d3910597dea7c6e7f911a24275e43abdac144f40
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/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/multisample.h"
56 #include "main/objectlabel.h"
57 #include "main/pipelineobj.h"
58 #include "main/pixel.h"
59 #include "main/pbo.h"
60 #include "main/polygon.h"
61 #include "main/queryobj.h"
62 #include "main/readpix.h"
63 #include "main/scissor.h"
64 #include "main/shaderapi.h"
65 #include "main/shaderobj.h"
66 #include "main/state.h"
67 #include "main/stencil.h"
68 #include "main/texobj.h"
69 #include "main/texenv.h"
70 #include "main/texgetimage.h"
71 #include "main/teximage.h"
72 #include "main/texparam.h"
73 #include "main/texstate.h"
74 #include "main/transformfeedback.h"
75 #include "main/uniforms.h"
76 #include "main/varray.h"
77 #include "main/viewport.h"
78 #include "main/samplerobj.h"
79 #include "program/program.h"
80 #include "swrast/swrast.h"
81 #include "drivers/common/meta.h"
82 #include "main/enums.h"
83 #include "main/glformats.h"
84 #include "../glsl/ralloc.h"
85
86 /** Return offset in bytes of the field within a vertex struct */
87 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
88
89 static struct blit_shader *
90 choose_blit_shader(GLenum target, struct blit_shader_table *table);
91
92 static void cleanup_temp_texture(struct temp_texture *tex);
93 static void meta_glsl_clear_cleanup(struct clear_state *clear);
94 static void meta_decompress_cleanup(struct decompress_state *decompress);
95 static void meta_drawpix_cleanup(struct drawpix_state *drawpix);
96
97 void
98 _mesa_meta_bind_fbo_image(GLenum attachment,
99 struct gl_texture_image *texImage, GLuint layer)
100 {
101 struct gl_texture_object *texObj = texImage->TexObject;
102 int level = texImage->Level;
103 GLenum target = texObj->Target;
104
105 switch (target) {
106 case GL_TEXTURE_1D:
107 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER,
108 attachment,
109 target,
110 texObj->Name,
111 level);
112 break;
113 case GL_TEXTURE_1D_ARRAY:
114 case GL_TEXTURE_2D_ARRAY:
115 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
116 case GL_TEXTURE_CUBE_MAP_ARRAY:
117 case GL_TEXTURE_3D:
118 _mesa_FramebufferTextureLayer(GL_FRAMEBUFFER,
119 attachment,
120 texObj->Name,
121 level,
122 layer);
123 break;
124 default: /* 2D / cube */
125 if (target == GL_TEXTURE_CUBE_MAP)
126 target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
127
128 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER,
129 attachment,
130 target,
131 texObj->Name,
132 level);
133 }
134 }
135
136 GLuint
137 _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
138 const GLcharARB *source)
139 {
140 GLuint shader;
141 GLint ok, size;
142 GLchar *info;
143
144 shader = _mesa_CreateShader(target);
145 _mesa_ShaderSource(shader, 1, &source, NULL);
146 _mesa_CompileShader(shader);
147
148 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
149 if (ok)
150 return shader;
151
152 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
153 if (size == 0) {
154 _mesa_DeleteShader(shader);
155 return 0;
156 }
157
158 info = malloc(size);
159 if (!info) {
160 _mesa_DeleteShader(shader);
161 return 0;
162 }
163
164 _mesa_GetShaderInfoLog(shader, size, NULL, info);
165 _mesa_problem(ctx,
166 "meta program compile failed:\n%s\n"
167 "source:\n%s\n",
168 info, source);
169
170 free(info);
171 _mesa_DeleteShader(shader);
172
173 return 0;
174 }
175
176 GLuint
177 _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program)
178 {
179 GLint ok, size;
180 GLchar *info;
181
182 _mesa_LinkProgram(program);
183
184 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
185 if (ok)
186 return program;
187
188 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
189 if (size == 0)
190 return 0;
191
192 info = malloc(size);
193 if (!info)
194 return 0;
195
196 _mesa_GetProgramInfoLog(program, size, NULL, info);
197 _mesa_problem(ctx, "meta program link failed:\n%s", info);
198
199 free(info);
200
201 return 0;
202 }
203
204 /**
205 * Generate a generic shader to blit from a texture to a framebuffer
206 *
207 * \param ctx Current GL context
208 * \param texTarget Texture target that will be the source of the blit
209 *
210 * \returns a handle to a shader program on success or zero on failure.
211 */
212 void
213 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
214 GLenum target,
215 struct blit_shader_table *table)
216 {
217 const char *vs_source;
218 char *fs_source;
219 GLuint vs, fs;
220 void *const mem_ctx = ralloc_context(NULL);
221 struct blit_shader *shader = choose_blit_shader(target, table);
222 char *name;
223
224 assert(shader != NULL);
225
226 if (shader->shader_prog != 0) {
227 _mesa_UseProgram(shader->shader_prog);
228 return;
229 }
230
231 if (ctx->Const.GLSLVersion < 130) {
232 vs_source =
233 "attribute vec2 position;\n"
234 "attribute vec4 textureCoords;\n"
235 "varying vec4 texCoords;\n"
236 "void main()\n"
237 "{\n"
238 " texCoords = textureCoords;\n"
239 " gl_Position = vec4(position, 0.0, 1.0);\n"
240 "}\n";
241
242 fs_source = ralloc_asprintf(mem_ctx,
243 "#extension GL_EXT_texture_array : enable\n"
244 "#extension GL_ARB_texture_cube_map_array: enable\n"
245 "uniform %s texSampler;\n"
246 "varying vec4 texCoords;\n"
247 "void main()\n"
248 "{\n"
249 " gl_FragColor = %s(texSampler, %s);\n"
250 " gl_FragDepth = gl_FragColor.x;\n"
251 "}\n",
252 shader->type,
253 shader->func, shader->texcoords);
254 }
255 else {
256 vs_source = ralloc_asprintf(mem_ctx,
257 "#version 130\n"
258 "in vec2 position;\n"
259 "in vec4 textureCoords;\n"
260 "out vec4 texCoords;\n"
261 "void main()\n"
262 "{\n"
263 " texCoords = textureCoords;\n"
264 " gl_Position = vec4(position, 0.0, 1.0);\n"
265 "}\n");
266 fs_source = ralloc_asprintf(mem_ctx,
267 "#version 130\n"
268 "#extension GL_ARB_texture_cube_map_array: enable\n"
269 "uniform %s texSampler;\n"
270 "in vec4 texCoords;\n"
271 "out vec4 out_color;\n"
272 "\n"
273 "void main()\n"
274 "{\n"
275 " out_color = texture(texSampler, %s);\n"
276 " gl_FragDepth = out_color.x;\n"
277 "}\n",
278 shader->type,
279 shader->texcoords);
280 }
281
282 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
283 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
284
285 shader->shader_prog = _mesa_CreateProgram();
286 _mesa_AttachShader(shader->shader_prog, fs);
287 _mesa_DeleteShader(fs);
288 _mesa_AttachShader(shader->shader_prog, vs);
289 _mesa_DeleteShader(vs);
290 _mesa_BindAttribLocation(shader->shader_prog, 0, "position");
291 _mesa_BindAttribLocation(shader->shader_prog, 1, "texcoords");
292 _mesa_meta_link_program_with_debug(ctx, shader->shader_prog);
293 name = ralloc_asprintf(mem_ctx, "%s blit", shader->type);
294 _mesa_ObjectLabel(GL_PROGRAM, shader->shader_prog, -1, name);
295 ralloc_free(mem_ctx);
296
297 _mesa_UseProgram(shader->shader_prog);
298 }
299
300 /**
301 * Configure vertex buffer and vertex array objects for tests
302 *
303 * Regardless of whether a new VAO and new VBO are created, the objects
304 * referenced by \c VAO and \c VBO will be bound into the GL state vector
305 * when this function terminates.
