87d116ad9f12ded3e5f378d454809a9e5491c882
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
4 *
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/convolve.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/formats.h"
48 #include "main/image.h"
49 #include "main/macros.h"
50 #include "main/matrix.h"
51 #include "main/mipmap.h"
52 #include "main/polygon.h"
53 #include "main/readpix.h"
54 #include "main/scissor.h"
55 #include "main/shaderapi.h"
56 #include "main/state.h"
57 #include "main/stencil.h"
58 #include "main/texobj.h"
59 #include "main/texenv.h"
60 #include "main/teximage.h"
61 #include "main/texparam.h"
62 #include "main/texstate.h"
63 #include "main/varray.h"
64 #include "main/viewport.h"
65 #include "program/program.h"
66 #include "swrast/swrast.h"
67 #include "drivers/common/meta.h"
68
69
70 /** Return offset in bytes of the field within a vertex struct */
71 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
72
73
74 /**
75 * Flags passed to _mesa_meta_begin().
76 */
77 /*@{*/
78 #define META_ALL ~0x0
79 #define META_ALPHA_TEST 0x1
80 #define META_BLEND 0x2 /**< includes logicop */
81 #define META_COLOR_MASK 0x4
82 #define META_DEPTH_TEST 0x8
83 #define META_FOG 0x10
84 #define META_PIXEL_STORE 0x20
85 #define META_PIXEL_TRANSFER 0x40
86 #define META_RASTERIZATION 0x80
87 #define META_SCISSOR 0x100
88 #define META_SHADER 0x200
89 #define META_STENCIL_TEST 0x400
90 #define META_TRANSFORM 0x800 /**< modelview, projection, clip planes */
91 #define META_TEXTURE 0x1000
92 #define META_VERTEX 0x2000
93 #define META_VIEWPORT 0x4000
94 /*@}*/
95
96
97 /**
98 * State which we may save/restore across meta ops.
99 * XXX this may be incomplete...
100 */
101 struct save_state
102 {
103 GLbitfield SavedState; /**< bitmask of META_* flags */
104
105 /** META_ALPHA_TEST */
106 GLboolean AlphaEnabled;
107
108 /** META_BLEND */
109 GLbitfield BlendEnabled;
110 GLboolean ColorLogicOpEnabled;
111
112 /** META_COLOR_MASK */
113 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];
114
115 /** META_DEPTH_TEST */
116 struct gl_depthbuffer_attrib Depth;
117
118 /** META_FOG */
119 GLboolean Fog;
120
121 /** META_PIXEL_STORE */
122 struct gl_pixelstore_attrib Pack, Unpack;
123
124 /** META_PIXEL_TRANSFER */
125 GLfloat RedBias, RedScale;
126 GLfloat GreenBias, GreenScale;
127 GLfloat BlueBias, BlueScale;
128 GLfloat AlphaBias, AlphaScale;
129 GLfloat DepthBias, DepthScale;
130 GLboolean MapColorFlag;
131 GLboolean Convolution1DEnabled;
132 GLboolean Convolution2DEnabled;
133 GLboolean Separable2DEnabled;
134
135 /** META_RASTERIZATION */
136 GLenum FrontPolygonMode, BackPolygonMode;
137 GLboolean PolygonOffset;
138 GLboolean PolygonSmooth;
139 GLboolean PolygonStipple;
140 GLboolean PolygonCull;
141
142 /** META_SCISSOR */
143 struct gl_scissor_attrib Scissor;
144
145 /** META_SHADER */
146 GLboolean VertexProgramEnabled;
147 struct gl_vertex_program *VertexProgram;
148 GLboolean FragmentProgramEnabled;
149 struct gl_fragment_program *FragmentProgram;
150 GLuint Shader;
151
152 /** META_STENCIL_TEST */
153 struct gl_stencil_attrib Stencil;
154
155 /** META_TRANSFORM */
156 GLenum MatrixMode;
157 GLfloat ModelviewMatrix[16];
158 GLfloat ProjectionMatrix[16];
159 GLfloat TextureMatrix[16];
160 GLbitfield ClipPlanesEnabled;
161
162 /** META_TEXTURE */
163 GLuint ActiveUnit;
164 GLuint ClientActiveUnit;
165 /** for unit[0] only */
166 struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS];
167 /** mask of TEXTURE_2D_BIT, etc */
168 GLbitfield TexEnabled[MAX_TEXTURE_UNITS];
169 GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS];
170 GLuint EnvMode; /* unit[0] only */
171
172 /** META_VERTEX */
173 struct gl_array_object *ArrayObj;
174 struct gl_buffer_object *ArrayBufferObj;
175
176 /** META_VIEWPORT */
177 GLint ViewportX, ViewportY, ViewportW, ViewportH;
178 GLclampd DepthNear, DepthFar;
179
180 /** Miscellaneous (always disabled) */
181 GLboolean Lighting;
182 };
183
184
185 /**
186 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
187 * This is currently shared by all the meta ops. But we could create a
188 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
189 */
190 struct temp_texture
191 {
192 GLuint TexObj;
193 GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
194 GLsizei MinSize; /**< Min texture size to allocate */
195 GLsizei MaxSize; /**< Max possible texture size */
196 GLboolean NPOT; /**< Non-power of two size OK? */
197 GLsizei Width, Height; /**< Current texture size */
198 GLenum IntFormat;
199 GLfloat Sright, Ttop; /**< right, top texcoords */
200 };
201
202
203 /**
204 * State for glBlitFramebufer()
205 */
206 struct blit_state
207 {
208 GLuint ArrayObj;
209 GLuint VBO;
210 GLuint DepthFP;
211 };
212
213
214 /**
215 * State for glClear()
216 */
217 struct clear_state
218 {
219 GLuint ArrayObj;
220 GLuint VBO;
221 };
222
223
224 /**
225 * State for glCopyPixels()
226 */
227 struct copypix_state
228 {
229 GLuint ArrayObj;
230 GLuint VBO;
231 };
232
233
234 /**
235 * State for glDrawPixels()
236 */
237 struct drawpix_state
238 {
239 GLuint ArrayObj;
240
241 GLuint StencilFP; /**< Fragment program for drawing stencil images */
242 GLuint DepthFP; /**< Fragment program for drawing depth images */
243 };
244
245
246 /**
247 * State for glBitmap()
248 */
249 struct bitmap_state
250 {
251 GLuint ArrayObj;
252 GLuint VBO;
253 struct temp_texture Tex; /**< separate texture from other meta ops */
254 };
255
256
257 /**
258 * State for _mesa_meta_generate_mipmap()
259 */
260 struct gen_mipmap_state
261 {
262 GLuint ArrayObj;
263 GLuint VBO;
264 GLuint FBO;
265 };
266
267
268 /**
269 * All per-context meta state.
270 */
271 struct gl_meta_state
272 {
273 struct save_state Save; /**< state saved during meta-ops */
274
275 struct temp_texture TempTex;
276
277 struct blit_state Blit; /**< For _mesa_meta_BlitFramebuffer() */
278 struct clear_state Clear; /**< For _mesa_meta_Clear() */
279 struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */
280 struct drawpix_state DrawPix; /**< For _mesa_meta_DrawPixels() */
281 struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */
282 struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */
283 };
284
285
286 /**
287 * Initialize meta-ops for a context.
288 * To be called once during context creation.
289 */
290 void
291 _mesa_meta_init(GLcontext *ctx)
292 {
293 ASSERT(!ctx->Meta);
294
295 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
296 }
297
298
299 /**
300 * Free context meta-op state.
301 * To be called once during context destruction.
302 */
303 void
304 _mesa_meta_free(GLcontext *ctx)
305 {
306 /* Note: Any textures, VBOs, etc, that we allocate should get
307 * freed by the normal context destruction code. But this would be
308 * the place to free other meta data someday.
309 */
310 free(ctx->Meta);
311 ctx->Meta = NULL;
312 }
313
314
315 /**
316 * Enter meta state. This is like a light-weight version of glPushAttrib
317 * but it also resets most GL state back to default values.
318 *
319 * \param state bitmask of META_* flags indicating which attribute groups
320 * to save and reset to their defaults
321 */
322 static void
323 _mesa_meta_begin(GLcontext *ctx, GLbitfield state)
324 {
325 struct save_state *save = &ctx->Meta->Save;
326
327 save->SavedState = state;
328
329 if (state & META_ALPHA_TEST) {
330 save->AlphaEnabled = ctx->Color.AlphaEnabled;
331 if (ctx->Color.AlphaEnabled)
332 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
333 }
334
335 if (state & META_BLEND) {
336 save->BlendEnabled = ctx->Color.BlendEnabled;
337 if (ctx->Color.BlendEnabled) {
338 if (ctx->Extensions.EXT_draw_buffers2) {
339 GLuint i;
340 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
341 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
342 }
343 }
344 else {
345 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
346 }
347 }
348 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
349 if (ctx->Color.ColorLogicOpEnabled)
350 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
351 }
352
353 if (state & META_COLOR_MASK) {
354 memcpy(save->ColorMask, ctx->Color.ColorMask,
355 sizeof(ctx->Color.ColorMask));
356 if (!ctx->Color.ColorMask[0][0] ||
357 !ctx->Color.ColorMask[0][1] ||
358 !ctx->Color.ColorMask[0][2] ||
359 !ctx->Color.ColorMask[0][3])
360 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
361 }
362
363 if (state & META_DEPTH_TEST) {
364 save->Depth = ctx->Depth; /* struct copy */
365 if (ctx->Depth.Test)
366 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
367 }
368
369 if (state & META_FOG) {
370 save->Fog = ctx->Fog.Enabled;
371 if (ctx->Fog.Enabled)
372 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
373 }
374
375 if (state & META_PIXEL_STORE) {
376 save->Pack = ctx->Pack;
377 save->Unpack = ctx->Unpack;
378 ctx->Pack = ctx->DefaultPacking;
379 ctx->Unpack = ctx->DefaultPacking;
380 }
381
382 if (state & META_PIXEL_TRANSFER) {
383 save->RedScale = ctx->Pixel.RedScale;
384 save->RedBias = ctx->Pixel.RedBias;
385 save->GreenScale = ctx->Pixel.GreenScale;
386 save->GreenBias = ctx->Pixel.GreenBias;
387 save->BlueScale = ctx->Pixel.BlueScale;
388 save->BlueBias = ctx->Pixel.BlueBias;
389 save->AlphaScale = ctx->Pixel.AlphaScale;
390 save->AlphaBias = ctx->Pixel.AlphaBias;
391 save->MapColorFlag = ctx->Pixel.MapColorFlag;
392 save->Convolution1DEnabled = ctx->Pixel.Convolution1DEnabled;
393 save->Convolution2DEnabled = ctx->Pixel.Convolution2DEnabled;
394 save->Separable2DEnabled = ctx->Pixel.Separable2DEnabled;
395 ctx->Pixel.RedScale = 1.0F;
396 ctx->Pixel.RedBias = 0.0F;
397 ctx->Pixel.GreenScale = 1.0F;
398 ctx->Pixel.GreenBias = 0.0F;
399 ctx->Pixel.BlueScale = 1.0F;
400 ctx->Pixel.BlueBias = 0.0F;
401 ctx->Pixel.AlphaScale = 1.0F;
402 ctx->Pixel.AlphaBias = 0.0F;
403 ctx->Pixel.MapColorFlag = GL_FALSE;
404 ctx->Pixel.Convolution1DEnabled = GL_FALSE;
405 ctx->Pixel.Convolution2DEnabled = GL_FALSE;
406 ctx->Pixel.Separable2DEnabled = GL_FALSE;
407 /* XXX more state */
408 ctx->NewState |=_NEW_PIXEL;
409 }
410
411 if (state & META_RASTERIZATION) {
412 save->FrontPolygonMode = ctx->Polygon.FrontMode;
413 save->BackPolygonMode = ctx->Polygon.BackMode;
414 save->PolygonOffset = ctx->Polygon.OffsetFill;
415 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
416 save->PolygonStipple = ctx->Polygon.StippleFlag;
417 save->PolygonCull = ctx->Polygon.CullFlag;
418 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
419 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
420 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
421 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
422 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
423 }
424
425 if (state & META_SCISSOR) {
426 save->Scissor = ctx->Scissor; /* struct copy */
427 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
428 }
429
430 if (state & META_SHADER) {
431 if (ctx->Extensions.ARB_vertex_program) {
432 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
433 _mesa_reference_vertprog(ctx, &save->VertexProgram,
434 ctx->VertexProgram.Current);
435 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
436 }
437
438 if (ctx->Extensions.ARB_fragment_program) {
439 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
440 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
441 ctx->FragmentProgram.Current);
442 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
443 }
444
445 if (ctx->Extensions.ARB_shader_objects) {
446 save->Shader = ctx->Shader.CurrentProgram ?
