main: Renamed _mesa_get_teximage to _mesa_GetTexImage_sw.
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/colortab.h"
45 #include "main/condrender.h"
46 #include "main/depth.h"
47 #include "main/enable.h"
48 #include "main/fbobject.h"
49 #include "main/feedback.h"
50 #include "main/formats.h"
51 #include "main/format_unpack.h"
52 #include "main/glformats.h"
53 #include "main/image.h"
54 #include "main/macros.h"
55 #include "main/matrix.h"
56 #include "main/mipmap.h"
57 #include "main/multisample.h"
58 #include "main/objectlabel.h"
59 #include "main/pipelineobj.h"
60 #include "main/pixel.h"
61 #include "main/pbo.h"
62 #include "main/polygon.h"
63 #include "main/queryobj.h"
64 #include "main/readpix.h"
65 #include "main/scissor.h"
66 #include "main/shaderapi.h"
67 #include "main/shaderobj.h"
68 #include "main/state.h"
69 #include "main/stencil.h"
70 #include "main/texobj.h"
71 #include "main/texenv.h"
72 #include "main/texgetimage.h"
73 #include "main/teximage.h"
74 #include "main/texparam.h"
75 #include "main/texstate.h"
76 #include "main/texstore.h"
77 #include "main/transformfeedback.h"
78 #include "main/uniforms.h"
79 #include "main/varray.h"
80 #include "main/viewport.h"
81 #include "main/samplerobj.h"
82 #include "program/program.h"
83 #include "swrast/swrast.h"
84 #include "drivers/common/meta.h"
85 #include "main/enums.h"
86 #include "main/glformats.h"
87 #include "util/ralloc.h"
88
89 /** Return offset in bytes of the field within a vertex struct */
90 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
91
92 static void
93 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
94
95 static struct blit_shader *
96 choose_blit_shader(GLenum target, struct blit_shader_table *table);
97
98 static void cleanup_temp_texture(struct temp_texture *tex);
99 static void meta_glsl_clear_cleanup(struct clear_state *clear);
100 static void meta_decompress_cleanup(struct decompress_state *decompress);
101 static void meta_drawpix_cleanup(struct drawpix_state *drawpix);
102
103 void
104 _mesa_meta_bind_fbo_image(GLenum fboTarget, GLenum attachment,
105 struct gl_texture_image *texImage, GLuint layer)
106 {
107 struct gl_texture_object *texObj = texImage->TexObject;
108 int level = texImage->Level;
109 GLenum texTarget = texObj->Target;
110
111 switch (texTarget) {
112 case GL_TEXTURE_1D:
113 _mesa_FramebufferTexture1D(fboTarget,
114 attachment,
115 texTarget,
116 texObj->Name,
117 level);
118 break;
119 case GL_TEXTURE_1D_ARRAY:
120 case GL_TEXTURE_2D_ARRAY:
121 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
122 case GL_TEXTURE_CUBE_MAP_ARRAY:
123 case GL_TEXTURE_3D:
124 _mesa_FramebufferTextureLayer(fboTarget,
125 attachment,
126 texObj->Name,
127 level,
128 layer);
129 break;
130 default: /* 2D / cube */
131 if (texTarget == GL_TEXTURE_CUBE_MAP)
132 texTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
133
134 _mesa_FramebufferTexture2D(fboTarget,
135 attachment,
136 texTarget,
137 texObj->Name,
138 level);
139 }
140 }
141
142 GLuint
143 _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
144 const GLcharARB *source)
145 {
146 GLuint shader;
147 GLint ok, size;
148 GLchar *info;
149
150 shader = _mesa_CreateShader(target);
151 _mesa_ShaderSource(shader, 1, &source, NULL);
152 _mesa_CompileShader(shader);
153
154 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
155 if (ok)
156 return shader;
157
158 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
159 if (size == 0) {
160 _mesa_DeleteShader(shader);
161 return 0;
162 }
163
164 info = malloc(size);
165 if (!info) {
166 _mesa_DeleteShader(shader);
167 return 0;
168 }
169
170 _mesa_GetShaderInfoLog(shader, size, NULL, info);
171 _mesa_problem(ctx,
172 "meta program compile failed:\n%s\n"
173 "source:\n%s\n",
174 info, source);
175
176 free(info);
177 _mesa_DeleteShader(shader);
178
179 return 0;
180 }
181
182 GLuint
183 _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program)
184 {
185 GLint ok, size;
186 GLchar *info;
187
188 _mesa_LinkProgram(program);
189
190 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
191 if (ok)
192 return program;
193
194 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
195 if (size == 0)
196 return 0;
197
198 info = malloc(size);
199 if (!info)
200 return 0;
201
202 _mesa_GetProgramInfoLog(program, size, NULL, info);
203 _mesa_problem(ctx, "meta program link failed:\n%s", info);
204
205 free(info);
206
207 return 0;
208 }
209
210 void
211 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
212 const char *vs_source,
213 const char *fs_source,
214 const char *name,
215 GLuint *program)
216 {
217 GLuint vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
218 vs_source);
219 GLuint fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
220 fs_source);
221
222 *program = _mesa_CreateProgram();
223 _mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
224 _mesa_AttachShader(*program, fs);
225 _mesa_DeleteShader(fs);
226 _mesa_AttachShader(*program, vs);
227 _mesa_DeleteShader(vs);
228 _mesa_BindAttribLocation(*program, 0, "position");
229 _mesa_BindAttribLocation(*program, 1, "texcoords");
230 _mesa_meta_link_program_with_debug(ctx, *program);
231
232 _mesa_UseProgram(*program);
233 }
234
235 /**
236 * Generate a generic shader to blit from a texture to a framebuffer
237 *
238 * \param ctx Current GL context
239 * \param texTarget Texture target that will be the source of the blit
240 *
241 * \returns a handle to a shader program on success or zero on failure.
242 */
243 void
244 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
245 GLenum target,
246 struct blit_shader_table *table)
247 {
248 char *vs_source, *fs_source;
249 void *const mem_ctx = ralloc_context(NULL);
250 struct blit_shader *shader = choose_blit_shader(target, table);
251 const char *vs_input, *vs_output, *fs_input, *vs_preprocess, *fs_preprocess;
252
253 if (ctx->Const.GLSLVersion < 130) {
254 vs_preprocess = "";
255 vs_input = "attribute";
256 vs_output = "varying";
257 fs_preprocess = "#extension GL_EXT_texture_array : enable";
258 fs_input = "varying";
259 } else {
260 vs_preprocess = "#version 130";
261 vs_input = "in";
262 vs_output = "out";
263 fs_preprocess = "#version 130";
264 fs_input = "in";
265 shader->func = "texture";
266 }
267
268 assert(shader != NULL);
269
270 if (shader->shader_prog != 0) {
271 _mesa_UseProgram(shader->shader_prog);
272 return;
273 }
274
275 vs_source = ralloc_asprintf(mem_ctx,
276 "%s\n"
277 "%s vec2 position;\n"
278 "%s vec4 textureCoords;\n"
279 "%s vec4 texCoords;\n"
280 "void main()\n"
281 "{\n"
282 " texCoords = textureCoords;\n"
283 " gl_Position = vec4(position, 0.0, 1.0);\n"
284 "}\n",
285 vs_preprocess, vs_input, vs_input, vs_output);
286
287 fs_source = ralloc_asprintf(mem_ctx,
288 "%s\n"
289 "#extension GL_ARB_texture_cube_map_array: enable\n"
290 "uniform %s texSampler;\n"
291 "%s vec4 texCoords;\n"
292 "void main()\n"
293 "{\n"
294 " gl_FragColor = %s(texSampler, %s);\n"
295 " gl_FragDepth = gl_FragColor.x;\n"
296 "}\n",
297 fs_preprocess, shader->type, fs_input,
298 shader->func, shader->texcoords);
299
300 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
301 ralloc_asprintf(mem_ctx, "%s blit",
302 shader->type),
303 &shader->shader_prog);
304 ralloc_free(mem_ctx);
305 }
306
307 /**
308 * Configure vertex buffer and vertex array objects for tests
309 *
310 * Regardless of whether a new VAO and new VBO are created, the objects
311 * referenced by \c VAO and \c VBO will be bound into the GL state vector
312 * when this function terminates.
313 *
314 * \param VAO Storage for vertex array object handle. If 0, a new VAO
315 * will be created.
316 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
317 * will be created. The new VBO will have storage for 4
318 * \c vertex structures.
319 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
320 * or should traditional, fixed-function color and texture
321 * coordinate be used?
322 * \param vertex_size Number of components for attribute 0 / vertex.
323 * \param texcoord_size Number of components for attribute 1 / texture
324 * coordinate. If this is 0, attribute 1 will not be set or
325 * enabled.
326 * \param color_size Number of components for attribute 1 / primary color.
327 * If this is 0, attribute 1 will not be set or enabled.
328 *
329 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
330 * Use \c texcoord_size instead.
331 */
332 void
333 _mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO,
334 bool use_generic_attributes,
335 unsigned vertex_size, unsigned texcoord_size,
336 unsigned color_size)
337 {
338 if (*VAO == 0) {
339 assert(*VBO == 0);
340
341 /* create vertex array object */
342 _mesa_GenVertexArrays(1, VAO);
343 _mesa_BindVertexArray(*VAO);
344
345 /* create vertex array buffer */
346 _mesa_GenBuffers(1, VBO);
347 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
348 _mesa_BufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), NULL,
349 GL_DYNAMIC_DRAW);
350
351 /* setup vertex arrays */
352 if (use_generic_attributes) {
353 assert(color_size == 0);
354
355 _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE,
356 sizeof(struct vertex), OFFSET(x));
357 _mesa_EnableVertexAttribArray(0);
358
359 if (texcoord_size > 0) {
360 _mesa_VertexAttribPointer(1, texcoord_size, GL_FLOAT, GL_FALSE,
361 sizeof(struct vertex), OFFSET(tex));
362 _mesa_EnableVertexAttribArray(1);
363 }
364 } else {
365 _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex),
366 OFFSET(x));
367 _mesa_EnableClientState(GL_VERTEX_ARRAY);
368
369 if (texcoord_size > 0) {
370 _mesa_TexCoordPointer(texcoord_size, GL_FLOAT,
371 sizeof(struct vertex), OFFSET(tex));
372 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
373 }
374
375 if (color_size > 0) {
376 _mesa_ColorPointer(color_size, GL_FLOAT,
377 sizeof(struct vertex), OFFSET(r));
378 _mesa_EnableClientState(GL_COLOR_ARRAY);
379 }
380 }
381 } else {
382 _mesa_BindVertexArray(*VAO);
383 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
384 }
385 }
386
387 /**
388 * Initialize meta-ops for a context.
389 * To be called once during context creation.
390 */
391 void
392 _mesa_meta_init(struct gl_context *ctx)
393 {
394 ASSERT(!ctx->Meta);
395
396 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
397 }
398
399 /**
400 * Free context meta-op state.
401 * To be called once during context destruction.
402 */
403 void
404 _mesa_meta_free(struct gl_context *ctx)
405 {
406 GET_CURRENT_CONTEXT(old_context);
407 _mesa_make_current(ctx, NULL, NULL);
408 _mesa_meta_glsl_blit_cleanup(&ctx->Meta->Blit);
409 meta_glsl_clear_cleanup(&ctx->Meta->Clear);
410 _mesa_meta_glsl_generate_mipmap_cleanup(&ctx->Meta->Mipmap);
411 cleanup_temp_texture(&ctx->Meta->TempTex);
412 meta_decompress_cleanup(&ctx->Meta->Decompress);
413 meta_drawpix_cleanup(&ctx->Meta->DrawPix);
414 if (old_context)
415 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
416 else
417 _mesa_make_current(NULL, NULL, NULL);
418 free(ctx->Meta);
419 ctx->Meta = NULL;
420 }
421
422
423 /**
424 * Enter meta state. This is like a light-weight version of glPushAttrib
425 * but it also resets most GL state back to default values.
426 *
427 * \param state bitmask of MESA_META_* flags indicating which attribute groups
428 * to save and reset to their defaults
429 */
430 void
431 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
432 {
433 struct save_state *save;
434
435 /* hope MAX_META_OPS_DEPTH is large enough */
436 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
437
438 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
439 memset(save, 0, sizeof(*save));
440 save->SavedState = state;
441
442 /* We always push into desktop GL mode and pop out at the end. No sense in
443 * writing our shaders varying based on the user's context choice, when
444 * Mesa can handle either.
445 */
446 save->API = ctx->API;
447 ctx->API = API_OPENGL_COMPAT;
448
449 /* Pausing transform feedback needs to be done early, or else we won't be
450 * able to change other state.
451 */
452 save->TransformFeedbackNeedsResume =
453 _mesa_is_xfb_active_and_unpaused(ctx);
454 if (save->TransformFeedbackNeedsResume)
455 _mesa_PauseTransformFeedback();
456
457 /* After saving the current occlusion object, call EndQuery so that no
458 * occlusion querying will be active during the meta-operation.