306 *
307 * \param VAO Storage for vertex array object handle. If 0, a new VAO
308 * will be created.
309 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
310 * will be created. The new VBO will have storage for 4
311 * \c vertex structures.
312 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
313 * or should traditional, fixed-function color and texture
314 * coordinate be used?
315 * \param vertex_size Number of components for attribute 0 / vertex.
316 * \param texcoord_size Number of components for attribute 1 / texture
317 * coordinate. If this is 0, attribute 1 will not be set or
318 * enabled.
319 * \param color_size Number of components for attribute 1 / primary color.
320 * If this is 0, attribute 1 will not be set or enabled.
321 *
322 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
323 * Use \c texcoord_size instead.
324 */
325 void
326 _mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO,
327 bool use_generic_attributes,
328 unsigned vertex_size, unsigned texcoord_size,
329 unsigned color_size)
330 {
331 if (*VAO == 0) {
332 assert(*VBO == 0);
333
334 /* create vertex array object */
335 _mesa_GenVertexArrays(1, VAO);
336 _mesa_BindVertexArray(*VAO);
337
338 /* create vertex array buffer */
339 _mesa_GenBuffers(1, VBO);
340 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
341 _mesa_BufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), NULL,
342 GL_DYNAMIC_DRAW);
343
344 /* setup vertex arrays */
345 if (use_generic_attributes) {
346 assert(color_size == 0);
347
348 _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE,
349 sizeof(struct vertex), OFFSET(x));
350 _mesa_EnableVertexAttribArray(0);
351
352 if (texcoord_size > 0) {
353 _mesa_VertexAttribPointer(1, texcoord_size, GL_FLOAT, GL_FALSE,
354 sizeof(struct vertex), OFFSET(tex));
355 _mesa_EnableVertexAttribArray(1);
356 }
357 } else {
358 _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex),
359 OFFSET(x));
360 _mesa_EnableClientState(GL_VERTEX_ARRAY);
361
362 if (texcoord_size > 0) {
363 _mesa_TexCoordPointer(texcoord_size, GL_FLOAT,
364 sizeof(struct vertex), OFFSET(tex));
365 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
366 }
367
368 if (color_size > 0) {
369 _mesa_ColorPointer(color_size, GL_FLOAT,
370 sizeof(struct vertex), OFFSET(r));
371 _mesa_EnableClientState(GL_COLOR_ARRAY);
372 }
373 }
374 } else {
375 _mesa_BindVertexArray(*VAO);
376 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
377 }
378 }
379
380 /**
381 * Initialize meta-ops for a context.
382 * To be called once during context creation.
383 */
384 void
385 _mesa_meta_init(struct gl_context *ctx)
386 {
387 ASSERT(!ctx->Meta);
388
389 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
390 }
391
392
393 /**
394 * Free context meta-op state.
395 * To be called once during context destruction.
396 */
397 void
398 _mesa_meta_free(struct gl_context *ctx)
399 {
400 GET_CURRENT_CONTEXT(old_context);
401 _mesa_make_current(ctx, NULL, NULL);
402 _mesa_meta_glsl_blit_cleanup(&ctx->Meta->Blit);
403 meta_glsl_clear_cleanup(&ctx->Meta->Clear);
404 _mesa_meta_glsl_generate_mipmap_cleanup(&ctx->Meta->Mipmap);
405 cleanup_temp_texture(&ctx->Meta->TempTex);
406 meta_decompress_cleanup(&ctx->Meta->Decompress);
407 meta_drawpix_cleanup(&ctx->Meta->DrawPix);
408 if (old_context)
409 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
410 else
411 _mesa_make_current(NULL, NULL, NULL);
412 free(ctx->Meta);
413 ctx->Meta = NULL;
414 }
415
416
417 /**
418 * Enter meta state. This is like a light-weight version of glPushAttrib
419 * but it also resets most GL state back to default values.
420 *
421 * \param state bitmask of MESA_META_* flags indicating which attribute groups
422 * to save and reset to their defaults
423 */
424 void
425 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
426 {
427 struct save_state *save;
428
429 /* hope MAX_META_OPS_DEPTH is large enough */
430 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
431
432 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
433 memset(save, 0, sizeof(*save));
434 save->SavedState = state;
435
436 /* We always push into desktop GL mode and pop out at the end. No sense in
437 * writing our shaders varying based on the user's context choice, when
438 * Mesa can handle either.
439 */
440 save->API = ctx->API;
441 ctx->API = API_OPENGL_COMPAT;
442
443 /* Pausing transform feedback needs to be done early, or else we won't be
444 * able to change other state.
445 */
446 save->TransformFeedbackNeedsResume =
447 _mesa_is_xfb_active_and_unpaused(ctx);
448 if (save->TransformFeedbackNeedsResume)
449 _mesa_PauseTransformFeedback();
450
451 /* After saving the current occlusion object, call EndQuery so that no
452 * occlusion querying will be active during the meta-operation.
453 */
454 if (state & MESA_META_OCCLUSION_QUERY) {
455 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
456 if (save->CurrentOcclusionObject)
457 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
458 }
459
460 if (state & MESA_META_ALPHA_TEST) {
461 save->AlphaEnabled = ctx->Color.AlphaEnabled;
462 save->AlphaFunc = ctx->Color.AlphaFunc;
463 save->AlphaRef = ctx->Color.AlphaRef;
464 if (ctx->Color.AlphaEnabled)
465 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
466 }
467
468 if (state & MESA_META_BLEND) {
469 save->BlendEnabled = ctx->Color.BlendEnabled;
470 if (ctx->Color.BlendEnabled) {
471 if (ctx->Extensions.EXT_draw_buffers2) {
472 GLuint i;
473 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
474 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
475 }
476 }
477 else {
478 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
479 }
480 }
481 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
482 if (ctx->Color.ColorLogicOpEnabled)
483 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
484 }
485
486 if (state & MESA_META_COLOR_MASK) {
487 memcpy(save->ColorMask, ctx->Color.ColorMask,
488 sizeof(ctx->Color.ColorMask));
489 if (!ctx->Color.ColorMask[0][0] ||
490 !ctx->Color.ColorMask[0][1] ||
491 !ctx->Color.ColorMask[0][2] ||
492 !ctx->Color.ColorMask[0][3])
493 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
494 }
495
496 if (state & MESA_META_DEPTH_TEST) {
497 save->Depth = ctx->Depth; /* struct copy */
498 if (ctx->Depth.Test)
499 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
500 }
501
502 if (state & MESA_META_FOG) {
503 save->Fog = ctx->Fog.Enabled;
504 if (ctx->Fog.Enabled)
505 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
506 }
507
508 if (state & MESA_META_PIXEL_STORE) {
509 save->Pack = ctx->Pack;
510 save->Unpack = ctx->Unpack;
511 ctx->Pack = ctx->DefaultPacking;
512 ctx->Unpack = ctx->DefaultPacking;
513 }
514
515 if (state & MESA_META_PIXEL_TRANSFER) {
516 save->RedScale = ctx->Pixel.RedScale;
517 save->RedBias = ctx->Pixel.RedBias;
518 save->GreenScale = ctx->Pixel.GreenScale;
519 save->GreenBias = ctx->Pixel.GreenBias;
520 save->BlueScale = ctx->Pixel.BlueScale;
521 save->BlueBias = ctx->Pixel.BlueBias;
522 save->AlphaScale = ctx->Pixel.AlphaScale;
523 save->AlphaBias = ctx->Pixel.AlphaBias;
524 save->MapColorFlag = ctx->Pixel.MapColorFlag;
525 ctx->Pixel.RedScale = 1.0F;
526 ctx->Pixel.RedBias = 0.0F;
527 ctx->Pixel.GreenScale = 1.0F;
528 ctx->Pixel.GreenBias = 0.0F;
529 ctx->Pixel.BlueScale = 1.0F;
530 ctx->Pixel.BlueBias = 0.0F;
531 ctx->Pixel.AlphaScale = 1.0F;
532 ctx->Pixel.AlphaBias = 0.0F;
533 ctx->Pixel.MapColorFlag = GL_FALSE;
534 /* XXX more state */
535 ctx->NewState |=_NEW_PIXEL;
536 }
537
538 if (state & MESA_META_RASTERIZATION) {
539 save->FrontPolygonMode = ctx->Polygon.FrontMode;
540 save->BackPolygonMode = ctx->Polygon.BackMode;
541 save->PolygonOffset = ctx->Polygon.OffsetFill;
542 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
543 save->PolygonStipple = ctx->Polygon.StippleFlag;
544 save->PolygonCull = ctx->Polygon.CullFlag;
545 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
546 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
547 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
548 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
549 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
550 }
551
552 if (state & MESA_META_SCISSOR) {
553 save->Scissor = ctx->Scissor; /* struct copy */
554 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
555 }
556
557 if (state & MESA_META_SHADER) {
558 int i;
559
560 if (ctx->Extensions.ARB_vertex_program) {
561 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
562 _mesa_reference_vertprog(ctx, &save->VertexProgram,
563 ctx->VertexProgram.Current);
564 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
565 }
566
567 if (ctx->Extensions.ARB_fragment_program) {
568 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
569 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
570 ctx->FragmentProgram.Current);
571 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
572 }
573
574 if (ctx->Extensions.ATI_fragment_shader) {
575 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
576 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
577 }
578
579 if (ctx->Extensions.ARB_separate_shader_objects) {
580 if (ctx->Pipeline.Current) {
581 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
582 ctx->Pipeline.Current);
583 _mesa_BindProgramPipeline(0);
584 }
585
586 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
587 * that we don't have to worry about the current pipeline state.