447 ctx->Shader.CurrentProgram->Name : 0;
448 _mesa_UseProgramObjectARB(0);
449 }
450 }
451
452 if (state & META_STENCIL_TEST) {
453 save->Stencil = ctx->Stencil; /* struct copy */
454 if (ctx->Stencil.Enabled)
455 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
456 /* NOTE: other stencil state not reset */
457 }
458
459 if (state & META_TEXTURE) {
460 GLuint u, tgt;
461
462 save->ActiveUnit = ctx->Texture.CurrentUnit;
463 save->ClientActiveUnit = ctx->Array.ActiveTexture;
464 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
465
466 /* Disable all texture units */
467 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
468 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
469 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
470 if (ctx->Texture.Unit[u].Enabled ||
471 ctx->Texture.Unit[u].TexGenEnabled) {
472 _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
473 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
474 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
475 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
476 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
477 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
478 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
479 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
480 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
481 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
482 }
483 }
484
485 /* save current texture objects for unit[0] only */
486 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
487 _mesa_reference_texobj(&save->CurrentTexture[tgt],
488 ctx->Texture.Unit[0].CurrentTex[tgt]);
489 }
490
491 /* set defaults for unit[0] */
492 _mesa_ActiveTextureARB(GL_TEXTURE0);
493 _mesa_ClientActiveTextureARB(GL_TEXTURE0);
494 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
495 }
496
497 if (state & META_TRANSFORM) {
498 GLuint activeTexture = ctx->Texture.CurrentUnit;
499 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
500 16 * sizeof(GLfloat));
501 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
502 16 * sizeof(GLfloat));
503 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
504 16 * sizeof(GLfloat));
505 save->MatrixMode = ctx->Transform.MatrixMode;
506 /* set 1:1 vertex:pixel coordinate transform */
507 _mesa_ActiveTextureARB(GL_TEXTURE0);
508 _mesa_MatrixMode(GL_TEXTURE);
509 _mesa_LoadIdentity();
510 _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
511 _mesa_MatrixMode(GL_MODELVIEW);
512 _mesa_LoadIdentity();
513 _mesa_MatrixMode(GL_PROJECTION);
514 _mesa_LoadIdentity();
515 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
516 0.0, ctx->DrawBuffer->Height,
517 -1.0, 1.0);
518 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
519 if (ctx->Transform.ClipPlanesEnabled) {
520 GLuint i;
521 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
522 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
523 }
524 }
525 }
526
527 if (state & META_VERTEX) {
528 /* save vertex array object state */
529 _mesa_reference_array_object(ctx, &save->ArrayObj,
530 ctx->Array.ArrayObj);
531 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
532 ctx->Array.ArrayBufferObj);
533 /* set some default state? */
534 }
535
536 if (state & META_VIEWPORT) {
537 /* save viewport state */
538 save->ViewportX = ctx->Viewport.X;
539 save->ViewportY = ctx->Viewport.Y;
540 save->ViewportW = ctx->Viewport.Width;
541 save->ViewportH = ctx->Viewport.Height;
542 /* set viewport to match window size */
543 if (ctx->Viewport.X != 0 ||
544 ctx->Viewport.Y != 0 ||
545 ctx->Viewport.Width != ctx->DrawBuffer->Width ||
546 ctx->Viewport.Height != ctx->DrawBuffer->Height) {
547 _mesa_set_viewport(ctx, 0, 0,
548 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
549 }
550 /* save depth range state */
551 save->DepthNear = ctx->Viewport.Near;
552 save->DepthFar = ctx->Viewport.Far;
553 /* set depth range to default */
554 _mesa_DepthRange(0.0, 1.0);
555 }
556
557 /* misc */
558 {
559 save->Lighting = ctx->Light.Enabled;
560 if (ctx->Light.Enabled)
561 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
562 }
563 }
564
565
566 /**
567 * Leave meta state. This is like a light-weight version of glPopAttrib().
568 */
569 static void
570 _mesa_meta_end(GLcontext *ctx)
571 {
572 struct save_state *save = &ctx->Meta->Save;
573 const GLbitfield state = save->SavedState;
574
575 if (state & META_ALPHA_TEST) {
576 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
577 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
578 }
579
580 if (state & META_BLEND) {
581 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
582 if (ctx->Extensions.EXT_draw_buffers2) {
583 GLuint i;
584 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
585 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
586 }
587 }
588 else {
589 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
590 }
591 }
592 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
593 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
594 }
595
596 if (state & META_COLOR_MASK) {
597 GLuint i;
598 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
599 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
600 if (i == 0) {
601 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
602 save->ColorMask[i][2], save->ColorMask[i][3]);
603 }
604 else {
605 _mesa_ColorMaskIndexed(i,
606 save->ColorMask[i][0],
607 save->ColorMask[i][1],
608 save->ColorMask[i][2],
609 save->ColorMask[i][3]);
610 }
611 }
612 }
613 }
614
615 if (state & META_DEPTH_TEST) {
616 if (ctx->Depth.Test != save->Depth.Test)
617 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
618 _mesa_DepthFunc(save->Depth.Func);
619 _mesa_DepthMask(save->Depth.Mask);
620 }
621
622 if (state & META_FOG) {
623 _mesa_set_enable(ctx, GL_FOG, save->Fog);
624 }
625
626 if (state & META_PIXEL_STORE) {
627 ctx->Pack = save->Pack;
628 ctx->Unpack = save->Unpack;
629 }
630
631 if (state & META_PIXEL_TRANSFER) {
632 ctx->Pixel.RedScale = save->RedScale;
633 ctx->Pixel.RedBias = save->RedBias;
634 ctx->Pixel.GreenScale = save->GreenScale;
635 ctx->Pixel.GreenBias = save->GreenBias;
636 ctx->Pixel.BlueScale = save->BlueScale;
637 ctx->Pixel.BlueBias = save->BlueBias;
638 ctx->Pixel.AlphaScale = save->AlphaScale;
639 ctx->Pixel.AlphaBias = save->AlphaBias;
640 ctx->Pixel.MapColorFlag = save->MapColorFlag;
641 ctx->Pixel.Convolution1DEnabled = save->Convolution1DEnabled;
642 ctx->Pixel.Convolution2DEnabled = save->Convolution2DEnabled;
643 ctx->Pixel.Separable2DEnabled = save->Separable2DEnabled;
644 /* XXX more state */
645 ctx->NewState |=_NEW_PIXEL;
646 }
647
648 if (state & META_RASTERIZATION) {
649 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
650 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
651 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
652 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
653 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
654 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
655 }
656
657 if (state & META_SCISSOR) {
658 _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.Enabled);
659 _mesa_Scissor(save->Scissor.X, save->Scissor.Y,
660 save->Scissor.Width, save->Scissor.Height);
661 }
662
663 if (state & META_SHADER) {
664 if (ctx->Extensions.ARB_vertex_program) {
665 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
666 save->VertexProgramEnabled);
667 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
668 save->VertexProgram);
669 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
670 }
671
672 if (ctx->Extensions.ARB_fragment_program) {
673 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
674 save->FragmentProgramEnabled);
675 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
676 save->FragmentProgram);
677 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
678 }
679
680 if (ctx->Extensions.ARB_shader_objects) {
681 _mesa_UseProgramObjectARB(save->Shader);
682 }
683 }
684
685 if (state & META_STENCIL_TEST) {
686 const struct gl_stencil_attrib *stencil = &save->Stencil;
687
688 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
689 _mesa_ClearStencil(stencil->Clear);
690 if (ctx->Extensions.EXT_stencil_two_side) {
691 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
692 stencil->TestTwoSide);
693 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
694 ? GL_BACK : GL_FRONT);
695 }
696 /* front state */
697 _mesa_StencilFuncSeparate(GL_FRONT,
698 stencil->Function[0],
699 stencil->Ref[0],
700 stencil->ValueMask[0]);
701 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
702 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
703 stencil->ZFailFunc[0],
704 stencil->ZPassFunc[0]);
705 /* back state */
706 _mesa_StencilFuncSeparate(GL_BACK,
707 stencil->Function[1],
708 stencil->Ref[1],
709 stencil->ValueMask[1]);
710 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
711 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
712 stencil->ZFailFunc[1],
713 stencil->ZPassFunc[1]);
714 }
715
716 if (state & META_TEXTURE) {
717 GLuint u, tgt;
718
719 ASSERT(ctx->Texture.CurrentUnit == 0);
720
721 /* restore texenv for unit[0] */
722 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
723
724 /* restore texture objects for unit[0] only */
725 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
726 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
727 save->CurrentTexture[tgt]);
728 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
729 }
730
731 /* Re-enable textures, texgen */
732 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
733 if (save->TexEnabled[u]) {
734 _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
735
736 if (save->TexEnabled[u] & TEXTURE_1D_BIT)
737 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_TRUE);
738 if (save->TexEnabled[u] & TEXTURE_2D_BIT)
739 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_TRUE);
740 if (save->TexEnabled[u] & TEXTURE_3D_BIT)
741 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_TRUE);
742 if (save->TexEnabled[u] & TEXTURE_CUBE_BIT)
743 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_TRUE);
744 if (save->TexEnabled[u] & TEXTURE_RECT_BIT)
745 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_TRUE);
746 }
747
748 if (save->TexGenEnabled[u]) {
749 _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
750
751 if (save->TexGenEnabled[u] & S_BIT)
752 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_TRUE);
753 if (save->TexGenEnabled[u] & T_BIT)
754 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_TRUE);
755 if (save->TexGenEnabled[u] & R_BIT)
756 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_TRUE);
757 if (save->TexGenEnabled[u] & Q_BIT)
758 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
759 }
760 }
761
762 /* restore current unit state */
763 _mesa_ActiveTextureARB(GL_TEXTURE0 + save->ActiveUnit);
764 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + save->ClientActiveUnit);
765 }
766
767 if (state & META_TRANSFORM) {
768 GLuint activeTexture = ctx->Texture.CurrentUnit;
769 _mesa_ActiveTextureARB(GL_TEXTURE0);
770 _mesa_MatrixMode(GL_TEXTURE);
771 _mesa_LoadMatrixf(save->TextureMatrix);
772 _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
773
774 _mesa_MatrixMode(GL_MODELVIEW);
775 _mesa_LoadMatrixf(save->ModelviewMatrix);
776
777 _mesa_MatrixMode(GL_PROJECTION);
778 _mesa_LoadMatrixf(save->ProjectionMatrix);
779
780 _mesa_MatrixMode(save->MatrixMode);
781
782 if (save->ClipPlanesEnabled) {
783 GLuint i;
784 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
785 if (save->ClipPlanesEnabled & (1 << i)) {
786 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
787 }
788 }
789 }
790 }
791
792 if (state & META_VERTEX) {
793 /* restore vertex buffer object */
794 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
795 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
796
797 /* restore vertex array object */
798 _mesa_BindVertexArray(save->ArrayObj->Name);
799 _mesa_reference_array_object(ctx, &save->ArrayObj, NULL);
800 }
801
802 if (state & META_VIEWPORT) {
803 if (save->ViewportX != ctx->Viewport.X ||
804 save->ViewportY != ctx->Viewport.Y ||
805 save->ViewportW != ctx->Viewport.Width ||
806 save->ViewportH != ctx->Viewport.Height) {
807 _mesa_set_viewport(ctx, save->ViewportX, save->ViewportY,
808 save->ViewportW, save->ViewportH);
809 }
810 _mesa_DepthRange(save->DepthNear, save->DepthFar);
811 }
812
813 /* misc */
814 if (save->Lighting) {
815 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
816 }
817 }
818
819
820 /**
821 * Convert Z from a normalized value in the range [0, 1] to an object-space
822 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
823 * default/identity ortho projection results in the original Z value.
