2 * Mesa 3-D graphics library
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
27 * Meta operations. Some GL operations can be expressed in terms of
28 * other GL operations. For example, glBlitFramebuffer() can be done
29 * with texture mapping and glClear() can be done with polygon rendering.
35 #include "main/glheader.h"
36 #include "main/mtypes.h"
37 #include "main/imports.h"
38 #include "main/arbprogram.h"
39 #include "main/arrayobj.h"
40 #include "main/blend.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/colortab.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/glformats.h"
51 #include "main/image.h"
52 #include "main/macros.h"
53 #include "main/matrix.h"
54 #include "main/mipmap.h"
55 #include "main/pixel.h"
57 #include "main/polygon.h"
58 #include "main/queryobj.h"
59 #include "main/readpix.h"
60 #include "main/scissor.h"
61 #include "main/shaderapi.h"
62 #include "main/shaderobj.h"
63 #include "main/state.h"
64 #include "main/stencil.h"
65 #include "main/texobj.h"
66 #include "main/texenv.h"
67 #include "main/texgetimage.h"
68 #include "main/teximage.h"
69 #include "main/texparam.h"
70 #include "main/texstate.h"
71 #include "main/transformfeedback.h"
72 #include "main/uniforms.h"
73 #include "main/varray.h"
74 #include "main/viewport.h"
75 #include "main/samplerobj.h"
76 #include "program/program.h"
77 #include "swrast/swrast.h"
78 #include "drivers/common/meta.h"
79 #include "main/enums.h"
80 #include "main/glformats.h"
81 #include "../glsl/ralloc.h"
83 /** Return offset in bytes of the field within a vertex struct */
84 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
87 * State which we may save/restore across meta ops.
88 * XXX this may be incomplete...
92 GLbitfield SavedState
; /**< bitmask of MESA_META_* flags */
94 /** MESA_META_CLEAR (and others?) */
95 struct gl_query_object
*CurrentOcclusionObject
;
97 /** MESA_META_ALPHA_TEST */
98 GLboolean AlphaEnabled
;
102 /** MESA_META_BLEND */
103 GLbitfield BlendEnabled
;
104 GLboolean ColorLogicOpEnabled
;
106 /** MESA_META_COLOR_MASK */
107 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4];
109 /** MESA_META_DEPTH_TEST */
110 struct gl_depthbuffer_attrib Depth
;
115 /** MESA_META_PIXEL_STORE */
116 struct gl_pixelstore_attrib Pack
, Unpack
;
118 /** MESA_META_PIXEL_TRANSFER */
119 GLfloat RedBias
, RedScale
;
120 GLfloat GreenBias
, GreenScale
;
121 GLfloat BlueBias
, BlueScale
;
122 GLfloat AlphaBias
, AlphaScale
;
123 GLfloat DepthBias
, DepthScale
;
124 GLboolean MapColorFlag
;
126 /** MESA_META_RASTERIZATION */
127 GLenum FrontPolygonMode
, BackPolygonMode
;
128 GLboolean PolygonOffset
;
129 GLboolean PolygonSmooth
;
130 GLboolean PolygonStipple
;
131 GLboolean PolygonCull
;
133 /** MESA_META_SCISSOR */
134 struct gl_scissor_attrib Scissor
;
136 /** MESA_META_SHADER */
137 GLboolean VertexProgramEnabled
;
138 struct gl_vertex_program
*VertexProgram
;
139 GLboolean FragmentProgramEnabled
;
140 struct gl_fragment_program
*FragmentProgram
;
141 GLboolean ATIFragmentShaderEnabled
;
142 struct gl_shader_program
*VertexShader
;
143 struct gl_shader_program
*GeometryShader
;
144 struct gl_shader_program
*FragmentShader
;
145 struct gl_shader_program
*ActiveShader
;
147 /** MESA_META_STENCIL_TEST */
148 struct gl_stencil_attrib Stencil
;
150 /** MESA_META_TRANSFORM */
152 GLfloat ModelviewMatrix
[16];
153 GLfloat ProjectionMatrix
[16];
154 GLfloat TextureMatrix
[16];
156 /** MESA_META_CLIP */
157 GLbitfield ClipPlanesEnabled
;
159 /** MESA_META_TEXTURE */
161 GLuint ClientActiveUnit
;
162 /** for unit[0] only */
163 struct gl_texture_object
*CurrentTexture
[NUM_TEXTURE_TARGETS
];
164 /** mask of TEXTURE_2D_BIT, etc */
165 GLbitfield TexEnabled
[MAX_TEXTURE_UNITS
];
166 GLbitfield TexGenEnabled
[MAX_TEXTURE_UNITS
];
167 GLuint EnvMode
; /* unit[0] only */
169 /** MESA_META_VERTEX */
170 struct gl_array_object
*ArrayObj
;
171 struct gl_buffer_object
*ArrayBufferObj
;
173 /** MESA_META_VIEWPORT */
174 GLint ViewportX
, ViewportY
, ViewportW
, ViewportH
;
175 GLclampd DepthNear
, DepthFar
;
177 /** MESA_META_CLAMP_FRAGMENT_COLOR */
178 GLenum ClampFragmentColor
;
180 /** MESA_META_CLAMP_VERTEX_COLOR */
181 GLenum ClampVertexColor
;
183 /** MESA_META_CONDITIONAL_RENDER */
184 struct gl_query_object
*CondRenderQuery
;
185 GLenum CondRenderMode
;
187 /** MESA_META_SELECT_FEEDBACK */
189 struct gl_selection Select
;
190 struct gl_feedback Feedback
;
192 /** MESA_META_MULTISAMPLE */
193 GLboolean MultisampleEnabled
;
195 /** MESA_META_FRAMEBUFFER_SRGB */
196 GLboolean sRGBEnabled
;
198 /** Miscellaneous (always disabled) */
200 GLboolean RasterDiscard
;
201 GLboolean TransformFeedbackNeedsResume
;
205 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
206 * This is currently shared by all the meta ops. But we could create a
207 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
212 GLenum Target
; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
213 GLsizei MinSize
; /**< Min texture size to allocate */
214 GLsizei MaxSize
; /**< Max possible texture size */
215 GLboolean NPOT
; /**< Non-power of two size OK? */
216 GLsizei Width
, Height
; /**< Current texture size */
218 GLfloat Sright
, Ttop
; /**< right, top texcoords */
223 * State for glBlitFramebufer()
231 GLuint RectShaderProg
;
232 struct temp_texture depthTex
;
237 * State for glClear()
246 GLuint IntegerShaderProg
;
247 GLint IntegerColorLocation
;
252 * State for glCopyPixels()
262 * State for glDrawPixels()
268 GLuint StencilFP
; /**< Fragment program for drawing stencil images */
269 GLuint DepthFP
; /**< Fragment program for drawing depth images */
274 * State for glBitmap()
280 struct temp_texture Tex
; /**< separate texture from other meta ops */
284 * State for GLSL texture sampler which is used to generate fragment
285 * shader in _mesa_meta_generate_mipmap().
287 struct glsl_sampler
{
290 const char *texcoords
;
295 * State for _mesa_meta_generate_mipmap()
297 struct gen_mipmap_state
304 struct glsl_sampler sampler_1d
;
305 struct glsl_sampler sampler_2d
;
306 struct glsl_sampler sampler_3d
;
307 struct glsl_sampler sampler_cubemap
;
308 struct glsl_sampler sampler_1d_array
;
309 struct glsl_sampler sampler_2d_array
;
313 * State for texture decompression
315 struct decompress_state
318 GLuint VBO
, FBO
, RBO
, Sampler
;
323 * State for glDrawTex()
331 #define MAX_META_OPS_DEPTH 8
333 * All per-context meta state.
337 /** Stack of state saved during meta-ops */
338 struct save_state Save
[MAX_META_OPS_DEPTH
];
339 /** Save stack depth */
340 GLuint SaveStackDepth
;
342 struct temp_texture TempTex
;
344 struct blit_state Blit
; /**< For _mesa_meta_BlitFramebuffer() */
345 struct clear_state Clear
; /**< For _mesa_meta_Clear() */
346 struct copypix_state CopyPix
; /**< For _mesa_meta_CopyPixels() */
347 struct drawpix_state DrawPix
; /**< For _mesa_meta_DrawPixels() */
348 struct bitmap_state Bitmap
; /**< For _mesa_meta_Bitmap() */
349 struct gen_mipmap_state Mipmap
; /**< For _mesa_meta_GenerateMipmap() */
350 struct decompress_state Decompress
; /**< For texture decompression */
351 struct drawtex_state DrawTex
; /**< For _mesa_meta_DrawTex() */
354 static void meta_glsl_blit_cleanup(struct gl_context
*ctx
, struct blit_state
*blit
);
355 static void cleanup_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
);
356 static void meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
);
357 static void meta_glsl_generate_mipmap_cleanup(struct gl_context
*ctx
,
358 struct gen_mipmap_state
*mipmap
);
361 compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
, const GLcharARB
*source
)
367 shader
= _mesa_CreateShaderObjectARB(target
);
368 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
369 _mesa_CompileShader(shader
);
371 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
375 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
377 _mesa_DeleteObjectARB(shader
);
383 _mesa_DeleteObjectARB(shader
);
387 _mesa_GetProgramInfoLog(shader
, size
, NULL
, info
);
389 "meta program compile failed:\n%s\n"
394 _mesa_DeleteObjectARB(shader
);
400 link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
405 _mesa_LinkProgram(program
);
407 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
411 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
419 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
420 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
428 * Initialize meta-ops for a context.
429 * To be called once during context creation.
432 _mesa_meta_init(struct gl_context
*ctx
)
436 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
441 * Free context meta-op state.
442 * To be called once during context destruction.
445 _mesa_meta_free(struct gl_context
*ctx
)
447 GET_CURRENT_CONTEXT(old_context
);
448 _mesa_make_current(ctx
, NULL
, NULL
);
449 meta_glsl_blit_cleanup(ctx
, &ctx
->Meta
->Blit
);
450 meta_glsl_clear_cleanup(ctx
, &ctx
->Meta
->Clear
);
451 meta_glsl_generate_mipmap_cleanup(ctx
, &ctx
->Meta
->Mipmap
);
452 cleanup_temp_texture(ctx
, &ctx
->Meta
->TempTex
);
454 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
456 _mesa_make_current(NULL
, NULL
, NULL
);
463 * Enter meta state. This is like a light-weight version of glPushAttrib
464 * but it also resets most GL state back to default values.
466 * \param state bitmask of MESA_META_* flags indicating which attribute groups
467 * to save and reset to their defaults
470 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
472 struct save_state
*save
;
474 /* hope MAX_META_OPS_DEPTH is large enough */
475 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
477 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
478 memset(save
, 0, sizeof(*save
));
479 save
->SavedState
= state
;
481 /* Pausing transform feedback needs to be done early, or else we won't be
482 * able to change other state.
484 save
->TransformFeedbackNeedsResume
=
485 _mesa_is_xfb_active_and_unpaused(ctx
);
486 if (save
->TransformFeedbackNeedsResume
)
487 _mesa_PauseTransformFeedback();
489 /* After saving the current occlusion object, call EndQuery so that no
490 * occlusion querying will be active during the meta-operation.