459 */
460 if (state & MESA_META_OCCLUSION_QUERY) {
461 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
462 if (save->CurrentOcclusionObject)
463 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
464 }
465
466 if (state & MESA_META_ALPHA_TEST) {
467 save->AlphaEnabled = ctx->Color.AlphaEnabled;
468 save->AlphaFunc = ctx->Color.AlphaFunc;
469 save->AlphaRef = ctx->Color.AlphaRef;
470 if (ctx->Color.AlphaEnabled)
471 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
472 }
473
474 if (state & MESA_META_BLEND) {
475 save->BlendEnabled = ctx->Color.BlendEnabled;
476 if (ctx->Color.BlendEnabled) {
477 if (ctx->Extensions.EXT_draw_buffers2) {
478 GLuint i;
479 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
480 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
481 }
482 }
483 else {
484 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
485 }
486 }
487 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
488 if (ctx->Color.ColorLogicOpEnabled)
489 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
490 }
491
492 if (state & MESA_META_DITHER) {
493 save->DitherFlag = ctx->Color.DitherFlag;
494 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
495 }
496
497 if (state & MESA_META_COLOR_MASK) {
498 memcpy(save->ColorMask, ctx->Color.ColorMask,
499 sizeof(ctx->Color.ColorMask));
500 if (!ctx->Color.ColorMask[0][0] ||
501 !ctx->Color.ColorMask[0][1] ||
502 !ctx->Color.ColorMask[0][2] ||
503 !ctx->Color.ColorMask[0][3])
504 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
505 }
506
507 if (state & MESA_META_DEPTH_TEST) {
508 save->Depth = ctx->Depth; /* struct copy */
509 if (ctx->Depth.Test)
510 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
511 }
512
513 if (state & MESA_META_FOG) {
514 save->Fog = ctx->Fog.Enabled;
515 if (ctx->Fog.Enabled)
516 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
517 }
518
519 if (state & MESA_META_PIXEL_STORE) {
520 save->Pack = ctx->Pack;
521 save->Unpack = ctx->Unpack;
522 ctx->Pack = ctx->DefaultPacking;
523 ctx->Unpack = ctx->DefaultPacking;
524 }
525
526 if (state & MESA_META_PIXEL_TRANSFER) {
527 save->RedScale = ctx->Pixel.RedScale;
528 save->RedBias = ctx->Pixel.RedBias;
529 save->GreenScale = ctx->Pixel.GreenScale;
530 save->GreenBias = ctx->Pixel.GreenBias;
531 save->BlueScale = ctx->Pixel.BlueScale;
532 save->BlueBias = ctx->Pixel.BlueBias;
533 save->AlphaScale = ctx->Pixel.AlphaScale;
534 save->AlphaBias = ctx->Pixel.AlphaBias;
535 save->MapColorFlag = ctx->Pixel.MapColorFlag;
536 ctx->Pixel.RedScale = 1.0F;
537 ctx->Pixel.RedBias = 0.0F;
538 ctx->Pixel.GreenScale = 1.0F;
539 ctx->Pixel.GreenBias = 0.0F;
540 ctx->Pixel.BlueScale = 1.0F;
541 ctx->Pixel.BlueBias = 0.0F;
542 ctx->Pixel.AlphaScale = 1.0F;
543 ctx->Pixel.AlphaBias = 0.0F;
544 ctx->Pixel.MapColorFlag = GL_FALSE;
545 /* XXX more state */
546 ctx->NewState |=_NEW_PIXEL;
547 }
548
549 if (state & MESA_META_RASTERIZATION) {
550 save->FrontPolygonMode = ctx->Polygon.FrontMode;
551 save->BackPolygonMode = ctx->Polygon.BackMode;
552 save->PolygonOffset = ctx->Polygon.OffsetFill;
553 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
554 save->PolygonStipple = ctx->Polygon.StippleFlag;
555 save->PolygonCull = ctx->Polygon.CullFlag;
556 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
557 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
558 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
559 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
560 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
561 }
562
563 if (state & MESA_META_SCISSOR) {
564 save->Scissor = ctx->Scissor; /* struct copy */
565 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
566 }
567
568 if (state & MESA_META_SHADER) {
569 int i;
570
571 if (ctx->Extensions.ARB_vertex_program) {
572 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
573 _mesa_reference_vertprog(ctx, &save->VertexProgram,
574 ctx->VertexProgram.Current);
575 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
576 }
577
578 if (ctx->Extensions.ARB_fragment_program) {
579 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
580 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
581 ctx->FragmentProgram.Current);
582 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
583 }
584
585 if (ctx->Extensions.ATI_fragment_shader) {
586 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
587 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
588 }
589
590 if (ctx->Pipeline.Current) {
591 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
592 ctx->Pipeline.Current);
593 _mesa_BindProgramPipeline(0);
594 }
595
596 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
597 * that we don't have to worry about the current pipeline state.
598 */
599 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
600 _mesa_reference_shader_program(ctx, &save->Shader[i],
601 ctx->Shader.CurrentProgram[i]);
602 }
603 _mesa_reference_shader_program(ctx, &save->ActiveShader,
604 ctx->Shader.ActiveProgram);
605
606 _mesa_UseProgram(0);
607 }
608
609 if (state & MESA_META_STENCIL_TEST) {
610 save->Stencil = ctx->Stencil; /* struct copy */
611 if (ctx->Stencil.Enabled)
612 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
613 /* NOTE: other stencil state not reset */
614 }
615
616 if (state & MESA_META_TEXTURE) {
617 GLuint u, tgt;
618
619 save->ActiveUnit = ctx->Texture.CurrentUnit;
620 save->ClientActiveUnit = ctx->Array.ActiveTexture;
621 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
622
623 /* Disable all texture units */
624 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
625 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
626 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
627 if (ctx->Texture.Unit[u].Enabled ||
628 ctx->Texture.Unit[u].TexGenEnabled) {
629 _mesa_ActiveTexture(GL_TEXTURE0 + u);
630 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
631 if (ctx->Extensions.ARB_texture_cube_map)
632 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
633
634 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
635 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
636 if (ctx->Extensions.NV_texture_rectangle)
637 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
638 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
639 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
640 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
641 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
642 }
643 }
644
645 /* save current texture objects for unit[0] only */
646 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
647 _mesa_reference_texobj(&save->CurrentTexture[tgt],
648 ctx->Texture.Unit[0].CurrentTex[tgt]);
649 }
650
651 /* set defaults for unit[0] */
652 _mesa_ActiveTexture(GL_TEXTURE0);
653 _mesa_ClientActiveTexture(GL_TEXTURE0);
654 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
655 }
656
657 if (state & MESA_META_TRANSFORM) {
658 GLuint activeTexture = ctx->Texture.CurrentUnit;
659 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
660 16 * sizeof(GLfloat));
661 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
662 16 * sizeof(GLfloat));
663 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
664 16 * sizeof(GLfloat));
665 save->MatrixMode = ctx->Transform.MatrixMode;
666 /* set 1:1 vertex:pixel coordinate transform */
667 _mesa_ActiveTexture(GL_TEXTURE0);
668 _mesa_MatrixMode(GL_TEXTURE);
669 _mesa_LoadIdentity();
670 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
671 _mesa_MatrixMode(GL_MODELVIEW);
672 _mesa_LoadIdentity();
673 _mesa_MatrixMode(GL_PROJECTION);
674 _mesa_LoadIdentity();
675
676 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
677 * This can occur when there is no draw buffer.
678 */
679 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
680 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
681 0.0, ctx->DrawBuffer->Height,
682 -1.0, 1.0);
683
684 if (ctx->Extensions.ARB_clip_control) {
685 save->ClipOrigin = ctx->Transform.ClipOrigin;
686 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
687 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
688 }
689 }
690
691 if (state & MESA_META_CLIP) {
692 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
693 if (ctx->Transform.ClipPlanesEnabled) {
694 GLuint i;
695 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
696 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
697 }
698 }
699 }
700
701 if (state & MESA_META_VERTEX) {
702 /* save vertex array object state */
703 _mesa_reference_vao(ctx, &save->VAO,
704 ctx->Array.VAO);
705 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
706 ctx->Array.ArrayBufferObj);
707 /* set some default state? */
708 }
709
710 if (state & MESA_META_VIEWPORT) {
711 /* save viewport state */
712 save->ViewportX = ctx->ViewportArray[0].X;
713 save->ViewportY = ctx->ViewportArray[0].Y;
714 save->ViewportW = ctx->ViewportArray[0].Width;
715 save->ViewportH = ctx->ViewportArray[0].Height;
716 /* set viewport to match window size */
717 if (ctx->ViewportArray[0].X != 0 ||
718 ctx->ViewportArray[0].Y != 0 ||
719 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
720 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
721 _mesa_set_viewport(ctx, 0, 0, 0,
722 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
723 }
724 /* save depth range state */
725 save->DepthNear = ctx->ViewportArray[0].Near;
726 save->DepthFar = ctx->ViewportArray[0].Far;
727 /* set depth range to default */
728 _mesa_DepthRange(0.0, 1.0);
729 }
730
731 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
732 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
733
734 /* Generally in here we want to do clamping according to whether
735 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
736 * regardless of the internal implementation of the metaops.
737 */
738 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
739 ctx->Extensions.ARB_color_buffer_float)
740 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
741 }
742
743 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
744 save->ClampVertexColor = ctx->Light.ClampVertexColor;
745
746 /* Generally in here we never want vertex color clamping --
747 * result clamping is only dependent on fragment clamping.
748 */
749 if (ctx->Extensions.ARB_color_buffer_float)
750 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
751 }
752
753 if (state & MESA_META_CONDITIONAL_RENDER) {
754 save->CondRenderQuery = ctx->Query.CondRenderQuery;
755 save->CondRenderMode = ctx->Query.CondRenderMode;
756
757 if (ctx->Query.CondRenderQuery)
758 _mesa_EndConditionalRender();
759 }
760
761 if (state & MESA_META_SELECT_FEEDBACK) {
762 save->RenderMode = ctx->RenderMode;
763 if (ctx->RenderMode == GL_SELECT) {
764 save->Select = ctx->Select; /* struct copy */
765 _mesa_RenderMode(GL_RENDER);
766 } else if (ctx->RenderMode == GL_FEEDBACK) {
767 save->Feedback = ctx->Feedback; /* struct copy */
768 _mesa_RenderMode(GL_RENDER);
769 }
770 }
771
772 if (state & MESA_META_MULTISAMPLE) {
773 save->Multisample = ctx->Multisample; /* struct copy */
774
775 if (ctx->Multisample.Enabled)
776 _mesa_set_multisample(ctx, GL_FALSE);
777 if (ctx->Multisample.SampleCoverage)
778 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
779 if (ctx->Multisample.SampleAlphaToCoverage)
780 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
781 if (ctx->Multisample.SampleAlphaToOne)
782 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
783 if (ctx->Multisample.SampleShading)
784 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
785 if (ctx->Multisample.SampleMask)
786 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
787 }
788
789 if (state & MESA_META_FRAMEBUFFER_SRGB) {
790 save->sRGBEnabled = ctx->Color.sRGBEnabled;
791 if (ctx->Color.sRGBEnabled)
792 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
793 }
794
795 if (state & MESA_META_DRAW_BUFFERS) {
796 struct gl_framebuffer *fb = ctx->DrawBuffer;
797 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
798 sizeof(save->ColorDrawBuffers));
799 }
800
801 /* misc */
802 {
803 save->Lighting = ctx->Light.Enabled;
804 if (ctx->Light.Enabled)
805 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
806 save->RasterDiscard = ctx->RasterDiscard;
807 if (ctx->RasterDiscard)
808 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
809
810 save->DrawBufferName = ctx->DrawBuffer->Name;
811 save->ReadBufferName = ctx->ReadBuffer->Name;
812 save->RenderbufferName = (ctx->CurrentRenderbuffer ?
813 ctx->CurrentRenderbuffer->Name : 0);
814 }
815 }
816
817
818 /**
819 * Leave meta state. This is like a light-weight version of glPopAttrib().
820 */
821 void
822 _mesa_meta_end(struct gl_context *ctx)
823 {
824 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
825 const GLbitfield state = save->SavedState;
826 int i;
827
828 /* After starting a new occlusion query, initialize the results to the
829 * values saved previously. The driver will then continue to increment
830 * these values.