588 */
589 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
590 _mesa_reference_shader_program(ctx, &save->Shader[i],
591 ctx->Shader.CurrentProgram[i]);
592 }
593 _mesa_reference_shader_program(ctx, &save->ActiveShader,
594 ctx->Shader.ActiveProgram);
595
596 _mesa_UseProgram(0);
597 }
598
599 if (state & MESA_META_STENCIL_TEST) {
600 save->Stencil = ctx->Stencil; /* struct copy */
601 if (ctx->Stencil.Enabled)
602 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
603 /* NOTE: other stencil state not reset */
604 }
605
606 if (state & MESA_META_TEXTURE) {
607 GLuint u, tgt;
608
609 save->ActiveUnit = ctx->Texture.CurrentUnit;
610 save->ClientActiveUnit = ctx->Array.ActiveTexture;
611 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
612
613 /* Disable all texture units */
614 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
615 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
616 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
617 if (ctx->Texture.Unit[u].Enabled ||
618 ctx->Texture.Unit[u].TexGenEnabled) {
619 _mesa_ActiveTexture(GL_TEXTURE0 + u);
620 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
621 if (ctx->Extensions.ARB_texture_cube_map)
622 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
623
624 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
625 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
626 if (ctx->Extensions.NV_texture_rectangle)
627 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
628 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
629 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
630 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
631 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
632 }
633 }
634
635 /* save current texture objects for unit[0] only */
636 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
637 _mesa_reference_texobj(&save->CurrentTexture[tgt],
638 ctx->Texture.Unit[0].CurrentTex[tgt]);
639 }
640
641 /* set defaults for unit[0] */
642 _mesa_ActiveTexture(GL_TEXTURE0);
643 _mesa_ClientActiveTexture(GL_TEXTURE0);
644 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
645 }
646
647 if (state & MESA_META_TRANSFORM) {
648 GLuint activeTexture = ctx->Texture.CurrentUnit;
649 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
650 16 * sizeof(GLfloat));
651 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
652 16 * sizeof(GLfloat));
653 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
654 16 * sizeof(GLfloat));
655 save->MatrixMode = ctx->Transform.MatrixMode;
656 /* set 1:1 vertex:pixel coordinate transform */
657 _mesa_ActiveTexture(GL_TEXTURE0);
658 _mesa_MatrixMode(GL_TEXTURE);
659 _mesa_LoadIdentity();
660 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
661 _mesa_MatrixMode(GL_MODELVIEW);
662 _mesa_LoadIdentity();
663 _mesa_MatrixMode(GL_PROJECTION);
664 _mesa_LoadIdentity();
665
666 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
667 * This can occur when there is no draw buffer.
668 */
669 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
670 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
671 0.0, ctx->DrawBuffer->Height,
672 -1.0, 1.0);
673 }
674
675 if (state & MESA_META_CLIP) {
676 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
677 if (ctx->Transform.ClipPlanesEnabled) {
678 GLuint i;
679 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
680 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
681 }
682 }
683 }
684
685 if (state & MESA_META_VERTEX) {
686 /* save vertex array object state */
687 _mesa_reference_vao(ctx, &save->VAO,
688 ctx->Array.VAO);
689 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
690 ctx->Array.ArrayBufferObj);
691 /* set some default state? */
692 }
693
694 if (state & MESA_META_VIEWPORT) {
695 /* save viewport state */
696 save->ViewportX = ctx->ViewportArray[0].X;
697 save->ViewportY = ctx->ViewportArray[0].Y;
698 save->ViewportW = ctx->ViewportArray[0].Width;
699 save->ViewportH = ctx->ViewportArray[0].Height;
700 /* set viewport to match window size */
701 if (ctx->ViewportArray[0].X != 0 ||
702 ctx->ViewportArray[0].Y != 0 ||
703 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
704 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
705 _mesa_set_viewport(ctx, 0, 0, 0,
706 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
707 }
708 /* save depth range state */
709 save->DepthNear = ctx->ViewportArray[0].Near;
710 save->DepthFar = ctx->ViewportArray[0].Far;
711 /* set depth range to default */
712 _mesa_DepthRange(0.0, 1.0);
713 }
714
715 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
716 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
717
718 /* Generally in here we want to do clamping according to whether
719 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
720 * regardless of the internal implementation of the metaops.
721 */
722 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
723 ctx->Extensions.ARB_color_buffer_float)
724 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
725 }
726
727 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
728 save->ClampVertexColor = ctx->Light.ClampVertexColor;
729
730 /* Generally in here we never want vertex color clamping --
731 * result clamping is only dependent on fragment clamping.