824 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
825 * value comes from the clear value or raster position.
826 */
827 static INLINE GLfloat
828 invert_z(GLfloat normZ)
829 {
830 GLfloat objZ = 1.0 - 2.0 * normZ;
831 return objZ;
832 }
833
834
835 /**
836 * One-time init for a temp_texture object.
837 * Choose tex target, compute max tex size, etc.
838 */
839 static void
840 init_temp_texture(GLcontext *ctx, struct temp_texture *tex)
841 {
842 /* prefer texture rectangle */
843 if (ctx->Extensions.NV_texture_rectangle) {
844 tex->Target = GL_TEXTURE_RECTANGLE;
845 tex->MaxSize = ctx->Const.MaxTextureRectSize;
846 tex->NPOT = GL_TRUE;
847 }
848 else {
849 /* use 2D texture, NPOT if possible */
850 tex->Target = GL_TEXTURE_2D;
851 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
852 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
853 }
854 tex->MinSize = 16; /* 16 x 16 at least */
855 assert(tex->MaxSize > 0);
856
857 _mesa_GenTextures(1, &tex->TexObj);
858 }
859
860
861 /**
862 * Return pointer to temp_texture info for non-bitmap ops.
863 * This does some one-time init if needed.
864 */
865 static struct temp_texture *
866 get_temp_texture(GLcontext *ctx)
867 {
868 struct temp_texture *tex = &ctx->Meta->TempTex;
869
870 if (!tex->TexObj) {
871 init_temp_texture(ctx, tex);
872 }
873
874 return tex;
875 }
876
877
878 /**
879 * Return pointer to temp_texture info for _mesa_meta_bitmap().
880 * We use a separate texture for bitmaps to reduce texture
881 * allocation/deallocation.
882 */
883 static struct temp_texture *
884 get_bitmap_temp_texture(GLcontext *ctx)
885 {
886 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
887
888 if (!tex->TexObj) {
889 init_temp_texture(ctx, tex);
890 }
891
892 return tex;
893 }
894
895
896 /**
897 * Compute the width/height of texture needed to draw an image of the
898 * given size. Return a flag indicating whether the current texture
899 * can be re-used (glTexSubImage2D) or if a new texture needs to be
900 * allocated (glTexImage2D).
901 * Also, compute s/t texcoords for drawing.
902 *
903 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
904 */
905 static GLboolean
906 alloc_texture(struct temp_texture *tex,
907 GLsizei width, GLsizei height, GLenum intFormat)
908 {
909 GLboolean newTex = GL_FALSE;
910
911 ASSERT(width <= tex->MaxSize);
912 ASSERT(height <= tex->MaxSize);
913
914 if (width > tex->Width ||
915 height > tex->Height ||
916 intFormat != tex->IntFormat) {
917 /* alloc new texture (larger or different format) */
918
919 if (tex->NPOT) {
920 /* use non-power of two size */
921 tex->Width = MAX2(tex->MinSize, width);
922 tex->Height = MAX2(tex->MinSize, height);
923 }
924 else {
925 /* find power of two size */
926 GLsizei w, h;
927 w = h = tex->MinSize;
928 while (w < width)
929 w *= 2;
930 while (h < height)
931 h *= 2;
932 tex->Width = w;
933 tex->Height = h;
934 }
935
936 tex->IntFormat = intFormat;
937
938 newTex = GL_TRUE;
939 }
940
941 /* compute texcoords */
942 if (tex->Target == GL_TEXTURE_RECTANGLE) {
943 tex->Sright = (GLfloat) width;
944 tex->Ttop = (GLfloat) height;
945 }
946 else {
947 tex->Sright = (GLfloat) width / tex->Width;
948 tex->Ttop = (GLfloat) height / tex->Height;
949 }
950
951 return newTex;
952 }
953
954
955 /**
956 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
957 */
958 static void
959 setup_copypix_texture(struct temp_texture *tex,
960 GLboolean newTex,
961 GLint srcX, GLint srcY,
962 GLsizei width, GLsizei height, GLenum intFormat,
963 GLenum filter)
964 {
965 _mesa_BindTexture(tex->Target, tex->TexObj);
966 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
967 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
968 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
969
970 /* copy framebuffer image to texture */
971 if (newTex) {
972 /* create new tex image */
973 if (tex->Width == width && tex->Height == height) {
974 /* create new tex with framebuffer data */
975 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
976 srcX, srcY, width, height, 0);
977 }
978 else {
979 /* create empty texture */
980 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
981 tex->Width, tex->Height, 0,
982 intFormat, GL_UNSIGNED_BYTE, NULL);
983 /* load image */
984 _mesa_CopyTexSubImage2D(tex->Target, 0,
985 0, 0, srcX, srcY, width, height);
986 }
987 }
988 else {
989 /* replace existing tex image */
990 _mesa_CopyTexSubImage2D(tex->Target, 0,
991 0, 0, srcX, srcY, width, height);
992 }
993 }
994
995
996 /**
997 * Setup/load texture for glDrawPixels.
998 */
999 static void
1000 setup_drawpix_texture(GLcontext *ctx,
1001 struct temp_texture *tex,
1002 GLboolean newTex,
1003 GLenum texIntFormat,
1004 GLsizei width, GLsizei height,
1005 GLenum format, GLenum type,
1006 const GLvoid *pixels)
1007 {
1008 _mesa_BindTexture(tex->Target, tex->TexObj);
1009 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1010 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1011 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1012
1013 /* copy pixel data to texture */
1014 if (newTex) {
1015 /* create new tex image */
1016 if (tex->Width == width && tex->Height == height) {
1017 /* create new tex and load image data */
1018 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1019 tex->Width, tex->Height, 0, format, type, pixels);
1020 }
1021 else {
1022 struct gl_buffer_object *save_unpack_obj = NULL;
1023
1024 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1025 ctx->Unpack.BufferObj);
1026 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1027 /* create empty texture */
1028 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1029 tex->Width, tex->Height, 0, format, type, NULL);
1030 if (save_unpack_obj != NULL)
1031 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB,
1032 save_unpack_obj->Name);
1033 /* load image */
1034 _mesa_TexSubImage2D(tex->Target, 0,
1035 0, 0, width, height, format, type, pixels);
1036 }
1037 }
1038 else {
1039 /* replace existing tex image */
1040 _mesa_TexSubImage2D(tex->Target, 0,
1041 0, 0, width, height, format, type, pixels);
1042 }
1043 }
1044
1045
1046
1047 /**
1048 * One-time init for drawing depth pixels.
1049 */
1050 static void
1051 init_blit_depth_pixels(GLcontext *ctx)
1052 {
1053 static const char *program =
1054 "!!ARBfp1.0\n"
1055 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1056 "END \n";
1057 char program2[200];
1058 struct blit_state *blit = &ctx->Meta->Blit;
1059 struct temp_texture *tex = get_temp_texture(ctx);
1060 const char *texTarget;
1061
1062 assert(blit->DepthFP == 0);
1063
1064 /* replace %s with "RECT" or "2D" */
1065 assert(strlen(program) + 4 < sizeof(program2));
1066 if (tex->Target == GL_TEXTURE_RECTANGLE)
1067 texTarget = "RECT";
1068 else
1069 texTarget = "2D";
1070 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
1071
1072 _mesa_GenPrograms(1, &blit->DepthFP);
1073 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1074 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1075 strlen(program2), (const GLubyte *) program2);
1076 }
1077
1078
1079 /**
1080 * Try to do a glBlitFramebuffer using no-copy texturing.
1081 * We can do this when the src renderbuffer is actually a texture.
1082 * But if the src buffer == dst buffer we cannot do this.
1083 *
1084 * \return new buffer mask indicating the buffers left to blit using the
1085 * normal path.
1086 */
1087 static GLbitfield
1088 blitframebuffer_texture(GLcontext *ctx,
1089 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1090 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1091 GLbitfield mask, GLenum filter)
1092 {
1093 if (mask & GL_COLOR_BUFFER_BIT) {
1094 const struct gl_framebuffer *drawFb = ctx->DrawBuffer;
1095 const struct gl_framebuffer *readFb = ctx->ReadBuffer;
1096 const struct gl_renderbuffer_attachment *drawAtt =
1097 &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]];
1098 const struct gl_renderbuffer_attachment *readAtt =
1099 &readFb->Attachment[readFb->_ColorReadBufferIndex];
1100
1101 if (readAtt && readAtt->Texture) {
1102 const struct gl_texture_object *texObj = readAtt->Texture;
1103 const GLuint srcLevel = readAtt->TextureLevel;
1104 const GLenum minFilterSave = texObj->MinFilter;
1105 const GLenum magFilterSave = texObj->MagFilter;
1106 const GLint baseLevelSave = texObj->BaseLevel;
1107 const GLint maxLevelSave = texObj->MaxLevel;
1108 const GLenum wrapSSave = texObj->WrapS;
1109 const GLenum wrapTSave = texObj->WrapT;
1110 const GLenum target = texObj->Target;
1111
1112 if (drawAtt->Texture == readAtt->Texture) {
1113 /* Can't use same texture as both the source and dest. We need
1114 * to handle overlapping blits and besides, some hw may not
1115 * support this.