831 */
832 if (state & MESA_META_OCCLUSION_QUERY) {
833 if (save->CurrentOcclusionObject) {
834 _mesa_BeginQuery(save->CurrentOcclusionObject->Target,
835 save->CurrentOcclusionObject->Id);
836 ctx->Query.CurrentOcclusionObject->Result = save->CurrentOcclusionObject->Result;
837 }
838 }
839
840 if (state & MESA_META_ALPHA_TEST) {
841 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
842 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
843 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
844 }
845
846 if (state & MESA_META_BLEND) {
847 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
848 if (ctx->Extensions.EXT_draw_buffers2) {
849 GLuint i;
850 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
851 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
852 }
853 }
854 else {
855 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
856 }
857 }
858 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
859 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
860 }
861
862 if (state & MESA_META_DITHER)
863 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
864
865 if (state & MESA_META_COLOR_MASK) {
866 GLuint i;
867 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
868 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
869 if (i == 0) {
870 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
871 save->ColorMask[i][2], save->ColorMask[i][3]);
872 }
873 else {
874 _mesa_ColorMaski(i,
875 save->ColorMask[i][0],
876 save->ColorMask[i][1],
877 save->ColorMask[i][2],
878 save->ColorMask[i][3]);
879 }
880 }
881 }
882 }
883
884 if (state & MESA_META_DEPTH_TEST) {
885 if (ctx->Depth.Test != save->Depth.Test)
886 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
887 _mesa_DepthFunc(save->Depth.Func);
888 _mesa_DepthMask(save->Depth.Mask);
889 }
890
891 if (state & MESA_META_FOG) {
892 _mesa_set_enable(ctx, GL_FOG, save->Fog);
893 }
894
895 if (state & MESA_META_PIXEL_STORE) {
896 ctx->Pack = save->Pack;
897 ctx->Unpack = save->Unpack;
898 }
899
900 if (state & MESA_META_PIXEL_TRANSFER) {
901 ctx->Pixel.RedScale = save->RedScale;
902 ctx->Pixel.RedBias = save->RedBias;
903 ctx->Pixel.GreenScale = save->GreenScale;
904 ctx->Pixel.GreenBias = save->GreenBias;
905 ctx->Pixel.BlueScale = save->BlueScale;
906 ctx->Pixel.BlueBias = save->BlueBias;
907 ctx->Pixel.AlphaScale = save->AlphaScale;
908 ctx->Pixel.AlphaBias = save->AlphaBias;
909 ctx->Pixel.MapColorFlag = save->MapColorFlag;
910 /* XXX more state */
911 ctx->NewState |=_NEW_PIXEL;
912 }
913
914 if (state & MESA_META_RASTERIZATION) {
915 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
916 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
917 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
918 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
919 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
920 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
921 }
922
923 if (state & MESA_META_SCISSOR) {
924 unsigned i;
925
926 for (i = 0; i < ctx->Const.MaxViewports; i++) {
927 _mesa_set_scissor(ctx, i,
928 save->Scissor.ScissorArray[i].X,
929 save->Scissor.ScissorArray[i].Y,
930 save->Scissor.ScissorArray[i].Width,
931 save->Scissor.ScissorArray[i].Height);
932 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
933 (save->Scissor.EnableFlags >> i) & 1);
934 }
935 }
936
937 if (state & MESA_META_SHADER) {
938 static const GLenum targets[] = {
939 GL_VERTEX_SHADER,
940 GL_GEOMETRY_SHADER,
941 GL_FRAGMENT_SHADER,
942 };
943
944 bool any_shader;
945
946 if (ctx->Extensions.ARB_vertex_program) {
947 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
948 save->VertexProgramEnabled);
949 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
950 save->VertexProgram);
951 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
952 }
953
954 if (ctx->Extensions.ARB_fragment_program) {
955 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
956 save->FragmentProgramEnabled);
957 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
958 save->FragmentProgram);
959 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
960 }
961
962 if (ctx->Extensions.ATI_fragment_shader) {
963 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
964 save->ATIFragmentShaderEnabled);
965 }
966
967 any_shader = false;
968 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
969 /* It is safe to call _mesa_use_shader_program even if the extension
970 * necessary for that program state is not supported. In that case,
971 * the saved program object must be NULL and the currently bound
972 * program object must be NULL. _mesa_use_shader_program is a no-op
973 * in that case.
974 */
975 _mesa_use_shader_program(ctx, targets[i],
976 save->Shader[i],
977 &ctx->Shader);
978
979 /* Do this *before* killing the reference. :)
980 */
981 if (save->Shader[i] != NULL)
982 any_shader = true;
983
984 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
985 }
986
987 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
988 save->ActiveShader);
989 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
990
991 /* If there were any stages set with programs, use ctx->Shader as the
992 * current shader state. Otherwise, use Pipeline.Default. The pipeline
993 * hasn't been restored yet, and that may modify ctx->_Shader further.
994 */
995 if (any_shader)
996 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
997 &ctx->Shader);
998 else
999 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1000 ctx->Pipeline.Default);
1001
1002 if (save->Pipeline) {
1003 _mesa_bind_pipeline(ctx, save->Pipeline);
1004
1005 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1006 }
1007 }
1008
1009 if (state & MESA_META_STENCIL_TEST) {
1010 const struct gl_stencil_attrib *stencil = &save->Stencil;
1011
1012 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1013 _mesa_ClearStencil(stencil->Clear);
1014 if (ctx->Extensions.EXT_stencil_two_side) {
1015 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1016 stencil->TestTwoSide);
1017 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1018 ? GL_BACK : GL_FRONT);
1019 }
1020 /* front state */
1021 _mesa_StencilFuncSeparate(GL_FRONT,
1022 stencil->Function[0],
1023 stencil->Ref[0],
1024 stencil->ValueMask[0]);
1025 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1026 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1027 stencil->ZFailFunc[0],
1028 stencil->ZPassFunc[0]);
1029 /* back state */
1030 _mesa_StencilFuncSeparate(GL_BACK,
1031 stencil->Function[1],
1032 stencil->Ref[1],
1033 stencil->ValueMask[1]);
1034 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1035 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1036 stencil->ZFailFunc[1],
1037 stencil->ZPassFunc[1]);
1038 }
1039
1040 if (state & MESA_META_TEXTURE) {
1041 GLuint u, tgt;
1042
1043 ASSERT(ctx->Texture.CurrentUnit == 0);
1044
1045 /* restore texenv for unit[0] */
1046 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1047
1048 /* restore texture objects for unit[0] only */
1049 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1050 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1051 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1052 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1053 save->CurrentTexture[tgt]);
1054 }
1055 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1056 }
1057
1058 /* Restore fixed function texture enables, texgen */
1059 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1060 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1061 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1062 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1063 }
1064
1065 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1066 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1067 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1068 }
1069 }
1070
1071 /* restore current unit state */
1072 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1073 _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
1074 }
1075
1076 if (state & MESA_META_TRANSFORM) {
1077 GLuint activeTexture = ctx->Texture.CurrentUnit;
1078 _mesa_ActiveTexture(GL_TEXTURE0);
1079 _mesa_MatrixMode(GL_TEXTURE);
1080 _mesa_LoadMatrixf(save->TextureMatrix);
1081 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1082
1083 _mesa_MatrixMode(GL_MODELVIEW);
1084 _mesa_LoadMatrixf(save->ModelviewMatrix);
1085
1086 _mesa_MatrixMode(GL_PROJECTION);
1087 _mesa_LoadMatrixf(save->ProjectionMatrix);
1088
1089 _mesa_MatrixMode(save->MatrixMode);
1090
1091 if (ctx->Extensions.ARB_clip_control)
1092 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1093 }
1094
1095 if (state & MESA_META_CLIP) {
1096 if (save->ClipPlanesEnabled) {
1097 GLuint i;
1098 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1099 if (save->ClipPlanesEnabled & (1 << i)) {
1100 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1101 }
1102 }
1103 }
1104 }
1105
1106 if (state & MESA_META_VERTEX) {
1107 /* restore vertex buffer object */
1108 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
1109 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
1110
1111 /* restore vertex array object */
1112 _mesa_BindVertexArray(save->VAO->Name);
1113 _mesa_reference_vao(ctx, &save->VAO, NULL);
1114 }
1115
1116 if (state & MESA_META_VIEWPORT) {
1117 if (save->ViewportX != ctx->ViewportArray[0].X ||
1118 save->ViewportY != ctx->ViewportArray[0].Y ||
1119 save->ViewportW != ctx->ViewportArray[0].Width ||
1120 save->ViewportH != ctx->ViewportArray[0].Height) {
1121 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1122 save->ViewportW, save->ViewportH);
1123 }
1124 _mesa_DepthRange(save->DepthNear, save->DepthFar);
1125 }
1126
1127 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1128 ctx->Extensions.ARB_color_buffer_float) {
1129 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1130 }
1131
1132 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1133 ctx->Extensions.ARB_color_buffer_float) {
1134 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1135 }
1136
1137 if (state & MESA_META_CONDITIONAL_RENDER) {
1138 if (save->CondRenderQuery)
1139 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1140 save->CondRenderMode);
1141 }
1142
1143 if (state & MESA_META_SELECT_FEEDBACK) {
1144 if (save->RenderMode == GL_SELECT) {
1145 _mesa_RenderMode(GL_SELECT);
1146 ctx->Select = save->Select;
1147 } else if (save->RenderMode == GL_FEEDBACK) {
1148 _mesa_RenderMode(GL_FEEDBACK);
1149 ctx->Feedback = save->Feedback;
1150 }
1151 }
1152
1153 if (state & MESA_META_MULTISAMPLE) {
1154 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1155 struct gl_multisample_attrib *save_ms = &save->Multisample;
1156
1157 if (ctx_ms->Enabled != save_ms->Enabled)
1158 _mesa_set_multisample(ctx, save_ms->Enabled);
1159 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1160 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1161 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1162 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1163 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1164 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1165 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1166 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1167 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1168 save_ms->SampleCoverageInvert);
1169 }
1170 if (ctx_ms->SampleShading != save_ms->SampleShading)
1171 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1172 if (ctx_ms->SampleMask != save_ms->SampleMask)
1173 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1174 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1175 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1176 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1177 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1178 }
1179
1180 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1181 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1182 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1183 }
1184
1185 /* misc */
1186 if (save->Lighting) {
1187 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1188 }
1189 if (save->RasterDiscard) {
1190 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1191 }
1192 if (save->TransformFeedbackNeedsResume)
1193 _mesa_ResumeTransformFeedback();
1194
1195 if (ctx->DrawBuffer->Name != save->DrawBufferName)
1196 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
1197
1198 if (ctx->ReadBuffer->Name != save->ReadBufferName)
1199 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
1200
1201 if (!ctx->CurrentRenderbuffer ||
1202 ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
1203 _mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
1204
1205 if (state & MESA_META_DRAW_BUFFERS) {
1206 _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers, save->ColorDrawBuffers, NULL);
1207 }
1208
1209 ctx->Meta->SaveStackDepth--;
1210
1211 ctx->API = save->API;
1212 }
1213
1214
1215 /**
1216 * Determine whether Mesa is currently in a meta state.
1217 */
1218 GLboolean
1219 _mesa_meta_in_progress(struct gl_context *ctx)
1220 {
1221 return ctx->Meta->SaveStackDepth != 0;
1222 }
1223
1224
1225 /**
1226 * Convert Z from a normalized value in the range [0, 1] to an object-space
1227 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1228 * default/identity ortho projection results in the original Z value.
1229 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1230 * value comes from the clear value or raster position.
1231 */
1232 static inline GLfloat
1233 invert_z(GLfloat normZ)
1234 {
1235 GLfloat objZ = 1.0f - 2.0f * normZ;
1236 return objZ;
1237 }
1238
1239
1240 /**
1241 * One-time init for a temp_texture object.
1242 * Choose tex target, compute max tex size, etc.
1243 */
1244 static void
1245 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1246 {
1247 /* prefer texture rectangle */
1248 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1249 tex->Target = GL_TEXTURE_RECTANGLE;
1250 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1251 tex->NPOT = GL_TRUE;
1252 }
1253 else {
1254 /* use 2D texture, NPOT if possible */
1255 tex->Target = GL_TEXTURE_2D;
1256 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1257 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1258 }
1259 tex->MinSize = 16; /* 16 x 16 at least */
1260 assert(tex->MaxSize > 0);
1261
1262 _mesa_GenTextures(1, &tex->TexObj);
1263 }
1264
1265 static void
1266 cleanup_temp_texture(struct temp_texture *tex)
1267 {
1268 if (!tex->TexObj)
1269 return;
1270 _mesa_DeleteTextures(1, &tex->TexObj);
1271 tex->TexObj = 0;
1272 }
1273
1274
1275 /**
1276 * Return pointer to temp_texture info for non-bitmap ops.
1277 * This does some one-time init if needed.
1278 */
1279 struct temp_texture *
1280 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1281 {
1282 struct temp_texture *tex = &ctx->Meta->TempTex;
1283
1284 if (!tex->TexObj) {
1285 init_temp_texture(ctx, tex);
1286 }
1287
1288 return tex;
1289 }
1290
1291
1292 /**
1293 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1294 * We use a separate texture for bitmaps to reduce texture
1295 * allocation/deallocation.
1296 */
1297 static struct temp_texture *
1298 get_bitmap_temp_texture(struct gl_context *ctx)
1299 {
1300 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1301
1302 if (!tex->TexObj) {
1303 init_temp_texture(ctx, tex);
1304 }
1305
1306 return tex;
1307 }
1308
1309 /**
1310 * Return pointer to depth temp_texture.
1311 * This does some one-time init if needed.
1312 */
1313 struct temp_texture *
1314 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1315 {
1316 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1317
1318 if (!tex->TexObj) {
1319 init_temp_texture(ctx, tex);
1320 }
1321
1322 return tex;
1323 }
1324
1325 /**
1326 * Compute the width/height of texture needed to draw an image of the
1327 * given size. Return a flag indicating whether the current texture
1328 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1329 * allocated (glTexImage2D).
1330 * Also, compute s/t texcoords for drawing.