732 */
733 if (ctx->Extensions.ARB_color_buffer_float)
734 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
735 }
736
737 if (state & MESA_META_CONDITIONAL_RENDER) {
738 save->CondRenderQuery = ctx->Query.CondRenderQuery;
739 save->CondRenderMode = ctx->Query.CondRenderMode;
740
741 if (ctx->Query.CondRenderQuery)
742 _mesa_EndConditionalRender();
743 }
744
745 if (state & MESA_META_SELECT_FEEDBACK) {
746 save->RenderMode = ctx->RenderMode;
747 if (ctx->RenderMode == GL_SELECT) {
748 save->Select = ctx->Select; /* struct copy */
749 _mesa_RenderMode(GL_RENDER);
750 } else if (ctx->RenderMode == GL_FEEDBACK) {
751 save->Feedback = ctx->Feedback; /* struct copy */
752 _mesa_RenderMode(GL_RENDER);
753 }
754 }
755
756 if (state & MESA_META_MULTISAMPLE) {
757 save->Multisample = ctx->Multisample; /* struct copy */
758
759 if (ctx->Multisample.Enabled)
760 _mesa_set_multisample(ctx, GL_FALSE);
761 if (ctx->Multisample.SampleCoverage)
762 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
763 if (ctx->Multisample.SampleAlphaToCoverage)
764 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
765 if (ctx->Multisample.SampleAlphaToOne)
766 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
767 if (ctx->Multisample.SampleShading)
768 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
769 if (ctx->Multisample.SampleMask)
770 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
771 }
772
773 if (state & MESA_META_FRAMEBUFFER_SRGB) {
774 save->sRGBEnabled = ctx->Color.sRGBEnabled;
775 if (ctx->Color.sRGBEnabled)
776 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
777 }
778
779 /* misc */
780 {
781 save->Lighting = ctx->Light.Enabled;
782 if (ctx->Light.Enabled)
783 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
784 save->RasterDiscard = ctx->RasterDiscard;
785 if (ctx->RasterDiscard)
786 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
787
788 save->DrawBufferName = ctx->DrawBuffer->Name;
789 save->ReadBufferName = ctx->ReadBuffer->Name;
790 save->RenderbufferName = (ctx->CurrentRenderbuffer ?
791 ctx->CurrentRenderbuffer->Name : 0);
792 }
793 }
794
795
796 /**
797 * Leave meta state. This is like a light-weight version of glPopAttrib().
798 */
799 void
800 _mesa_meta_end(struct gl_context *ctx)
801 {
802 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
803 const GLbitfield state = save->SavedState;
804 int i;
805
806 /* After starting a new occlusion query, initialize the results to the
807 * values saved previously. The driver will then continue to increment
808 * these values.
809 */
810 if (state & MESA_META_OCCLUSION_QUERY) {
811 if (save->CurrentOcclusionObject) {
812 _mesa_BeginQuery(save->CurrentOcclusionObject->Target,
813 save->CurrentOcclusionObject->Id);
814 ctx->Query.CurrentOcclusionObject->Result = save->CurrentOcclusionObject->Result;
815 }
816 }
817
818 if (state & MESA_META_ALPHA_TEST) {
819 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
820 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
821 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
822 }
823
824 if (state & MESA_META_BLEND) {
825 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
826 if (ctx->Extensions.EXT_draw_buffers2) {
827 GLuint i;
828 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
829 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
830 }
831 }
832 else {
833 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
834 }
835 }
836 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
837 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
838 }
839
840 if (state & MESA_META_COLOR_MASK) {
841 GLuint i;
842 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
843 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
844 if (i == 0) {
845 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
846 save->ColorMask[i][2], save->ColorMask[i][3]);
847 }
848 else {
849 _mesa_ColorMaski(i,
850 save->ColorMask[i][0],
851 save->ColorMask[i][1],
852 save->ColorMask[i][2],
853 save->ColorMask[i][3]);
854 }
855 }
856 }
857 }
858
859 if (state & MESA_META_DEPTH_TEST) {
860 if (ctx->Depth.Test != save->Depth.Test)
861 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
862 _mesa_DepthFunc(save->Depth.Func);
863 _mesa_DepthMask(save->Depth.Mask);
864 }
865
866 if (state & MESA_META_FOG) {
867 _mesa_set_enable(ctx, GL_FOG, save->Fog);
868 }
869
870 if (state & MESA_META_PIXEL_STORE) {
871 ctx->Pack = save->Pack;
872 ctx->Unpack = save->Unpack;
873 }
874
875 if (state & MESA_META_PIXEL_TRANSFER) {
876 ctx->Pixel.RedScale = save->RedScale;
877 ctx->Pixel.RedBias = save->RedBias;
878 ctx->Pixel.GreenScale = save->GreenScale;
879 ctx->Pixel.GreenBias = save->GreenBias;
880 ctx->Pixel.BlueScale = save->BlueScale;
881 ctx->Pixel.BlueBias = save->BlueBias;
882 ctx->Pixel.AlphaScale = save->AlphaScale;
883 ctx->Pixel.AlphaBias = save->AlphaBias;
884 ctx->Pixel.MapColorFlag = save->MapColorFlag;
885 /* XXX more state */
886 ctx->NewState |=_NEW_PIXEL;
887 }
888
889 if (state & MESA_META_RASTERIZATION) {
890 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
891 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
892 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
893 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
894 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
895 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
896 }
897
898 if (state & MESA_META_SCISSOR) {
899 unsigned i;
900
901 for (i = 0; i < ctx->Const.MaxViewports; i++) {
902 _mesa_set_scissor(ctx, i,
903 save->Scissor.ScissorArray[i].X,
904 save->Scissor.ScissorArray[i].Y,
905 save->Scissor.ScissorArray[i].Width,
906 save->Scissor.ScissorArray[i].Height);
907 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
908 (save->Scissor.EnableFlags >> i) & 1);
909 }
910 }
911
912 if (state & MESA_META_SHADER) {
913 static const GLenum targets[] = {
914 GL_VERTEX_SHADER,
915 GL_GEOMETRY_SHADER,
916 GL_FRAGMENT_SHADER,
917 };
918
919 bool any_shader;
920
921 if (ctx->Extensions.ARB_vertex_program) {
922 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
923 save->VertexProgramEnabled);
924 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
925 save->VertexProgram);
926 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
927 }
928
929 if (ctx->Extensions.ARB_fragment_program) {
930 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
931 save->FragmentProgramEnabled);
932 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
933 save->FragmentProgram);
934 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
935 }
936
937 if (ctx->Extensions.ATI_fragment_shader) {
938 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
939 save->ATIFragmentShaderEnabled);
940 }
941
942 any_shader = false;
943 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
944 /* It is safe to call _mesa_use_shader_program even if the extension
945 * necessary for that program state is not supported. In that case,
946 * the saved program object must be NULL and the currently bound
947 * program object must be NULL. _mesa_use_shader_program is a no-op
948 * in that case.
949 */
950 _mesa_use_shader_program(ctx, targets[i],
951 save->Shader[i],
952 &ctx->Shader);
953
954 /* Do this *before* killing the reference. :)
955 */
956 if (save->Shader[i] != NULL)
957 any_shader = true;
958
959 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
960 }
961
962 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
963 save->ActiveShader);
964 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
965
966 /* If there were any stages set with programs, use ctx->Shader as the
967 * current shader state. Otherwise, use Pipeline.Default. The pipeline
968 * hasn't been restored yet, and that may modify ctx->_Shader further.