492 if (state
& MESA_META_OCCLUSION_QUERY
) {
493 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
494 if (save
->CurrentOcclusionObject
)
495 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
498 if (state
& MESA_META_ALPHA_TEST
) {
499 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
500 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
501 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
502 if (ctx
->Color
.AlphaEnabled
)
503 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
506 if (state
& MESA_META_BLEND
) {
507 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
508 if (ctx
->Color
.BlendEnabled
) {
509 if (ctx
->Extensions
.EXT_draw_buffers2
) {
511 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
512 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
516 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
519 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
520 if (ctx
->Color
.ColorLogicOpEnabled
)
521 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
524 if (state
& MESA_META_COLOR_MASK
) {
525 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
526 sizeof(ctx
->Color
.ColorMask
));
527 if (!ctx
->Color
.ColorMask
[0][0] ||
528 !ctx
->Color
.ColorMask
[0][1] ||
529 !ctx
->Color
.ColorMask
[0][2] ||
530 !ctx
->Color
.ColorMask
[0][3])
531 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
534 if (state
& MESA_META_DEPTH_TEST
) {
535 save
->Depth
= ctx
->Depth
; /* struct copy */
537 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
540 if ((state
& MESA_META_FOG
)
541 && ctx
->API
!= API_OPENGL_CORE
542 && ctx
->API
!= API_OPENGLES2
) {
543 save
->Fog
= ctx
->Fog
.Enabled
;
544 if (ctx
->Fog
.Enabled
)
545 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
548 if (state
& MESA_META_PIXEL_STORE
) {
549 save
->Pack
= ctx
->Pack
;
550 save
->Unpack
= ctx
->Unpack
;
551 ctx
->Pack
= ctx
->DefaultPacking
;
552 ctx
->Unpack
= ctx
->DefaultPacking
;
555 if (state
& MESA_META_PIXEL_TRANSFER
) {
556 save
->RedScale
= ctx
->Pixel
.RedScale
;
557 save
->RedBias
= ctx
->Pixel
.RedBias
;
558 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
559 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
560 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
561 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
562 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
563 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
564 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
565 ctx
->Pixel
.RedScale
= 1.0F
;
566 ctx
->Pixel
.RedBias
= 0.0F
;
567 ctx
->Pixel
.GreenScale
= 1.0F
;
568 ctx
->Pixel
.GreenBias
= 0.0F
;
569 ctx
->Pixel
.BlueScale
= 1.0F
;
570 ctx
->Pixel
.BlueBias
= 0.0F
;
571 ctx
->Pixel
.AlphaScale
= 1.0F
;
572 ctx
->Pixel
.AlphaBias
= 0.0F
;
573 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
575 ctx
->NewState
|=_NEW_PIXEL
;
578 if (state
& MESA_META_RASTERIZATION
) {
579 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
580 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
581 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
582 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
583 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
584 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
585 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
586 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
587 if (ctx
->API
== API_OPENGL_COMPAT
) {
588 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
589 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
591 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
594 if (state
& MESA_META_SCISSOR
) {
595 save
->Scissor
= ctx
->Scissor
; /* struct copy */
596 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
599 if (state
& MESA_META_SHADER
) {
600 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
601 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
602 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
603 ctx
->VertexProgram
.Current
);
604 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
607 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
608 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
609 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
610 ctx
->FragmentProgram
.Current
);
611 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
614 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
615 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
616 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
619 if (ctx
->Extensions
.ARB_shader_objects
) {
620 _mesa_reference_shader_program(ctx
, &save
->VertexShader
,
621 ctx
->Shader
.CurrentVertexProgram
);
622 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
,
623 ctx
->Shader
.CurrentGeometryProgram
);
624 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
,
625 ctx
->Shader
.CurrentFragmentProgram
);
626 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
627 ctx
->Shader
.ActiveProgram
);
633 if (state
& MESA_META_STENCIL_TEST
) {
634 save
->Stencil
= ctx
->Stencil
; /* struct copy */
635 if (ctx
->Stencil
.Enabled
)
636 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
637 /* NOTE: other stencil state not reset */
640 if (state
& MESA_META_TEXTURE
) {
643 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
644 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
645 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
647 /* Disable all texture units */
648 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
649 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
650 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
651 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
652 if (ctx
->Texture
.Unit
[u
].Enabled
||
653 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
654 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
655 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
656 if (ctx
->Extensions
.ARB_texture_cube_map
)
657 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
658 if (ctx
->Extensions
.OES_EGL_image_external
)
659 _mesa_set_enable(ctx
, GL_TEXTURE_EXTERNAL_OES
, GL_FALSE
);
661 if (ctx
->API
== API_OPENGL_COMPAT
) {
662 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
663 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
664 if (ctx
->Extensions
.NV_texture_rectangle
)
665 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
666 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
667 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
668 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
669 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
671 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_STR_OES
, GL_FALSE
);
677 /* save current texture objects for unit[0] only */
678 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
679 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
680 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
683 /* set defaults for unit[0] */
684 _mesa_ActiveTexture(GL_TEXTURE0
);
685 _mesa_ClientActiveTexture(GL_TEXTURE0
);
686 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
687 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
691 if (state
& MESA_META_TRANSFORM
) {
692 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
693 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
694 16 * sizeof(GLfloat
));
695 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
696 16 * sizeof(GLfloat
));
697 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
698 16 * sizeof(GLfloat
));
699 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
700 /* set 1:1 vertex:pixel coordinate transform */
701 _mesa_ActiveTexture(GL_TEXTURE0
);
702 _mesa_MatrixMode(GL_TEXTURE
);
703 _mesa_LoadIdentity();
704 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
705 _mesa_MatrixMode(GL_MODELVIEW
);
706 _mesa_LoadIdentity();
707 _mesa_MatrixMode(GL_PROJECTION
);
708 _mesa_LoadIdentity();
709 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
710 0.0, ctx
->DrawBuffer
->Height
,
714 if (state
& MESA_META_CLIP
) {
715 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
716 if (ctx
->Transform
.ClipPlanesEnabled
) {
718 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
719 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
724 if (state
& MESA_META_VERTEX
) {
725 /* save vertex array object state */
726 _mesa_reference_array_object(ctx
, &save
->ArrayObj
,
727 ctx
->Array
.ArrayObj
);
728 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
729 ctx
->Array
.ArrayBufferObj
);
730 /* set some default state? */
733 if (state
& MESA_META_VIEWPORT
) {
734 /* save viewport state */
735 save
->ViewportX
= ctx
->Viewport
.X
;
736 save
->ViewportY
= ctx
->Viewport
.Y
;
737 save
->ViewportW
= ctx
->Viewport
.Width
;
738 save
->ViewportH
= ctx
->Viewport
.Height
;
739 /* set viewport to match window size */
740 if (ctx
->Viewport
.X
!= 0 ||
741 ctx
->Viewport
.Y
!= 0 ||
742 ctx
->Viewport
.Width
!= ctx
->DrawBuffer
->Width
||
743 ctx
->Viewport
.Height
!= ctx
->DrawBuffer
->Height
) {
744 _mesa_set_viewport(ctx
, 0, 0,
745 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
747 /* save depth range state */
748 save
->DepthNear
= ctx
->Viewport
.Near
;
749 save
->DepthFar
= ctx
->Viewport
.Far
;
750 /* set depth range to default */
751 _mesa_DepthRange(0.0, 1.0);
754 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
755 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
757 /* Generally in here we want to do clamping according to whether
758 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
759 * regardless of the internal implementation of the metaops.
761 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
762 ctx
->Extensions
.ARB_color_buffer_float
)
763 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
766 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
767 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
769 /* Generally in here we never want vertex color clamping --
770 * result clamping is only dependent on fragment clamping.
772 if (ctx
->Extensions
.ARB_color_buffer_float
)
773 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
776 if (state
& MESA_META_CONDITIONAL_RENDER
) {
777 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
778 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
780 if (ctx
->Query
.CondRenderQuery
)
781 _mesa_EndConditionalRender();
784 if (state
& MESA_META_SELECT_FEEDBACK
) {
785 save
->RenderMode
= ctx
->RenderMode
;
786 if (ctx
->RenderMode
== GL_SELECT
) {
787 save
->Select
= ctx
->Select
; /* struct copy */
788 _mesa_RenderMode(GL_RENDER
);
789 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
790 save
->Feedback
= ctx
->Feedback
; /* struct copy */
791 _mesa_RenderMode(GL_RENDER
);
795 if (state
& MESA_META_MULTISAMPLE
) {
796 save
->MultisampleEnabled
= ctx
->Multisample
.Enabled
;
797 if (ctx
->Multisample
.Enabled
)
798 _mesa_set_multisample(ctx
, GL_FALSE
);
801 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
802 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
803 if (ctx
->Color
.sRGBEnabled
)
804 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
809 save
->Lighting
= ctx
->Light
.Enabled
;
810 if (ctx
->Light
.Enabled
)
811 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
812 save
->RasterDiscard
= ctx
->RasterDiscard
;
813 if (ctx
->RasterDiscard
)
814 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
820 * Leave meta state. This is like a light-weight version of glPopAttrib().
823 _mesa_meta_end(struct gl_context
*ctx
)
825 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
826 const GLbitfield state
= save
->SavedState
;
828 /* After starting a new occlusion query, initialize the results to the
829 * values saved previously. The driver will then continue to increment
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
;
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
);
846 if (state
& MESA_META_BLEND
) {
847 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
848 if (ctx
->Extensions
.EXT_draw_buffers2
) {
850 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
851 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
855 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
858 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
859 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
862 if (state
& MESA_META_COLOR_MASK
) {
864 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
865 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
867 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
868 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
872 save
->ColorMask
[i
][0],
873 save
->ColorMask
[i
][1],
874 save
->ColorMask
[i
][2],
875 save
->ColorMask
[i
][3]);
881 if (state
& MESA_META_DEPTH_TEST
) {
882 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
883 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
884 _mesa_DepthFunc(save
->Depth
.Func
);
885 _mesa_DepthMask(save
->Depth
.Mask
);
888 if ((state
& MESA_META_FOG
)
889 && ctx
->API
!= API_OPENGL_CORE
890 && ctx
->API
!= API_OPENGLES2
) {
891 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
894 if (state
& MESA_META_PIXEL_STORE
) {
895 ctx
->Pack
= save
->Pack
;
896 ctx
->Unpack
= save
->Unpack
;
899 if (state
& MESA_META_PIXEL_TRANSFER
) {
900 ctx
->Pixel
.RedScale
= save
->RedScale
;
901 ctx
->Pixel
.RedBias
= save
->RedBias
;
902 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
903 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
904 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
905 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
906 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
907 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
908 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
910 ctx
->NewState
|=_NEW_PIXEL
;
913 if (state
& MESA_META_RASTERIZATION
) {
914 /* Core context requires that front and back mode be the same.
916 if (ctx
->API
== API_OPENGL_CORE
) {
917 _mesa_PolygonMode(GL_FRONT_AND_BACK
, save
->FrontPolygonMode
);
919 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
920 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
922 if (ctx
->API
== API_OPENGL_COMPAT
) {
923 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
924 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
926 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
927 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
930 if (state
& MESA_META_SCISSOR
) {
931 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, save
->Scissor
.Enabled
);
932 _mesa_Scissor(save
->Scissor
.X
, save
->Scissor
.Y
,
933 save
->Scissor
.Width
, save
->Scissor
.Height
);
936 if (state
& MESA_META_SHADER
) {
937 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
938 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
939 save
->VertexProgramEnabled
);
940 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
941 save
->VertexProgram
);
942 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
945 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
946 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
947 save
->FragmentProgramEnabled
);
948 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
949 save
->FragmentProgram
);
950 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
953 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
954 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
955 save
->ATIFragmentShaderEnabled
);
958 if (ctx
->Extensions
.ARB_vertex_shader
)
959 _mesa_use_shader_program(ctx
, GL_VERTEX_SHADER
, save
->VertexShader
);
961 if (ctx
->Extensions
.ARB_geometry_shader4
)
962 _mesa_use_shader_program(ctx
, GL_GEOMETRY_SHADER_ARB
,
963 save
->GeometryShader
);
965 if (ctx
->Extensions
.ARB_fragment_shader
)
966 _mesa_use_shader_program(ctx
, GL_FRAGMENT_SHADER
,
967 save
->FragmentShader
);
969 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
972 _mesa_reference_shader_program(ctx
, &save
->VertexShader
, NULL
);
973 _mesa_reference_shader_program(ctx
, &save
->GeometryShader
, NULL
);
974 _mesa_reference_shader_program(ctx
, &save
->FragmentShader
, NULL
);
975 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
978 if (state
& MESA_META_STENCIL_TEST
) {
979 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
981 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
982 _mesa_ClearStencil(stencil
->Clear
);
983 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.EXT_stencil_two_side
) {
984 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
985 stencil
->TestTwoSide
);
986 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
987 ? GL_BACK
: GL_FRONT
);
990 _mesa_StencilFuncSeparate(GL_FRONT
,
991 stencil
->Function
[0],
993 stencil
->ValueMask
[0]);
994 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
995 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
996 stencil
->ZFailFunc
[0],
997 stencil
->ZPassFunc
[0]);
999 _mesa_StencilFuncSeparate(GL_BACK
,
1000 stencil
->Function
[1],
1002 stencil
->ValueMask
[1]);
1003 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1004 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1005 stencil
->ZFailFunc
[1],
1006 stencil
->ZPassFunc
[1]);
1009 if (state
& MESA_META_TEXTURE
) {
1012 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
1014 /* restore texenv for unit[0] */
1015 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1016 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1019 /* restore texture objects for unit[0] only */
1020 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1021 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1022 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1023 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1024 save
->CurrentTexture
[tgt
]);
1026 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1029 /* Restore fixed function texture enables, texgen */
1030 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1031 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1032 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1033 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1034 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1037 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1038 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1039 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1044 /* restore current unit state */
1045 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1046 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
1049 if (state
& MESA_META_TRANSFORM
) {
1050 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1051 _mesa_ActiveTexture(GL_TEXTURE0
);
1052 _mesa_MatrixMode(GL_TEXTURE
);
1053 _mesa_LoadMatrixf(save
->TextureMatrix
);
1054 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1056 _mesa_MatrixMode(GL_MODELVIEW
);
1057 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1059 _mesa_MatrixMode(GL_PROJECTION
);
1060 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1062 _mesa_MatrixMode(save
->MatrixMode
);
1065 if (state
& MESA_META_CLIP
) {
1066 if (save
->ClipPlanesEnabled
) {
1068 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1069 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1070 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1076 if (state
& MESA_META_VERTEX
) {
1077 /* restore vertex buffer object */
1078 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1079 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1081 /* restore vertex array object */
1082 _mesa_BindVertexArray(save
->ArrayObj
->Name
);
1083 _mesa_reference_array_object(ctx
, &save
->ArrayObj
, NULL
);
1086 if (state
& MESA_META_VIEWPORT
) {
1087 if (save
->ViewportX
!= ctx
->Viewport
.X
||
1088 save
->ViewportY
!= ctx
->Viewport
.Y
||
1089 save
->ViewportW
!= ctx
->Viewport
.Width
||
1090 save
->ViewportH
!= ctx
->Viewport
.Height
) {
1091 _mesa_set_viewport(ctx
, save
->ViewportX
, save
->ViewportY
,
1092 save
->ViewportW
, save
->ViewportH
);
1094 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1097 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1098 ctx
->Extensions
.ARB_color_buffer_float
) {
1099 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1102 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1103 ctx
->Extensions
.ARB_color_buffer_float
) {
1104 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1107 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1108 if (save
->CondRenderQuery
)
1109 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1110 save
->CondRenderMode
);
1113 if (state
& MESA_META_SELECT_FEEDBACK
) {
1114 if (save
->RenderMode
== GL_SELECT
) {
1115 _mesa_RenderMode(GL_SELECT
);
1116 ctx
->Select
= save
->Select
;
1117 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1118 _mesa_RenderMode(GL_FEEDBACK
);
1119 ctx
->Feedback
= save
->Feedback
;
1123 if (state
& MESA_META_MULTISAMPLE
) {
1124 if (ctx
->Multisample
.Enabled
!= save
->MultisampleEnabled
)
1125 _mesa_set_multisample(ctx
, save
->MultisampleEnabled
);
1128 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1129 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1130 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1134 if (save
->Lighting
) {
1135 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1137 if (save
->RasterDiscard
) {
1138 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1140 if (save
->TransformFeedbackNeedsResume
)
1141 _mesa_ResumeTransformFeedback();
1143 ctx
->Meta
->SaveStackDepth
--;
1148 * Determine whether Mesa is currently in a meta state.