1331 *
1332 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1333 */
1334 GLboolean
1335 _mesa_meta_alloc_texture(struct temp_texture *tex,
1336 GLsizei width, GLsizei height, GLenum intFormat)
1337 {
1338 GLboolean newTex = GL_FALSE;
1339
1340 ASSERT(width <= tex->MaxSize);
1341 ASSERT(height <= tex->MaxSize);
1342
1343 if (width > tex->Width ||
1344 height > tex->Height ||
1345 intFormat != tex->IntFormat) {
1346 /* alloc new texture (larger or different format) */
1347
1348 if (tex->NPOT) {
1349 /* use non-power of two size */
1350 tex->Width = MAX2(tex->MinSize, width);
1351 tex->Height = MAX2(tex->MinSize, height);
1352 }
1353 else {
1354 /* find power of two size */
1355 GLsizei w, h;
1356 w = h = tex->MinSize;
1357 while (w < width)
1358 w *= 2;
1359 while (h < height)
1360 h *= 2;
1361 tex->Width = w;
1362 tex->Height = h;
1363 }
1364
1365 tex->IntFormat = intFormat;
1366
1367 newTex = GL_TRUE;
1368 }
1369
1370 /* compute texcoords */
1371 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1372 tex->Sright = (GLfloat) width;
1373 tex->Ttop = (GLfloat) height;
1374 }
1375 else {
1376 tex->Sright = (GLfloat) width / tex->Width;
1377 tex->Ttop = (GLfloat) height / tex->Height;
1378 }
1379
1380 return newTex;
1381 }
1382
1383
1384 /**
1385 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1386 */
1387 void
1388 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1389 struct temp_texture *tex,
1390 GLint srcX, GLint srcY,
1391 GLsizei width, GLsizei height,
1392 GLenum intFormat,
1393 GLenum filter)
1394 {
1395 bool newTex;
1396
1397 _mesa_BindTexture(tex->Target, tex->TexObj);
1398 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1399 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1400 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1401
1402 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1403
1404 /* copy framebuffer image to texture */
1405 if (newTex) {
1406 /* create new tex image */
1407 if (tex->Width == width && tex->Height == height) {
1408 /* create new tex with framebuffer data */
1409 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1410 srcX, srcY, width, height, 0);
1411 }
1412 else {
1413 /* create empty texture */
1414 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1415 tex->Width, tex->Height, 0,
1416 intFormat, GL_UNSIGNED_BYTE, NULL);
1417 /* load image */
1418 _mesa_CopyTexSubImage2D(tex->Target, 0,
1419 0, 0, srcX, srcY, width, height);
1420 }
1421 }
1422 else {
1423 /* replace existing tex image */
1424 _mesa_CopyTexSubImage2D(tex->Target, 0,
1425 0, 0, srcX, srcY, width, height);
1426 }
1427 }
1428
1429
1430 /**
1431 * Setup/load texture for glDrawPixels.
1432 */
1433 void
1434 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1435 struct temp_texture *tex,
1436 GLboolean newTex,
1437 GLsizei width, GLsizei height,
1438 GLenum format, GLenum type,
1439 const GLvoid *pixels)
1440 {
1441 _mesa_BindTexture(tex->Target, tex->TexObj);
1442 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1443 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1444 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1445
1446 /* copy pixel data to texture */
1447 if (newTex) {
1448 /* create new tex image */
1449 if (tex->Width == width && tex->Height == height) {
1450 /* create new tex and load image data */
1451 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1452 tex->Width, tex->Height, 0, format, type, pixels);
1453 }
1454 else {
1455 struct gl_buffer_object *save_unpack_obj = NULL;
1456
1457 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1458 ctx->Unpack.BufferObj);
1459 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1460 /* create empty texture */
1461 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1462 tex->Width, tex->Height, 0, format, type, NULL);
1463 if (save_unpack_obj != NULL)
1464 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1465 save_unpack_obj->Name);
1466 /* load image */
1467 _mesa_TexSubImage2D(tex->Target, 0,
1468 0, 0, width, height, format, type, pixels);
1469 }
1470 }
1471 else {
1472 /* replace existing tex image */
1473 _mesa_TexSubImage2D(tex->Target, 0,
1474 0, 0, width, height, format, type, pixels);
1475 }
1476 }
1477
1478 void
1479 _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO,
1480 unsigned texcoord_size)
1481 {
1482 _mesa_meta_setup_vertex_objects(VAO, VBO, false, 2, texcoord_size, 0);
1483
1484 /* setup projection matrix */
1485 _mesa_MatrixMode(GL_PROJECTION);
1486 _mesa_LoadIdentity();
1487 }
1488
1489 /**
1490 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1491 */
1492 void
1493 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1494 {
1495 meta_clear(ctx, buffers, false);
1496 }
1497
1498 void
1499 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1500 {
1501 meta_clear(ctx, buffers, true);
1502 }
1503
1504 static void
1505 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1506 {
1507 const char *vs_source =
1508 "#extension GL_AMD_vertex_shader_layer : enable\n"
1509 "#extension GL_ARB_draw_instanced : enable\n"
1510 "attribute vec4 position;\n"
1511 "void main()\n"
1512 "{\n"
1513 "#ifdef GL_AMD_vertex_shader_layer\n"
1514 " gl_Layer = gl_InstanceID;\n"
1515 "#endif\n"
1516 " gl_Position = position;\n"
1517 "}\n";
1518 const char *fs_source =
1519 "uniform vec4 color;\n"
1520 "void main()\n"
1521 "{\n"
1522 " gl_FragColor = color;\n"
1523 "}\n";
1524 GLuint vs, fs;
1525 bool has_integer_textures;
1526
1527 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, true, 3, 0, 0);
1528
1529 if (clear->ShaderProg != 0)
1530 return;
1531
1532 vs = _mesa_CreateShader(GL_VERTEX_SHADER);
1533 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
1534 _mesa_CompileShader(vs);
1535
1536 fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
1537 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
1538 _mesa_CompileShader(fs);
1539
1540 clear->ShaderProg = _mesa_CreateProgram();
1541 _mesa_AttachShader(clear->ShaderProg, fs);
1542 _mesa_DeleteShader(fs);
1543 _mesa_AttachShader(clear->ShaderProg, vs);
1544 _mesa_DeleteShader(vs);
1545 _mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
1546 _mesa_ObjectLabel(GL_PROGRAM, clear->ShaderProg, -1, "meta clear");
1547 _mesa_LinkProgram(clear->ShaderProg);
1548
1549 clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg, "color");
1550
1551 has_integer_textures = _mesa_is_gles3(ctx) ||
1552 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1553
1554 if (has_integer_textures) {
1555 void *shader_source_mem_ctx = ralloc_context(NULL);
1556 const char *vs_int_source =
1557 ralloc_asprintf(shader_source_mem_ctx,
1558 "#version 130\n"
1559 "#extension GL_AMD_vertex_shader_layer : enable\n"
1560 "#extension GL_ARB_draw_instanced : enable\n"
1561 "in vec4 position;\n"
1562 "void main()\n"
1563 "{\n"
1564 "#ifdef GL_AMD_vertex_shader_layer\n"
1565 " gl_Layer = gl_InstanceID;\n"
1566 "#endif\n"
1567 " gl_Position = position;\n"
1568 "}\n");
1569 const char *fs_int_source =
1570 ralloc_asprintf(shader_source_mem_ctx,
1571 "#version 130\n"
1572 "uniform ivec4 color;\n"
1573 "out ivec4 out_color;\n"
1574 "\n"
1575 "void main()\n"
1576 "{\n"
1577 " out_color = color;\n"
1578 "}\n");
1579
1580 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
1581 vs_int_source);
1582 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
1583 fs_int_source);
1584 ralloc_free(shader_source_mem_ctx);
1585
1586 clear->IntegerShaderProg = _mesa_CreateProgram();
1587 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1588 _mesa_DeleteShader(fs);
1589 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1590 _mesa_DeleteShader(vs);
1591 _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
1592
1593 /* Note that user-defined out attributes get automatically assigned
1594 * locations starting from 0, so we don't need to explicitly
1595 * BindFragDataLocation to 0.
1596 */
1597
1598 _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
1599 "integer clear");
1600 _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
1601
1602 clear->IntegerColorLocation =
1603 _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
1604 }
1605 }
1606
1607 static void
1608 meta_glsl_clear_cleanup(struct clear_state *clear)
1609 {
1610 if (clear->VAO == 0)
1611 return;
1612 _mesa_DeleteVertexArrays(1, &clear->VAO);
1613 clear->VAO = 0;
1614 _mesa_DeleteBuffers(1, &clear->VBO);
1615 clear->VBO = 0;
1616 _mesa_DeleteProgram(clear->ShaderProg);
1617 clear->ShaderProg = 0;
1618
1619 if (clear->IntegerShaderProg) {
1620 _mesa_DeleteProgram(clear->IntegerShaderProg);
1621 clear->IntegerShaderProg = 0;
1622 }
1623 }
1624
1625 /**
1626 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1627 * set GL to only draw to those buffers.
1628 *
1629 * Since the bitfield has no associated order, the assignment of draw buffer
1630 * indices to color attachment indices is rather arbitrary.
1631 */
1632 void
1633 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1634 {
1635 GLenum enums[MAX_DRAW_BUFFERS];
1636 int i = 0;
1637 int n;
1638
1639 /* This function is only legal for color buffer bitfields. */
1640 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1641
1642 /* Make sure we don't overflow any arrays. */
1643 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1644
1645 enums[0] = GL_NONE;
1646
1647 if (bits & BUFFER_BIT_FRONT_LEFT)
1648 enums[i++] = GL_FRONT_LEFT;
1649
1650 if (bits & BUFFER_BIT_FRONT_RIGHT)
1651 enums[i++] = GL_FRONT_RIGHT;
1652
1653 if (bits & BUFFER_BIT_BACK_LEFT)
1654 enums[i++] = GL_BACK_LEFT;
1655
1656 if (bits & BUFFER_BIT_BACK_RIGHT)
1657 enums[i++] = GL_BACK_RIGHT;
1658
1659 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1660 if (bits & (1 << (BUFFER_COLOR0 + n)))
1661 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1662 }
1663
1664 _mesa_DrawBuffers(i, enums);
1665 }
1666
1667 /**
1668 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1669 */
1670 static void
1671 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1672 {
1673 struct clear_state *clear = &ctx->Meta->Clear;
1674 GLbitfield metaSave;
1675 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1676 struct gl_framebuffer *fb = ctx->DrawBuffer;
1677 float x0, y0, x1, y1, z;
1678 struct vertex verts[4];
1679 int i;
1680
1681 metaSave = (MESA_META_ALPHA_TEST |
1682 MESA_META_BLEND |
1683 MESA_META_DEPTH_TEST |
1684 MESA_META_RASTERIZATION |
1685 MESA_META_SHADER |
1686 MESA_META_STENCIL_TEST |
1687 MESA_META_VERTEX |
1688 MESA_META_VIEWPORT |
1689 MESA_META_CLIP |
1690 MESA_META_CLAMP_FRAGMENT_COLOR |
1691 MESA_META_MULTISAMPLE |
1692 MESA_META_OCCLUSION_QUERY);
1693
1694 if (!glsl) {
1695 metaSave |= MESA_META_FOG |
1696 MESA_META_PIXEL_TRANSFER |
1697 MESA_META_TRANSFORM |
1698 MESA_META_TEXTURE |
1699 MESA_META_CLAMP_VERTEX_COLOR |
1700 MESA_META_SELECT_FEEDBACK;
1701 }
1702
1703 if (buffers & BUFFER_BITS_COLOR) {
1704 metaSave |= MESA_META_DRAW_BUFFERS;
1705 } else {
1706 /* We'll use colormask to disable color writes. Otherwise,
1707 * respect color mask
1708 */
1709 metaSave |= MESA_META_COLOR_MASK;
1710 }
1711
1712 _mesa_meta_begin(ctx, metaSave);
1713
1714 if (glsl) {
1715 meta_glsl_clear_init(ctx, clear);
1716
1717 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1718 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1719 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1720 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1721 z = -invert_z(ctx->Depth.Clear);
1722 } else {
1723 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4);
1724
1725 x0 = (float) fb->_Xmin;
1726 y0 = (float) fb->_Ymin;
1727 x1 = (float) fb->_Xmax;
1728 y1 = (float) fb->_Ymax;
1729 z = invert_z(ctx->Depth.Clear);
1730 }
1731
1732 if (fb->_IntegerColor) {
1733 assert(glsl);
1734 _mesa_UseProgram(clear->IntegerShaderProg);
1735 _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
1736 ctx->Color.ClearColor.i);
1737 } else if (glsl) {
1738 _mesa_UseProgram(clear->ShaderProg);
1739 _mesa_Uniform4fv(clear->ColorLocation, 1,
1740 ctx->Color.ClearColor.f);
1741 }
1742
1743 /* GL_COLOR_BUFFER_BIT */
1744 if (buffers & BUFFER_BITS_COLOR) {
1745 /* Only draw to the buffers we were asked to clear. */
1746 _mesa_meta_drawbuffers_from_bitfield(buffers & BUFFER_BITS_COLOR);
1747
1748 /* leave colormask state as-is */
1749
1750 /* Clears never have the color clamped. */
1751 if (ctx->Extensions.ARB_color_buffer_float)
1752 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1753 }
1754 else {
1755 ASSERT(metaSave & MESA_META_COLOR_MASK);
1756 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1757 }
1758
1759 /* GL_DEPTH_BUFFER_BIT */
1760 if (buffers & BUFFER_BIT_DEPTH) {
1761 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1762 _mesa_DepthFunc(GL_ALWAYS);
1763 _mesa_DepthMask(GL_TRUE);
1764 }
1765 else {
1766 assert(!ctx->Depth.Test);
1767 }
1768
1769 /* GL_STENCIL_BUFFER_BIT */
1770 if (buffers & BUFFER_BIT_STENCIL) {
1771 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1772 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1773 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1774 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1775 ctx->Stencil.Clear & stencilMax,
1776 ctx->Stencil.WriteMask[0]);
1777 }
1778 else {
1779 assert(!ctx->Stencil.Enabled);
1780 }
1781
1782 /* vertex positions */
1783 verts[0].x = x0;
1784 verts[0].y = y0;
1785 verts[0].z = z;
1786 verts[1].x = x1;
1787 verts[1].y = y0;
1788 verts[1].z = z;
1789 verts[2].x = x1;
1790 verts[2].y = y1;
1791 verts[2].z = z;
1792 verts[3].x = x0;
1793 verts[3].y = y1;
1794 verts[3].z = z;
1795
1796 if (!glsl) {
1797 for (i = 0; i < 4; i++) {
1798 verts[i].r = ctx->Color.ClearColor.f[0];
1799 verts[i].g = ctx->Color.ClearColor.f[1];
1800 verts[i].b = ctx->Color.ClearColor.f[2];
1801 verts[i].a = ctx->Color.ClearColor.f[3];
1802 }
1803 }
1804
1805 /* upload new vertex data */
1806 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1807 GL_DYNAMIC_DRAW_ARB);
1808
1809 /* draw quad(s) */
1810 if (fb->MaxNumLayers > 0) {
1811 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1812 } else {
1813 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1814 }
1815
1816 _mesa_meta_end(ctx);
1817 }
1818
1819 /**
1820 * Meta implementation of ctx->Driver.CopyPixels() in terms
1821 * of texture mapping and polygon rendering and GLSL shaders.
