
2777 return GL_UNSIGNED_INT_24_8
;
2779 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2786 * Attempts to wrap the destination texture in an FBO and use
2787 * glBlitFramebuffer() to implement glCopyTexSubImage().
2790 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
,
2791 struct gl_texture_image
*texImage
,
2795 struct gl_renderbuffer
*rb
,
2797 GLsizei width
, GLsizei height
)
2799 struct gl_framebuffer
*drawFb
;
2800 bool success
= false;
2804 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2807 drawFb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
2811 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2812 _mesa_bind_framebuffers(ctx
, drawFb
, ctx
->ReadBuffer
);
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
,
2819 mask
= GL_DEPTH_BUFFER_BIT
;
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
,
2826 mask
|= GL_STENCIL_BUFFER_BIT
;
2828 _mesa_DrawBuffer(GL_NONE
);
2830 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2831 GL_COLOR_ATTACHMENT0
,
2833 mask
= GL_COLOR_BUFFER_BIT
;
2834 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2837 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
2838 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2841 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2843 /* Since we've bound a new draw framebuffer, we need to update
2844 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2847 _mesa_update_state(ctx
);
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
2853 mask
= _mesa_meta_BlitFramebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
,
2855 x
+ width
, y
+ height
,
2857 xoffset
+ width
, yoffset
+ height
,
2859 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2860 success
= mask
== 0x0;
2863 _mesa_reference_framebuffer(&drawFb
, NULL
);
2864 _mesa_meta_end(ctx
);
2869 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2870 * Have to be careful with locking and meta state for pixel transfer.
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
,
2878 GLsizei width
, GLsizei height
)
2880 GLenum format
, type
;
2884 if (copytexsubimage_using_blit_framebuffer(ctx
,
2886 xoffset
, yoffset
, zoffset
,
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).
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
);
2909 bpp
= _mesa_bytes_per_pixel(format
, type
);
2911 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2916 * Alloc image buffer (XXX could use a PBO)
2918 buf
= malloc(width
* height
* bpp
);
2920 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2925 * Read image from framebuffer (disable pixel transfer ops)
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
);
2932 _mesa_update_state(ctx
); /* to update pixel transfer state */
2935 * Store texture data (with pixel transfer ops)
2937 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
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
);
2945 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2946 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2947 format
, type
, buf
, &ctx
->Unpack
);
2950 _mesa_meta_end(ctx
);
2956 meta_decompress_fbo_cleanup(struct decompress_fbo_state
*decompress_fbo
)
2958 if (decompress_fbo
->fb
!= NULL
) {
2959 _mesa_reference_framebuffer(&decompress_fbo
->fb
, NULL
);
2960 _mesa_reference_renderbuffer(&decompress_fbo
->rb
, NULL
);
2963 memset(decompress_fbo
, 0, sizeof(*decompress_fbo
));
2967 meta_decompress_cleanup(struct gl_context
*ctx
,
2968 struct decompress_state
*decompress
)
2970 meta_decompress_fbo_cleanup(&decompress
->byteFBO
);
2971 meta_decompress_fbo_cleanup(&decompress
->floatFBO
);
2973 if (decompress
->VAO
!= 0) {
2974 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2975 _mesa_reference_buffer_object(ctx
, &decompress
->buf_obj
, NULL
);
2978 _mesa_reference_sampler_object(ctx
, &decompress
->samp_obj
, NULL
);
2980 memset(decompress
, 0, sizeof(*decompress
));
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)
2993 decompress_texture_image(struct gl_context
*ctx
,
2994 struct gl_texture_image
*texImage
,
2996 GLint xoffset
, GLint yoffset
,
2997 GLsizei width
, GLsizei height
,
2998 GLenum destFormat
, GLenum destType
,
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
;
3007 struct vertex verts
[4];
3008 struct gl_sampler_object
*samp_obj_save
= NULL
;
3010 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3011 ctx
->Extensions
.ARB_fragment_shader
;
3013 switch (_mesa_get_format_datatype(texImage
->TexFormat
)) {
3015 decompress_fbo
= &decompress
->floatFBO
;
3016 rbFormat
= GL_RGBA32F
;
3018 case GL_UNSIGNED_NORMALIZED
:
3019 decompress_fbo
= &decompress
->byteFBO
;
3027 assert(target
== GL_TEXTURE_3D
||
3028 target
== GL_TEXTURE_2D_ARRAY
||
3029 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3034 case GL_TEXTURE_1D_ARRAY
:
3035 assert(!"No compressed 1D textures.");
3038 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3039 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3042 case GL_TEXTURE_CUBE_MAP
:
3043 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3047 faceTarget
= target
;
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
);
3055 _mesa_reference_sampler_object(ctx
, &samp_obj_save
,
3056 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
);
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
);
3066 decompress_fbo
->fb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
3067 if (decompress_fbo
->fb
== NULL
) {
3068 _mesa_meta_end(ctx
);
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
);
3077 _mesa_bind_framebuffers(ctx
, decompress_fbo
->fb
, decompress_fbo
->fb
);
3080 /* alloc dest surface */
3081 if (width
> decompress_fbo
->Width
|| height
> decompress_fbo
->Height
) {
3082 _mesa_renderbuffer_storage(ctx
, decompress_fbo
->rb
, rbFormat
,
3085 /* Do the full completeness check to recompute
3086 * ctx->DrawBuffer->Width/Height.