1116 */
1117 return mask;
1118 }
1119
1120 if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
1121 /* Can't handle other texture types at this time */
1122 return mask;
1123 }
1124
1125 /*
1126 printf("Blit from texture!\n");
1127 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1128 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1129 */
1130
1131 /* Prepare src texture state */
1132 _mesa_BindTexture(target, texObj->Name);
1133 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
1134 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
1135 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1136 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
1137 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
1138 }
1139 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1140 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1141 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1142 _mesa_set_enable(ctx, target, GL_TRUE);
1143
1144 /* Prepare vertex data (the VBO was previously created and bound) */
1145 {
1146 struct vertex {
1147 GLfloat x, y, s, t;
1148 };
1149 struct vertex verts[4];
1150 GLfloat s0, t0, s1, t1;
1151
1152 if (target == GL_TEXTURE_2D) {
1153 const struct gl_texture_image *texImage
1154 = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
1155 s0 = srcX0 / (float) texImage->Width;
1156 s1 = srcX1 / (float) texImage->Width;
1157 t0 = srcY0 / (float) texImage->Height;
1158 t1 = srcY1 / (float) texImage->Height;
1159 }
1160 else {
1161 assert(target == GL_TEXTURE_RECTANGLE_ARB);
1162 s0 = srcX0;
1163 s1 = srcX1;
1164 t0 = srcY0;
1165 t1 = srcY1;
1166 }
1167
1168 verts[0].x = (GLfloat) dstX0;
1169 verts[0].y = (GLfloat) dstY0;
1170 verts[1].x = (GLfloat) dstX1;
1171 verts[1].y = (GLfloat) dstY0;
1172 verts[2].x = (GLfloat) dstX1;
1173 verts[2].y = (GLfloat) dstY1;
1174 verts[3].x = (GLfloat) dstX0;
1175 verts[3].y = (GLfloat) dstY1;
1176
1177 verts[0].s = s0;
1178 verts[0].t = t0;
1179 verts[1].s = s1;
1180 verts[1].t = t0;
1181 verts[2].s = s1;
1182 verts[2].t = t1;
1183 verts[3].s = s0;
1184 verts[3].t = t1;
1185
1186 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1187 }
1188
1189 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1190
1191 /* Restore texture object state, the texture binding will
1192 * be restored by _mesa_meta_end().
1193 */
1194 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
1195 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
1196 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1197 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
1198 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
1199 }
1200 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
1201 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
1202
1203 /* Done with color buffer */
1204 mask &= ~GL_COLOR_BUFFER_BIT;
1205 }
1206 }
1207
1208 return mask;
1209 }
1210
1211
1212 /**
1213 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1214 * of texture mapping and polygon rendering.
1215 */
1216 void
1217 _mesa_meta_BlitFramebuffer(GLcontext *ctx,
1218 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1219 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1220 GLbitfield mask, GLenum filter)
1221 {
1222 struct blit_state *blit = &ctx->Meta->Blit;
1223 struct temp_texture *tex = get_temp_texture(ctx);
1224 const GLsizei maxTexSize = tex->MaxSize;
1225 const GLint srcX = MIN2(srcX0, srcX1);
1226 const GLint srcY = MIN2(srcY0, srcY1);
1227 const GLint srcW = abs(srcX1 - srcX0);
1228 const GLint srcH = abs(srcY1 - srcY0);
1229 const GLboolean srcFlipX = srcX1 < srcX0;
1230 const GLboolean srcFlipY = srcY1 < srcY0;
1231 struct vertex {
1232 GLfloat x, y, s, t;
1233 };
1234 struct vertex verts[4];
1235 GLboolean newTex;
1236
1237 if (srcW > maxTexSize || srcH > maxTexSize) {
1238 /* XXX avoid this fallback */
1239 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1240 dstX0, dstY0, dstX1, dstY1, mask, filter);
1241 return;
1242 }
1243
1244 if (srcFlipX) {
1245 GLint tmp = dstX0;
1246 dstX0 = dstX1;
1247 dstX1 = tmp;
1248 }
1249
1250 if (srcFlipY) {
1251 GLint tmp = dstY0;
1252 dstY0 = dstY1;
1253 dstY1 = tmp;
1254 }
1255
1256 /* only scissor effects blit so save/clear all other relevant state */
1257 _mesa_meta_begin(ctx, ~META_SCISSOR);
1258
1259 if (blit->ArrayObj == 0) {
1260 /* one-time setup */
1261
1262 /* create vertex array object */
1263 _mesa_GenVertexArrays(1, &blit->ArrayObj);
1264 _mesa_BindVertexArray(blit->ArrayObj);
1265
1266 /* create vertex array buffer */
1267 _mesa_GenBuffersARB(1, &blit->VBO);
1268 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1269 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
1270 NULL, GL_DYNAMIC_DRAW_ARB);
1271
1272 /* setup vertex arrays */
1273 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1274 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
1275 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1276 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
1277 }
1278 else {
1279 _mesa_BindVertexArray(blit->ArrayObj);
1280 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1281 }
1282
1283 /* Try faster, direct texture approach first */
1284 mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
1285 dstX0, dstY0, dstX1, dstY1, mask, filter);
1286 if (mask == 0x0) {
1287 _mesa_meta_end(ctx);
1288 return;
1289 }
1290
1291 /* Continue with "normal" approach which involves copying the src rect
1292 * into a temporary texture and is "blitted" by drawing a textured quad.
1293 */
1294
1295 newTex = alloc_texture(tex, srcW, srcH, GL_RGBA);
1296
1297 /* vertex positions/texcoords (after texture allocation!) */
1298 {
1299 verts[0].x = (GLfloat) dstX0;
1300 verts[0].y = (GLfloat) dstY0;
1301 verts[1].x = (GLfloat) dstX1;
1302 verts[1].y = (GLfloat) dstY0;
1303 verts[2].x = (GLfloat) dstX1;
1304 verts[2].y = (GLfloat) dstY1;
1305 verts[3].x = (GLfloat) dstX0;
1306 verts[3].y = (GLfloat) dstY1;
1307
1308 verts[0].s = 0.0F;
1309 verts[0].t = 0.0F;
1310 verts[1].s = tex->Sright;
1311 verts[1].t = 0.0F;
1312 verts[2].s = tex->Sright;
1313 verts[2].t = tex->Ttop;
1314 verts[3].s = 0.0F;
1315 verts[3].t = tex->Ttop;
1316
1317 /* upload new vertex data */
1318 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1319 }
1320
1321 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1322
1323 if (mask & GL_COLOR_BUFFER_BIT) {
1324 setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH,
1325 GL_RGBA, filter);
1326 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1327 mask &= ~GL_COLOR_BUFFER_BIT;
1328 }
1329
1330 if (mask & GL_DEPTH_BUFFER_BIT) {
1331 GLuint *tmp = (GLuint *) malloc(srcW * srcH * sizeof(GLuint));
1332 if (tmp) {
1333 if (!blit->DepthFP)
1334 init_blit_depth_pixels(ctx);
1335
1336 /* maybe change tex format here */
1337 newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT);
1338
1339 _mesa_ReadPixels(srcX, srcY, srcW, srcH,
1340 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1341
1342 setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH,
1343 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1344
1345 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1346 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
1347 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1348 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1349 _mesa_DepthFunc(GL_ALWAYS);
1350 _mesa_DepthMask(GL_TRUE);
1351
1352 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1353 mask &= ~GL_DEPTH_BUFFER_BIT;
1354
1355 free(tmp);
1356 }
1357 }
1358
1359 if (mask & GL_STENCIL_BUFFER_BIT) {
1360 /* XXX can't easily do stencil */
1361 }
1362
1363 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1364
1365 _mesa_meta_end(ctx);
1366
1367 if (mask) {
1368 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1369 dstX0, dstY0, dstX1, dstY1, mask, filter);
1370 }
1371 }
1372
1373
1374 /**
1375 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1376 */
1377 void
1378 _mesa_meta_Clear(GLcontext *ctx, GLbitfield buffers)
1379 {
1380 struct clear_state *clear = &ctx->Meta->Clear;
1381 struct vertex {
1382 GLfloat x, y, z, r, g, b, a;
1383 };
1384 struct vertex verts[4];
1385 /* save all state but scissor, pixel pack/unpack */
1386 GLbitfield metaSave = META_ALL - META_SCISSOR - META_PIXEL_STORE;
1387
1388 if (buffers & BUFFER_BITS_COLOR) {
1389 /* if clearing color buffers, don't save/restore colormask */
1390 metaSave -= META_COLOR_MASK;
1391 }
1392
1393 _mesa_meta_begin(ctx, metaSave);
1394
1395 if (clear->ArrayObj == 0) {
1396 /* one-time setup */
1397
1398 /* create vertex array object */
1399 _mesa_GenVertexArrays(1, &clear->ArrayObj);
1400 _mesa_BindVertexArray(clear->ArrayObj);
1401
1402 /* create vertex array buffer */
1403 _mesa_GenBuffersARB(1, &clear->VBO);
1404 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1405
1406 /* setup vertex arrays */
1407 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1408 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
1409 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1410 _mesa_EnableClientState(GL_COLOR_ARRAY);
1411 }
1412 else {
1413 _mesa_BindVertexArray(clear->ArrayObj);
1414 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1415 }
1416
1417 /* GL_COLOR_BUFFER_BIT */
1418 if (buffers & BUFFER_BITS_COLOR) {
1419 /* leave colormask, glDrawBuffer state as-is */
1420 }
1421 else {
1422 ASSERT(metaSave & META_COLOR_MASK);
1423 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1424 }
1425
1426 /* GL_DEPTH_BUFFER_BIT */
1427 if (buffers & BUFFER_BIT_DEPTH) {
1428 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1429 _mesa_DepthFunc(GL_ALWAYS);
1430 _mesa_DepthMask(GL_TRUE);
1431 }
1432 else {
1433 assert(!ctx->Depth.Test);
1434 }
1435
1436 /* GL_STENCIL_BUFFER_BIT */
1437 if (buffers & BUFFER_BIT_STENCIL) {
1438 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1439 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1440 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1441 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1442 ctx->Stencil.Clear & 0x7fffffff,
1443 ctx->Stencil.WriteMask[0]);
1444 }
1445 else {
1446 assert(!ctx->Stencil.Enabled);
1447 }
1448
1449 /* vertex positions/colors */
1450 {
1451 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
1452 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
1453 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
1454 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
1455 const GLfloat z = invert_z(ctx->Depth.Clear);
1456 GLuint i;
1457
1458 verts[0].x = x0;
1459 verts[0].y = y0;
1460 verts[0].z = z;
1461 verts[1].x = x1;
1462 verts[1].y = y0;
1463 verts[1].z = z;
1464 verts[2].x = x1;
1465 verts[2].y = y1;
1466 verts[2].z = z;
1467 verts[3].x = x0;
1468 verts[3].y = y1;
1469 verts[3].z = z;
1470
1471 /* vertex colors */
1472 for (i = 0; i < 4; i++) {
1473 verts[i].r = ctx->Color.ClearColor[0];
1474 verts[i].g = ctx->Color.ClearColor[1];
1475 verts[i].b = ctx->Color.ClearColor[2];
1476 verts[i].a = ctx->Color.ClearColor[3];
1477 }
1478
1479 /* upload new vertex data */
1480 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1481 GL_DYNAMIC_DRAW_ARB);
1482 }
1483
1484 /* draw quad */
1485 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1486
1487 _mesa_meta_end(ctx);
1488 }
1489
1490
1491 /**
1492 * Meta implementation of ctx->Driver.CopyPixels() in terms
1493 * of texture mapping and polygon rendering.