1151 _mesa_meta_in_progress(struct gl_context
*ctx
)
1153 return ctx
->Meta
->SaveStackDepth
!= 0;
1158 * Convert Z from a normalized value in the range [0, 1] to an object-space
1159 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1160 * default/identity ortho projection results in the original Z value.
1161 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1162 * value comes from the clear value or raster position.
1164 static INLINE GLfloat
1165 invert_z(GLfloat normZ
)
1167 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1173 * One-time init for a temp_texture object.
1174 * Choose tex target, compute max tex size, etc.
1177 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1179 /* prefer texture rectangle */
1180 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1181 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1182 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1183 tex
->NPOT
= GL_TRUE
;
1186 /* use 2D texture, NPOT if possible */
1187 tex
->Target
= GL_TEXTURE_2D
;
1188 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1189 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1191 tex
->MinSize
= 16; /* 16 x 16 at least */
1192 assert(tex
->MaxSize
> 0);
1194 _mesa_GenTextures(1, &tex
->TexObj
);
1198 cleanup_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1202 _mesa_DeleteTextures(1, &tex
->TexObj
);
1208 * Return pointer to temp_texture info for non-bitmap ops.
1209 * This does some one-time init if needed.
1211 static struct temp_texture
*
1212 get_temp_texture(struct gl_context
*ctx
)
1214 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1217 init_temp_texture(ctx
, tex
);
1225 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1226 * We use a separate texture for bitmaps to reduce texture
1227 * allocation/deallocation.
1229 static struct temp_texture
*
1230 get_bitmap_temp_texture(struct gl_context
*ctx
)
1232 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1235 init_temp_texture(ctx
, tex
);
1242 * Return pointer to depth temp_texture.
1243 * This does some one-time init if needed.
1245 static struct temp_texture
*
1246 get_temp_depth_texture(struct gl_context
*ctx
)
1248 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1251 init_temp_texture(ctx
, tex
);
1258 * Compute the width/height of texture needed to draw an image of the
1259 * given size. Return a flag indicating whether the current texture
1260 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1261 * allocated (glTexImage2D).
1262 * Also, compute s/t texcoords for drawing.
1264 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1267 alloc_texture(struct temp_texture
*tex
,
1268 GLsizei width
, GLsizei height
, GLenum intFormat
)
1270 GLboolean newTex
= GL_FALSE
;
1272 ASSERT(width
<= tex
->MaxSize
);
1273 ASSERT(height
<= tex
->MaxSize
);
1275 if (width
> tex
->Width
||
1276 height
> tex
->Height
||
1277 intFormat
!= tex
->IntFormat
) {
1278 /* alloc new texture (larger or different format) */
1281 /* use non-power of two size */
1282 tex
->Width
= MAX2(tex
->MinSize
, width
);
1283 tex
->Height
= MAX2(tex
->MinSize
, height
);
1286 /* find power of two size */
1288 w
= h
= tex
->MinSize
;
1297 tex
->IntFormat
= intFormat
;
1302 /* compute texcoords */
1303 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1304 tex
->Sright
= (GLfloat
) width
;
1305 tex
->Ttop
= (GLfloat
) height
;
1308 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1309 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1317 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1320 setup_copypix_texture(struct gl_context
*ctx
,
1321 struct temp_texture
*tex
,
1323 GLint srcX
, GLint srcY
,
1324 GLsizei width
, GLsizei height
, GLenum intFormat
,
1327 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1328 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1329 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1330 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1331 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1333 /* copy framebuffer image to texture */
1335 /* create new tex image */
1336 if (tex
->Width
== width
&& tex
->Height
== height
) {
1337 /* create new tex with framebuffer data */
1338 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1339 srcX
, srcY
, width
, height
, 0);
1342 /* create empty texture */
1343 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1344 tex
->Width
, tex
->Height
, 0,
1345 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1347 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1348 0, 0, srcX
, srcY
, width
, height
);
1352 /* replace existing tex image */
1353 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1354 0, 0, srcX
, srcY
, width
, height
);
1360 * Setup/load texture for glDrawPixels.
1363 setup_drawpix_texture(struct gl_context
*ctx
,
1364 struct temp_texture
*tex
,
1366 GLenum texIntFormat
,
1367 GLsizei width
, GLsizei height
,
1368 GLenum format
, GLenum type
,
1369 const GLvoid
*pixels
)
1371 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1372 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1373 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1374 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1375 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1377 /* copy pixel data to texture */
1379 /* create new tex image */
1380 if (tex
->Width
== width
&& tex
->Height
== height
) {
1381 /* create new tex and load image data */
1382 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1383 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1386 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1388 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1389 ctx
->Unpack
.BufferObj
);
1390 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1391 /* create empty texture */
1392 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1393 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1394 if (save_unpack_obj
!= NULL
)
1395 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1396 save_unpack_obj
->Name
);
1398 _mesa_TexSubImage2D(tex
->Target
, 0,
1399 0, 0, width
, height
, format
, type
, pixels
);
1403 /* replace existing tex image */
1404 _mesa_TexSubImage2D(tex
->Target
, 0,
1405 0, 0, width
, height
, format
, type
, pixels
);
1412 * One-time init for drawing depth pixels.
1415 init_blit_depth_pixels(struct gl_context
*ctx
)
1417 static const char *program
=
1419 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1422 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1423 struct temp_texture
*tex
= get_temp_texture(ctx
);
1424 const char *texTarget
;
1426 assert(blit
->DepthFP
== 0);
1428 /* replace %s with "RECT" or "2D" */
1429 assert(strlen(program
) + 4 < sizeof(program2
));
1430 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
1434 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
1436 _mesa_GenProgramsARB(1, &blit
->DepthFP
);
1437 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1438 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1439 strlen(program2
), (const GLubyte
*) program2
);
1443 setup_ff_blit_framebuffer(struct gl_context
*ctx
,
1444 struct blit_state
*blit
)
1449 struct vertex verts
[4];
1451 if (blit
->ArrayObj
== 0) {
1452 /* one-time setup */
1454 /* create vertex array object */
1455 _mesa_GenVertexArrays(1, &blit
->ArrayObj
);
1456 _mesa_BindVertexArray(blit
->ArrayObj
);
1458 /* create vertex array buffer */
1459 _mesa_GenBuffers(1, &blit
->VBO
);
1460 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1461 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1462 NULL
, GL_DYNAMIC_DRAW_ARB
);
1464 /* setup vertex arrays */
1465 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
1466 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
1467 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
1468 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
1471 /* setup projection matrix */
1472 _mesa_MatrixMode(GL_PROJECTION
);
1473 _mesa_LoadIdentity();
1474 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
1479 setup_glsl_blit_framebuffer(struct gl_context
*ctx
,
1480 struct blit_state
*blit
,
1486 struct vertex verts
[4];
1487 const char *vs_source
;
1492 GLboolean texture_2d
= (target
== GL_TEXTURE_2D
);
1494 /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
1495 assert(_mesa_is_desktop_gl(ctx
) || texture_2d
);
1497 /* Check if already initialized */
1498 if (blit
->ArrayObj
== 0) {
1500 /* create vertex array object */
1501 _mesa_GenVertexArrays(1, &blit
->ArrayObj
);
1502 _mesa_BindVertexArray(blit
->ArrayObj
);
1504 /* create vertex array buffer */
1505 _mesa_GenBuffers(1, &blit
->VBO
);
1506 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1507 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
1508 NULL
, GL_DYNAMIC_DRAW_ARB
);
1510 /* setup vertex arrays */
1511 _mesa_VertexAttribPointer(0, 2, GL_FLOAT
, GL_FALSE
,
1512 sizeof(struct vertex
), OFFSET(x
));
1513 _mesa_VertexAttribPointer(1, 2, GL_FLOAT
, GL_FALSE
,
1514 sizeof(struct vertex
), OFFSET(s
));
1517 /* Generate a relevant fragment shader program for the texture target */
1518 if ((target
== GL_TEXTURE_2D
&& blit
->ShaderProg
!= 0) ||
1519 (target
== GL_TEXTURE_RECTANGLE
&& blit
->RectShaderProg
!= 0)) {
1523 mem_ctx
= ralloc_context(NULL
);
1525 if (ctx
->Const
.GLSLVersion
< 130) {
1527 "attribute vec2 position;\n"
1528 "attribute vec2 textureCoords;\n"
1529 "varying vec2 texCoords;\n"
1532 " texCoords = textureCoords;\n"
1533 " gl_Position = vec4(position, 0.0, 1.0);\n"
1536 fs_source
= ralloc_asprintf(mem_ctx
,
1537 "uniform %s texSampler;\n"
1538 "varying vec2 texCoords;\n"
1541 " gl_FragColor = %s(texSampler, texCoords);\n"
1542 " gl_FragDepth = gl_FragColor.r;\n"
1544 texture_2d
? "sampler2D" : "sampler2DRect",
1545 texture_2d
? "texture2D" : "texture2DRect");
1548 vs_source
= ralloc_asprintf(mem_ctx
,
1550 "in vec2 position;\n"
1551 "in vec2 textureCoords;\n"
1552 "out vec2 texCoords;\n"
1555 " texCoords = textureCoords;\n"
1556 " gl_Position = vec4(position, 0.0, 1.0);\n"
1558 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
1559 fs_source
= ralloc_asprintf(mem_ctx
,
1561 "uniform %s texSampler;\n"
1562 "in vec2 texCoords;\n"
1563 "out vec4 out_color;\n"
1567 " out_color = %s(texSampler, texCoords);\n"
1568 " gl_FragDepth = out_color.r;\n"
1570 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
1571 texture_2d
? "sampler2D" : "sampler2DRect",
1572 texture_2d
? "texture" : "texture2DRect");
1575 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
1576 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
1578 ShaderProg
= _mesa_CreateProgramObjectARB();
1579 _mesa_AttachShader(ShaderProg
, fs
);
1580 _mesa_DeleteObjectARB(fs
);
1581 _mesa_AttachShader(ShaderProg
, vs
);
1582 _mesa_DeleteObjectARB(vs
);
1583 _mesa_BindAttribLocation(ShaderProg
, 0, "position");
1584 _mesa_BindAttribLocation(ShaderProg
, 1, "texcoords");
1585 _mesa_EnableVertexAttribArray(0);
1586 _mesa_EnableVertexAttribArray(1);
1587 link_program_with_debug(ctx
, ShaderProg
);
1588 ralloc_free(mem_ctx
);
1590 blit
->ShaderProg
= ShaderProg
;
1592 blit
->RectShaderProg
= ShaderProg
;
1596 * Try to do a glBlitFramebuffer using no-copy texturing.
1597 * We can do this when the src renderbuffer is actually a texture.
1598 * But if the src buffer == dst buffer we cannot do this.