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
3094 _mesa_meta_end(ctx
);
3097 decompress_fbo
->Width
= width
;
3098 decompress_fbo
->Height
= height
;
3101 if (use_glsl_version
) {
3102 _mesa_meta_setup_vertex_objects(ctx
, &decompress
->VAO
,
3103 &decompress
->buf_obj
, true,
3106 _mesa_meta_setup_blit_shader(ctx
, target
, false, &decompress
->shaders
);
3108 _mesa_meta_setup_ff_tnl_for_blit(ctx
, &decompress
->VAO
,
3109 &decompress
->buf_obj
, 3);
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
);
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
3122 * Returning true prevents other GetTexImage methods from attempting
3123 * anything since they will likely fail too.
3125 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGetTexImage");
3129 /* nearest filtering */
3130 _mesa_set_sampler_filters(ctx
, decompress
->samp_obj
, GL_NEAREST
, GL_NEAREST
);
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
);
3136 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, decompress
->samp_obj
);
3138 /* Silence valgrind warnings about reading uninitialized stack. */
3139 memset(verts
, 0, sizeof(verts
));
3141 _mesa_meta_setup_texture_coords(faceTarget
, slice
,
3142 xoffset
, yoffset
, width
, height
,
3143 texImage
->Width
, texImage
->Height
,
3150 /* setup vertex positions */
3160 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3162 /* upload new vertex data */
3163 _mesa_buffer_sub_data(ctx
, decompress
->buf_obj
, 0, sizeof(verts
), verts
);
3165 /* setup texture state */
3166 _mesa_bind_texture(ctx
, target
, texObj
);
3168 if (!use_glsl_version
)
3169 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3172 /* save texture object state */
3173 const GLint baseLevelSave
= texObj
->BaseLevel
;
3174 const GLint maxLevelSave
= texObj
->MaxLevel
;
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);
3184 /* render quad w/ texture into renderbuffer */
3185 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3187 /* Restore texture object state, the texture binding will
3188 * be restored by _mesa_meta_end().
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);
3199 /* read pixels from renderbuffer */
3201 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3202 GLenum destBaseFormat
= _mesa_unpack_format_to_base_format(destFormat
);
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
3211 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat
,
3213 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3214 * luminance then we need to return L=tex(R).
3216 _mesa_need_rgb_to_luminance_conversion(baseTexFormat
,
3218 /* Green and blue must be zero */
3219 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3220 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3223 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3226 /* disable texture unit */
3227 if (!use_glsl_version
)
3228 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3230 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, samp_obj_save
);
3231 _mesa_reference_sampler_object(ctx
, &samp_obj_save
, NULL
);
3233 _mesa_meta_end(ctx
);
3240 * This is just a wrapper around _mesa_get_tex_image() and
3241 * decompress_texture_image(). Meta functions should not be directly called
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
)
3251 if (_mesa_is_format_compressed(texImage
->TexFormat
)) {
3255 for (slice
= 0; slice
< depth
; slice
++) {
3257 /* Section 8.11.4 (Texture Image Queries) of the GL 4.5 spec says:
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."
3266 switch (texImage
->TexObject
->Target
) {
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).
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);
3287 result
= decompress_texture_image(ctx
, texImage
, slice
,
3288 xoffset
, yoffset
, width
, height
,
3298 _mesa_GetTexSubImage_sw(ctx
, xoffset
, yoffset
, zoffset
,
3299 width
, height
, depth
, format
, type
, pixels
, texImage
);
3304 * Meta implementation of ctx->Driver.DrawTex() in terms
3305 * of polygon rendering.