1494 */
1495 void
1496 _mesa_meta_CopyPixels(GLcontext *ctx, GLint srcX, GLint srcY,
1497 GLsizei width, GLsizei height,
1498 GLint dstX, GLint dstY, GLenum type)
1499 {
1500 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1501 struct temp_texture *tex = get_temp_texture(ctx);
1502 struct vertex {
1503 GLfloat x, y, z, s, t;
1504 };
1505 struct vertex verts[4];
1506 GLboolean newTex;
1507 GLenum intFormat = GL_RGBA;
1508
1509 if (type != GL_COLOR ||
1510 ctx->_ImageTransferState ||
1511 ctx->Fog.Enabled ||
1512 width > tex->MaxSize ||
1513 height > tex->MaxSize) {
1514 /* XXX avoid this fallback */
1515 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1516 return;
1517 }
1518
1519 /* Most GL state applies to glCopyPixels, but a there's a few things
1520 * we need to override:
1521 */
1522 _mesa_meta_begin(ctx, (META_RASTERIZATION |
1523 META_SHADER |
1524 META_TEXTURE |
1525 META_TRANSFORM |
1526 META_VERTEX |
1527 META_VIEWPORT));
1528
1529 if (copypix->ArrayObj == 0) {
1530 /* one-time setup */
1531
1532 /* create vertex array object */
1533 _mesa_GenVertexArrays(1, &copypix->ArrayObj);
1534 _mesa_BindVertexArray(copypix->ArrayObj);
1535
1536 /* create vertex array buffer */
1537 _mesa_GenBuffersARB(1, &copypix->VBO);
1538 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
1539 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
1540 NULL, GL_DYNAMIC_DRAW_ARB);
1541
1542 /* setup vertex arrays */
1543 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1544 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
1545 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1546 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
1547 }
1548 else {
1549 _mesa_BindVertexArray(copypix->ArrayObj);
1550 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
1551 }
1552
1553 newTex = alloc_texture(tex, width, height, intFormat);
1554
1555 /* vertex positions, texcoords (after texture allocation!) */
1556 {
1557 const GLfloat dstX0 = (GLfloat) dstX;
1558 const GLfloat dstY0 = (GLfloat) dstY;
1559 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1560 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1561 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1562
1563 verts[0].x = dstX0;
1564 verts[0].y = dstY0;
1565 verts[0].z = z;
1566 verts[0].s = 0.0F;
1567 verts[0].t = 0.0F;
1568 verts[1].x = dstX1;
1569 verts[1].y = dstY0;
1570 verts[1].z = z;
1571 verts[1].s = tex->Sright;
1572 verts[1].t = 0.0F;
1573 verts[2].x = dstX1;
1574 verts[2].y = dstY1;
1575 verts[2].z = z;
1576 verts[2].s = tex->Sright;
1577 verts[2].t = tex->Ttop;
1578 verts[3].x = dstX0;
1579 verts[3].y = dstY1;
1580 verts[3].z = z;
1581 verts[3].s = 0.0F;
1582 verts[3].t = tex->Ttop;
1583
1584 /* upload new vertex data */
1585 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1586 }
1587
1588 /* Alloc/setup texture */
1589 setup_copypix_texture(tex, newTex, srcX, srcY, width, height,
1590 GL_RGBA, GL_NEAREST);
1591
1592 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1593
1594 /* draw textured quad */
1595 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1596
1597 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1598
1599 _mesa_meta_end(ctx);
1600 }
1601
1602
1603
1604 /**
1605 * When the glDrawPixels() image size is greater than the max rectangle
1606 * texture size we use this function to break the glDrawPixels() image
1607 * into tiles which fit into the max texture size.
1608 */
1609 static void
1610 tiled_draw_pixels(GLcontext *ctx,
1611 GLint tileSize,
1612 GLint x, GLint y, GLsizei width, GLsizei height,
1613 GLenum format, GLenum type,
1614 const struct gl_pixelstore_attrib *unpack,
1615 const GLvoid *pixels)
1616 {
1617 struct gl_pixelstore_attrib tileUnpack = *unpack;
1618 GLint i, j;
1619
1620 if (tileUnpack.RowLength == 0)
1621 tileUnpack.RowLength = width;
1622
1623 for (i = 0; i < width; i += tileSize) {
1624 const GLint tileWidth = MIN2(tileSize, width - i);
1625 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1626
1627 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1628
1629 for (j = 0; j < height; j += tileSize) {
1630 const GLint tileHeight = MIN2(tileSize, height - j);
1631 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1632
1633 tileUnpack.SkipRows = unpack->SkipRows + j;
1634
1635 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1636 format, type, &tileUnpack, pixels);
1637 }
1638 }
1639 }
1640
1641
1642 /**
1643 * One-time init for drawing stencil pixels.
1644 */
1645 static void
1646 init_draw_stencil_pixels(GLcontext *ctx)
1647 {
1648 /* This program is run eight times, once for each stencil bit.
1649 * The stencil values to draw are found in an 8-bit alpha texture.
1650 * We read the texture/stencil value and test if bit 'b' is set.
1651 * If the bit is not set, use KIL to kill the fragment.
1652 * Finally, we use the stencil test to update the stencil buffer.
1653 *
1654 * The basic algorithm for checking if a bit is set is:
1655 * if (is_odd(value / (1 << bit)))
1656 * result is one (or non-zero).
1657 * else
1658 * result is zero.
1659 * The program parameter contains three values:
1660 * parm.x = 255 / (1 << bit)
1661 * parm.y = 0.5
1662 * parm.z = 0.0
1663 */
1664 static const char *program =
1665 "!!ARBfp1.0\n"
1666 "PARAM parm = program.local[0]; \n"
1667 "TEMP t; \n"
1668 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
1669 "# t = t * 255 / bit \n"
1670 "MUL t.x, t.a, parm.x; \n"
1671 "# t = (int) t \n"
1672 "FRC t.y, t.x; \n"
1673 "SUB t.x, t.x, t.y; \n"
1674 "# t = t * 0.5 \n"
1675 "MUL t.x, t.x, parm.y; \n"
1676 "# t = fract(t.x) \n"
1677 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
1678 "# t.x = (t.x == 0 ? 1 : 0) \n"
1679 "SGE t.x, -t.x, parm.z; \n"
1680 "KIL -t.x; \n"
1681 "# for debug only \n"
1682 "#MOV result.color, t.x; \n"
1683 "END \n";
1684 char program2[1000];
1685 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
1686 struct temp_texture *tex = get_temp_texture(ctx);
1687 const char *texTarget;
1688
1689 assert(drawpix->StencilFP == 0);
1690
1691 /* replace %s with "RECT" or "2D" */
1692 assert(strlen(program) + 4 < sizeof(program2));
1693 if (tex->Target == GL_TEXTURE_RECTANGLE)
1694 texTarget = "RECT";
1695 else
1696 texTarget = "2D";
1697 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
1698
1699 _mesa_GenPrograms(1, &drawpix->StencilFP);
1700 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
1701 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1702 strlen(program2), (const GLubyte *) program2);
1703 }
1704
1705
1706 /**
1707 * One-time init for drawing depth pixels.
1708 */
1709 static void
1710 init_draw_depth_pixels(GLcontext *ctx)
1711 {
1712 static const char *program =
1713 "!!ARBfp1.0\n"
1714 "PARAM color = program.local[0]; \n"
1715 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1716 "MOV result.color, color; \n"
1717 "END \n";
1718 char program2[200];
1719 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
1720 struct temp_texture *tex = get_temp_texture(ctx);
1721 const char *texTarget;
1722
1723 assert(drawpix->DepthFP == 0);
1724
1725 /* replace %s with "RECT" or "2D" */
1726 assert(strlen(program) + 4 < sizeof(program2));
1727 if (tex->Target == GL_TEXTURE_RECTANGLE)
1728 texTarget = "RECT";
1729 else
1730 texTarget = "2D";
1731 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
1732
1733 _mesa_GenPrograms(1, &drawpix->DepthFP);
1734 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
1735 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1736 strlen(program2), (const GLubyte *) program2);
1737 }
1738
1739
1740 /**
1741 * Meta implementation of ctx->Driver.DrawPixels() in terms
1742 * of texture mapping and polygon rendering.
1743 */
1744 void
1745 _mesa_meta_DrawPixels(GLcontext *ctx,
1746 GLint x, GLint y, GLsizei width, GLsizei height,
1747 GLenum format, GLenum type,
1748 const struct gl_pixelstore_attrib *unpack,
1749 const GLvoid *pixels)
1750 {
1751 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
1752 struct temp_texture *tex = get_temp_texture(ctx);
1753 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
1754 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
1755 struct vertex {
1756 GLfloat x, y, z, s, t;
1757 };
1758 struct vertex verts[4];
1759 GLenum texIntFormat;
1760 GLboolean fallback, newTex;
1761 GLbitfield metaExtraSave = 0x0;
1762 GLuint vbo;
1763
1764 /*
1765 * Determine if we can do the glDrawPixels with texture mapping.
1766 */
1767 fallback = GL_FALSE;
1768 if (ctx->_ImageTransferState ||
1769 ctx->Fog.Enabled) {
1770 fallback = GL_TRUE;
1771 }
1772
1773 if (_mesa_is_color_format(format)) {
1774 /* use more compact format when possible */
1775 /* XXX disable special case for GL_LUMINANCE for now to work around
1776 * apparent i965 driver bug (see bug #23670).
1777 */
1778 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
1779 texIntFormat = format;
1780 else
1781 texIntFormat = GL_RGBA;
1782 }
1783 else if (_mesa_is_stencil_format(format)) {
1784 if (ctx->Extensions.ARB_fragment_program &&
1785 ctx->Pixel.IndexShift == 0 &&
1786 ctx->Pixel.IndexOffset == 0 &&
1787 type == GL_UNSIGNED_BYTE) {
1788 /* We'll store stencil as alpha. This only works for GLubyte
1789 * image data because of how incoming values are mapped to alpha
1790 * in [0,1].