1600 * \return new buffer mask indicating the buffers left to blit using the
1604 blitframebuffer_texture(struct gl_context
*ctx
,
1605 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1606 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1607 GLbitfield mask
, GLenum filter
, GLint flipX
,
1608 GLint flipY
, GLboolean glsl_version
)
1610 if (mask
& GL_COLOR_BUFFER_BIT
) {
1611 const struct gl_framebuffer
*drawFb
= ctx
->DrawBuffer
;
1612 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1613 const struct gl_renderbuffer_attachment
*drawAtt
;
1614 const struct gl_renderbuffer_attachment
*readAtt
=
1615 &readFb
->Attachment
[readFb
->_ColorReadBufferIndex
];
1617 if (readAtt
&& readAtt
->Texture
) {
1618 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1619 const GLint dstX
= MIN2(dstX0
, dstX1
);
1620 const GLint dstY
= MIN2(dstY0
, dstY1
);
1621 const GLint dstW
= abs(dstX1
- dstX0
);
1622 const GLint dstH
= abs(dstY1
- dstY0
);
1623 const struct gl_texture_object
*texObj
= readAtt
->Texture
;
1624 const GLuint srcLevel
= readAtt
->TextureLevel
;
1625 const GLint baseLevelSave
= texObj
->BaseLevel
;
1626 const GLint maxLevelSave
= texObj
->MaxLevel
;
1627 const GLenum target
= texObj
->Target
;
1628 GLuint sampler
, samplerSave
=
1629 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
1630 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
1633 /* Iterate through all draw buffers */
1634 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
1635 int idx
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
1638 drawAtt
= &drawFb
->Attachment
[idx
];
1640 if (drawAtt
->Texture
== readAtt
->Texture
) {
1641 /* Can't use same texture as both the source and dest. We need
1642 * to handle overlapping blits and besides, some hw may not
1649 if (target
!= GL_TEXTURE_2D
&& target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1650 /* Can't handle other texture types at this time */
1654 /* Choose between glsl version and fixed function version of
1655 * BlitFramebuffer function.
1658 setup_glsl_blit_framebuffer(ctx
, blit
, target
);
1659 if (target
== GL_TEXTURE_2D
)
1660 _mesa_UseProgram(blit
->ShaderProg
);
1662 _mesa_UseProgram(blit
->RectShaderProg
);
1665 setup_ff_blit_framebuffer(ctx
, &ctx
->Meta
->Blit
);
1668 _mesa_BindVertexArray(blit
->ArrayObj
);
1669 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1671 _mesa_GenSamplers(1, &sampler
);
1672 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, sampler
);
1675 printf("Blit from texture!\n");
1676 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1677 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1680 /* Prepare src texture state */
1681 _mesa_BindTexture(target
, texObj
->Name
);
1682 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MIN_FILTER
, filter
);
1683 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MAG_FILTER
, filter
);
1684 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1685 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, srcLevel
);
1686 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
1688 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1689 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1691 /* Always do our blits with no sRGB decode or encode. Note that
1692 * GL_FRAMEBUFFER_SRGB has already been disabled by
1693 * _mesa_meta_begin().
1695 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1696 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
1697 GL_SKIP_DECODE_EXT
);
1700 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1701 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1702 _mesa_set_enable(ctx
, target
, GL_TRUE
);
1705 /* Prepare vertex data (the VBO was previously created and bound) */
1710 struct vertex verts
[4];
1711 GLfloat s0
, t0
, s1
, t1
;
1713 if (target
== GL_TEXTURE_2D
) {
1714 const struct gl_texture_image
*texImage
1715 = _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
1716 s0
= srcX0
/ (float) texImage
->Width
;
1717 s1
= srcX1
/ (float) texImage
->Width
;
1718 t0
= srcY0
/ (float) texImage
->Height
;
1719 t1
= srcY1
/ (float) texImage
->Height
;
1722 assert(target
== GL_TEXTURE_RECTANGLE_ARB
);
1729 /* setup vertex positions */
1730 verts
[0].x
= -1.0F
* flipX
;
1731 verts
[0].y
= -1.0F
* flipY
;
1732 verts
[1].x
= 1.0F
* flipX
;
1733 verts
[1].y
= -1.0F
* flipY
;
1734 verts
[2].x
= 1.0F
* flipX
;
1735 verts
[2].y
= 1.0F
* flipY
;
1736 verts
[3].x
= -1.0F
* flipX
;
1737 verts
[3].y
= 1.0F
* flipY
;
1748 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1751 /* setup viewport */
1752 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1753 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1754 _mesa_DepthMask(GL_FALSE
);
1755 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1757 /* Restore texture object state, the texture binding will
1758 * be restored by _mesa_meta_end().
1760 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1761 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
1762 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
1765 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
1766 _mesa_DeleteSamplers(1, &sampler
);
1768 /* Done with color buffer */
1769 mask
&= ~GL_COLOR_BUFFER_BIT
;
1778 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1779 * of texture mapping and polygon rendering.
1782 _mesa_meta_BlitFramebuffer(struct gl_context
*ctx
,
1783 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1784 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1785 GLbitfield mask
, GLenum filter
)
1787 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1788 struct temp_texture
*tex
= get_temp_texture(ctx
);
1789 struct temp_texture
*depthTex
= get_temp_depth_texture(ctx
);
1790 const GLsizei maxTexSize
= tex
->MaxSize
;
1791 const GLint srcX
= MIN2(srcX0
, srcX1
);
1792 const GLint srcY
= MIN2(srcY0
, srcY1
);
1793 const GLint srcW
= abs(srcX1
- srcX0
);
1794 const GLint srcH
= abs(srcY1
- srcY0
);
1795 const GLint dstX
= MIN2(dstX0
, dstX1
);
1796 const GLint dstY
= MIN2(dstY0
, dstY1
);
1797 const GLint dstW
= abs(dstX1
- dstX0
);
1798 const GLint dstH
= abs(dstY1
- dstY0
);
1799 const GLint srcFlipX
= (srcX1
- srcX0
) / srcW
;
1800 const GLint srcFlipY
= (srcY1
- srcY0
) / srcH
;
1801 const GLint dstFlipX
= (dstX1
- dstX0
) / dstW
;
1802 const GLint dstFlipY
= (dstY1
- dstY0
) / dstH
;
1803 const GLint flipX
= srcFlipX
* dstFlipX
;
1804 const GLint flipY
= srcFlipY
* dstFlipY
;
1809 struct vertex verts
[4];
1811 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
1812 ctx
->Extensions
.ARB_fragment_shader
&&
1813 (ctx
->API
!= API_OPENGLES
);
1815 /* In addition to falling back if the blit size is larger than the maximum
1816 * texture size, fallback if the source is multisampled. This fallback can
1817 * be removed once Mesa gets support ARB_texture_multisample.
1819 if (srcW
> maxTexSize
|| srcH
> maxTexSize
1820 || ctx
->ReadBuffer
->Visual
.samples
> 0) {
1821 /* XXX avoid this fallback */
1822 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1823 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1827 /* only scissor effects blit so save/clear all other relevant state */
1828 _mesa_meta_begin(ctx
, ~MESA_META_SCISSOR
);
1830 /* Try faster, direct texture approach first */
1831 mask
= blitframebuffer_texture(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1832 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
,
1833 dstFlipX
, dstFlipY
, use_glsl_version
);
1835 _mesa_meta_end(ctx
);
1839 /* Choose between glsl version and fixed function version of
1840 * BlitFramebuffer function.
1842 if (use_glsl_version
) {
1843 setup_glsl_blit_framebuffer(ctx
, blit
, tex
->Target
);
1844 if (tex
->Target
== GL_TEXTURE_2D
)
1845 _mesa_UseProgram(blit
->ShaderProg
);
1847 _mesa_UseProgram(blit
->RectShaderProg
);
1850 setup_ff_blit_framebuffer(ctx
, blit
);
1853 _mesa_BindVertexArray(blit
->ArrayObj
);
1854 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, blit
->VBO
);
1856 /* Continue with "normal" approach which involves copying the src rect
1857 * into a temporary texture and is "blitted" by drawing a textured quad.
1860 /* setup vertex positions */
1861 verts
[0].x
= -1.0F
* flipX
;
1862 verts
[0].y
= -1.0F
* flipY
;
1863 verts
[1].x
= 1.0F
* flipX
;
1864 verts
[1].y
= -1.0F
* flipY
;
1865 verts
[2].x
= 1.0F
* flipX
;
1866 verts
[2].y
= 1.0F
* flipY
;
1867 verts
[3].x
= -1.0F
* flipX
;
1868 verts
[3].y
= 1.0F
* flipY
;
1872 /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
1875 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
1876 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1878 if (mask
& GL_COLOR_BUFFER_BIT
) {
1879 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1880 const struct gl_renderbuffer
*colorReadRb
= readFb
->_ColorReadBuffer
;
1881 const GLenum rb_base_format
=
1882 _mesa_base_tex_format(ctx
, colorReadRb
->InternalFormat
);
1884 newTex
= alloc_texture(tex
, srcW
, srcH
, rb_base_format
);
1885 setup_copypix_texture(ctx
, tex
, newTex
, srcX
, srcY
, srcW
, srcH
,
1886 rb_base_format
, filter
);
1887 /* texcoords (after texture allocation!) */
1891 verts
[1].s
= tex
->Sright
;
1893 verts
[2].s
= tex
->Sright
;
1894 verts
[2].t
= tex
->Ttop
;
1896 verts
[3].t
= tex
->Ttop
;
1898 /* upload new vertex data */
1899 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1902 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1903 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1904 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
1905 _mesa_DepthMask(GL_FALSE
);
1906 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1907 mask
&= ~GL_COLOR_BUFFER_BIT
;
1910 if ((mask
& GL_DEPTH_BUFFER_BIT
) &&
1911 _mesa_is_desktop_gl(ctx
) &&
1912 ctx
->Extensions
.ARB_depth_texture
&&
1913 ctx
->Extensions
.ARB_fragment_program
) {
1915 GLuint
*tmp
= malloc(srcW
* srcH
* sizeof(GLuint
));
1919 newTex
= alloc_texture(depthTex
, srcW
, srcH
, GL_DEPTH_COMPONENT
);
1920 _mesa_ReadPixels(srcX
, srcY
, srcW
, srcH
, GL_DEPTH_COMPONENT
,
1921 GL_UNSIGNED_INT
, tmp
);
1922 setup_drawpix_texture(ctx
, depthTex
, newTex
, GL_DEPTH_COMPONENT
,
1923 srcW
, srcH
, GL_DEPTH_COMPONENT
,
1924 GL_UNSIGNED_INT
, tmp
);
1926 /* texcoords (after texture allocation!) */
1930 verts
[1].s
= depthTex
->Sright
;
1932 verts
[2].s
= depthTex
->Sright
;
1933 verts
[2].t
= depthTex
->Ttop
;
1935 verts
[3].t
= depthTex
->Ttop
;
1937 /* upload new vertex data */
1938 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1942 init_blit_depth_pixels(ctx
);
1944 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1945 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
1946 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1947 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1948 _mesa_DepthFunc(GL_ALWAYS
);
1949 _mesa_DepthMask(GL_TRUE
);
1951 _mesa_set_viewport(ctx
, dstX
, dstY
, dstW
, dstH
);
1952 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1953 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1954 mask
&= ~GL_DEPTH_BUFFER_BIT
;
1960 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1961 /* XXX can't easily do stencil */
1964 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
1965 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1967 _mesa_meta_end(ctx
);
1970 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1971 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1976 meta_glsl_blit_cleanup(struct gl_context
*ctx
, struct blit_state
*blit
)
1978 if (blit
->ArrayObj
) {
1979 _mesa_DeleteVertexArrays(1, &blit
->ArrayObj
);
1981 _mesa_DeleteBuffers(1, &blit
->VBO
);
1984 if (blit
->DepthFP
) {
1985 _mesa_DeleteProgramsARB(1, &blit
->DepthFP
);
1989 _mesa_DeleteObjectARB(blit
->ShaderProg
);
1990 blit
->ShaderProg
= 0;
1991 _mesa_DeleteObjectARB(blit
->RectShaderProg
);
1992 blit
->RectShaderProg
= 0;
1994 _mesa_DeleteTextures(1, &blit
->depthTex
.TexObj
);
1995 blit
->depthTex
.TexObj
= 0;
2000 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2003 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2005 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2007 GLfloat x
, y
, z
, r
, g
, b
, a
;
2009 struct vertex verts
[4];
2010 /* save all state but scissor, pixel pack/unpack */
2011 GLbitfield metaSave
= (MESA_META_ALL
-
2013 MESA_META_PIXEL_STORE
-
2014 MESA_META_CONDITIONAL_RENDER
-
2015 MESA_META_FRAMEBUFFER_SRGB
);
2016 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2018 if (buffers
& BUFFER_BITS_COLOR
) {
2019 /* if clearing color buffers, don't save/restore colormask */
2020 metaSave
-= MESA_META_COLOR_MASK
;
2023 _mesa_meta_begin(ctx
, metaSave
);
2025 if (clear
->ArrayObj
== 0) {
2026 /* one-time setup */
2028 /* create vertex array object */
2029 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
2030 _mesa_BindVertexArray(clear
->ArrayObj
);
2032 /* create vertex array buffer */
2033 _mesa_GenBuffers(1, &clear
->VBO
);
2034 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2036 /* setup vertex arrays */
2037 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2038 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
2039 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2040 _mesa_EnableClientState(GL_COLOR_ARRAY
);
2043 _mesa_BindVertexArray(clear
->ArrayObj
);
2044 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2047 /* GL_COLOR_BUFFER_BIT */
2048 if (buffers
& BUFFER_BITS_COLOR
) {
2049 /* leave colormask, glDrawBuffer state as-is */
2051 /* Clears never have the color clamped. */
2052 if (ctx
->Extensions
.ARB_color_buffer_float
)
2053 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2056 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2057 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2060 /* GL_DEPTH_BUFFER_BIT */
2061 if (buffers
& BUFFER_BIT_DEPTH
) {
2062 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2063 _mesa_DepthFunc(GL_ALWAYS
);
2064 _mesa_DepthMask(GL_TRUE
);
2067 assert(!ctx
->Depth
.Test
);
2070 /* GL_STENCIL_BUFFER_BIT */
2071 if (buffers
& BUFFER_BIT_STENCIL
) {