969 */
970 if (any_shader)
971 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
972 &ctx->Shader);
973 else
974 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
975 ctx->Pipeline.Default);
976
977 if (save->Pipeline) {
978 assert(ctx->Extensions.ARB_separate_shader_objects);
979 _mesa_bind_pipeline(ctx, save->Pipeline);
980
981 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
982 }
983 }
984
985 if (state & MESA_META_STENCIL_TEST) {
986 const struct gl_stencil_attrib *stencil = &save->Stencil;
987
988 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
989 _mesa_ClearStencil(stencil->Clear);
990 if (ctx->Extensions.EXT_stencil_two_side) {
991 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
992 stencil->TestTwoSide);
993 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
994 ? GL_BACK : GL_FRONT);
995 }
996 /* front state */
997 _mesa_StencilFuncSeparate(GL_FRONT,
998 stencil->Function[0],
999 stencil->Ref[0],
1000 stencil->ValueMask[0]);
1001 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1002 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1003 stencil->ZFailFunc[0],
1004 stencil->ZPassFunc[0]);
1005 /* back state */
1006 _mesa_StencilFuncSeparate(GL_BACK,
1007 stencil->Function[1],
1008 stencil->Ref[1],
1009 stencil->ValueMask[1]);
1010 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1011 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1012 stencil->ZFailFunc[1],
1013 stencil->ZPassFunc[1]);
1014 }
1015
1016 if (state & MESA_META_TEXTURE) {
1017 GLuint u, tgt;
1018
1019 ASSERT(ctx->Texture.CurrentUnit == 0);
1020
1021 /* restore texenv for unit[0] */
1022 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1023
1024 /* restore texture objects for unit[0] only */
1025 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1026 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1027 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1028 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1029 save->CurrentTexture[tgt]);
1030 }
1031 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1032 }
1033
1034 /* Restore fixed function texture enables, texgen */
1035 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1036 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1037 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1038 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1039 }
1040
1041 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1042 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1043 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1044 }
1045 }
1046
1047 /* restore current unit state */
1048 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1049 _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
1050 }
1051
1052 if (state & MESA_META_TRANSFORM) {
1053 GLuint activeTexture = ctx->Texture.CurrentUnit;
1054 _mesa_ActiveTexture(GL_TEXTURE0);
1055 _mesa_MatrixMode(GL_TEXTURE);
1056 _mesa_LoadMatrixf(save->TextureMatrix);
1057 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1058
1059 _mesa_MatrixMode(GL_MODELVIEW);
1060 _mesa_LoadMatrixf(save->ModelviewMatrix);
1061
1062 _mesa_MatrixMode(GL_PROJECTION);
1063 _mesa_LoadMatrixf(save->ProjectionMatrix);
1064
1065 _mesa_MatrixMode(save->MatrixMode);
1066 }
1067
1068 if (state & MESA_META_CLIP) {
1069 if (save->ClipPlanesEnabled) {
1070 GLuint i;
1071 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1072 if (save->ClipPlanesEnabled & (1 << i)) {
1073 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1074 }
1075 }
1076 }
1077 }
1078
1079 if (state & MESA_META_VERTEX) {
1080 /* restore vertex buffer object */
1081 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
1082 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
1083
1084 /* restore vertex array object */
1085 _mesa_BindVertexArray(save->VAO->Name);
1086 _mesa_reference_vao(ctx, &save->VAO, NULL);
1087 }
1088
1089 if (state & MESA_META_VIEWPORT) {
1090 if (save->ViewportX != ctx->ViewportArray[0].X ||
1091 save->ViewportY != ctx->ViewportArray[0].Y ||
1092 save->ViewportW != ctx->ViewportArray[0].Width ||
1093 save->ViewportH != ctx->ViewportArray[0].Height) {
1094 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1095 save->ViewportW, save->ViewportH);
1096 }
1097 _mesa_DepthRange(save->DepthNear, save->DepthFar);
1098 }
1099
1100 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1101 ctx->Extensions.ARB_color_buffer_float) {
1102 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1103 }
1104
1105 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1106 ctx->Extensions.ARB_color_buffer_float) {
1107 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1108 }
1109
1110 if (state & MESA_META_CONDITIONAL_RENDER) {
1111 if (save->CondRenderQuery)
1112 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1113 save->CondRenderMode);
1114 }
1115
1116 if (state & MESA_META_SELECT_FEEDBACK) {
1117 if (save->RenderMode == GL_SELECT) {
1118 _mesa_RenderMode(GL_SELECT);
1119 ctx->Select = save->Select;
1120 } else if (save->RenderMode == GL_FEEDBACK) {
1121 _mesa_RenderMode(GL_FEEDBACK);
1122 ctx->Feedback = save->Feedback;
1123 }
1124 }
1125
1126 if (state & MESA_META_MULTISAMPLE) {
1127 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1128 struct gl_multisample_attrib *save_ms = &save->Multisample;
1129
1130 if (ctx_ms->Enabled != save_ms->Enabled)
1131 _mesa_set_multisample(ctx, save_ms->Enabled);
1132 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1133 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1134 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1135 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1136 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1137 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1138 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1139 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1140 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1141 save_ms->SampleCoverageInvert);
1142 }
1143 if (ctx_ms->SampleShading != save_ms->SampleShading)
1144 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1145 if (ctx_ms->SampleMask != save_ms->SampleMask)
1146 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1147 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1148 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1149 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1150 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1151 }
1152
1153 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1154 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1155 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1156 }
1157
1158 /* misc */
1159 if (save->Lighting) {
1160 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1161 }
1162 if (save->RasterDiscard) {
1163 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1164 }
1165 if (save->TransformFeedbackNeedsResume)
1166 _mesa_ResumeTransformFeedback();
1167
1168 if (ctx->DrawBuffer->Name != save->DrawBufferName)
1169 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
1170
1171 if (ctx->ReadBuffer->Name != save->ReadBufferName)
1172 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
1173
1174 if (!ctx->CurrentRenderbuffer ||
1175 ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
1176 _mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
1177
1178 ctx->Meta->SaveStackDepth--;
1179
1180 ctx->API = save->API;
1181 }
1182
1183
1184 /**
1185 * Determine whether Mesa is currently in a meta state.
1186 */
1187 GLboolean
1188 _mesa_meta_in_progress(struct gl_context *ctx)
1189 {
1190 return ctx->Meta->SaveStackDepth != 0;
1191 }
1192
1193
1194 /**
1195 * Convert Z from a normalized value in the range [0, 1] to an object-space
1196 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1197 * default/identity ortho projection results in the original Z value.
1198 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1199 * value comes from the clear value or raster position.
1200 */
1201 static INLINE GLfloat
1202 invert_z(GLfloat normZ)
1203 {
1204 GLfloat objZ = 1.0f - 2.0f * normZ;
1205 return objZ;
1206 }
1207
1208
1209 /**
1210 * One-time init for a temp_texture object.
1211 * Choose tex target, compute max tex size, etc.
1212 */
1213 static void
1214 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1215 {
1216 /* prefer texture rectangle */
1217 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1218 tex->Target = GL_TEXTURE_RECTANGLE;
1219 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1220 tex->NPOT = GL_TRUE;
1221 }
1222 else {
1223 /* use 2D texture, NPOT if possible */
1224 tex->Target = GL_TEXTURE_2D;
1225 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1226 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1227 }
1228 tex->MinSize = 16; /* 16 x 16 at least */
1229 assert(tex->MaxSize > 0);
1230
1231 _mesa_GenTextures(1, &tex->TexObj);
1232 }
1233
1234 static void
1235 cleanup_temp_texture(struct temp_texture *tex)
1236 {
1237 if (!tex->TexObj)
1238 return;
1239 _mesa_DeleteTextures(1, &tex->TexObj);
1240 tex->TexObj = 0;
1241 }
1242
1243
1244 /**
1245 * Return pointer to temp_texture info for non-bitmap ops.
1246 * This does some one-time init if needed.
1247 */
1248 struct temp_texture *
1249 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1250 {
1251 struct temp_texture *tex = &ctx->Meta->TempTex;
1252
1253 if (!tex->TexObj) {
1254 init_temp_texture(ctx, tex);
1255 }
1256
1257 return tex;
1258 }
1259
1260
1261 /**
1262 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1263 * We use a separate texture for bitmaps to reduce texture
1264 * allocation/deallocation.
1265 */
1266 static struct temp_texture *
1267 get_bitmap_temp_texture(struct gl_context *ctx)
1268 {
1269 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1270
1271 if (!tex->TexObj) {
1272 init_temp_texture(ctx, tex);
1273 }
1274
1275 return tex;
1276 }
1277
1278 /**
1279 * Return pointer to depth temp_texture.
1280 * This does some one-time init if needed.
1281 */
1282 struct temp_texture *
1283 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1284 {
1285 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1286
1287 if (!tex->TexObj) {
1288 init_temp_texture(ctx, tex);
1289 }
1290
1291 return tex;
1292 }
1293
1294 /**
1295 * Compute the width/height of texture needed to draw an image of the
1296 * given size. Return a flag indicating whether the current texture
1297 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1298 * allocated (glTexImage2D).