1822 */
1823 void
1824 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1825 GLsizei width, GLsizei height,
1826 GLint dstX, GLint dstY, GLenum type)
1827 {
1828 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1829 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1830 struct vertex verts[4];
1831
1832 if (type != GL_COLOR ||
1833 ctx->_ImageTransferState ||
1834 ctx->Fog.Enabled ||
1835 width > tex->MaxSize ||
1836 height > tex->MaxSize) {
1837 /* XXX avoid this fallback */
1838 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1839 return;
1840 }
1841
1842 /* Most GL state applies to glCopyPixels, but a there's a few things
1843 * we need to override:
1844 */
1845 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1846 MESA_META_SHADER |
1847 MESA_META_TEXTURE |
1848 MESA_META_TRANSFORM |
1849 MESA_META_CLIP |
1850 MESA_META_VERTEX |
1851 MESA_META_VIEWPORT));
1852
1853 _mesa_meta_setup_vertex_objects(&copypix->VAO, &copypix->VBO, false,
1854 3, 2, 0);
1855
1856 /* Silence valgrind warnings about reading uninitialized stack. */
1857 memset(verts, 0, sizeof(verts));
1858
1859 /* Alloc/setup texture */
1860 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1861 GL_RGBA, GL_NEAREST);
1862
1863 /* vertex positions, texcoords (after texture allocation!) */
1864 {
1865 const GLfloat dstX0 = (GLfloat) dstX;
1866 const GLfloat dstY0 = (GLfloat) dstY;
1867 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1868 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1869 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1870
1871 verts[0].x = dstX0;
1872 verts[0].y = dstY0;
1873 verts[0].z = z;
1874 verts[0].tex[0] = 0.0F;
1875 verts[0].tex[1] = 0.0F;
1876 verts[1].x = dstX1;
1877 verts[1].y = dstY0;
1878 verts[1].z = z;
1879 verts[1].tex[0] = tex->Sright;
1880 verts[1].tex[1] = 0.0F;
1881 verts[2].x = dstX1;
1882 verts[2].y = dstY1;
1883 verts[2].z = z;
1884 verts[2].tex[0] = tex->Sright;
1885 verts[2].tex[1] = tex->Ttop;
1886 verts[3].x = dstX0;
1887 verts[3].y = dstY1;
1888 verts[3].z = z;
1889 verts[3].tex[0] = 0.0F;
1890 verts[3].tex[1] = tex->Ttop;
1891
1892 /* upload new vertex data */
1893 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1894 }
1895
1896 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1897
1898 /* draw textured quad */
1899 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1900
1901 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1902
1903 _mesa_meta_end(ctx);
1904 }
1905
1906 static void
1907 meta_drawpix_cleanup(struct drawpix_state *drawpix)
1908 {
1909 if (drawpix->VAO != 0) {
1910 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1911 drawpix->VAO = 0;
1912
1913 _mesa_DeleteBuffers(1, &drawpix->VBO);
1914 drawpix->VBO = 0;
1915 }
1916
1917 if (drawpix->StencilFP != 0) {
1918 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1919 drawpix->StencilFP = 0;
1920 }
1921
1922 if (drawpix->DepthFP != 0) {
1923 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1924 drawpix->DepthFP = 0;
1925 }
1926 }
1927
1928 /**
1929 * When the glDrawPixels() image size is greater than the max rectangle
1930 * texture size we use this function to break the glDrawPixels() image
1931 * into tiles which fit into the max texture size.
1932 */
1933 static void
1934 tiled_draw_pixels(struct gl_context *ctx,
1935 GLint tileSize,
1936 GLint x, GLint y, GLsizei width, GLsizei height,
1937 GLenum format, GLenum type,
1938 const struct gl_pixelstore_attrib *unpack,
1939 const GLvoid *pixels)
1940 {
1941 struct gl_pixelstore_attrib tileUnpack = *unpack;
1942 GLint i, j;
1943
1944 if (tileUnpack.RowLength == 0)
1945 tileUnpack.RowLength = width;
1946
1947 for (i = 0; i < width; i += tileSize) {
1948 const GLint tileWidth = MIN2(tileSize, width - i);
1949 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1950
1951 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1952
1953 for (j = 0; j < height; j += tileSize) {
1954 const GLint tileHeight = MIN2(tileSize, height - j);
1955 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1956
1957 tileUnpack.SkipRows = unpack->SkipRows + j;
1958
1959 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1960 format, type, &tileUnpack, pixels);
1961 }
1962 }
1963 }
1964
1965
1966 /**
1967 * One-time init for drawing stencil pixels.
1968 */
1969 static void
1970 init_draw_stencil_pixels(struct gl_context *ctx)
1971 {
1972 /* This program is run eight times, once for each stencil bit.
1973 * The stencil values to draw are found in an 8-bit alpha texture.
1974 * We read the texture/stencil value and test if bit 'b' is set.
1975 * If the bit is not set, use KIL to kill the fragment.
1976 * Finally, we use the stencil test to update the stencil buffer.
1977 *
1978 * The basic algorithm for checking if a bit is set is:
1979 * if (is_odd(value / (1 << bit)))
1980 * result is one (or non-zero).
1981 * else
1982 * result is zero.
1983 * The program parameter contains three values:
1984 * parm.x = 255 / (1 << bit)
1985 * parm.y = 0.5
1986 * parm.z = 0.0
1987 */
1988 static const char *program =
1989 "!!ARBfp1.0\n"
1990 "PARAM parm = program.local[0]; \n"
1991 "TEMP t; \n"
1992 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
1993 "# t = t * 255 / bit \n"
1994 "MUL t.x, t.a, parm.x; \n"
1995 "# t = (int) t \n"
1996 "FRC t.y, t.x; \n"
1997 "SUB t.x, t.x, t.y; \n"
1998 "# t = t * 0.5 \n"
1999 "MUL t.x, t.x, parm.y; \n"
2000 "# t = fract(t.x) \n"
2001 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2002 "# t.x = (t.x == 0 ? 1 : 0) \n"
2003 "SGE t.x, -t.x, parm.z; \n"
2004 "KIL -t.x; \n"
2005 "# for debug only \n"
2006 "#MOV result.color, t.x; \n"
2007 "END \n";
2008 char program2[1000];
2009 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2010 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2011 const char *texTarget;
2012
2013 assert(drawpix->StencilFP == 0);
2014
2015 /* replace %s with "RECT" or "2D" */
2016 assert(strlen(program) + 4 < sizeof(program2));
2017 if (tex->Target == GL_TEXTURE_RECTANGLE)
2018 texTarget = "RECT";
2019 else
2020 texTarget = "2D";
2021 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2022
2023 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2024 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2025 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2026 strlen(program2), (const GLubyte *) program2);
2027 }
2028
2029
2030 /**
2031 * One-time init for drawing depth pixels.
2032 */
2033 static void
2034 init_draw_depth_pixels(struct gl_context *ctx)
2035 {
2036 static const char *program =
2037 "!!ARBfp1.0\n"
2038 "PARAM color = program.local[0]; \n"
2039 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2040 "MOV result.color, color; \n"
2041 "END \n";
2042 char program2[200];
2043 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2044 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2045 const char *texTarget;
2046
2047 assert(drawpix->DepthFP == 0);
2048
2049 /* replace %s with "RECT" or "2D" */
2050 assert(strlen(program) + 4 < sizeof(program2));
2051 if (tex->Target == GL_TEXTURE_RECTANGLE)
2052 texTarget = "RECT";
2053 else
2054 texTarget = "2D";
2055 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2056
2057 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2058 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2059 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2060 strlen(program2), (const GLubyte *) program2);
2061 }
2062
2063
2064 /**
2065 * Meta implementation of ctx->Driver.DrawPixels() in terms
2066 * of texture mapping and polygon rendering.
2067 */
2068 void
2069 _mesa_meta_DrawPixels(struct gl_context *ctx,
2070 GLint x, GLint y, GLsizei width, GLsizei height,
2071 GLenum format, GLenum type,
2072 const struct gl_pixelstore_attrib *unpack,
2073 const GLvoid *pixels)
2074 {
2075 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2076 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2077 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2078 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2079 struct vertex verts[4];
2080 GLenum texIntFormat;
2081 GLboolean fallback, newTex;
2082 GLbitfield metaExtraSave = 0x0;
2083
2084 /*
2085 * Determine if we can do the glDrawPixels with texture mapping.
2086 */
2087 fallback = GL_FALSE;
2088 if (ctx->Fog.Enabled) {
2089 fallback = GL_TRUE;
2090 }
2091
2092 if (_mesa_is_color_format(format)) {
2093 /* use more compact format when possible */
2094 /* XXX disable special case for GL_LUMINANCE for now to work around
2095 * apparent i965 driver bug (see bug #23670).
2096 */
2097 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2098 texIntFormat = format;
2099 else
2100 texIntFormat = GL_RGBA;
2101
2102 /* If we're not supposed to clamp the resulting color, then just
2103 * promote our texture to fully float. We could do better by
2104 * just going for the matching set of channels, in floating
2105 * point.
2106 */
2107 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2108 ctx->Extensions.ARB_texture_float)
2109 texIntFormat = GL_RGBA32F;
2110 }
2111 else if (_mesa_is_stencil_format(format)) {
2112 if (ctx->Extensions.ARB_fragment_program &&
2113 ctx->Pixel.IndexShift == 0 &&
2114 ctx->Pixel.IndexOffset == 0 &&
2115 type == GL_UNSIGNED_BYTE) {
2116 /* We'll store stencil as alpha. This only works for GLubyte
2117 * image data because of how incoming values are mapped to alpha
2118 * in [0,1].
2119 */
2120 texIntFormat = GL_ALPHA;
2121 metaExtraSave = (MESA_META_COLOR_MASK |
2122 MESA_META_DEPTH_TEST |
2123 MESA_META_PIXEL_TRANSFER |
2124 MESA_META_SHADER |
2125 MESA_META_STENCIL_TEST);
2126 }
2127 else {
2128 fallback = GL_TRUE;
2129 }
2130 }
2131 else if (_mesa_is_depth_format(format)) {
2132 if (ctx->Extensions.ARB_depth_texture &&
2133 ctx->Extensions.ARB_fragment_program) {
2134 texIntFormat = GL_DEPTH_COMPONENT;
2135 metaExtraSave = (MESA_META_SHADER);
2136 }
2137 else {
2138 fallback = GL_TRUE;
2139 }
2140 }
2141 else {
2142 fallback = GL_TRUE;
2143 }
2144
2145 if (fallback) {
2146 _swrast_DrawPixels(ctx, x, y, width, height,
2147 format, type, unpack, pixels);
2148 return;
2149 }
2150
2151 /*
2152 * Check image size against max texture size, draw as tiles if needed.