1791 */
1792 texIntFormat = GL_ALPHA;
1793 metaExtraSave = (META_COLOR_MASK |
1794 META_DEPTH_TEST |
1795 META_SHADER |
1796 META_STENCIL_TEST);
1797 }
1798 else {
1799 fallback = GL_TRUE;
1800 }
1801 }
1802 else if (_mesa_is_depth_format(format)) {
1803 if (ctx->Extensions.ARB_depth_texture &&
1804 ctx->Extensions.ARB_fragment_program) {
1805 texIntFormat = GL_DEPTH_COMPONENT;
1806 metaExtraSave = (META_SHADER);
1807 }
1808 else {
1809 fallback = GL_TRUE;
1810 }
1811 }
1812 else {
1813 fallback = GL_TRUE;
1814 }
1815
1816 if (fallback) {
1817 _swrast_DrawPixels(ctx, x, y, width, height,
1818 format, type, unpack, pixels);
1819 return;
1820 }
1821
1822 /*
1823 * Check image size against max texture size, draw as tiles if needed.
1824 */
1825 if (width > tex->MaxSize || height > tex->MaxSize) {
1826 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
1827 format, type, unpack, pixels);
1828 return;
1829 }
1830
1831 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
1832 * but a there's a few things we need to override:
1833 */
1834 _mesa_meta_begin(ctx, (META_RASTERIZATION |
1835 META_SHADER |
1836 META_TEXTURE |
1837 META_TRANSFORM |
1838 META_VERTEX |
1839 META_VIEWPORT |
1840 metaExtraSave));
1841
1842 newTex = alloc_texture(tex, width, height, texIntFormat);
1843
1844 /* vertex positions, texcoords (after texture allocation!) */
1845 {
1846 const GLfloat x0 = (GLfloat) x;
1847 const GLfloat y0 = (GLfloat) y;
1848 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
1849 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
1850 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1851
1852 verts[0].x = x0;
1853 verts[0].y = y0;
1854 verts[0].z = z;
1855 verts[0].s = 0.0F;
1856 verts[0].t = 0.0F;
1857 verts[1].x = x1;
1858 verts[1].y = y0;
1859 verts[1].z = z;
1860 verts[1].s = tex->Sright;
1861 verts[1].t = 0.0F;
1862 verts[2].x = x1;
1863 verts[2].y = y1;
1864 verts[2].z = z;
1865 verts[2].s = tex->Sright;
1866 verts[2].t = tex->Ttop;
1867 verts[3].x = x0;
1868 verts[3].y = y1;
1869 verts[3].z = z;
1870 verts[3].s = 0.0F;
1871 verts[3].t = tex->Ttop;
1872 }
1873
1874 if (drawpix->ArrayObj == 0) {
1875 /* one-time setup: create vertex array object */
1876 _mesa_GenVertexArrays(1, &drawpix->ArrayObj);
1877 }
1878 _mesa_BindVertexArray(drawpix->ArrayObj);
1879
1880 /* create vertex array buffer */
1881 _mesa_GenBuffersARB(1, &vbo);
1882 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, vbo);
1883 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
1884 verts, GL_DYNAMIC_DRAW_ARB);
1885
1886 /* setup vertex arrays */
1887 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1888 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
1889 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1890 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
1891
1892 /* set given unpack params */
1893 ctx->Unpack = *unpack;
1894
1895 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1896
1897 if (_mesa_is_stencil_format(format)) {
1898 /* Drawing stencil */
1899 GLint bit;
1900
1901 if (!drawpix->StencilFP)
1902 init_draw_stencil_pixels(ctx);
1903
1904 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
1905 GL_ALPHA, type, pixels);
1906
1907 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1908
1909 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1910
1911 /* set all stencil bits to 0 */
1912 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
1913 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
1914 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1915
1916 /* set stencil bits to 1 where needed */
1917 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
1918
1919 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
1920 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
1921
1922 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
1923 const GLuint mask = 1 << bit;
1924 if (mask & origStencilMask) {
1925 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
1926 _mesa_StencilMask(mask);
1927
1928 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
1929 255.0 / mask, 0.5, 0.0, 0.0);
1930
1931 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1932 }
1933 }
1934 }
1935 else if (_mesa_is_depth_format(format)) {
1936 /* Drawing depth */
1937 if (!drawpix->DepthFP)
1938 init_draw_depth_pixels(ctx);
1939
1940 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
1941 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
1942
1943 /* polygon color = current raster color */
1944 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
1945 ctx->Current.RasterColor);
1946
1947 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
1948 format, type, pixels);
1949
1950 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1951 }
1952 else {
1953 /* Drawing RGBA */
1954 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
1955 format, type, pixels);
1956 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1957 }
1958
1959 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1960
1961 _mesa_DeleteBuffersARB(1, &vbo);
1962
1963 /* restore unpack params */
1964 ctx->Unpack = unpackSave;
1965
1966 _mesa_meta_end(ctx);
1967 }
1968
1969
1970 /**
1971 * Do glBitmap with a alpha texture quad. Use the alpha test to
1972 * cull the 'off' bits. If alpha test is already enabled, fall back
1973 * to swrast (should be a rare case).
1974 * A bitmap cache as in the gallium/mesa state tracker would
1975 * improve performance a lot.
1976 */
1977 void
1978 _mesa_meta_Bitmap(GLcontext *ctx,
1979 GLint x, GLint y, GLsizei width, GLsizei height,
1980 const struct gl_pixelstore_attrib *unpack,
1981 const GLubyte *bitmap1)
1982 {
1983 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
1984 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
1985 const GLenum texIntFormat = GL_ALPHA;
1986 const struct gl_pixelstore_attrib unpackSave = *unpack;
1987 struct vertex {
1988 GLfloat x, y, z, s, t, r, g, b, a;
1989 };
1990 struct vertex verts[4];
1991 GLboolean newTex;
1992 GLubyte *bitmap8;
1993
1994 /*
1995 * Check if swrast fallback is needed.
1996 */
1997 if (ctx->_ImageTransferState ||
1998 ctx->Color.AlphaEnabled ||
1999 ctx->Fog.Enabled ||
2000 ctx->Texture._EnabledUnits ||
2001 width > tex->MaxSize ||
2002 height > tex->MaxSize) {
2003 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2004 return;
2005 }
2006
2007 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2008 * but a there's a few things we need to override:
2009 */
2010 _mesa_meta_begin(ctx, (META_ALPHA_TEST |
2011 META_PIXEL_STORE |
2012 META_RASTERIZATION |
2013 META_SHADER |
2014 META_TEXTURE |
2015 META_TRANSFORM |
2016 META_VERTEX |
2017 META_VIEWPORT));
2018
2019 if (bitmap->ArrayObj == 0) {
2020 /* one-time setup */
2021
2022 /* create vertex array object */
2023 _mesa_GenVertexArraysAPPLE(1, &bitmap->ArrayObj);
2024 _mesa_BindVertexArrayAPPLE(bitmap->ArrayObj);
2025
2026 /* create vertex array buffer */
2027 _mesa_GenBuffersARB(1, &bitmap->VBO);
2028 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2029 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2030 NULL, GL_DYNAMIC_DRAW_ARB);
2031
2032 /* setup vertex arrays */
2033 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2034 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2035 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
2036 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2037 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2038 _mesa_EnableClientState(GL_COLOR_ARRAY);
2039 }
2040 else {
2041 _mesa_BindVertexArray(bitmap->ArrayObj);
2042 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2043 }
2044
2045 newTex = alloc_texture(tex, width, height, texIntFormat);
2046
2047 /* vertex positions, texcoords, colors (after texture allocation!) */
2048 {
2049 const GLfloat x0 = (GLfloat) x;
2050 const GLfloat y0 = (GLfloat) y;
2051 const GLfloat x1 = (GLfloat) (x + width);
2052 const GLfloat y1 = (GLfloat) (y + height);
2053 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2054 GLuint i;
2055
2056 verts[0].x = x0;
2057 verts[0].y = y0;
2058 verts[0].z = z;
2059 verts[0].s = 0.0F;
2060 verts[0].t = 0.0F;
2061 verts[1].x = x1;
2062 verts[1].y = y0;
2063 verts[1].z = z;
2064 verts[1].s = tex->Sright;
2065 verts[1].t = 0.0F;
2066 verts[2].x = x1;
2067 verts[2].y = y1;
2068 verts[2].z = z;
2069 verts[2].s = tex->Sright;
2070 verts[2].t = tex->Ttop;
2071 verts[3].x = x0;
2072 verts[3].y = y1;
2073 verts[3].z = z;
2074 verts[3].s = 0.0F;
2075 verts[3].t = tex->Ttop;
2076
2077 for (i = 0; i < 4; i++) {
2078 verts[i].r = ctx->Current.RasterColor[0];
2079 verts[i].g = ctx->Current.RasterColor[1];
2080 verts[i].b = ctx->Current.RasterColor[2];
2081 verts[i].a = ctx->Current.RasterColor[3];
2082 }
2083
2084 /* upload new vertex data */
2085 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2086 }
2087
2088 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2089 if (!bitmap1) {
2090 _mesa_meta_end(ctx);
2091 return;
2092 }
2093
2094 bitmap8 = (GLubyte *) calloc(1, width * height);
2095 if (bitmap8) {
2096 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2097 bitmap8, width, 0xff);
2098
2099 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2100
2101 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2102 _mesa_AlphaFunc(GL_GREATER, 0.0);
2103
2104 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2105 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2106
2107 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2108
2109 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2110
2111 free(bitmap8);
2112 }
2113
2114 _mesa_unmap_pbo_source(ctx, &unpackSave);
2115
2116 _mesa_meta_end(ctx);
2117 }
2118
2119
2120 /**
2121 * Check if the call to _mesa_meta_GenerateMipmap() will require a
2122 * software fallback. The fallback path will require that the texture
2123 * images are mapped.
2124 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
2125 */
2126 GLboolean
2127 _mesa_meta_check_generate_mipmap_fallback(GLcontext *ctx, GLenum target,
2128 struct gl_texture_object *texObj)
2129 {
2130 const GLuint fboSave = ctx->DrawBuffer->Name;
2131 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
2132 struct gl_texture_image *baseImage;
2133 GLuint srcLevel;
2134 GLenum status;
2135
2136 /* check for fallbacks */
2137 if (!ctx->Extensions.EXT_framebuffer_object ||
2138 target == GL_TEXTURE_3D) {
2139 return GL_TRUE;
2140 }
2141
2142 srcLevel = texObj->BaseLevel;
2143 baseImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
2144 if (!baseImage || _mesa_is_format_compressed(baseImage->TexFormat)) {
2145 return GL_TRUE;
2146 }
2147
2148 /*
2149 * Test that we can actually render in the texture's format.
2150 */
2151 if (!mipmap->FBO)
2152 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
2153 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
2154
2155 if (target == GL_TEXTURE_1D) {
2156 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
2157 GL_COLOR_ATTACHMENT0_EXT,
2158 target, texObj->Name, srcLevel);
2159 }
2160 #if 0
2161 /* other work is needed to enable 3D mipmap generation */
2162 else if (target == GL_TEXTURE_3D) {
2163 GLint zoffset = 0;
2164 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
2165 GL_COLOR_ATTACHMENT0_EXT,
2166 target, texObj->Name, srcLevel, zoffset);
2167 }
2168 #endif
2169 else {
2170 /* 2D / cube */
2171 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
2172 GL_COLOR_ATTACHMENT0_EXT,
2173 target, texObj->Name, srcLevel);
2174 }
2175
2176 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
2177
2178 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
2179
2180 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
2181 return GL_TRUE;
2182 }
2183
2184 return GL_FALSE;
2185 }
2186
2187
2188 /**
2189 * Called via ctx->Driver.GenerateMipmap()
2190 * Note: texture borders and 3D texture support not yet complete.