1299 * Also, compute s/t texcoords for drawing.
1300 *
1301 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1302 */
1303 GLboolean
1304 _mesa_meta_alloc_texture(struct temp_texture *tex,
1305 GLsizei width, GLsizei height, GLenum intFormat)
1306 {
1307 GLboolean newTex = GL_FALSE;
1308
1309 ASSERT(width <= tex->MaxSize);
1310 ASSERT(height <= tex->MaxSize);
1311
1312 if (width > tex->Width ||
1313 height > tex->Height ||
1314 intFormat != tex->IntFormat) {
1315 /* alloc new texture (larger or different format) */
1316
1317 if (tex->NPOT) {
1318 /* use non-power of two size */
1319 tex->Width = MAX2(tex->MinSize, width);
1320 tex->Height = MAX2(tex->MinSize, height);
1321 }
1322 else {
1323 /* find power of two size */
1324 GLsizei w, h;
1325 w = h = tex->MinSize;
1326 while (w < width)
1327 w *= 2;
1328 while (h < height)
1329 h *= 2;
1330 tex->Width = w;
1331 tex->Height = h;
1332 }
1333
1334 tex->IntFormat = intFormat;
1335
1336 newTex = GL_TRUE;
1337 }
1338
1339 /* compute texcoords */
1340 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1341 tex->Sright = (GLfloat) width;
1342 tex->Ttop = (GLfloat) height;
1343 }
1344 else {
1345 tex->Sright = (GLfloat) width / tex->Width;
1346 tex->Ttop = (GLfloat) height / tex->Height;
1347 }
1348
1349 return newTex;
1350 }
1351
1352
1353 /**
1354 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1355 */
1356 void
1357 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1358 struct temp_texture *tex,
1359 GLint srcX, GLint srcY,
1360 GLsizei width, GLsizei height,
1361 GLenum intFormat,
1362 GLenum filter)
1363 {
1364 bool newTex;
1365
1366 _mesa_BindTexture(tex->Target, tex->TexObj);
1367 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1368 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1369 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1370
1371 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1372
1373 /* copy framebuffer image to texture */
1374 if (newTex) {
1375 /* create new tex image */
1376 if (tex->Width == width && tex->Height == height) {
1377 /* create new tex with framebuffer data */
1378 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1379 srcX, srcY, width, height, 0);
1380 }
1381 else {
1382 /* create empty texture */
1383 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1384 tex->Width, tex->Height, 0,
1385 intFormat, GL_UNSIGNED_BYTE, NULL);
1386 /* load image */
1387 _mesa_CopyTexSubImage2D(tex->Target, 0,
1388 0, 0, srcX, srcY, width, height);
1389 }
1390 }
1391 else {
1392 /* replace existing tex image */
1393 _mesa_CopyTexSubImage2D(tex->Target, 0,
1394 0, 0, srcX, srcY, width, height);
1395 }
1396 }
1397
1398
1399 /**
1400 * Setup/load texture for glDrawPixels.
1401 */
1402 void
1403 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1404 struct temp_texture *tex,
1405 GLboolean newTex,
1406 GLsizei width, GLsizei height,
1407 GLenum format, GLenum type,
1408 const GLvoid *pixels)
1409 {
1410 _mesa_BindTexture(tex->Target, tex->TexObj);
1411 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1412 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1413 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1414
1415 /* copy pixel data to texture */
1416 if (newTex) {
1417 /* create new tex image */
1418 if (tex->Width == width && tex->Height == height) {
1419 /* create new tex and load image data */
1420 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1421 tex->Width, tex->Height, 0, format, type, pixels);
1422 }
1423 else {
1424 struct gl_buffer_object *save_unpack_obj = NULL;
1425
1426 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1427 ctx->Unpack.BufferObj);
1428 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1429 /* create empty texture */
1430 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1431 tex->Width, tex->Height, 0, format, type, NULL);
1432 if (save_unpack_obj != NULL)
1433 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1434 save_unpack_obj->Name);
1435 /* load image */
1436 _mesa_TexSubImage2D(tex->Target, 0,
1437 0, 0, width, height, format, type, pixels);
1438 }
1439 }
1440 else {
1441 /* replace existing tex image */
1442 _mesa_TexSubImage2D(tex->Target, 0,
1443 0, 0, width, height, format, type, pixels);
1444 }
1445 }
1446
1447 void
1448 _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO,
1449 unsigned texcoord_size)
1450 {
1451 _mesa_meta_setup_vertex_objects(VAO, VBO, false, 2, texcoord_size, 0);
1452
1453 /* setup projection matrix */
1454 _mesa_MatrixMode(GL_PROJECTION);
1455 _mesa_LoadIdentity();
1456 }
1457
1458 /**
1459 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1460 */
1461 void
1462 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1463 {
1464 struct clear_state *clear = &ctx->Meta->Clear;
1465 struct vertex verts[4];
1466 /* save all state but scissor, pixel pack/unpack */
1467 GLbitfield metaSave = (MESA_META_ALL -
1468 MESA_META_SCISSOR -
1469 MESA_META_PIXEL_STORE -
1470 MESA_META_CONDITIONAL_RENDER -
1471 MESA_META_FRAMEBUFFER_SRGB);
1472 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1473
1474 if (buffers & BUFFER_BITS_COLOR) {
1475 /* if clearing color buffers, don't save/restore colormask */
1476 metaSave -= MESA_META_COLOR_MASK;
1477 }
1478
1479 _mesa_meta_begin(ctx, metaSave);
1480
1481 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4);
1482
1483 /* GL_COLOR_BUFFER_BIT */
1484 if (buffers & BUFFER_BITS_COLOR) {
1485 /* leave colormask, glDrawBuffer state as-is */
1486
1487 /* Clears never have the color clamped. */
1488 if (ctx->Extensions.ARB_color_buffer_float)
1489 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1490 }
1491 else {
1492 ASSERT(metaSave & MESA_META_COLOR_MASK);
1493 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1494 }
1495
1496 /* GL_DEPTH_BUFFER_BIT */
1497 if (buffers & BUFFER_BIT_DEPTH) {
1498 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1499 _mesa_DepthFunc(GL_ALWAYS);
1500 _mesa_DepthMask(GL_TRUE);
1501 }
1502 else {
1503 assert(!ctx->Depth.Test);
1504 }
1505
1506 /* GL_STENCIL_BUFFER_BIT */
1507 if (buffers & BUFFER_BIT_STENCIL) {
1508 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1509 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1510 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1511 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1512 ctx->Stencil.Clear & stencilMax,
1513 ctx->Stencil.WriteMask[0]);
1514 }
1515 else {
1516 assert(!ctx->Stencil.Enabled);
1517 }
1518
1519 /* vertex positions/colors */
1520 {
1521 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
1522 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
1523 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
1524 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
1525 const GLfloat z = invert_z(ctx->Depth.Clear);
1526 GLuint i;
1527
1528 verts[0].x = x0;
1529 verts[0].y = y0;
1530 verts[0].z = z;
1531 verts[1].x = x1;
1532 verts[1].y = y0;
1533 verts[1].z = z;
1534 verts[2].x = x1;
1535 verts[2].y = y1;
1536 verts[2].z = z;
1537 verts[3].x = x0;
1538 verts[3].y = y1;
1539 verts[3].z = z;
1540
1541 /* vertex colors */
1542 for (i = 0; i < 4; i++) {
1543 verts[i].r = ctx->Color.ClearColor.f[0];
1544 verts[i].g = ctx->Color.ClearColor.f[1];
1545 verts[i].b = ctx->Color.ClearColor.f[2];
1546 verts[i].a = ctx->Color.ClearColor.f[3];
1547 }
1548
1549 /* upload new vertex data */
1550 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1551 GL_DYNAMIC_DRAW_ARB);
1552 }
1553
1554 /* draw quad */
1555 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1556
1557 _mesa_meta_end(ctx);
1558 }
1559
1560 static void
1561 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1562 {
1563 const char *vs_source =
1564 "attribute vec4 position;\n"
1565 "void main()\n"
1566 "{\n"
1567 " gl_Position = position;\n"
1568 "}\n";
1569 const char *gs_source =
1570 "#version 150\n"