3308 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3309 GLfloat width
, GLfloat height
)
3311 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3313 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3315 struct vertex verts
[4];
3318 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3320 MESA_META_TRANSFORM
|
3322 MESA_META_VIEWPORT
));
3324 if (drawtex
->VAO
== 0) {
3325 /* one-time setup */
3326 struct gl_vertex_array_object
*array_obj
;
3328 /* create vertex array object */
3329 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3330 _mesa_BindVertexArray(drawtex
->VAO
);
3332 array_obj
= _mesa_lookup_vao(ctx
, drawtex
->VAO
);
3333 assert(array_obj
!= NULL
);
3335 /* create vertex array buffer */
3336 drawtex
->buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
3337 if (drawtex
->buf_obj
== NULL
)
3340 _mesa_buffer_data(ctx
, drawtex
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
3341 GL_DYNAMIC_DRAW
, __func__
);
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
,
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);
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
,
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);
3369 _mesa_BindVertexArray(drawtex
->VAO
);
3372 /* vertex positions, texcoords */
3374 const GLfloat x1
= x
+ width
;
3375 const GLfloat y1
= y
+ height
;
3377 z
= CLAMP(z
, 0.0f
, 1.0f
);
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
;
3402 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3404 for (j
= 0; j
< 4; j
++) {
3405 verts
[j
].st
[i
][0] = 0.0f
;
3406 verts
[j
].st
[i
][1] = 0.0f
;
3411 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3412 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3413 tw
= texImage
->Width2
;
3414 th
= texImage
->Height2
;
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
;
3421 verts
[0].st
[i
][0] = s
;
3422 verts
[0].st
[i
][1] = t
;
3424 verts
[1].st
[i
][0] = s1
;
3425 verts
[1].st
[i
][1] = t
;
3427 verts
[2].st
[i
][0] = s1
;
3428 verts
[2].st
[i
][1] = t1
;
3430 verts
[3].st
[i
][0] = s
;
3431 verts
[3].st
[i
][1] = t1
;
3434 _mesa_buffer_sub_data(ctx
, drawtex
->buf_obj
, 0, sizeof(verts
), verts
);
3437 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3439 _mesa_meta_end(ctx
);
3443 cleartexsubimage_color(struct gl_context
*ctx
,
3444 struct gl_texture_image
*texImage
,
3445 const GLvoid
*clearValue
,
3449 union gl_color_union colorValue
;
3453 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3454 GL_COLOR_ATTACHMENT0
,
3457 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3458 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
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
);
3466 case GL_UNSIGNED_INT
:
3469 _mesa_unpack_uint_rgba_row(format
, 1, clearValue
,
3470 (GLuint (*)[4]) colorValue
.ui
);
3472 memset(&colorValue
, 0, sizeof colorValue
);
3473 if (datatype
== GL_INT
)
3474 _mesa_ClearBufferiv(GL_COLOR
, 0, colorValue
.i
);
3476 _mesa_ClearBufferuiv(GL_COLOR
, 0, colorValue
.ui
);
3480 _mesa_unpack_rgba_row(format
, 1, clearValue
,
3481 (GLfloat (*)[4]) colorValue
.f
);
3483 memset(&colorValue
, 0, sizeof colorValue
);
3484 _mesa_ClearBufferfv(GL_COLOR
, 0, colorValue
.f
);
3492 cleartexsubimage_depth_stencil(struct gl_context
*ctx
,
3493 struct gl_texture_image
*texImage
,
3494 const GLvoid
*clearValue
,
3497 GLint stencilValue
= 0;
3498 GLfloat depthValue
= 0.0f
;
3501 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3502 GL_DEPTH_ATTACHMENT
,
3505 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3506 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3507 GL_STENCIL_ATTACHMENT
,
3510 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3511 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3515 GLuint depthStencilValue
[2];
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
3520 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
3521 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage
->TexFormat
,
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
3528 memcpy(&depthValue
, depthStencilValue
, sizeof depthValue
);
3529 stencilValue
= depthStencilValue
[1] & 0xff;
3531 _mesa_unpack_float_z_row(texImage
->TexFormat
, 1 /* n */,
3532 clearValue
, &depthValue
);
3536 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3537 _mesa_ClearBufferfi(GL_DEPTH_STENCIL
, 0, depthValue
, stencilValue
);
3539 _mesa_ClearBufferfv(GL_DEPTH
, 0, &depthValue
);
3545 cleartexsubimage_for_zoffset(struct gl_context
*ctx
,
3546 struct gl_texture_image
*texImage
,
3548 const GLvoid
*clearValue
)
3550 struct gl_framebuffer
*drawFb
;
3553 drawFb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
3557 _mesa_bind_framebuffers(ctx
, drawFb
, ctx
->ReadBuffer
);
3559 switch(texImage
->_BaseFormat
) {
3560 case GL_DEPTH_STENCIL
:
3561 case GL_DEPTH_COMPONENT
:
3562 success
= cleartexsubimage_depth_stencil(ctx
, texImage
,
3563 clearValue
, zoffset
);
3566 success
= cleartexsubimage_color(ctx
, texImage
, clearValue
, zoffset
);
3570 _mesa_reference_framebuffer(&drawFb
, NULL
);
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
)
3582 bool success
= true;
3585 _mesa_meta_begin(ctx
,
3587 MESA_META_COLOR_MASK
|
3589 MESA_META_FRAMEBUFFER_SRGB
);
3591 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3592 _mesa_set_enable(ctx
, GL_DITHER
, GL_FALSE
);
3594 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_TRUE
);
3595 _mesa_Scissor(xoffset
, yoffset
, width
, height
);
3597 for (z
= zoffset
; z
< zoffset
+ depth
; z
++) {
3598 if (!cleartexsubimage_for_zoffset(ctx
, texImage
, z
, clearValue
)) {
3604 _mesa_meta_end(ctx
);
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
)
3618 res
= cleartexsubimage_using_fbo(ctx
, texImage
,
3619 xoffset
, yoffset
, zoffset
,
3620 width
, height
, depth
,
3627 "Falling back to mapping the texture in "
3628 "glClearTexSubImage\n");
3630 _mesa_store_cleartexsubimage(ctx
, texImage
,
3631 xoffset
, yoffset
, zoffset
,
3632 width
, height
, depth
,