2191 */
2192 void
2193 _mesa_meta_GenerateMipmap(GLcontext *ctx, GLenum target,
2194 struct gl_texture_object *texObj)
2195 {
2196 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
2197 struct vertex {
2198 GLfloat x, y, s, t, r;
2199 };
2200 struct vertex verts[4];
2201 const GLuint baseLevel = texObj->BaseLevel;
2202 const GLuint maxLevel = texObj->MaxLevel;
2203 const GLenum minFilterSave = texObj->MinFilter;
2204 const GLenum magFilterSave = texObj->MagFilter;
2205 const GLint baseLevelSave = texObj->BaseLevel;
2206 const GLint maxLevelSave = texObj->MaxLevel;
2207 const GLboolean genMipmapSave = texObj->GenerateMipmap;
2208 const GLenum wrapSSave = texObj->WrapS;
2209 const GLenum wrapTSave = texObj->WrapT;
2210 const GLenum wrapRSave = texObj->WrapR;
2211 const GLuint fboSave = ctx->DrawBuffer->Name;
2212 const GLuint original_active_unit = ctx->Texture.CurrentUnit;
2213 GLenum faceTarget;
2214 GLuint dstLevel;
2215 GLuint border = 0;
2216
2217 if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
2218 _mesa_generate_mipmap(ctx, target, texObj);
2219 return;
2220 }
2221
2222 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
2223 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
2224 faceTarget = target;
2225 target = GL_TEXTURE_CUBE_MAP;
2226 }
2227 else {
2228 faceTarget = target;
2229 }
2230
2231 _mesa_meta_begin(ctx, META_ALL);
2232
2233 if (original_active_unit != 0)
2234 _mesa_BindTexture(target, texObj->Name);
2235
2236 if (mipmap->ArrayObj == 0) {
2237 /* one-time setup */
2238
2239 /* create vertex array object */
2240 _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
2241 _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
2242
2243 /* create vertex array buffer */
2244 _mesa_GenBuffersARB(1, &mipmap->VBO);
2245 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
2246 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2247 NULL, GL_DYNAMIC_DRAW_ARB);
2248
2249 /* setup vertex arrays */
2250 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2251 _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2252 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2253 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2254 }
2255 else {
2256 _mesa_BindVertexArray(mipmap->ArrayObj);
2257 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
2258 }
2259
2260 if (!mipmap->FBO) {
2261 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
2262 }
2263 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
2264
2265 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2266 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2267 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
2268 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2269 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2270 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2271
2272 _mesa_set_enable(ctx, target, GL_TRUE);
2273
2274 /* setup texcoords once (XXX what about border?) */
2275 switch (faceTarget) {
2276 case GL_TEXTURE_1D:
2277 case GL_TEXTURE_2D:
2278 verts[0].s = 0.0F;
2279 verts[0].t = 0.0F;
2280 verts[0].r = 0.0F;
2281 verts[1].s = 1.0F;
2282 verts[1].t = 0.0F;
2283 verts[1].r = 0.0F;
2284 verts[2].s = 1.0F;
2285 verts[2].t = 1.0F;
2286 verts[2].r = 0.0F;
2287 verts[3].s = 0.0F;
2288 verts[3].t = 1.0F;
2289 verts[3].r = 0.0F;
2290 break;
2291 case GL_TEXTURE_3D:
2292 abort();
2293 break;
2294 default:
2295 /* cube face */
2296 {
2297 static const GLfloat st[4][2] = {
2298 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2299 };
2300 GLuint i;
2301
2302 /* loop over quad verts */
2303 for (i = 0; i < 4; i++) {
2304 /* Compute sc = +/-scale and tc = +/-scale.
2305 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2306 * though that can still sometimes happen with this scale factor...
2307 */
2308 const GLfloat scale = 0.9999f;
2309 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2310 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2311
2312 switch (faceTarget) {
2313 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2314 verts[i].s = 1.0f;
2315 verts[i].t = -tc;
2316 verts[i].r = -sc;
2317 break;
2318 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2319 verts[i].s = -1.0f;
2320 verts[i].t = -tc;
2321 verts[i].r = sc;
2322 break;
2323 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2324 verts[i].s = sc;
2325 verts[i].t = 1.0f;
2326 verts[i].r = tc;
2327 break;
2328 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2329 verts[i].s = sc;
2330 verts[i].t = -1.0f;
2331 verts[i].r = -tc;
2332 break;
2333 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2334 verts[i].s = sc;
2335 verts[i].t = -tc;
2336 verts[i].r = 1.0f;
2337 break;
2338 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2339 verts[i].s = -sc;
2340 verts[i].t = -tc;
2341 verts[i].r = -1.0f;
2342 break;
2343 default:
2344 assert(0);
2345 }
2346 }
2347 }
2348 }
2349
2350 _mesa_set_enable(ctx, target, GL_TRUE);
2351
2352 /* setup vertex positions */
2353 {
2354 verts[0].x = 0.0F;
2355 verts[0].y = 0.0F;
2356 verts[1].x = 1.0F;
2357 verts[1].y = 0.0F;
2358 verts[2].x = 1.0F;
2359 verts[2].y = 1.0F;
2360 verts[3].x = 0.0F;
2361 verts[3].y = 1.0F;
2362
2363 /* upload new vertex data */
2364 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2365 }
2366
2367 /* setup projection matrix */
2368 _mesa_MatrixMode(GL_PROJECTION);
2369 _mesa_LoadIdentity();
2370 _mesa_Ortho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
2371
2372 /* texture is already locked, unlock now */
2373 _mesa_unlock_texture(ctx, texObj);
2374
2375 for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
2376 const struct gl_texture_image *srcImage;
2377 const GLuint srcLevel = dstLevel - 1;
2378 GLsizei srcWidth, srcHeight, srcDepth;
2379 GLsizei dstWidth, dstHeight, dstDepth;
2380 GLenum status;
2381
2382 srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
2383 assert(srcImage->Border == 0); /* XXX we can fix this */
2384
2385 /* src size w/out border */
2386 srcWidth = srcImage->Width - 2 * border;
2387 srcHeight = srcImage->Height - 2 * border;
2388 srcDepth = srcImage->Depth - 2 * border;
2389
2390 /* new dst size w/ border */
2391 dstWidth = MAX2(1, srcWidth / 2) + 2 * border;
2392 dstHeight = MAX2(1, srcHeight / 2) + 2 * border;
2393 dstDepth = MAX2(1, srcDepth / 2) + 2 * border;
2394
2395 if (dstWidth == srcImage->Width &&
2396 dstHeight == srcImage->Height &&
2397 dstDepth == srcImage->Depth) {
2398 /* all done */
2399 break;
2400 }
2401
2402 /* Set MaxLevel large enough to hold the new level when we allocate it */
2403 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
2404
2405 /* Create empty dest image */
2406 if (target == GL_TEXTURE_1D) {
2407 _mesa_TexImage1D(target, dstLevel, srcImage->InternalFormat,
2408 dstWidth, border,
2409 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2410 }
2411 else if (target == GL_TEXTURE_3D) {
2412 _mesa_TexImage3D(target, dstLevel, srcImage->InternalFormat,
2413 dstWidth, dstHeight, dstDepth, border,
2414 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2415 }
2416 else {
2417 /* 2D or cube */
2418 _mesa_TexImage2D(faceTarget, dstLevel, srcImage->InternalFormat,
2419 dstWidth, dstHeight, border,
2420 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2421
2422 if (target == GL_TEXTURE_CUBE_MAP) {
2423 /* If texturing from a cube, we need to make sure all src faces
2424 * have been defined (even if we're not sampling from them.)
2425 * Otherwise the texture object will be 'incomplete' and
2426 * texturing from it will not be allowed.
2427 */
2428 GLuint face;
2429 for (face = 0; face < 6; face++) {
2430 if (!texObj->Image[face][srcLevel] ||
2431 texObj->Image[face][srcLevel]->Width != srcWidth) {
2432 _mesa_TexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
2433 srcLevel, srcImage->InternalFormat,
2434 srcWidth, srcHeight, border,
2435 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2436 }
2437 }
2438 }
2439 }
2440
2441 /* limit sampling to src level */
2442 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
2443 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
2444
2445 /* Set to draw into the current dstLevel */
2446 if (target == GL_TEXTURE_1D) {
2447 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
2448 GL_COLOR_ATTACHMENT0_EXT,
2449 target,
2450 texObj->Name,
2451 dstLevel);
2452 }
2453 else if (target == GL_TEXTURE_3D) {
2454 GLint zoffset = 0; /* XXX unfinished */
2455 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
2456 GL_COLOR_ATTACHMENT0_EXT,
2457 target,
2458 texObj->Name,
2459 dstLevel, zoffset);
2460 }
2461 else {
2462 /* 2D / cube */
2463 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
2464 GL_COLOR_ATTACHMENT0_EXT,
2465 faceTarget,
2466 texObj->Name,
2467 dstLevel);
2468 }
2469
2470 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
2471
2472 /* sanity check */
2473 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
2474 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
2475 abort();
2476 break;
2477 }
2478
2479 assert(dstWidth == ctx->DrawBuffer->Width);
2480 assert(dstHeight == ctx->DrawBuffer->Height);
2481
2482 /* setup viewport */
2483 _mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight);
2484
2485 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2486 }
2487
2488 _mesa_lock_texture(ctx, texObj); /* relock */
2489
2490 _mesa_meta_end(ctx);
2491
2492 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
2493 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
2494 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
2495 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
2496 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
2497 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
2498 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
2499 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, wrapRSave);
2500
2501 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
2502 }
2503
2504
2505 /**
2506 * Determine the GL data type to use for the temporary image read with
2507 * ReadPixels() and passed to Tex[Sub]Image().
2508 */
2509 static GLenum
2510 get_temp_image_type(GLcontext *ctx, GLenum baseFormat)
2511 {
2512 switch (baseFormat) {
2513 case GL_RGBA:
2514 case GL_RGB:
2515 case GL_ALPHA:
2516 case GL_LUMINANCE:
2517 case GL_LUMINANCE_ALPHA:
2518 case GL_INTENSITY:
2519 if (ctx->DrawBuffer->Visual.redBits <= 8)
2520 return GL_UNSIGNED_BYTE;
2521 else if (ctx->DrawBuffer->Visual.redBits <= 8)
2522 return GL_UNSIGNED_SHORT;
2523 else
2524 return GL_FLOAT;
2525 case GL_DEPTH_COMPONENT:
2526 return GL_UNSIGNED_INT;
2527 case GL_DEPTH_STENCIL:
2528 return GL_UNSIGNED_INT_24_8;
2529 default:
2530 _mesa_problem(ctx, "Unexpected format in get_temp_image_type()");
2531 return 0;
2532 }
2533 }
2534
2535
2536 /**
2537 * Helper for _mesa_meta_CopyTexImage1/2D() functions.
2538 * Have to be careful with locking and meta state for pixel transfer.