1571 "layout(triangles) in;\n"
1572 "layout(triangle_strip, max_vertices = 4) out;\n"
1573 "uniform int layer;\n"
1574 "void main()\n"
1575 "{\n"
1576 " for (int i = 0; i < 3; i++) {\n"
1577 " gl_Layer = layer;\n"
1578 " gl_Position = gl_in[i].gl_Position;\n"
1579 " EmitVertex();\n"
1580 " }\n"
1581 "}\n";
1582 const char *fs_source =
1583 "uniform vec4 color;\n"
1584 "void main()\n"
1585 "{\n"
1586 " gl_FragColor = color;\n"
1587 "}\n";
1588 GLuint vs, gs = 0, fs;
1589 bool has_integer_textures;
1590
1591 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, true, 3, 0, 0);
1592
1593 if (clear->ShaderProg != 0)
1594 return;
1595
1596 vs = _mesa_CreateShader(GL_VERTEX_SHADER);
1597 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
1598 _mesa_CompileShader(vs);
1599
1600 if (_mesa_has_geometry_shaders(ctx)) {
1601 gs = _mesa_CreateShader(GL_GEOMETRY_SHADER);
1602 _mesa_ShaderSource(gs, 1, &gs_source, NULL);
1603 _mesa_CompileShader(gs);
1604 }
1605
1606 fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
1607 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
1608 _mesa_CompileShader(fs);
1609
1610 clear->ShaderProg = _mesa_CreateProgram();
1611 _mesa_AttachShader(clear->ShaderProg, fs);
1612 _mesa_DeleteShader(fs);
1613 if (gs != 0)
1614 _mesa_AttachShader(clear->ShaderProg, gs);
1615 _mesa_AttachShader(clear->ShaderProg, vs);
1616 _mesa_DeleteShader(vs);
1617 _mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
1618 _mesa_LinkProgram(clear->ShaderProg);
1619
1620 clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg,
1621 "color");
1622 if (gs != 0) {
1623 clear->LayerLocation = _mesa_GetUniformLocation(clear->ShaderProg,
1624 "layer");
1625 }
1626
1627 has_integer_textures = _mesa_is_gles3(ctx) ||
1628 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1629
1630 if (has_integer_textures) {
1631 void *shader_source_mem_ctx = ralloc_context(NULL);
1632 const char *vs_int_source =
1633 ralloc_asprintf(shader_source_mem_ctx,
1634 "#version 130\n"
1635 "in vec4 position;\n"
1636 "void main()\n"
1637 "{\n"
1638 " gl_Position = position;\n"
1639 "}\n");
1640 const char *fs_int_source =
1641 ralloc_asprintf(shader_source_mem_ctx,
1642 "#version 130\n"
1643 "uniform ivec4 color;\n"
1644 "out ivec4 out_color;\n"
1645 "\n"
1646 "void main()\n"
1647 "{\n"
1648 " out_color = color;\n"
1649 "}\n");
1650
1651 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
1652 vs_int_source);
1653 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
1654 fs_int_source);
1655 ralloc_free(shader_source_mem_ctx);
1656
1657 clear->IntegerShaderProg = _mesa_CreateProgram();
1658 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1659 _mesa_DeleteShader(fs);
1660 if (gs != 0)
1661 _mesa_AttachShader(clear->IntegerShaderProg, gs);
1662 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1663 _mesa_DeleteShader(vs);
1664 _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
1665
1666 /* Note that user-defined out attributes get automatically assigned
1667 * locations starting from 0, so we don't need to explicitly
1668 * BindFragDataLocation to 0.
1669 */
1670
1671 _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
1672 "integer clear");
1673 _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
1674
1675 clear->IntegerColorLocation =
1676 _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
1677 if (gs != 0) {
1678 clear->IntegerLayerLocation =
1679 _mesa_GetUniformLocation(clear->IntegerShaderProg, "layer");
1680 }
1681 }
1682 if (gs != 0)
1683 _mesa_DeleteShader(gs);
1684 }
1685
1686 static void
1687 meta_glsl_clear_cleanup(struct clear_state *clear)
1688 {
1689 if (clear->VAO == 0)
1690 return;
1691 _mesa_DeleteVertexArrays(1, &clear->VAO);
1692 clear->VAO = 0;
1693 _mesa_DeleteBuffers(1, &clear->VBO);
1694 clear->VBO = 0;
1695 _mesa_DeleteProgram(clear->ShaderProg);
1696 clear->ShaderProg = 0;
1697
1698 if (clear->IntegerShaderProg) {
1699 _mesa_DeleteProgram(clear->IntegerShaderProg);
1700 clear->IntegerShaderProg = 0;
1701 }
1702 }
1703
1704 /**
1705 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1706 */
1707 void
1708 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1709 {
1710 struct clear_state *clear = &ctx->Meta->Clear;
1711 GLbitfield metaSave;
1712 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1713 struct gl_framebuffer *fb = ctx->DrawBuffer;
1714 const float x0 = ((float)fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1715 const float y0 = ((float)fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1716 const float x1 = ((float)fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1717 const float y1 = ((float)fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1718 const float z = -invert_z(ctx->Depth.Clear);
1719 struct vertex verts[4];
1720
1721 metaSave = (MESA_META_ALPHA_TEST |
1722 MESA_META_BLEND |
1723 MESA_META_DEPTH_TEST |
1724 MESA_META_RASTERIZATION |
1725 MESA_META_SHADER |
1726 MESA_META_STENCIL_TEST |
1727 MESA_META_VERTEX |
1728 MESA_META_VIEWPORT |
1729 MESA_META_CLIP |
1730 MESA_META_CLAMP_FRAGMENT_COLOR |
1731 MESA_META_MULTISAMPLE |
1732 MESA_META_OCCLUSION_QUERY);
1733
1734 if (!(buffers & BUFFER_BITS_COLOR)) {
1735 /* We'll use colormask to disable color writes. Otherwise,
1736 * respect color mask
1737 */
1738 metaSave |= MESA_META_COLOR_MASK;
1739 }
1740
1741 _mesa_meta_begin(ctx, metaSave);
1742
1743 meta_glsl_clear_init(ctx, clear);
1744
1745 if (fb->_IntegerColor) {
1746 _mesa_UseProgram(clear->IntegerShaderProg);
1747 _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
1748 ctx->Color.ClearColor.i);
1749 } else {
1750 _mesa_UseProgram(clear->ShaderProg);
1751 _mesa_Uniform4fv(clear->ColorLocation, 1,
1752 ctx->Color.ClearColor.f);
1753 }
1754
1755 /* GL_COLOR_BUFFER_BIT */
1756 if (buffers & BUFFER_BITS_COLOR) {
1757 /* leave colormask, glDrawBuffer state as-is */
1758
1759 /* Clears never have the color clamped. */
1760 if (ctx->Extensions.ARB_color_buffer_float)
1761 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1762 }
1763 else {
1764 ASSERT(metaSave & MESA_META_COLOR_MASK);
1765 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1766 }
1767
1768 /* GL_DEPTH_BUFFER_BIT */
1769 if (buffers & BUFFER_BIT_DEPTH) {
1770 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1771 _mesa_DepthFunc(GL_ALWAYS);
1772 _mesa_DepthMask(GL_TRUE);
1773 }
1774 else {
1775 assert(!ctx->Depth.Test);
1776 }
1777
1778 /* GL_STENCIL_BUFFER_BIT */
1779 if (buffers & BUFFER_BIT_STENCIL) {
1780 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1781 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1782 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1783 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1784 ctx->Stencil.Clear & stencilMax,
1785 ctx->Stencil.WriteMask[0]);
1786 }
1787 else {
1788 assert(!ctx->Stencil.Enabled);
1789 }
1790
1791 /* vertex positions */
1792 verts[0].x = x0;
1793 verts[0].y = y0;
1794 verts[0].z = z;
1795 verts[1].x = x1;
1796 verts[1].y = y0;
1797 verts[1].z = z;
1798 verts[2].x = x1;
1799 verts[2].y = y1;
1800 verts[2].z = z;
1801 verts[3].x = x0;
1802 verts[3].y = y1;
1803 verts[3].z = z;
1804
1805 /* upload new vertex data */
1806 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1807 GL_DYNAMIC_DRAW_ARB);
1808
1809 /* draw quad(s) */
1810 if (fb->MaxNumLayers > 0) {
1811 unsigned layer;
1812 for (layer = 0; layer < fb->MaxNumLayers; layer++) {
1813 if (fb->_IntegerColor)
1814 _mesa_Uniform1i(clear->IntegerLayerLocation, layer);
1815 else
1816 _mesa_Uniform1i(clear->LayerLocation, layer);
1817 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1818 }
1819 } else {
1820 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1821 }
1822
1823 _mesa_meta_end(ctx);
1824 }
1825
1826 /**
1827 * Meta implementation of ctx->Driver.CopyPixels() in terms
1828 * of texture mapping and polygon rendering and GLSL shaders.