2153 */
2154 if (width > tex->MaxSize || height > tex->MaxSize) {
2155 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2156 format, type, unpack, pixels);
2157 return;
2158 }
2159
2160 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2161 * but a there's a few things we need to override:
2162 */
2163 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2164 MESA_META_SHADER |
2165 MESA_META_TEXTURE |
2166 MESA_META_TRANSFORM |
2167 MESA_META_CLIP |
2168 MESA_META_VERTEX |
2169 MESA_META_VIEWPORT |
2170 metaExtraSave));
2171
2172 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2173
2174 _mesa_meta_setup_vertex_objects(&drawpix->VAO, &drawpix->VBO, false,
2175 3, 2, 0);
2176
2177 /* Silence valgrind warnings about reading uninitialized stack. */
2178 memset(verts, 0, sizeof(verts));
2179
2180 /* vertex positions, texcoords (after texture allocation!) */
2181 {
2182 const GLfloat x0 = (GLfloat) x;
2183 const GLfloat y0 = (GLfloat) y;
2184 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2185 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2186 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2187
2188 verts[0].x = x0;
2189 verts[0].y = y0;
2190 verts[0].z = z;
2191 verts[0].tex[0] = 0.0F;
2192 verts[0].tex[1] = 0.0F;
2193 verts[1].x = x1;
2194 verts[1].y = y0;
2195 verts[1].z = z;
2196 verts[1].tex[0] = tex->Sright;
2197 verts[1].tex[1] = 0.0F;
2198 verts[2].x = x1;
2199 verts[2].y = y1;
2200 verts[2].z = z;
2201 verts[2].tex[0] = tex->Sright;
2202 verts[2].tex[1] = tex->Ttop;
2203 verts[3].x = x0;
2204 verts[3].y = y1;
2205 verts[3].z = z;
2206 verts[3].tex[0] = 0.0F;
2207 verts[3].tex[1] = tex->Ttop;
2208 }
2209
2210 /* upload new vertex data */
2211 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2212 verts, GL_DYNAMIC_DRAW_ARB);
2213
2214 /* set given unpack params */
2215 ctx->Unpack = *unpack;
2216
2217 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2218
2219 if (_mesa_is_stencil_format(format)) {
2220 /* Drawing stencil */
2221 GLint bit;
2222
2223 if (!drawpix->StencilFP)
2224 init_draw_stencil_pixels(ctx);
2225
2226 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2227 GL_ALPHA, type, pixels);
2228
2229 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2230
2231 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2232
2233 /* set all stencil bits to 0 */
2234 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2235 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2236 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2237
2238 /* set stencil bits to 1 where needed */
2239 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2240
2241 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2242 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2243
2244 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2245 const GLuint mask = 1 << bit;
2246 if (mask & origStencilMask) {
2247 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2248 _mesa_StencilMask(mask);
2249
2250 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2251 255.0f / mask, 0.5f, 0.0f, 0.0f);
2252
2253 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2254 }
2255 }
2256 }
2257 else if (_mesa_is_depth_format(format)) {
2258 /* Drawing depth */
2259 if (!drawpix->DepthFP)
2260 init_draw_depth_pixels(ctx);
2261
2262 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2263 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2264
2265 /* polygon color = current raster color */
2266 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2267 ctx->Current.RasterColor);
2268
2269 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2270 format, type, pixels);
2271
2272 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2273 }
2274 else {
2275 /* Drawing RGBA */
2276 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2277 format, type, pixels);
2278 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2279 }
2280
2281 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2282
2283 /* restore unpack params */
2284 ctx->Unpack = unpackSave;
2285
2286 _mesa_meta_end(ctx);
2287 }
2288
2289 static GLboolean
2290 alpha_test_raster_color(struct gl_context *ctx)
2291 {
2292 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2293 GLfloat ref = ctx->Color.AlphaRef;
2294
2295 switch (ctx->Color.AlphaFunc) {
2296 case GL_NEVER:
2297 return GL_FALSE;
2298 case GL_LESS:
2299 return alpha < ref;
2300 case GL_EQUAL:
2301 return alpha == ref;
2302 case GL_LEQUAL:
2303 return alpha <= ref;
2304 case GL_GREATER:
2305 return alpha > ref;
2306 case GL_NOTEQUAL:
2307 return alpha != ref;
2308 case GL_GEQUAL:
2309 return alpha >= ref;
2310 case GL_ALWAYS:
2311 return GL_TRUE;
2312 default:
2313 assert(0);
2314 return GL_FALSE;
2315 }
2316 }
2317
2318 /**
2319 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2320 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2321 * tracker would improve performance a lot.
2322 */
2323 void
2324 _mesa_meta_Bitmap(struct gl_context *ctx,
2325 GLint x, GLint y, GLsizei width, GLsizei height,
2326 const struct gl_pixelstore_attrib *unpack,
2327 const GLubyte *bitmap1)
2328 {
2329 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2330 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2331 const GLenum texIntFormat = GL_ALPHA;
2332 const struct gl_pixelstore_attrib unpackSave = *unpack;
2333 GLubyte fg, bg;
2334 struct vertex verts[4];
2335 GLboolean newTex;
2336 GLubyte *bitmap8;
2337
2338 /*
2339 * Check if swrast fallback is needed.
2340 */
2341 if (ctx->_ImageTransferState ||
2342 ctx->FragmentProgram._Enabled ||
2343 ctx->Fog.Enabled ||
2344 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2345 width > tex->MaxSize ||
2346 height > tex->MaxSize) {
2347 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2348 return;
2349 }
2350
2351 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2352 return;
2353
2354 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2355 * but a there's a few things we need to override:
2356 */
2357 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2358 MESA_META_PIXEL_STORE |
2359 MESA_META_RASTERIZATION |
2360 MESA_META_SHADER |
2361 MESA_META_TEXTURE |
2362 MESA_META_TRANSFORM |
2363 MESA_META_CLIP |
2364 MESA_META_VERTEX |
2365 MESA_META_VIEWPORT));
2366
2367 _mesa_meta_setup_vertex_objects(&bitmap->VAO, &bitmap->VBO, false, 3, 2, 4);
2368
2369 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2370
2371 /* Silence valgrind warnings about reading uninitialized stack. */
2372 memset(verts, 0, sizeof(verts));
2373
2374 /* vertex positions, texcoords, colors (after texture allocation!) */
2375 {
2376 const GLfloat x0 = (GLfloat) x;
2377 const GLfloat y0 = (GLfloat) y;
2378 const GLfloat x1 = (GLfloat) (x + width);
2379 const GLfloat y1 = (GLfloat) (y + height);
2380 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2381 GLuint i;
2382
2383 verts[0].x = x0;
2384 verts[0].y = y0;
2385 verts[0].z = z;
2386 verts[0].tex[0] = 0.0F;
2387 verts[0].tex[1] = 0.0F;
2388 verts[1].x = x1;
2389 verts[1].y = y0;
2390 verts[1].z = z;
2391 verts[1].tex[0] = tex->Sright;
2392 verts[1].tex[1] = 0.0F;
2393 verts[2].x = x1;
2394 verts[2].y = y1;
2395 verts[2].z = z;
2396 verts[2].tex[0] = tex->Sright;
2397 verts[2].tex[1] = tex->Ttop;
2398 verts[3].x = x0;
2399 verts[3].y = y1;
2400 verts[3].z = z;
2401 verts[3].tex[0] = 0.0F;
2402 verts[3].tex[1] = tex->Ttop;
2403
2404 for (i = 0; i < 4; i++) {
2405 verts[i].r = ctx->Current.RasterColor[0];
2406 verts[i].g = ctx->Current.RasterColor[1];
2407 verts[i].b = ctx->Current.RasterColor[2];
2408 verts[i].a = ctx->Current.RasterColor[3];
2409 }
2410
2411 /* upload new vertex data */
2412 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2413 }
2414
2415 /* choose different foreground/background alpha values */
2416 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2417 bg = (fg > 127 ? 0 : 255);
2418
2419 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2420 if (!bitmap1) {
2421 _mesa_meta_end(ctx);
2422 return;
2423 }
2424
2425 bitmap8 = malloc(width * height);
2426 if (bitmap8) {
2427 memset(bitmap8, bg, width * height);
2428 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2429 bitmap8, width, fg);
2430
2431 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2432
2433 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2434 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2435
2436 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2437 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2438
2439 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2440
2441 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2442
2443 free(bitmap8);
2444 }
2445
2446 _mesa_unmap_pbo_source(ctx, &unpackSave);
2447
2448 _mesa_meta_end(ctx);
2449 }
2450
2451 /**
2452 * Compute the texture coordinates for the four vertices of a quad for
2453 * drawing a 2D texture image or slice of a cube/3D texture.
2454 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2455 * \param slice slice of a 1D/2D array texture or 3D texture
2456 * \param width width of the texture image
2457 * \param height height of the texture image
2458 * \param coords0/1/2/3 returns the computed texcoords
2459 */
2460 void
2461 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2462 GLint slice,
2463 GLint width,
2464 GLint height,
2465 GLint depth,
2466 GLfloat coords0[4],
2467 GLfloat coords1[4],
2468 GLfloat coords2[4],
2469 GLfloat coords3[4])
2470 {
2471 static const GLfloat st[4][2] = {
2472 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2473 };
2474 GLuint i;
2475 GLfloat r;
2476
2477 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2478 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2479
2480 /* Currently all texture targets want the W component to be 1.0.
2481 */
2482 coords0[3] = 1.0F;
2483 coords1[3] = 1.0F;
2484 coords2[3] = 1.0F;
2485 coords3[3] = 1.0F;
2486
2487 switch (faceTarget) {
2488 case GL_TEXTURE_1D:
2489 case GL_TEXTURE_2D:
2490 case GL_TEXTURE_3D:
2491 case GL_TEXTURE_2D_ARRAY:
2492 if (faceTarget == GL_TEXTURE_3D) {
2493 assert(slice < depth);
2494 assert(depth >= 1);
2495 r = (slice + 0.5f) / depth;
2496 }
2497 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2498 r = (float) slice;
2499 else
2500 r = 0.0F;
2501 coords0[0] = 0.0F; /* s */
2502 coords0[1] = 0.0F; /* t */
2503 coords0[2] = r; /* r */
2504 coords1[0] = 1.0F;
2505 coords1[1] = 0.0F;
2506 coords1[2] = r;
2507 coords2[0] = 1.0F;
2508 coords2[1] = 1.0F;
2509 coords2[2] = r;
2510 coords3[0] = 0.0F;
2511 coords3[1] = 1.0F;
2512 coords3[2] = r;
2513 break;
2514 case GL_TEXTURE_RECTANGLE_ARB:
2515 coords0[0] = 0.0F; /* s */
2516 coords0[1] = 0.0F; /* t */
2517 coords0[2] = 0.0F; /* r */
2518 coords1[0] = (float) width;
2519 coords1[1] = 0.0F;
2520 coords1[2] = 0.0F;
2521 coords2[0] = (float) width;
2522 coords2[1] = (float) height;
2523 coords2[2] = 0.0F;
2524 coords3[0] = 0.0F;
2525 coords3[1] = (float) height;
2526 coords3[2] = 0.0F;
2527 break;
2528 case GL_TEXTURE_1D_ARRAY:
2529 coords0[0] = 0.0F; /* s */
2530 coords0[1] = (float) slice; /* t */
2531 coords0[2] = 0.0F; /* r */
2532 coords1[0] = 1.0f;
2533 coords1[1] = (float) slice;
2534 coords1[2] = 0.0F;
2535 coords2[0] = 1.0F;
2536 coords2[1] = (float) slice;
2537 coords2[2] = 0.0F;
2538 coords3[0] = 0.0F;
2539 coords3[1] = (float) slice;
2540 coords3[2] = 0.0F;
2541 break;
2542
2543 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2544 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2545 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2546 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2547 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2548 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2549 /* loop over quad verts */
2550 for (i = 0; i < 4; i++) {
2551 /* Compute sc = +/-scale and tc = +/-scale.
2552 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2553 * though that can still sometimes happen with this scale factor...
2554 */
2555 const GLfloat scale = 0.9999f;
2556 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2557 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2558 GLfloat *coord;
2559
2560 switch (i) {
2561 case 0:
2562 coord = coords0;
2563 break;
2564 case 1:
2565 coord = coords1;
2566 break;
2567 case 2:
2568 coord = coords2;
2569 break;
2570 case 3:
2571 coord = coords3;
2572 break;
2573 default:
2574 unreachable("not reached");
2575 }
2576
2577 coord[3] = (float) (slice / 6);
2578
2579 switch (faceTarget) {
2580 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2581 coord[0] = 1.0f;
2582 coord[1] = -tc;
2583 coord[2] = -sc;
2584 break;
2585 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2586 coord[0] = -1.0f;
2587 coord[1] = -tc;
2588 coord[2] = sc;
2589 break;
2590 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2591 coord[0] = sc;
2592 coord[1] = 1.0f;
2593 coord[2] = tc;
2594 break;
2595 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2596 coord[0] = sc;
2597 coord[1] = -1.0f;
2598 coord[2] = -tc;
2599 break;
2600 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2601 coord[0] = sc;
2602 coord[1] = -tc;
2603 coord[2] = 1.0f;
2604 break;
2605 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2606 coord[0] = -sc;
2607 coord[1] = -tc;
2608 coord[2] = -1.0f;
2609 break;
2610 default:
2611 assert(0);
2612 }
2613 }
2614 break;
2615 default:
2616 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2617 }
2618 }
2619
2620 static struct blit_shader *
2621 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2622 {
2623 switch(target) {
2624 case GL_TEXTURE_1D:
2625 table->sampler_1d.type = "sampler1D";
2626 table->sampler_1d.func = "texture1D";
2627 table->sampler_1d.texcoords = "texCoords.x";
2628 return &table->sampler_1d;
2629 case GL_TEXTURE_2D:
2630 table->sampler_2d.type = "sampler2D";
2631 table->sampler_2d.func = "texture2D";
2632 table->sampler_2d.texcoords = "texCoords.xy";
2633 return &table->sampler_2d;
2634 case GL_TEXTURE_RECTANGLE:
2635 table->sampler_rect.type = "sampler2DRect";
2636 table->sampler_rect.func = "texture2DRect";
2637 table->sampler_rect.texcoords = "texCoords.xy";
2638 return &table->sampler_rect;
2639 case GL_TEXTURE_3D:
2640 /* Code for mipmap generation with 3D textures is not used yet.
2641 * It's a sw fallback.