2072 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2073 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2074 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2075 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2076 ctx
->Stencil
.Clear
& stencilMax
,
2077 ctx
->Stencil
.WriteMask
[0]);
2080 assert(!ctx
->Stencil
.Enabled
);
2083 /* vertex positions/colors */
2085 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
;
2086 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
;
2087 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
;
2088 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
;
2089 const GLfloat z
= invert_z(ctx
->Depth
.Clear
);
2106 for (i
= 0; i
< 4; i
++) {
2107 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
2108 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
2109 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
2110 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
2113 /* upload new vertex data */
2114 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2115 GL_DYNAMIC_DRAW_ARB
);
2119 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2121 _mesa_meta_end(ctx
);
2125 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
2127 const char *vs_source
=
2128 "attribute vec4 position;\n"
2131 " gl_Position = position;\n"
2133 const char *fs_source
=
2134 "uniform vec4 color;\n"
2137 " gl_FragColor = color;\n"
2140 bool has_integer_textures
;
2142 if (clear
->ArrayObj
!= 0)
2145 /* create vertex array object */
2146 _mesa_GenVertexArrays(1, &clear
->ArrayObj
);
2147 _mesa_BindVertexArray(clear
->ArrayObj
);
2149 /* create vertex array buffer */
2150 _mesa_GenBuffers(1, &clear
->VBO
);
2151 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2153 /* setup vertex arrays */
2154 _mesa_VertexAttribPointer(0, 3, GL_FLOAT
, GL_FALSE
, 0, (void *)0);
2155 _mesa_EnableVertexAttribArray(0);
2157 vs
= _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER
);
2158 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
2159 _mesa_CompileShader(vs
);
2161 fs
= _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER
);
2162 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
2163 _mesa_CompileShader(fs
);
2165 clear
->ShaderProg
= _mesa_CreateProgramObjectARB();
2166 _mesa_AttachShader(clear
->ShaderProg
, fs
);
2167 _mesa_DeleteObjectARB(fs
);
2168 _mesa_AttachShader(clear
->ShaderProg
, vs
);
2169 _mesa_DeleteObjectARB(vs
);
2170 _mesa_BindAttribLocation(clear
->ShaderProg
, 0, "position");
2171 _mesa_LinkProgram(clear
->ShaderProg
);
2173 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
2176 has_integer_textures
= _mesa_is_gles3(ctx
) ||
2177 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
2179 if (has_integer_textures
) {
2180 void *shader_source_mem_ctx
= ralloc_context(NULL
);
2181 const char *vs_int_source
=
2182 ralloc_asprintf(shader_source_mem_ctx
,
2184 "in vec4 position;\n"
2187 " gl_Position = position;\n"
2189 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2190 const char *fs_int_source
=
2191 ralloc_asprintf(shader_source_mem_ctx
,
2193 "uniform ivec4 color;\n"
2194 "out ivec4 out_color;\n"
2198 " out_color = color;\n"
2200 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2202 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_int_source
);
2203 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_int_source
);
2204 ralloc_free(shader_source_mem_ctx
);
2206 clear
->IntegerShaderProg
= _mesa_CreateProgramObjectARB();
2207 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
2208 _mesa_DeleteObjectARB(fs
);
2209 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
2210 _mesa_DeleteObjectARB(vs
);
2211 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
2213 /* Note that user-defined out attributes get automatically assigned
2214 * locations starting from 0, so we don't need to explicitly
2215 * BindFragDataLocation to 0.
2218 link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
2220 clear
->IntegerColorLocation
=
2221 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
2226 meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
)
2228 if (clear
->ArrayObj
== 0)
2230 _mesa_DeleteVertexArrays(1, &clear
->ArrayObj
);
2231 clear
->ArrayObj
= 0;
2232 _mesa_DeleteBuffers(1, &clear
->VBO
);
2234 _mesa_DeleteObjectARB(clear
->ShaderProg
);
2235 clear
->ShaderProg
= 0;
2237 if (clear
->IntegerShaderProg
) {
2238 _mesa_DeleteObjectARB(clear
->IntegerShaderProg
);
2239 clear
->IntegerShaderProg
= 0;
2244 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2247 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2249 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2250 GLbitfield metaSave
;
2251 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2252 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
2253 const float x0
= ((float)fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
2254 const float y0
= ((float)fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
2255 const float x1
= ((float)fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
2256 const float y1
= ((float)fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
2257 const float z
= -invert_z(ctx
->Depth
.Clear
);
2262 metaSave
= (MESA_META_ALPHA_TEST
|
2264 MESA_META_DEPTH_TEST
|
2265 MESA_META_RASTERIZATION
|
2267 MESA_META_STENCIL_TEST
|
2269 MESA_META_VIEWPORT
|
2271 MESA_META_CLAMP_FRAGMENT_COLOR
|
2272 MESA_META_MULTISAMPLE
|
2273 MESA_META_OCCLUSION_QUERY
);
2275 if (!(buffers
& BUFFER_BITS_COLOR
)) {
2276 /* We'll use colormask to disable color writes. Otherwise,
2277 * respect color mask
2279 metaSave
|= MESA_META_COLOR_MASK
;
2282 _mesa_meta_begin(ctx
, metaSave
);
2284 meta_glsl_clear_init(ctx
, clear
);
2286 if (fb
->_IntegerColor
) {
2287 _mesa_UseProgram(clear
->IntegerShaderProg
);
2288 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
2289 ctx
->Color
.ClearColor
.i
);
2291 _mesa_UseProgram(clear
->ShaderProg
);
2292 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
2293 ctx
->Color
.ClearColor
.f
);
2296 _mesa_BindVertexArray(clear
->ArrayObj
);
2297 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, clear
->VBO
);
2299 /* GL_COLOR_BUFFER_BIT */
2300 if (buffers
& BUFFER_BITS_COLOR
) {
2301 /* leave colormask, glDrawBuffer state as-is */
2303 /* Clears never have the color clamped. */
2304 if (ctx
->Extensions
.ARB_color_buffer_float
)
2305 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2308 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2309 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2312 /* GL_DEPTH_BUFFER_BIT */
2313 if (buffers
& BUFFER_BIT_DEPTH
) {
2314 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2315 _mesa_DepthFunc(GL_ALWAYS
);
2316 _mesa_DepthMask(GL_TRUE
);
2319 assert(!ctx
->Depth
.Test
);
2322 /* GL_STENCIL_BUFFER_BIT */
2323 if (buffers
& BUFFER_BIT_STENCIL
) {
2324 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2325 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2326 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2327 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2328 ctx
->Stencil
.Clear
& stencilMax
,
2329 ctx
->Stencil
.WriteMask
[0]);
2332 assert(!ctx
->Stencil
.Enabled
);
2335 /* vertex positions */
2349 /* upload new vertex data */
2350 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2351 GL_DYNAMIC_DRAW_ARB
);
2354 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2356 _mesa_meta_end(ctx
);
2360 * Meta implementation of ctx->Driver.CopyPixels() in terms
2361 * of texture mapping and polygon rendering and GLSL shaders.
2364 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
2365 GLsizei width
, GLsizei height
,
2366 GLint dstX
, GLint dstY
, GLenum type
)
2368 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
2369 struct temp_texture
*tex
= get_temp_texture(ctx
);
2371 GLfloat x
, y
, z
, s
, t
;
2373 struct vertex verts
[4];
2375 GLenum intFormat
= GL_RGBA
;
2377 if (type
!= GL_COLOR
||
2378 ctx
->_ImageTransferState
||
2380 width
> tex
->MaxSize
||
2381 height
> tex
->MaxSize
) {
2382 /* XXX avoid this fallback */
2383 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
2387 /* Most GL state applies to glCopyPixels, but a there's a few things
2388 * we need to override:
2390 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2393 MESA_META_TRANSFORM
|
2396 MESA_META_VIEWPORT
));
2398 if (copypix
->ArrayObj
== 0) {
2399 /* one-time setup */
2401 /* create vertex array object */
2402 _mesa_GenVertexArrays(1, ©pix
->ArrayObj
);
2403 _mesa_BindVertexArray(copypix
->ArrayObj
);
2405 /* create vertex array buffer */
2406 _mesa_GenBuffers(1, ©pix
->VBO
);
2407 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
2408 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2409 NULL
, GL_DYNAMIC_DRAW_ARB
);
2411 /* setup vertex arrays */
2412 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2413 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2414 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2415 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2418 _mesa_BindVertexArray(copypix
->ArrayObj
);
2419 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, copypix
->VBO
);
2422 newTex
= alloc_texture(tex
, width
, height
, intFormat
);
2424 /* vertex positions, texcoords (after texture allocation!) */
2426 const GLfloat dstX0
= (GLfloat
) dstX
;
2427 const GLfloat dstY0
= (GLfloat
) dstY
;
2428 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
2429 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
2430 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2440 verts
[1].s
= tex
->Sright
;
2445 verts
[2].s
= tex
->Sright
;
2446 verts
[2].t
= tex
->Ttop
;
2451 verts
[3].t
= tex
->Ttop
;
2453 /* upload new vertex data */
2454 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2457 /* Alloc/setup texture */
2458 setup_copypix_texture(ctx
, tex
, newTex
, srcX
, srcY
, width
, height
,
2459 GL_RGBA
, GL_NEAREST
);
2461 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2463 /* draw textured quad */
2464 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2466 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2468 _mesa_meta_end(ctx
);
2474 * When the glDrawPixels() image size is greater than the max rectangle
2475 * texture size we use this function to break the glDrawPixels() image
2476 * into tiles which fit into the max texture size.
2479 tiled_draw_pixels(struct gl_context
*ctx
,
2481 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2482 GLenum format
, GLenum type
,
2483 const struct gl_pixelstore_attrib
*unpack
,
2484 const GLvoid
*pixels
)
2486 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
2489 if (tileUnpack
.RowLength
== 0)
2490 tileUnpack
.RowLength
= width
;
2492 for (i
= 0; i
< width
; i
+= tileSize
) {
2493 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
2494 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
2496 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
2498 for (j
= 0; j
< height
; j
+= tileSize
) {
2499 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
2500 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
2502 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2504 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2505 format
, type
, &tileUnpack
, pixels
);
2512 * One-time init for drawing stencil pixels.
2515 init_draw_stencil_pixels(struct gl_context
*ctx
)
2517 /* This program is run eight times, once for each stencil bit.
2518 * The stencil values to draw are found in an 8-bit alpha texture.
2519 * We read the texture/stencil value and test if bit 'b' is set.
2520 * If the bit is not set, use KIL to kill the fragment.
2521 * Finally, we use the stencil test to update the stencil buffer.
2523 * The basic algorithm for checking if a bit is set is:
2524 * if (is_odd(value / (1 << bit)))
2525 * result is one (or non-zero).
2528 * The program parameter contains three values:
2529 * parm.x = 255 / (1 << bit)
2533 static const char *program
=
2535 "PARAM parm = program.local[0]; \n"
2537 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2538 "# t = t * 255 / bit \n"
2539 "MUL t.x, t.a, parm.x; \n"
2542 "SUB t.x, t.x, t.y; \n"
2544 "MUL t.x, t.x, parm.y; \n"
2545 "# t = fract(t.x) \n"
2546 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2547 "# t.x = (t.x == 0 ? 1 : 0) \n"
2548 "SGE t.x, -t.x, parm.z; \n"
2550 "# for debug only \n"
2551 "#MOV result.color, t.x; \n"
2553 char program2
[1000];
2554 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2555 struct temp_texture
*tex
= get_temp_texture(ctx
);
2556 const char *texTarget
;
2558 assert(drawpix
->StencilFP
== 0);
2560 /* replace %s with "RECT" or "2D" */
2561 assert(strlen(program
) + 4 < sizeof(program2
));
2562 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2566 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2568 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2569 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2570 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2571 strlen(program2
), (const GLubyte
*) program2
);
2576 * One-time init for drawing depth pixels.
2579 init_draw_depth_pixels(struct gl_context
*ctx
)
2581 static const char *program
=
2583 "PARAM color = program.local[0]; \n"
2584 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2585 "MOV result.color, color; \n"
2588 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2589 struct temp_texture
*tex
= get_temp_texture(ctx
);
2590 const char *texTarget
;
2592 assert(drawpix
->DepthFP
== 0);
2594 /* replace %s with "RECT" or "2D" */
2595 assert(strlen(program
) + 4 < sizeof(program2
));
2596 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2600 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2602 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2603 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2604 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2605 strlen(program2
), (const GLubyte
*) program2
);
2610 * Meta implementation of ctx->Driver.DrawPixels() in terms
2611 * of texture mapping and polygon rendering.