2539 */
2540 static void
2541 copy_tex_image(GLcontext *ctx, GLuint dims, GLenum target, GLint level,
2542 GLenum internalFormat, GLint x, GLint y,
2543 GLsizei width, GLsizei height, GLint border)
2544 {
2545 struct gl_texture_object *texObj;
2546 struct gl_texture_image *texImage;
2547 GLsizei postConvWidth = width, postConvHeight = height;
2548 GLenum format, type;
2549 GLint bpp;
2550 void *buf;
2551
2552 texObj = _mesa_get_current_tex_object(ctx, target);
2553 texImage = _mesa_get_tex_image(ctx, texObj, target, level);
2554
2555 format = _mesa_base_tex_format(ctx, internalFormat);
2556 type = get_temp_image_type(ctx, format);
2557 bpp = _mesa_bytes_per_pixel(format, type);
2558 if (bpp <= 0) {
2559 _mesa_problem(ctx, "Bad bpp in meta copy_tex_image()");
2560 return;
2561 }
2562
2563 /*
2564 * Alloc image buffer (XXX could use a PBO)
2565 */
2566 buf = malloc(width * height * bpp);
2567 if (!buf) {
2568 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage%uD", dims);
2569 return;
2570 }
2571
2572 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
2573
2574 /*
2575 * Read image from framebuffer (disable pixel transfer ops)
2576 */
2577 _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
2578 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2579 format, type, &ctx->Pack, buf);
2580 _mesa_meta_end(ctx);
2581
2582 /*
2583 * Prepare for new texture image size/data
2584 */
2585 if (_mesa_is_color_format(internalFormat)) {
2586 _mesa_adjust_image_for_convolution(ctx, 2,
2587 &postConvWidth, &postConvHeight);
2588 }
2589
2590 if (texImage->Data) {
2591 ctx->Driver.FreeTexImageData(ctx, texImage);
2592 }
2593
2594 _mesa_init_teximage_fields(ctx, target, texImage,
2595 postConvWidth, postConvHeight, 1,
2596 border, internalFormat);
2597
2598 _mesa_choose_texture_format(ctx, texObj, texImage, target, level,
2599 internalFormat, GL_NONE, GL_NONE);
2600
2601 /*
2602 * Store texture data (with pixel transfer ops)
2603 */
2604 _mesa_meta_begin(ctx, META_PIXEL_STORE);
2605
2606 _mesa_update_state(ctx); /* to update pixel transfer state */
2607
2608 if (target == GL_TEXTURE_1D) {
2609 ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
2610 width, border, format, type,
2611 buf, &ctx->Unpack, texObj, texImage);
2612 }
2613 else {
2614 ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
2615 width, height, border, format, type,
2616 buf, &ctx->Unpack, texObj, texImage);
2617 }
2618 _mesa_meta_end(ctx);
2619
2620 _mesa_lock_texture(ctx, texObj); /* re-lock */
2621
2622 free(buf);
2623 }
2624
2625
2626 void
2627 _mesa_meta_CopyTexImage1D(GLcontext *ctx, GLenum target, GLint level,
2628 GLenum internalFormat, GLint x, GLint y,
2629 GLsizei width, GLint border)
2630 {
2631 copy_tex_image(ctx, 1, target, level, internalFormat, x, y,
2632 width, 1, border);
2633 }
2634
2635
2636 void
2637 _mesa_meta_CopyTexImage2D(GLcontext *ctx, GLenum target, GLint level,
2638 GLenum internalFormat, GLint x, GLint y,
2639 GLsizei width, GLsizei height, GLint border)
2640 {
2641 copy_tex_image(ctx, 2, target, level, internalFormat, x, y,
2642 width, height, border);
2643 }
2644
2645
2646
2647 /**
2648 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2649 * Have to be careful with locking and meta state for pixel transfer.
2650 */
2651 static void
2652 copy_tex_sub_image(GLcontext *ctx, GLuint dims, GLenum target, GLint level,
2653 GLint xoffset, GLint yoffset, GLint zoffset,
2654 GLint x, GLint y,
2655 GLsizei width, GLsizei height)
2656 {
2657 struct gl_texture_object *texObj;
2658 struct gl_texture_image *texImage;
2659 GLenum format, type;
2660 GLint bpp;
2661 void *buf;
2662
2663 texObj = _mesa_get_current_tex_object(ctx, target);
2664 texImage = _mesa_select_tex_image(ctx, texObj, target, level);
2665
2666 format = _mesa_get_format_base_format(texImage->TexFormat);
2667 type = get_temp_image_type(ctx, format);
2668 bpp = _mesa_bytes_per_pixel(format, type);
2669 if (bpp <= 0) {
2670 _mesa_problem(ctx, "Bad bpp in meta copy_tex_sub_image()");
2671 return;
2672 }
2673
2674 /*
2675 * Alloc image buffer (XXX could use a PBO)
2676 */
2677 buf = malloc(width * height * bpp);
2678 if (!buf) {
2679 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2680 return;
2681 }
2682
2683 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
2684
2685 /*
2686 * Read image from framebuffer (disable pixel transfer ops)
2687 */
2688 _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
2689 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2690 format, type, &ctx->Pack, buf);
2691 _mesa_meta_end(ctx);
2692
2693 _mesa_update_state(ctx); /* to update pixel transfer state */
2694
2695 /*
2696 * Store texture data (with pixel transfer ops)
2697 */
2698 _mesa_meta_begin(ctx, META_PIXEL_STORE);
2699 if (target == GL_TEXTURE_1D) {
2700 ctx->Driver.TexSubImage1D(ctx, target, level, xoffset,
2701 width, format, type, buf,
2702 &ctx->Unpack, texObj, texImage);
2703 }
2704 else if (target == GL_TEXTURE_3D) {
2705 ctx->Driver.TexSubImage3D(ctx, target, level, xoffset, yoffset, zoffset,
2706 width, height, 1, format, type, buf,
2707 &ctx->Unpack, texObj, texImage);
2708 }
2709 else {
2710 ctx->Driver.TexSubImage2D(ctx, target, level, xoffset, yoffset,
2711 width, height, format, type, buf,
2712 &ctx->Unpack, texObj, texImage);
2713 }
2714 _mesa_meta_end(ctx);
2715
2716 _mesa_lock_texture(ctx, texObj); /* re-lock */
2717
2718 free(buf);
2719 }
2720
2721
2722 void
2723 _mesa_meta_CopyTexSubImage1D(GLcontext *ctx, GLenum target, GLint level,
2724 GLint xoffset,
2725 GLint x, GLint y, GLsizei width)
2726 {
2727 copy_tex_sub_image(ctx, 1, target, level, xoffset, 0, 0,
2728 x, y, width, 1);
2729 }
2730
2731
2732 void
2733 _mesa_meta_CopyTexSubImage2D(GLcontext *ctx, GLenum target, GLint level,
2734 GLint xoffset, GLint yoffset,
2735 GLint x, GLint y,
2736 GLsizei width, GLsizei height)
2737 {
2738 copy_tex_sub_image(ctx, 2, target, level, xoffset, yoffset, 0,
2739 x, y, width, height);
2740 }
2741
2742
2743 void
2744 _mesa_meta_CopyTexSubImage3D(GLcontext *ctx, GLenum target, GLint level,
2745 GLint xoffset, GLint yoffset, GLint zoffset,
2746 GLint x, GLint y,
2747 GLsizei width, GLsizei height)
2748 {
2749 copy_tex_sub_image(ctx, 3, target, level, xoffset, yoffset, zoffset,
2750 x, y, width, height);
2751 }
2752
2753
2754 void
2755 _mesa_meta_CopyColorTable(GLcontext *ctx,
2756 GLenum target, GLenum internalformat,
2757 GLint x, GLint y, GLsizei width)
2758 {
2759 GLfloat *buf;
2760
2761 buf = (GLfloat *) malloc(width * 4 * sizeof(GLfloat));
2762 if (!buf) {
2763 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyColorTable");
2764 return;
2765 }
2766
2767 /*
2768 * Read image from framebuffer (disable pixel transfer ops)
2769 */
2770 _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
2771 ctx->Driver.ReadPixels(ctx, x, y, width, 1,
2772 GL_RGBA, GL_FLOAT, &ctx->Pack, buf);
2773
2774 _mesa_ColorTable(target, internalformat, width, GL_RGBA, GL_FLOAT, buf);
2775
2776 _mesa_meta_end(ctx);
2777
2778 free(buf);
2779 }
2780
2781
2782 void
2783 _mesa_meta_CopyColorSubTable(GLcontext *ctx,GLenum target, GLsizei start,
2784 GLint x, GLint y, GLsizei width)
2785 {
2786 GLfloat *buf;
2787
2788 buf = (GLfloat *) malloc(width * 4 * sizeof(GLfloat));
2789 if (!buf) {
2790 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyColorSubTable");
2791 return;
2792 }
2793
2794 /*
2795 * Read image from framebuffer (disable pixel transfer ops)
2796 */
2797 _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
2798 ctx->Driver.ReadPixels(ctx, x, y, width, 1,
2799 GL_RGBA, GL_FLOAT, &ctx->Pack, buf);
2800
2801 _mesa_ColorSubTable(target, start, width, GL_RGBA, GL_FLOAT, buf);
2802
2803 _mesa_meta_end(ctx);
2804
2805 free(buf);
2806 }
2807
2808
2809 void
2810 _mesa_meta_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target,
2811 GLenum internalFormat,
2812 GLint x, GLint y, GLsizei width)
2813 {
2814 GLfloat *buf;
2815
2816 buf = (GLfloat *) malloc(width * 4 * sizeof(GLfloat));
2817 if (!buf) {
2818 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyConvolutionFilter2D");
2819 return;
2820 }
2821
2822 /*
2823 * Read image from framebuffer (disable pixel transfer ops)
2824 */
2825 _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
2826 _mesa_update_state(ctx);
2827 ctx->Driver.ReadPixels(ctx, x, y, width, 1,
2828 GL_RGBA, GL_FLOAT, &ctx->Pack, buf);
2829
2830 _mesa_ConvolutionFilter1D(target, internalFormat, width,
2831 GL_RGBA, GL_FLOAT, buf);
2832
2833 _mesa_meta_end(ctx);
2834
2835 free(buf);
2836 }
2837
2838
2839 void
2840 _mesa_meta_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target,
2841 GLenum internalFormat, GLint x, GLint y,
2842 GLsizei width, GLsizei height)
2843 {
2844 GLfloat *buf;
2845
2846 buf = (GLfloat *) malloc(width * height * 4 * sizeof(GLfloat));
2847 if (!buf) {
2848 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyConvolutionFilter2D");
2849 return;
2850 }
2851
2852 /*
2853 * Read image from framebuffer (disable pixel transfer ops)
2854 */
2855 _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
2856 _mesa_update_state(ctx);
2857
2858 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2859 GL_RGBA, GL_FLOAT, &ctx->Pack, buf);
2860
2861 _mesa_ConvolutionFilter2D(target, internalFormat, width, height,
2862 GL_RGBA, GL_FLOAT, buf);
2863
2864 _mesa_meta_end(ctx);
2865
2866 free(buf);
2867 }