2642 */
2643 table->sampler_3d.type = "sampler3D";
2644 table->sampler_3d.func = "texture3D";
2645 table->sampler_3d.texcoords = "texCoords.xyz";
2646 return &table->sampler_3d;
2647 case GL_TEXTURE_CUBE_MAP:
2648 table->sampler_cubemap.type = "samplerCube";
2649 table->sampler_cubemap.func = "textureCube";
2650 table->sampler_cubemap.texcoords = "texCoords.xyz";
2651 return &table->sampler_cubemap;
2652 case GL_TEXTURE_1D_ARRAY:
2653 table->sampler_1d_array.type = "sampler1DArray";
2654 table->sampler_1d_array.func = "texture1DArray";
2655 table->sampler_1d_array.texcoords = "texCoords.xy";
2656 return &table->sampler_1d_array;
2657 case GL_TEXTURE_2D_ARRAY:
2658 table->sampler_2d_array.type = "sampler2DArray";
2659 table->sampler_2d_array.func = "texture2DArray";
2660 table->sampler_2d_array.texcoords = "texCoords.xyz";
2661 return &table->sampler_2d_array;
2662 case GL_TEXTURE_CUBE_MAP_ARRAY:
2663 table->sampler_cubemap_array.type = "samplerCubeArray";
2664 table->sampler_cubemap_array.func = "textureCubeArray";
2665 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2666 return &table->sampler_cubemap_array;
2667 default:
2668 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2669 " setup_texture_sampler()\n", target);
2670 return NULL;
2671 }
2672 }
2673
2674 void
2675 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
2676 {
2677 _mesa_DeleteProgram(table->sampler_1d.shader_prog);
2678 _mesa_DeleteProgram(table->sampler_2d.shader_prog);
2679 _mesa_DeleteProgram(table->sampler_3d.shader_prog);
2680 _mesa_DeleteProgram(table->sampler_rect.shader_prog);
2681 _mesa_DeleteProgram(table->sampler_cubemap.shader_prog);
2682 _mesa_DeleteProgram(table->sampler_1d_array.shader_prog);
2683 _mesa_DeleteProgram(table->sampler_2d_array.shader_prog);
2684 _mesa_DeleteProgram(table->sampler_cubemap_array.shader_prog);
2685
2686 table->sampler_1d.shader_prog = 0;
2687 table->sampler_2d.shader_prog = 0;
2688 table->sampler_3d.shader_prog = 0;
2689 table->sampler_rect.shader_prog = 0;
2690 table->sampler_cubemap.shader_prog = 0;
2691 table->sampler_1d_array.shader_prog = 0;
2692 table->sampler_2d_array.shader_prog = 0;
2693 table->sampler_cubemap_array.shader_prog = 0;
2694 }
2695
2696 /**
2697 * Determine the GL data type to use for the temporary image read with
2698 * ReadPixels() and passed to Tex[Sub]Image().
2699 */
2700 static GLenum
2701 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2702 {
2703 const GLenum baseFormat = _mesa_get_format_base_format(format);
2704 const GLenum datatype = _mesa_get_format_datatype(format);
2705 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2706
2707 switch (baseFormat) {
2708 case GL_RGBA:
2709 case GL_RGB:
2710 case GL_RG:
2711 case GL_RED:
2712 case GL_ALPHA:
2713 case GL_LUMINANCE:
2714 case GL_LUMINANCE_ALPHA:
2715 case GL_INTENSITY:
2716 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2717 return datatype;
2718 } else if (format_red_bits <= 8) {
2719 return GL_UNSIGNED_BYTE;
2720 } else if (format_red_bits <= 16) {
2721 return GL_UNSIGNED_SHORT;
2722 }
2723 return GL_FLOAT;
2724 case GL_DEPTH_COMPONENT:
2725 if (datatype == GL_FLOAT)
2726 return GL_FLOAT;
2727 else
2728 return GL_UNSIGNED_INT;
2729 case GL_DEPTH_STENCIL:
2730 if (datatype == GL_FLOAT)
2731 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2732 else
2733 return GL_UNSIGNED_INT_24_8;
2734 default:
2735 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2736 baseFormat);
2737 return 0;
2738 }
2739 }
2740
2741 /**
2742 * Attempts to wrap the destination texture in an FBO and use
2743 * glBlitFramebuffer() to implement glCopyTexSubImage().
2744 */
2745 static bool
2746 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2747 struct gl_texture_image *texImage,
2748 GLint xoffset,
2749 GLint yoffset,
2750 GLint zoffset,
2751 struct gl_renderbuffer *rb,
2752 GLint x, GLint y,
2753 GLsizei width, GLsizei height)
2754 {
2755 GLuint fbo;
2756 bool success = false;
2757 GLbitfield mask;
2758 GLenum status;
2759
2760 if (!ctx->Extensions.ARB_framebuffer_object)
2761 return false;
2762
2763 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2764
2765 _mesa_GenFramebuffers(1, &fbo);
2766 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
2767
2768 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2769 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2770 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
2771 texImage, zoffset);
2772 mask = GL_DEPTH_BUFFER_BIT;
2773
2774 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2775 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2776 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2777 texImage, zoffset);
2778 mask |= GL_STENCIL_BUFFER_BIT;
2779 }
2780 _mesa_DrawBuffer(GL_NONE);
2781 } else {
2782 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
2783 texImage, zoffset);
2784 mask = GL_COLOR_BUFFER_BIT;
2785 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2786 }
2787
2788 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
2789 if (status != GL_FRAMEBUFFER_COMPLETE)
2790 goto out;
2791
2792 ctx->Meta->Blit.no_ctsi_fallback = true;
2793
2794 /* Since we've bound a new draw framebuffer, we need to update
2795 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2796 * be correct.
2797 */
2798 _mesa_update_state(ctx);
2799
2800 /* We skip the core BlitFramebuffer checks for format consistency, which
2801 * are too strict for CopyTexImage. We know meta will be fine with format
2802 * changes.
2803 */
2804 mask = _mesa_meta_BlitFramebuffer(ctx, x, y,
2805 x + width, y + height,
2806 xoffset, yoffset,
2807 xoffset + width, yoffset + height,
2808 mask, GL_NEAREST);
2809 ctx->Meta->Blit.no_ctsi_fallback = false;
2810 success = mask == 0x0;
2811
2812 out:
2813 _mesa_DeleteFramebuffers(1, &fbo);
2814 _mesa_meta_end(ctx);
2815 return success;
2816 }
2817
2818 /**
2819 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2820 * Have to be careful with locking and meta state for pixel transfer.
2821 */
2822 void
2823 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2824 struct gl_texture_image *texImage,
2825 GLint xoffset, GLint yoffset, GLint zoffset,
2826 struct gl_renderbuffer *rb,
2827 GLint x, GLint y,
2828 GLsizei width, GLsizei height)
2829 {
2830 GLenum format, type;
2831 GLint bpp;
2832 void *buf;
2833
2834 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2835 texImage,
2836 xoffset, yoffset, zoffset,
2837 rb,
2838 x, y,
2839 width, height)) {
2840 return;
2841 }
2842
2843 /* Choose format/type for temporary image buffer */
2844 format = _mesa_get_format_base_format(texImage->TexFormat);
2845 if (format == GL_LUMINANCE ||
2846 format == GL_LUMINANCE_ALPHA ||
2847 format == GL_INTENSITY) {
2848 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2849 * temp image buffer because glReadPixels will do L=R+G+B which is
2850 * not what we want (should be L=R).
2851 */
2852 format = GL_RGBA;
2853 }
2854
2855 type = get_temp_image_type(ctx, texImage->TexFormat);
2856 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2857 format = _mesa_base_format_to_integer_format(format);
2858 }
2859 bpp = _mesa_bytes_per_pixel(format, type);
2860 if (bpp <= 0) {
2861 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2862 return;
2863 }
2864
2865 /*
2866 * Alloc image buffer (XXX could use a PBO)
2867 */
2868 buf = malloc(width * height * bpp);
2869 if (!buf) {
2870 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2871 return;
2872 }
2873
2874 /*
2875 * Read image from framebuffer (disable pixel transfer ops)
2876 */
2877 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2878 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2879 format, type, &ctx->Pack, buf);
2880 _mesa_meta_end(ctx);
2881
2882 _mesa_update_state(ctx); /* to update pixel transfer state */
2883
2884 /*
2885 * Store texture data (with pixel transfer ops)
2886 */
2887 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2888
2889 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2890 assert(yoffset == 0);
2891 ctx->Driver.TexSubImage(ctx, dims, texImage,
2892 xoffset, zoffset, 0, width, 1, 1,
2893 format, type, buf, &ctx->Unpack);
2894 } else {
2895 ctx->Driver.TexSubImage(ctx, dims, texImage,
2896 xoffset, yoffset, zoffset, width, height, 1,
2897 format, type, buf, &ctx->Unpack);
2898 }
2899
2900 _mesa_meta_end(ctx);
2901
2902 free(buf);
2903 }
2904
2905 static void
2906 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2907 {
2908 if (decompress_fbo->FBO != 0) {
2909 _mesa_DeleteFramebuffers(1, &decompress_fbo->FBO);
2910 _mesa_DeleteRenderbuffers(1, &decompress_fbo->RBO);
2911 }
2912
2913 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2914 }
2915
2916 static void
2917 meta_decompress_cleanup(struct decompress_state *decompress)
2918 {
2919 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2920 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2921
2922 if (decompress->VAO != 0) {
2923 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2924 _mesa_DeleteBuffers(1, &decompress->VBO);
2925 }
2926
2927 if (decompress->Sampler != 0)
2928 _mesa_DeleteSamplers(1, &decompress->Sampler);
2929
2930 memset(decompress, 0, sizeof(*decompress));
2931 }
2932
2933 /**
2934 * Decompress a texture image by drawing a quad with the compressed
2935 * texture and reading the pixels out of the color buffer.
2936 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2937 * \param destFormat format, ala glReadPixels
2938 * \param destType type, ala glReadPixels
2939 * \param dest destination buffer
2940 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2941 */
2942 static bool
2943 decompress_texture_image(struct gl_context *ctx,
2944 struct gl_texture_image *texImage,
2945 GLuint slice,
2946 GLenum destFormat, GLenum destType,
2947 GLvoid *dest)
2948 {
2949 struct decompress_state *decompress = &ctx->Meta->Decompress;
2950 struct decompress_fbo_state *decompress_fbo;
2951 struct gl_texture_object *texObj = texImage->TexObject;
2952 const GLint width = texImage->Width;
2953 const GLint height = texImage->Height;
2954 const GLint depth = texImage->Height;
2955 const GLenum target = texObj->Target;
2956 GLenum rbFormat;
2957 GLenum faceTarget;
2958 struct vertex verts[4];
2959 GLuint samplerSave;
2960 GLenum status;
2961 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
2962 ctx->Extensions.ARB_fragment_shader;
2963
2964 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
2965 case GL_FLOAT:
2966 decompress_fbo = &decompress->floatFBO;
2967 rbFormat = GL_RGBA32F;
2968 break;
2969 case GL_UNSIGNED_NORMALIZED:
2970 decompress_fbo = &decompress->byteFBO;
2971 rbFormat = GL_RGBA;
2972 break;
2973 default:
2974 return false;
2975 }
2976
2977 if (slice > 0) {
2978 assert(target == GL_TEXTURE_3D ||
2979 target == GL_TEXTURE_2D_ARRAY ||
2980 target == GL_TEXTURE_CUBE_MAP_ARRAY);
2981 }
2982
2983 switch (target) {
2984 case GL_TEXTURE_1D:
2985 case GL_TEXTURE_1D_ARRAY:
2986 assert(!"No compressed 1D textures.");
2987 return false;
2988
2989 case GL_TEXTURE_3D:
2990 assert(!"No compressed 3D textures.");
2991 return false;
2992
2993 case GL_TEXTURE_CUBE_MAP_ARRAY:
2994 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
2995 break;
2996
2997 case GL_TEXTURE_CUBE_MAP:
2998 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
2999 break;
3000
3001 default:
3002 faceTarget = target;
3003 break;
3004 }
3005
3006 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3007 MESA_META_DRAW_BUFFERS));
3008
3009 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3010 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3011
3012 /* Create/bind FBO/renderbuffer */
3013 if (decompress_fbo->FBO == 0) {
3014 _mesa_GenFramebuffers(1, &decompress_fbo->FBO);
3015 _mesa_GenRenderbuffers(1, &decompress_fbo->RBO);
3016 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
3017 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
3018 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
3019 GL_COLOR_ATTACHMENT0_EXT,
3020 GL_RENDERBUFFER_EXT,
3021 decompress_fbo->RBO);
3022 }
3023 else {
3024 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
3025 }
3026
3027 /* alloc dest surface */
3028 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3029 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
3030 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, rbFormat,
3031 width, height);
3032 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3033 if (status != GL_FRAMEBUFFER_COMPLETE) {
3034 /* If the framebuffer isn't complete then we'll leave
3035 * decompress_fbo->Width as zero so that it will fail again next time
3036 * too */
3037 _mesa_meta_end(ctx);
3038 return false;
3039 }
3040 decompress_fbo->Width = width;
3041 decompress_fbo->Height = height;
3042 }
3043
3044 if (use_glsl_version) {
3045 _mesa_meta_setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
3046 2, 4, 0);
3047
3048 _mesa_meta_setup_blit_shader(ctx, target, &decompress->shaders);
3049 } else {
3050 _mesa_meta_setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
3051 }
3052
3053 if (!decompress->Sampler) {
3054 _mesa_GenSamplers(1, &decompress->Sampler);
3055 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3056 /* nearest filtering */
3057 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3058 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3059 /* No sRGB decode or encode.*/
3060 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3061 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3062 GL_SKIP_DECODE_EXT);
3063 }
3064
3065 } else {
3066 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3067 }
3068
3069 /* Silence valgrind warnings about reading uninitialized stack. */
3070 memset(verts, 0, sizeof(verts));
3071
3072 _mesa_meta_setup_texture_coords(faceTarget, slice, width, height, depth,
3073 verts[0].tex,
3074 verts[1].tex,
3075 verts[2].tex,
3076 verts[3].tex);
3077
3078 /* setup vertex positions */
3079 verts[0].x = -1.0F;
3080 verts[0].y = -1.0F;
3081 verts[1].x = 1.0F;
3082 verts[1].y = -1.0F;
3083 verts[2].x = 1.0F;
3084 verts[2].y = 1.0F;
3085 verts[3].x = -1.0F;
3086 verts[3].y = 1.0F;
3087
3088 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3089
3090 /* upload new vertex data */
3091 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3092
3093 /* setup texture state */
3094 _mesa_BindTexture(target, texObj->Name);
3095
3096 if (!use_glsl_version)
3097 _mesa_set_enable(ctx, target, GL_TRUE);
3098
3099 {
3100 /* save texture object state */
3101 const GLint baseLevelSave = texObj->BaseLevel;
3102 const GLint maxLevelSave = texObj->MaxLevel;
3103
3104 /* restrict sampling to the texture level of interest */
3105 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3106 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
3107 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
3108 }
3109
3110 /* render quad w/ texture into renderbuffer */
3111 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3112
3113 /* Restore texture object state, the texture binding will
3114 * be restored by _mesa_meta_end().