2614 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2615 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2616 GLenum format
, GLenum type
,
2617 const struct gl_pixelstore_attrib
*unpack
,
2618 const GLvoid
*pixels
)
2620 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2621 struct temp_texture
*tex
= get_temp_texture(ctx
);
2622 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2623 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2625 GLfloat x
, y
, z
, s
, t
;
2627 struct vertex verts
[4];
2628 GLenum texIntFormat
;
2629 GLboolean fallback
, newTex
;
2630 GLbitfield metaExtraSave
= 0x0;
2634 * Determine if we can do the glDrawPixels with texture mapping.
2636 fallback
= GL_FALSE
;
2637 if (ctx
->Fog
.Enabled
) {
2641 if (_mesa_is_color_format(format
)) {
2642 /* use more compact format when possible */
2643 /* XXX disable special case for GL_LUMINANCE for now to work around
2644 * apparent i965 driver bug (see bug #23670).
2646 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2647 texIntFormat
= format
;
2649 texIntFormat
= GL_RGBA
;
2651 /* If we're not supposed to clamp the resulting color, then just
2652 * promote our texture to fully float. We could do better by
2653 * just going for the matching set of channels, in floating
2656 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2657 ctx
->Extensions
.ARB_texture_float
)
2658 texIntFormat
= GL_RGBA32F
;
2660 else if (_mesa_is_stencil_format(format
)) {
2661 if (ctx
->Extensions
.ARB_fragment_program
&&
2662 ctx
->Pixel
.IndexShift
== 0 &&
2663 ctx
->Pixel
.IndexOffset
== 0 &&
2664 type
== GL_UNSIGNED_BYTE
) {
2665 /* We'll store stencil as alpha. This only works for GLubyte
2666 * image data because of how incoming values are mapped to alpha
2669 texIntFormat
= GL_ALPHA
;
2670 metaExtraSave
= (MESA_META_COLOR_MASK
|
2671 MESA_META_DEPTH_TEST
|
2672 MESA_META_PIXEL_TRANSFER
|
2674 MESA_META_STENCIL_TEST
);
2680 else if (_mesa_is_depth_format(format
)) {
2681 if (ctx
->Extensions
.ARB_depth_texture
&&
2682 ctx
->Extensions
.ARB_fragment_program
) {
2683 texIntFormat
= GL_DEPTH_COMPONENT
;
2684 metaExtraSave
= (MESA_META_SHADER
);
2695 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2696 format
, type
, unpack
, pixels
);
2701 * Check image size against max texture size, draw as tiles if needed.
2703 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2704 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2705 format
, type
, unpack
, pixels
);
2709 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2710 * but a there's a few things we need to override:
2712 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2715 MESA_META_TRANSFORM
|
2718 MESA_META_VIEWPORT
|
2721 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2723 /* vertex positions, texcoords (after texture allocation!) */
2725 const GLfloat x0
= (GLfloat
) x
;
2726 const GLfloat y0
= (GLfloat
) y
;
2727 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2728 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2729 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2739 verts
[1].s
= tex
->Sright
;
2744 verts
[2].s
= tex
->Sright
;
2745 verts
[2].t
= tex
->Ttop
;
2750 verts
[3].t
= tex
->Ttop
;
2753 if (drawpix
->ArrayObj
== 0) {
2754 /* one-time setup: create vertex array object */
2755 _mesa_GenVertexArrays(1, &drawpix
->ArrayObj
);
2757 _mesa_BindVertexArray(drawpix
->ArrayObj
);
2759 /* create vertex array buffer */
2760 _mesa_GenBuffers(1, &vbo
);
2761 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, vbo
);
2762 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2763 verts
, GL_DYNAMIC_DRAW_ARB
);
2765 /* setup vertex arrays */
2766 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2767 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2768 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2769 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2771 /* set given unpack params */
2772 ctx
->Unpack
= *unpack
;
2774 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2776 if (_mesa_is_stencil_format(format
)) {
2777 /* Drawing stencil */
2780 if (!drawpix
->StencilFP
)
2781 init_draw_stencil_pixels(ctx
);
2783 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2784 GL_ALPHA
, type
, pixels
);
2786 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2788 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2790 /* set all stencil bits to 0 */
2791 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2792 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2793 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2795 /* set stencil bits to 1 where needed */
2796 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2798 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2799 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2801 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2802 const GLuint mask
= 1 << bit
;
2803 if (mask
& origStencilMask
) {
2804 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2805 _mesa_StencilMask(mask
);
2807 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2808 255.0 / mask
, 0.5, 0.0, 0.0);
2810 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2814 else if (_mesa_is_depth_format(format
)) {
2816 if (!drawpix
->DepthFP
)
2817 init_draw_depth_pixels(ctx
);
2819 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2820 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2822 /* polygon color = current raster color */
2823 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2824 ctx
->Current
.RasterColor
);
2826 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2827 format
, type
, pixels
);
2829 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2833 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
2834 format
, type
, pixels
);
2835 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2838 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2840 _mesa_DeleteBuffers(1, &vbo
);
2842 /* restore unpack params */
2843 ctx
->Unpack
= unpackSave
;
2845 _mesa_meta_end(ctx
);
2849 alpha_test_raster_color(struct gl_context
*ctx
)
2851 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2852 GLfloat ref
= ctx
->Color
.AlphaRef
;
2854 switch (ctx
->Color
.AlphaFunc
) {
2860 return alpha
== ref
;
2862 return alpha
<= ref
;
2866 return alpha
!= ref
;
2868 return alpha
>= ref
;
2878 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2879 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2880 * tracker would improve performance a lot.
2883 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2884 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2885 const struct gl_pixelstore_attrib
*unpack
,
2886 const GLubyte
*bitmap1
)
2888 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2889 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2890 const GLenum texIntFormat
= GL_ALPHA
;
2891 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2894 GLfloat x
, y
, z
, s
, t
, r
, g
, b
, a
;
2896 struct vertex verts
[4];
2901 * Check if swrast fallback is needed.
2903 if (ctx
->_ImageTransferState
||
2904 ctx
->FragmentProgram
._Enabled
||
2906 ctx
->Texture
._EnabledUnits
||
2907 width
> tex
->MaxSize
||
2908 height
> tex
->MaxSize
) {
2909 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2913 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2916 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2917 * but a there's a few things we need to override:
2919 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2920 MESA_META_PIXEL_STORE
|
2921 MESA_META_RASTERIZATION
|
2924 MESA_META_TRANSFORM
|
2927 MESA_META_VIEWPORT
));
2929 if (bitmap
->ArrayObj
== 0) {
2930 /* one-time setup */
2932 /* create vertex array object */
2933 _mesa_GenVertexArraysAPPLE(1, &bitmap
->ArrayObj
);
2934 _mesa_BindVertexArrayAPPLE(bitmap
->ArrayObj
);
2936 /* create vertex array buffer */
2937 _mesa_GenBuffers(1, &bitmap
->VBO
);
2938 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2939 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2940 NULL
, GL_DYNAMIC_DRAW_ARB
);
2942 /* setup vertex arrays */
2943 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
2944 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(s
));
2945 _mesa_ColorPointer(4, GL_FLOAT
, sizeof(struct vertex
), OFFSET(r
));
2946 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
2947 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
2948 _mesa_EnableClientState(GL_COLOR_ARRAY
);
2951 _mesa_BindVertexArray(bitmap
->ArrayObj
);
2952 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, bitmap
->VBO
);
2955 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2957 /* vertex positions, texcoords, colors (after texture allocation!) */
2959 const GLfloat x0
= (GLfloat
) x
;
2960 const GLfloat y0
= (GLfloat
) y
;
2961 const GLfloat x1
= (GLfloat
) (x
+ width
);
2962 const GLfloat y1
= (GLfloat
) (y
+ height
);
2963 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2974 verts
[1].s
= tex
->Sright
;
2979 verts
[2].s
= tex
->Sright
;
2980 verts
[2].t
= tex
->Ttop
;
2985 verts
[3].t
= tex
->Ttop
;
2987 for (i
= 0; i
< 4; i
++) {
2988 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2989 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2990 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2991 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2994 /* upload new vertex data */
2995 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2998 /* choose different foreground/background alpha values */
2999 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
3000 bg
= (fg
> 127 ? 0 : 255);
3002 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
3004 _mesa_meta_end(ctx
);
3008 bitmap8
= malloc(width
* height
);
3010 memset(bitmap8
, bg
, width
* height
);
3011 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
3012 bitmap8
, width
, fg
);
3014 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
3016 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
3017 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
3019 setup_drawpix_texture(ctx
, tex
, newTex
, texIntFormat
, width
, height
,
3020 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
3022 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3024 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
3029 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
3031 _mesa_meta_end(ctx
);
3036 * Check if the call to _mesa_meta_GenerateMipmap() will require a
3037 * software fallback. The fallback path will require that the texture
3038 * images are mapped.
3039 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
3042 _mesa_meta_check_generate_mipmap_fallback(struct gl_context
*ctx
, GLenum target
,
3043 struct gl_texture_object
*texObj
)
3045 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3046 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3047 struct gl_texture_image
*baseImage
;
3051 /* check for fallbacks */
3052 if (!ctx
->Extensions
.EXT_framebuffer_object
) {
3053 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3054 "glGenerateMipmap() without FBOs\n");
3058 if (target
== GL_TEXTURE_3D
||
3059 target
== GL_TEXTURE_1D_ARRAY
||
3060 target
== GL_TEXTURE_2D_ARRAY
) {
3061 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3062 "glGenerateMipmap() to %s target\n",
3063 _mesa_lookup_enum_by_nr(target
));
3067 srcLevel
= texObj
->BaseLevel
;
3068 baseImage
= _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
3070 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3071 "glGenerateMipmap() couldn't find base teximage\n");
3075 if (_mesa_is_format_compressed(baseImage
->TexFormat
)) {
3076 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3077 "glGenerateMipmap() with %s format\n",
3078 _mesa_get_format_name(baseImage
->TexFormat
));
3082 if (_mesa_get_format_color_encoding(baseImage
->TexFormat
) == GL_SRGB
&&
3083 !ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3084 /* The texture format is sRGB but we can't turn off sRGB->linear
3085 * texture sample conversion. So we won't be able to generate the
3086 * right colors when rendering. Need to use a fallback.
3088 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3089 "glGenerateMipmap() of sRGB texture without "
3095 * Test that we can actually render in the texture's format.
3098 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3099 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3101 if (target
== GL_TEXTURE_1D
) {
3102 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3103 GL_COLOR_ATTACHMENT0_EXT
,
3104 target
, texObj
->Name
, srcLevel
);
3107 /* other work is needed to enable 3D mipmap generation */
3108 else if (target
== GL_TEXTURE_3D
) {
3110 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3111 GL_COLOR_ATTACHMENT0_EXT
,
3112 target
, texObj
->Name
, srcLevel
, zoffset
);
3117 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3118 GL_COLOR_ATTACHMENT0_EXT
,
3119 target
, texObj
->Name
, srcLevel
);
3122 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3124 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3126 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3127 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3128 "glGenerateMipmap() got incomplete FBO\n");
3137 * Compute the texture coordinates for the four vertices of a quad for
3138 * drawing a 2D texture image or slice of a cube/3D texture.
3139 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
3140 * \param slice slice of a 1D/2D array texture or 3D texture
3141 * \param width width of the texture image
3142 * \param height height of the texture image
3143 * \param coords0/1/2/3 returns the computed texcoords
3146 setup_texture_coords(GLenum faceTarget
,
3156 static const GLfloat st
[4][2] = {
3157 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
3162 switch (faceTarget
) {
3166 case GL_TEXTURE_2D_ARRAY
:
3167 if (faceTarget
== GL_TEXTURE_3D
) {
3168 assert(slice
< depth
);
3170 r
= (slice
+ 0.5f
) / depth
;
3172 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
3176 coords0
[0] = 0.0F
; /* s */
3177 coords0
[1] = 0.0F
; /* t */
3178 coords0
[2] = r
; /* r */
3189 case GL_TEXTURE_RECTANGLE_ARB
:
3190 coords0
[0] = 0.0F
; /* s */
3191 coords0
[1] = 0.0F
; /* t */
3192 coords0
[2] = 0.0F
; /* r */
3197 coords2
[1] = height
;
3200 coords3
[1] = height
;
3203 case GL_TEXTURE_1D_ARRAY
:
3204 coords0
[0] = 0.0F
; /* s */
3205 coords0
[1] = slice
; /* t */
3206 coords0
[2] = 0.0F
; /* r */
3218 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3219 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3220 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3221 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3222 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3223 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3224 /* loop over quad verts */
3225 for (i
= 0; i
< 4; i
++) {
3226 /* Compute sc = +/-scale and tc = +/-scale.
3227 * Not +/-1 to avoid cube face selection ambiguity near the edges,
3228 * though that can still sometimes happen with this scale factor...
3230 const GLfloat scale
= 0.9999f
;
3231 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
3232 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
3252 switch (faceTarget
) {
3253 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3258 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3263 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3268 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3273 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3278 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3289 assert(0 && "unexpected target in meta setup_texture_coords()");
3295 setup_ff_generate_mipmap(struct gl_context
*ctx
,
3296 struct gen_mipmap_state
*mipmap
)
3299 GLfloat x
, y
, tex
[3];
3302 if (mipmap
->ArrayObj
== 0) {
3303 /* one-time setup */
3304 /* create vertex array object */
3305 _mesa_GenVertexArraysAPPLE(1, &mipmap
->ArrayObj
);
3306 _mesa_BindVertexArrayAPPLE(mipmap
->ArrayObj
);
3308 /* create vertex array buffer */
3309 _mesa_GenBuffers(1, &mipmap
->VBO
);
3310 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3311 /* setup vertex arrays */
3312 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3313 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
3314 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3315 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3318 /* setup projection matrix */
3319 _mesa_MatrixMode(GL_PROJECTION
);
3320 _mesa_LoadIdentity();
3321 _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
3325 static struct glsl_sampler
*
3326 setup_texture_sampler(GLenum target
, struct gen_mipmap_state
*mipmap
)
3330 mipmap
->sampler_1d
.type
= "sampler1D";
3331 mipmap
->sampler_1d
.func
= "texture1D";
3332 mipmap
->sampler_1d
.texcoords
= "texCoords.x";
3333 return &mipmap
->sampler_1d
;
3335 mipmap
->sampler_2d
.type
= "sampler2D";
3336 mipmap
->sampler_2d
.func
= "texture2D";
3337 mipmap
->sampler_2d
.texcoords
= "texCoords.xy";
3338 return &mipmap
->sampler_2d
;
3340 /* Code for mipmap generation with 3D textures is not used yet.
3341 * It's a sw fallback.
3343 mipmap
->sampler_3d
.type
= "sampler3D";
3344 mipmap
->sampler_3d
.func
= "texture3D";
3345 mipmap
->sampler_3d
.texcoords
= "texCoords";
3346 return &mipmap
->sampler_3d
;
3347 case GL_TEXTURE_CUBE_MAP
:
3348 mipmap
->sampler_cubemap
.type
= "samplerCube";
3349 mipmap
->sampler_cubemap
.func
= "textureCube";
3350 mipmap
->sampler_cubemap
.texcoords
= "texCoords";
3351 return &mipmap
->sampler_cubemap
;
3352 case GL_TEXTURE_1D_ARRAY
:
3353 mipmap
->sampler_1d_array
.type
= "sampler1DArray";
3354 mipmap
->sampler_1d_array
.func
= "texture1DArray";
3355 mipmap
->sampler_1d_array
.texcoords
= "texCoords.xy";
3356 return &mipmap
->sampler_1d_array
;
3357 case GL_TEXTURE_2D_ARRAY
:
3358 mipmap
->sampler_2d_array
.type
= "sampler2DArray";
3359 mipmap
->sampler_2d_array
.func
= "texture2DArray";
3360 mipmap
->sampler_2d_array
.texcoords
= "texCoords";
3361 return &mipmap
->sampler_2d_array
;
3363 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
3364 " setup_texture_sampler()\n", target
);
3371 setup_glsl_generate_mipmap(struct gl_context
*ctx
,
3372 struct gen_mipmap_state
*mipmap
,
3376 GLfloat x
, y
, tex
[3];
3378 struct glsl_sampler
*sampler
;
3379 const char *vs_source
;
3384 /* Check if already initialized */
3385 if (mipmap
->ArrayObj
== 0) {
3387 /* create vertex array object */
3388 _mesa_GenVertexArrays(1, &mipmap
->ArrayObj
);
3389 _mesa_BindVertexArray(mipmap
->ArrayObj
);
3391 /* create vertex array buffer */
3392 _mesa_GenBuffers(1, &mipmap
->VBO
);
3393 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3395 /* setup vertex arrays */
3396 _mesa_VertexAttribPointer(0, 2, GL_FLOAT
, GL_FALSE
,
3397 sizeof(struct vertex
), OFFSET(x
));
3398 _mesa_VertexAttribPointer(1, 3, GL_FLOAT
, GL_FALSE
,
3399 sizeof(struct vertex
), OFFSET(tex
));
3402 /* Generate a fragment shader program appropriate for the texture target */
3403 sampler
= setup_texture_sampler(target
, mipmap
);
3404 assert(sampler
!= NULL
);
3405 if (sampler
->shader_prog
!= 0) {
3406 mipmap
->ShaderProg
= sampler
->shader_prog
;
3410 mem_ctx
= ralloc_context(NULL
);
3412 if (ctx
->API
== API_OPENGLES2
|| ctx
->Const
.GLSLVersion
< 130) {
3414 "attribute vec2 position;\n"
3415 "attribute vec3 textureCoords;\n"
3416 "varying vec3 texCoords;\n"
3419 " texCoords = textureCoords;\n"
3420 " gl_Position = vec4(position, 0.0, 1.0);\n"
3423 fs_source
= ralloc_asprintf(mem_ctx
,
3424 "#extension GL_EXT_texture_array : enable\n"
3425 "uniform %s texSampler;\n"
3426 "varying vec3 texCoords;\n"
3429 " gl_FragColor = %s(texSampler, %s);\n"
3432 sampler
->func
, sampler
->texcoords
);
3435 vs_source
= ralloc_asprintf(mem_ctx
,
3437 "in vec2 position;\n"
3438 "in vec3 textureCoords;\n"
3439 "out vec3 texCoords;\n"
3442 " texCoords = textureCoords;\n"
3443 " gl_Position = vec4(position, 0.0, 1.0);\n"
3445 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
3446 fs_source
= ralloc_asprintf(mem_ctx
,
3448 "uniform %s texSampler;\n"
3449 "in vec3 texCoords;\n"
3450 "out vec4 out_color;\n"
3454 " out_color = texture(texSampler, %s);\n"
3456 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
3458 sampler
->texcoords
);
3461 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
3462 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
3464 mipmap
->ShaderProg
= _mesa_CreateProgramObjectARB();
3465 _mesa_AttachShader(mipmap
->ShaderProg
, fs
);
3466 _mesa_DeleteObjectARB(fs
);
3467 _mesa_AttachShader(mipmap
->ShaderProg
, vs
);
3468 _mesa_DeleteObjectARB(vs
);
3469 _mesa_BindAttribLocation(mipmap
->ShaderProg
, 0, "position");
3470 _mesa_BindAttribLocation(mipmap
->ShaderProg
, 1, "texcoords");
3471 _mesa_EnableVertexAttribArray(0);
3472 _mesa_EnableVertexAttribArray(1);
3473 link_program_with_debug(ctx
, mipmap
->ShaderProg
);
3474 sampler
->shader_prog
= mipmap
->ShaderProg
;
3475 ralloc_free(mem_ctx
);
3480 meta_glsl_generate_mipmap_cleanup(struct gl_context
*ctx
,
3481 struct gen_mipmap_state
*mipmap
)
3483 if (mipmap
->ArrayObj
== 0)
3485 _mesa_DeleteVertexArrays(1, &mipmap
->ArrayObj
);
3486 mipmap
->ArrayObj
= 0;
3487 _mesa_DeleteBuffers(1, &mipmap
->VBO
);
3490 _mesa_DeleteObjectARB(mipmap
->sampler_1d
.shader_prog
);
3491 _mesa_DeleteObjectARB(mipmap
->sampler_2d
.shader_prog
);
3492 _mesa_DeleteObjectARB(mipmap
->sampler_3d
.shader_prog
);
3493 _mesa_DeleteObjectARB(mipmap
->sampler_cubemap
.shader_prog
);
3494 _mesa_DeleteObjectARB(mipmap
->sampler_1d_array
.shader_prog
);
3495 _mesa_DeleteObjectARB(mipmap
->sampler_2d_array
.shader_prog
);
3497 mipmap
->sampler_1d
.shader_prog
= 0;
3498 mipmap
->sampler_2d
.shader_prog
= 0;
3499 mipmap
->sampler_3d
.shader_prog
= 0;
3500 mipmap
->sampler_cubemap
.shader_prog
= 0;
3501 mipmap
->sampler_1d_array
.shader_prog
= 0;
3502 mipmap
->sampler_2d_array
.shader_prog
= 0;
3507 * Called via ctx->Driver.GenerateMipmap()
3508 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
3512 _mesa_meta_GenerateMipmap(struct gl_context
*ctx
, GLenum target
,
3513 struct gl_texture_object
*texObj
)
3515 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3517 GLfloat x
, y
, tex
[3];
3519 struct vertex verts
[4];
3520 const GLuint baseLevel
= texObj
->BaseLevel
;
3521 const GLuint maxLevel
= texObj
->MaxLevel
;
3522 const GLint maxLevelSave
= texObj
->MaxLevel
;
3523 const GLboolean genMipmapSave
= texObj
->GenerateMipmap
;
3524 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3525 const GLuint currentTexUnitSave
= ctx
->Texture
.CurrentUnit
;
3526 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3527 ctx
->Extensions
.ARB_fragment_shader
&&
3528 (ctx
->API
!= API_OPENGLES
);
3531 const GLint slice
= 0;
3534 if (_mesa_meta_check_generate_mipmap_fallback(ctx
, target
, texObj
)) {
3535 _mesa_generate_mipmap(ctx
, target
, texObj
);
3539 if (target
>= GL_TEXTURE_CUBE_MAP_POSITIVE_X
&&
3540 target
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
) {
3541 faceTarget
= target
;
3542 target
= GL_TEXTURE_CUBE_MAP
;
3545 faceTarget
= target
;
3548 _mesa_meta_begin(ctx
, MESA_META_ALL
);
3550 /* Choose between glsl version and fixed function version of
3551 * GenerateMipmap function.
3553 if (use_glsl_version
) {
3554 setup_glsl_generate_mipmap(ctx
, mipmap
, target
);
3555 _mesa_UseProgram(mipmap
->ShaderProg
);
3558 setup_ff_generate_mipmap(ctx
, mipmap
);
3559 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3562 _mesa_BindVertexArray(mipmap
->ArrayObj
);
3563 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, mipmap
->VBO
);
3565 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3566 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3568 if (currentTexUnitSave
!= 0)
3569 _mesa_BindTexture(target
, texObj
->Name
);
3572 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3575 if (!mipmap
->Sampler
) {
3576 _mesa_GenSamplers(1, &mipmap
->Sampler
);
3577 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3579 _mesa_SamplerParameteri(mipmap
->Sampler
,
3580 GL_TEXTURE_MIN_FILTER
,
3581 GL_LINEAR_MIPMAP_LINEAR
);
3582 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
3583 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
3584 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
3585 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
3587 /* We don't want to encode or decode sRGB values; treat them as linear.
3588 * This is not technically correct for GLES3 but we don't get any API
3589 * error at the moment.
3591 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3592 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3593 GL_SKIP_DECODE_EXT
);
3597 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3600 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3602 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
3603 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, GL_FALSE
);
3605 assert(!genMipmapSave
);
3607 /* Setup texture coordinates */
3608 setup_texture_coords(faceTarget
,
3610 0, 0, 1, /* width, height never used here */
3616 /* setup vertex positions */
3626 /* upload vertex data */
3627 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3628 verts
, GL_DYNAMIC_DRAW_ARB
);
3630 /* texture is already locked, unlock now */
3631 _mesa_unlock_texture(ctx
, texObj
);
3633 for (dstLevel
= baseLevel
+ 1; dstLevel
<= maxLevel
; dstLevel
++) {
3634 const struct gl_texture_image
*srcImage
;
3635 const GLuint srcLevel
= dstLevel
- 1;
3636 GLsizei srcWidth
, srcHeight
, srcDepth
;
3637 GLsizei dstWidth
, dstHeight
, dstDepth
;
3640 srcImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, srcLevel
);
3641 assert(srcImage
->Border
== 0);
3644 srcWidth
= srcImage
->Width
;
3645 srcHeight
= srcImage
->Height
;
3646 srcDepth
= srcImage
->Depth
;
3649 dstWidth
= MAX2(1, srcWidth
/ 2);
3650 dstHeight
= MAX2(1, srcHeight
/ 2);
3651 dstDepth
= MAX2(1, srcDepth
/ 2);
3653 if (dstWidth
== srcImage
->Width
&&
3654 dstHeight
== srcImage
->Height
&&
3655 dstDepth
== srcImage
->Depth
) {
3660 /* Allocate storage for the destination mipmap image(s) */
3662 /* Set MaxLevel large enough to hold the new level when we allocate it */
3663 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, dstLevel
);
3665 if (!_mesa_prepare_mipmap_level(ctx
, texObj
, dstLevel
,
3666 dstWidth
, dstHeight
, dstDepth
,
3668 srcImage
->InternalFormat
,
3669 srcImage
->TexFormat
)) {
3670 /* All done. We either ran out of memory or we would go beyond the
3671 * last valid level of an immutable texture if we continued.