3115 */
3116 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3117 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
3118 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3119 }
3120
3121 }
3122
3123 /* read pixels from renderbuffer */
3124 {
3125 GLenum baseTexFormat = texImage->_BaseFormat;
3126 GLenum destBaseFormat = _mesa_base_tex_format(ctx, destFormat);
3127
3128 /* The pixel transfer state will be set to default values at this point
3129 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3130 * turned off (as required by glGetTexImage) but we need to handle some
3131 * special cases. In particular, single-channel texture values are
3132 * returned as red and two-channel texture values are returned as
3133 * red/alpha.
3134 */
3135 if ((baseTexFormat == GL_LUMINANCE ||
3136 baseTexFormat == GL_LUMINANCE_ALPHA ||
3137 baseTexFormat == GL_INTENSITY) ||
3138 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3139 * luminance then we need to return L=tex(R).
3140 */
3141 ((baseTexFormat == GL_RGBA ||
3142 baseTexFormat == GL_RGB ||
3143 baseTexFormat == GL_RG) &&
3144 (destBaseFormat == GL_LUMINANCE ||
3145 destBaseFormat == GL_LUMINANCE_ALPHA ||
3146 destBaseFormat == GL_LUMINANCE_INTEGER_EXT ||
3147 destBaseFormat == GL_LUMINANCE_ALPHA_INTEGER_EXT))) {
3148 /* Green and blue must be zero */
3149 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3150 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3151 }
3152
3153 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3154 }
3155
3156 /* disable texture unit */
3157 if (!use_glsl_version)
3158 _mesa_set_enable(ctx, target, GL_FALSE);
3159
3160 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3161
3162 _mesa_meta_end(ctx);
3163
3164 return true;
3165 }
3166
3167
3168 /**
3169 * This is just a wrapper around _mesa_get_tex_image() and
3170 * decompress_texture_image(). Meta functions should not be directly called
3171 * from core Mesa.
3172 */
3173 void
3174 _mesa_meta_GetTexImage(struct gl_context *ctx,
3175 GLenum format, GLenum type, GLvoid *pixels,
3176 struct gl_texture_image *texImage)
3177 {
3178 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3179 GLuint slice;
3180 bool result = true;
3181
3182 for (slice = 0; slice < texImage->Depth; slice++) {
3183 void *dst;
3184 if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY
3185 || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
3186 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3187 * in the decompress_texture_image() function's call to
3188 * glReadPixels but we need to compute the dest slice's address
3189 * here (according to SkipImages and ImageHeight).
3190 */
3191 struct gl_pixelstore_attrib packing = ctx->Pack;
3192 packing.SkipPixels = 0;
3193 packing.SkipRows = 0;
3194 dst = _mesa_image_address3d(&packing, pixels, texImage->Width,
3195 texImage->Height, format, type,
3196 slice, 0, 0);
3197 }
3198 else {
3199 dst = pixels;
3200 }
3201 result = decompress_texture_image(ctx, texImage, slice,
3202 format, type, dst);
3203 if (!result)
3204 break;
3205 }
3206
3207 if (result)
3208 return;
3209 }
3210
3211 _mesa_GetTexImage_sw(ctx, format, type, pixels, texImage);
3212 }
3213
3214
3215 /**
3216 * Meta implementation of ctx->Driver.DrawTex() in terms
3217 * of polygon rendering.
3218 */
3219 void
3220 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3221 GLfloat width, GLfloat height)
3222 {
3223 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3224 struct vertex {
3225 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3226 };
3227 struct vertex verts[4];
3228 GLuint i;
3229
3230 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3231 MESA_META_SHADER |
3232 MESA_META_TRANSFORM |
3233 MESA_META_VERTEX |
3234 MESA_META_VIEWPORT));
3235
3236 if (drawtex->VAO == 0) {
3237 /* one-time setup */
3238 GLint active_texture;
3239
3240 /* create vertex array object */
3241 _mesa_GenVertexArrays(1, &drawtex->VAO);
3242 _mesa_BindVertexArray(drawtex->VAO);
3243
3244 /* create vertex array buffer */
3245 _mesa_GenBuffers(1, &drawtex->VBO);
3246 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3247 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3248 NULL, GL_DYNAMIC_DRAW_ARB);
3249
3250 /* client active texture is not part of the array object */
3251 active_texture = ctx->Array.ActiveTexture;
3252
3253 /* setup vertex arrays */
3254 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3255 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3256 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3257 _mesa_ClientActiveTexture(GL_TEXTURE0 + i);
3258 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
3259 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3260 }
3261
3262 /* restore client active texture */
3263 _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture);
3264 }
3265 else {
3266 _mesa_BindVertexArray(drawtex->VAO);
3267 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3268 }
3269
3270 /* vertex positions, texcoords */
3271 {
3272 const GLfloat x1 = x + width;
3273 const GLfloat y1 = y + height;
3274
3275 z = CLAMP(z, 0.0f, 1.0f);
3276 z = invert_z(z);
3277
3278 verts[0].x = x;
3279 verts[0].y = y;
3280 verts[0].z = z;
3281
3282 verts[1].x = x1;
3283 verts[1].y = y;
3284 verts[1].z = z;
3285
3286 verts[2].x = x1;
3287 verts[2].y = y1;
3288 verts[2].z = z;
3289
3290 verts[3].x = x;
3291 verts[3].y = y1;
3292 verts[3].z = z;
3293
3294 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3295 const struct gl_texture_object *texObj;
3296 const struct gl_texture_image *texImage;
3297 GLfloat s, t, s1, t1;
3298 GLuint tw, th;
3299
3300 if (!ctx->Texture.Unit[i]._Current) {
3301 GLuint j;
3302 for (j = 0; j < 4; j++) {
3303 verts[j].st[i][0] = 0.0f;
3304 verts[j].st[i][1] = 0.0f;
3305 }
3306 continue;
3307 }
3308
3309 texObj = ctx->Texture.Unit[i]._Current;
3310 texImage = texObj->Image[0][texObj->BaseLevel];
3311 tw = texImage->Width2;
3312 th = texImage->Height2;
3313
3314 s = (GLfloat) texObj->CropRect[0] / tw;
3315 t = (GLfloat) texObj->CropRect[1] / th;
3316 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3317 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3318
3319 verts[0].st[i][0] = s;
3320 verts[0].st[i][1] = t;
3321
3322 verts[1].st[i][0] = s1;
3323 verts[1].st[i][1] = t;
3324
3325 verts[2].st[i][0] = s1;
3326 verts[2].st[i][1] = t1;
3327
3328 verts[3].st[i][0] = s;
3329 verts[3].st[i][1] = t1;
3330 }
3331
3332 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3333 }
3334
3335 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3336
3337 _mesa_meta_end(ctx);
3338 }
3339
3340 static bool
3341 cleartexsubimage_color(struct gl_context *ctx,
3342 struct gl_texture_image *texImage,
3343 const GLvoid *clearValue,
3344 GLint zoffset)
3345 {
3346 mesa_format format;
3347 union gl_color_union colorValue;
3348 GLenum datatype;
3349 GLenum status;
3350
3351 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3352 texImage, zoffset);
3353
3354 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3355 if (status != GL_FRAMEBUFFER_COMPLETE)
3356 return false;
3357
3358 /* We don't want to apply an sRGB conversion so override the format */
3359 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3360 datatype = _mesa_get_format_datatype(format);
3361
3362 switch (datatype) {
3363 case GL_UNSIGNED_INT:
3364 case GL_INT:
3365 if (clearValue)
3366 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3367 (GLuint (*)[4]) colorValue.ui);
3368 else
3369 memset(&colorValue, 0, sizeof colorValue);
3370 if (datatype == GL_INT)
3371 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3372 else
3373 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3374 break;
3375 default:
3376 if (clearValue)
3377 _mesa_unpack_rgba_row(format, 1, clearValue,
3378 (GLfloat (*)[4]) colorValue.f);
3379 else
3380 memset(&colorValue, 0, sizeof colorValue);
3381 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3382 break;
3383 }
3384
3385 return true;
3386 }
3387
3388 static bool
3389 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3390 struct gl_texture_image *texImage,
3391 const GLvoid *clearValue,
3392 GLint zoffset)
3393 {
3394 GLint stencilValue;
3395 GLfloat depthValue;
3396 GLenum status;
3397
3398 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
3399 texImage, zoffset);
3400
3401 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3402 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
3403 texImage, zoffset);
3404
3405 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3406 if (status != GL_FRAMEBUFFER_COMPLETE)
3407 return false;
3408
3409 if (clearValue) {
3410 GLuint depthStencilValue[2];
3411
3412 /* Convert the clearValue from whatever format it's in to a floating
3413 * point value for the depth and an integer value for the stencil index
3414 */
3415 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3416 1, /* n */
3417 clearValue,
3418 depthStencilValue);
3419 /* We need a memcpy here instead of a cast because we need to
3420 * reinterpret the bytes as a float rather than converting it
3421 */
3422 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3423 stencilValue = depthStencilValue[1] & 0xff;
3424 } else {
3425 depthValue = 0.0f;
3426 stencilValue = 0;
3427 }
3428
3429 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3430 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3431 else
3432 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3433
3434 return true;
3435 }
3436
3437 static bool
3438 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3439 struct gl_texture_image *texImage,
3440 GLint zoffset,
3441 const GLvoid *clearValue)
3442 {
3443 GLuint fbo;
3444 bool success;
3445
3446 _mesa_GenFramebuffers(1, &fbo);
3447 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
3448
3449 switch(texImage->_BaseFormat) {
3450 case GL_DEPTH_STENCIL:
3451 case GL_DEPTH_COMPONENT:
3452 success = cleartexsubimage_depth_stencil(ctx, texImage,
3453 clearValue, zoffset);
3454 break;
3455 default:
3456 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3457 break;
3458 }
3459
3460 _mesa_DeleteFramebuffers(1, &fbo);
3461
3462 return success;
3463 }
3464
3465 static bool
3466 cleartexsubimage_using_fbo(struct gl_context *ctx,
3467 struct gl_texture_image *texImage,
3468 GLint xoffset, GLint yoffset, GLint zoffset,
3469 GLsizei width, GLsizei height, GLsizei depth,
3470 const GLvoid *clearValue)
3471 {
3472 bool success = true;
3473 GLint z;
3474
3475 _mesa_meta_begin(ctx,
3476 MESA_META_SCISSOR |
3477 MESA_META_COLOR_MASK |
3478 MESA_META_DITHER |
3479 MESA_META_FRAMEBUFFER_SRGB);
3480
3481 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3482
3483 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3484 _mesa_Scissor(xoffset, yoffset, width, height);
3485
3486 for (z = zoffset; z < zoffset + depth; z++) {
3487 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3488 success = false;
3489 break;
3490 }
3491 }
3492
3493 _mesa_meta_end(ctx);
3494
3495 return success;
3496 }
3497
3498 extern void
3499 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3500 struct gl_texture_image *texImage,
3501 GLint xoffset, GLint yoffset, GLint zoffset,
3502 GLsizei width, GLsizei height, GLsizei depth,
3503 const GLvoid *clearValue)
3504 {
3505 bool res;
3506
3507 res = cleartexsubimage_using_fbo(ctx, texImage,
3508 xoffset, yoffset, zoffset,
3509 width, height, depth,
3510 clearValue);
3511
3512 if (res)
3513 return;
3514
3515 _mesa_warning(ctx,
3516 "Falling back to mapping the texture in "
3517 "glClearTexSubImage\n");
3518
3519 _mesa_store_cleartexsubimage(ctx, texImage,
3520 xoffset, yoffset, zoffset,
3521 width, height, depth,
3522 clearValue);
3523 }