3676 /* limit minification to src level */
3677 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
3679 /* Set to draw into the current dstLevel */
3680 if (target
== GL_TEXTURE_1D
) {
3681 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3682 GL_COLOR_ATTACHMENT0_EXT
,
3687 else if (target
== GL_TEXTURE_3D
) {
3688 GLint zoffset
= 0; /* XXX unfinished */
3689 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3690 GL_COLOR_ATTACHMENT0_EXT
,
3697 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3698 GL_COLOR_ATTACHMENT0_EXT
,
3704 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
3707 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3708 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3709 _mesa_problem(ctx
, "Unexpected incomplete framebuffer in "
3710 "_mesa_meta_GenerateMipmap()");
3714 assert(dstWidth
== ctx
->DrawBuffer
->Width
);
3715 assert(dstHeight
== ctx
->DrawBuffer
->Height
);
3717 /* setup viewport */
3718 _mesa_set_viewport(ctx
, 0, 0, dstWidth
, dstHeight
);
3720 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3723 _mesa_lock_texture(ctx
, texObj
); /* relock */
3725 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3727 _mesa_meta_end(ctx
);
3729 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3731 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, genMipmapSave
);
3733 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3738 * Determine the GL data type to use for the temporary image read with
3739 * ReadPixels() and passed to Tex[Sub]Image().
3742 get_temp_image_type(struct gl_context
*ctx
, gl_format format
)
3746 baseFormat
= _mesa_get_format_base_format(format
);
3748 switch (baseFormat
) {
3755 case GL_LUMINANCE_ALPHA
:
3757 if (ctx
->DrawBuffer
->Visual
.redBits
<= 8) {
3758 return GL_UNSIGNED_BYTE
;
3759 } else if (ctx
->DrawBuffer
->Visual
.redBits
<= 16) {
3760 return GL_UNSIGNED_SHORT
;
3762 GLenum datatype
= _mesa_get_format_datatype(format
);
3763 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
)
3767 case GL_DEPTH_COMPONENT
:
3768 return GL_UNSIGNED_INT
;
3769 case GL_DEPTH_STENCIL
:
3770 return GL_UNSIGNED_INT_24_8
;
3772 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
3780 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3781 * Have to be careful with locking and meta state for pixel transfer.
3784 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
3785 struct gl_texture_image
*texImage
,
3786 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3787 struct gl_renderbuffer
*rb
,
3789 GLsizei width
, GLsizei height
)
3791 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3792 GLenum format
, type
;
3796 /* Choose format/type for temporary image buffer */
3797 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
3798 if (format
== GL_LUMINANCE
||
3799 format
== GL_LUMINANCE_ALPHA
||
3800 format
== GL_INTENSITY
) {
3801 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3802 * temp image buffer because glReadPixels will do L=R+G+B which is
3803 * not what we want (should be L=R).
3808 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
3809 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
3810 format
= _mesa_base_format_to_integer_format(format
);
3812 bpp
= _mesa_bytes_per_pixel(format
, type
);
3814 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
3819 * Alloc image buffer (XXX could use a PBO)
3821 buf
= malloc(width
* height
* bpp
);
3823 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
3827 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
3830 * Read image from framebuffer (disable pixel transfer ops)
3832 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
3833 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
3834 format
, type
, &ctx
->Pack
, buf
);
3835 _mesa_meta_end(ctx
);
3837 _mesa_update_state(ctx
); /* to update pixel transfer state */
3840 * Store texture data (with pixel transfer ops)
3842 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
3844 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3845 xoffset
, yoffset
, zoffset
, width
, height
, 1,
3846 format
, type
, buf
, &ctx
->Unpack
);
3848 _mesa_meta_end(ctx
);
3850 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
3857 * Decompress a texture image by drawing a quad with the compressed
3858 * texture and reading the pixels out of the color buffer.
3859 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3860 * \param destFormat format, ala glReadPixels
3861 * \param destType type, ala glReadPixels
3862 * \param dest destination buffer
3863 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3866 decompress_texture_image(struct gl_context
*ctx
,
3867 struct gl_texture_image
*texImage
,
3869 GLenum destFormat
, GLenum destType
,
3872 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3873 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3874 const GLint width
= texImage
->Width
;
3875 const GLint height
= texImage
->Height
;
3876 const GLint depth
= texImage
->Height
;
3877 const GLenum target
= texObj
->Target
;
3880 GLfloat x
, y
, tex
[3];
3882 struct vertex verts
[4];
3883 GLuint fboDrawSave
, fboReadSave
;
3888 assert(target
== GL_TEXTURE_3D
||
3889 target
== GL_TEXTURE_2D_ARRAY
);
3892 if (target
== GL_TEXTURE_CUBE_MAP
) {
3893 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3896 faceTarget
= target
;
3899 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3900 fboDrawSave
= ctx
->DrawBuffer
->Name
;
3901 fboReadSave
= ctx
->ReadBuffer
->Name
;
3902 rbSave
= ctx
->CurrentRenderbuffer
? ctx
->CurrentRenderbuffer
->Name
: 0;
3904 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_PIXEL_STORE
);
3906 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3907 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3909 /* Create/bind FBO/renderbuffer */
3910 if (decompress
->FBO
== 0) {
3911 _mesa_GenFramebuffers(1, &decompress
->FBO
);
3912 _mesa_GenRenderbuffers(1, &decompress
->RBO
);
3913 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3914 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3915 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
3916 GL_COLOR_ATTACHMENT0_EXT
,
3917 GL_RENDERBUFFER_EXT
,
3921 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3924 /* alloc dest surface */
3925 if (width
> decompress
->Width
|| height
> decompress
->Height
) {
3926 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3927 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT
, GL_RGBA
,
3929 decompress
->Width
= width
;
3930 decompress
->Height
= height
;
3933 /* setup VBO data */
3934 if (decompress
->ArrayObj
== 0) {
3935 /* create vertex array object */
3936 _mesa_GenVertexArrays(1, &decompress
->ArrayObj
);
3937 _mesa_BindVertexArray(decompress
->ArrayObj
);
3939 /* create vertex array buffer */
3940 _mesa_GenBuffers(1, &decompress
->VBO
);
3941 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
3942 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3943 NULL
, GL_DYNAMIC_DRAW_ARB
);
3945 /* setup vertex arrays */
3946 _mesa_VertexPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
3947 _mesa_TexCoordPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(tex
));
3948 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
3949 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
3952 _mesa_BindVertexArray(decompress
->ArrayObj
);
3953 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, decompress
->VBO
);
3956 if (!decompress
->Sampler
) {
3957 _mesa_GenSamplers(1, &decompress
->Sampler
);
3958 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3959 /* nearest filtering */
3960 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3961 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3962 /* No sRGB decode or encode.*/
3963 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3964 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3965 GL_SKIP_DECODE_EXT
);
3969 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3972 setup_texture_coords(faceTarget
, slice
, width
, height
, depth
,
3978 /* setup vertex positions */
3984 verts
[2].y
= height
;
3986 verts
[3].y
= height
;
3988 /* upload new vertex data */
3989 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3991 /* setup texture state */
3992 _mesa_BindTexture(target
, texObj
->Name
);
3993 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3996 /* save texture object state */
3997 const GLint baseLevelSave
= texObj
->BaseLevel
;
3998 const GLint maxLevelSave
= texObj
->MaxLevel
;
4000 /* restrict sampling to the texture level of interest */
4001 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
4002 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
4003 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
4006 /* render quad w/ texture into renderbuffer */
4007 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
4009 /* Restore texture object state, the texture binding will
4010 * be restored by _mesa_meta_end().
4012 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
4013 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
4014 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
4019 /* read pixels from renderbuffer */
4021 GLenum baseTexFormat
= texImage
->_BaseFormat
;
4022 GLenum destBaseFormat
= _mesa_base_tex_format(ctx
, destFormat
);
4024 /* The pixel transfer state will be set to default values at this point
4025 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
4026 * turned off (as required by glGetTexImage) but we need to handle some
4027 * special cases. In particular, single-channel texture values are
4028 * returned as red and two-channel texture values are returned as
4031 if ((baseTexFormat
== GL_LUMINANCE
||
4032 baseTexFormat
== GL_LUMINANCE_ALPHA
||
4033 baseTexFormat
== GL_INTENSITY
) ||
4034 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
4035 * luminance then we need to return L=tex(R).
4037 ((baseTexFormat
== GL_RGBA
||
4038 baseTexFormat
== GL_RGB
||
4039 baseTexFormat
== GL_RG
) &&
4040 (destBaseFormat
== GL_LUMINANCE
||
4041 destBaseFormat
== GL_LUMINANCE_ALPHA
||
4042 destBaseFormat
== GL_LUMINANCE_INTEGER_EXT
||
4043 destBaseFormat
== GL_LUMINANCE_ALPHA_INTEGER_EXT
))) {
4044 /* Green and blue must be zero */
4045 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
4046 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
4049 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
4052 /* disable texture unit */
4053 _mesa_set_enable(ctx
, target
, GL_FALSE
);
4055 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
4057 _mesa_meta_end(ctx
);
4059 /* restore fbo bindings */
4060 if (fboDrawSave
== fboReadSave
) {
4061 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboDrawSave
);
4064 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT
, fboDrawSave
);
4065 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER_EXT
, fboReadSave
);
4067 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, rbSave
);
4072 * This is just a wrapper around _mesa_get_tex_image() and
4073 * decompress_texture_image(). Meta functions should not be directly called
4077 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
4078 GLenum format
, GLenum type
, GLvoid
*pixels
,
4079 struct gl_texture_image
*texImage
)
4081 /* We can only use the decompress-with-blit method here if the texels are
4082 * unsigned, normalized values. We could handle signed and unnormalized
4083 * with floating point renderbuffers...
4085 if (_mesa_is_format_compressed(texImage
->TexFormat
) &&
4086 _mesa_get_format_datatype(texImage
->TexFormat
)
4087 == GL_UNSIGNED_NORMALIZED
) {
4088 struct gl_texture_object
*texObj
= texImage
->TexObject
;
4089 const GLuint slice
= 0; /* only 2D compressed textures for now */
4090 /* Need to unlock the texture here to prevent deadlock... */
4091 _mesa_unlock_texture(ctx
, texObj
);
4092 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, pixels
);
4093 /* ... and relock it */
4094 _mesa_lock_texture(ctx
, texObj
);
4097 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
4103 * Meta implementation of ctx->Driver.DrawTex() in terms
4104 * of polygon rendering.
4107 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
4108 GLfloat width
, GLfloat height
)
4110 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
4112 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
4114 struct vertex verts
[4];
4117 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
4119 MESA_META_TRANSFORM
|
4121 MESA_META_VIEWPORT
));
4123 if (drawtex
->ArrayObj
== 0) {
4124 /* one-time setup */
4125 GLint active_texture
;
4127 /* create vertex array object */
4128 _mesa_GenVertexArrays(1, &drawtex
->ArrayObj
);
4129 _mesa_BindVertexArray(drawtex
->ArrayObj
);
4131 /* create vertex array buffer */
4132 _mesa_GenBuffers(1, &drawtex
->VBO
);
4133 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4134 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
4135 NULL
, GL_DYNAMIC_DRAW_ARB
);
4137 /* client active texture is not part of the array object */
4138 active_texture
= ctx
->Array
.ActiveTexture
;
4140 /* setup vertex arrays */
4141 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
4142 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
4143 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4144 _mesa_ClientActiveTexture(GL_TEXTURE0
+ i
);
4145 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
4146 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
4149 /* restore client active texture */
4150 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
4153 _mesa_BindVertexArray(drawtex
->ArrayObj
);
4154 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4157 /* vertex positions, texcoords */
4159 const GLfloat x1
= x
+ width
;
4160 const GLfloat y1
= y
+ height
;
4162 z
= CLAMP(z
, 0.0f
, 1.0f
);
4181 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4182 const struct gl_texture_object
*texObj
;
4183 const struct gl_texture_image
*texImage
;
4184 GLfloat s
, t
, s1
, t1
;
4187 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
) {
4189 for (j
= 0; j
< 4; j
++) {
4190 verts
[j
].st
[i
][0] = 0.0f
;
4191 verts
[j
].st
[i
][1] = 0.0f
;
4196 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
4197 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
4198 tw
= texImage
->Width2
;
4199 th
= texImage
->Height2
;
4201 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
4202 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
4203 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
4204 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
4206 verts
[0].st
[i
][0] = s
;
4207 verts
[0].st
[i
][1] = t
;
4209 verts
[1].st
[i
][0] = s1
;
4210 verts
[1].st
[i
][1] = t
;
4212 verts
[2].st
[i
][0] = s1
;
4213 verts
[2].st
[i
][1] = t1
;
4215 verts
[3].st
[i
][0] = s
;
4216 verts
[3].st
[i
][1] = t1
;
4219 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
4222 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
4224 _mesa_meta_end(ctx
);