1829 */
1830 void
1831 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1832 GLsizei width, GLsizei height,
1833 GLint dstX, GLint dstY, GLenum type)
1834 {
1835 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1836 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1837 struct vertex verts[4];
1838
1839 if (type != GL_COLOR ||
1840 ctx->_ImageTransferState ||
1841 ctx->Fog.Enabled ||
1842 width > tex->MaxSize ||
1843 height > tex->MaxSize) {
1844 /* XXX avoid this fallback */
1845 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1846 return;
1847 }
1848
1849 /* Most GL state applies to glCopyPixels, but a there's a few things
1850 * we need to override:
1851 */
1852 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1853 MESA_META_SHADER |
1854 MESA_META_TEXTURE |
1855 MESA_META_TRANSFORM |
1856 MESA_META_CLIP |
1857 MESA_META_VERTEX |
1858 MESA_META_VIEWPORT));
1859
1860 _mesa_meta_setup_vertex_objects(&copypix->VAO, &copypix->VBO, false,
1861 3, 2, 0);
1862
1863 /* Silence valgrind warnings about reading uninitialized stack. */
1864 memset(verts, 0, sizeof(verts));
1865
1866 /* Alloc/setup texture */
1867 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1868 GL_RGBA, GL_NEAREST);
1869
1870 /* vertex positions, texcoords (after texture allocation!) */
1871 {
1872 const GLfloat dstX0 = (GLfloat) dstX;
1873 const GLfloat dstY0 = (GLfloat) dstY;
1874 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1875 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1876 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1877
1878 verts[0].x = dstX0;
1879 verts[0].y = dstY0;
1880 verts[0].z = z;
1881 verts[0].tex[0] = 0.0F;
1882 verts[0].tex[1] = 0.0F;
1883 verts[1].x = dstX1;
1884 verts[1].y = dstY0;
1885 verts[1].z = z;
1886 verts[1].tex[0] = tex->Sright;
1887 verts[1].tex[1] = 0.0F;
1888 verts[2].x = dstX1;
1889 verts[2].y = dstY1;
1890 verts[2].z = z;
1891 verts[2].tex[0] = tex->Sright;
1892 verts[2].tex[1] = tex->Ttop;
1893 verts[3].x = dstX0;
1894 verts[3].y = dstY1;
1895 verts[3].z = z;
1896 verts[3].tex[0] = 0.0F;
1897 verts[3].tex[1] = tex->Ttop;
1898
1899 /* upload new vertex data */
1900 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1901 }
1902
1903 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1904
1905 /* draw textured quad */
1906 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1907
1908 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1909
1910 _mesa_meta_end(ctx);
1911 }
1912
1913 static void
1914 meta_drawpix_cleanup(struct drawpix_state *drawpix)
1915 {
1916 if (drawpix->VAO != 0) {
1917 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1918 drawpix->VAO = 0;
1919
1920 _mesa_DeleteBuffers(1, &drawpix->VBO);
1921 drawpix->VBO = 0;
1922 }
1923
1924 if (drawpix->StencilFP != 0) {
1925 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1926 drawpix->StencilFP = 0;
1927 }
1928
1929 if (drawpix->DepthFP != 0) {
1930 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1931 drawpix->DepthFP = 0;
1932 }
1933 }
1934
1935 /**
1936 * When the glDrawPixels() image size is greater than the max rectangle
1937 * texture size we use this function to break the glDrawPixels() image
1938 * into tiles which fit into the max texture size.
1939 */
1940 static void
1941 tiled_draw_pixels(struct gl_context *ctx,
1942 GLint tileSize,
1943 GLint x, GLint y, GLsizei width, GLsizei height,
1944 GLenum format, GLenum type,
1945 const struct gl_pixelstore_attrib *unpack,
1946 const GLvoid *pixels)
1947 {
1948 struct gl_pixelstore_attrib tileUnpack = *unpack;
1949 GLint i, j;
1950
1951 if (tileUnpack.RowLength == 0)
1952 tileUnpack.RowLength = width;
1953
1954 for (i = 0; i < width; i += tileSize) {
1955 const GLint tileWidth = MIN2(tileSize, width - i);
1956 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1957
1958 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1959
1960 for (j = 0; j < height; j += tileSize) {
1961 const GLint tileHeight = MIN2(tileSize, height - j);
1962 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1963
1964 tileUnpack.SkipRows = unpack->SkipRows + j;
1965
1966 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1967 format, type, &tileUnpack, pixels);
1968 }
1969 }
1970 }
1971
1972
1973 /**
1974 * One-time init for drawing stencil pixels.
1975 */
1976 static void
1977 init_draw_stencil_pixels(struct gl_context *ctx)
1978 {
1979 /* This program is run eight times, once for each stencil bit.
1980 * The stencil values to draw are found in an 8-bit alpha texture.
1981 * We read the texture/stencil value and test if bit 'b' is set.
1982 * If the bit is not set, use KIL to kill the fragment.
1983 * Finally, we use the stencil test to update the stencil buffer.
1984 *
1985 * The basic algorithm for checking if a bit is set is:
1986 * if (is_odd(value / (1 << bit)))
1987 * result is one (or non-zero).
1988 * else
1989 * result is zero.
1990 * The program parameter contains three values:
1991 * parm.x = 255 / (1 << bit)
1992 * parm.y = 0.5
1993 * parm.z = 0.0
1994 */
1995 static const char *program =
1996 "!!ARBfp1.0\n"
1997 "PARAM parm = program.local[0]; \n"
1998 "TEMP t; \n"
1999 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2000 "# t = t * 255 / bit \n"
2001 "MUL t.x, t.a, parm.x; \n"
2002 "# t = (int) t \n"
2003 "FRC t.y, t.x; \n"
2004 "SUB t.x, t.x, t.y; \n"
2005 "# t = t * 0.5 \n"
2006 "MUL t.x, t.x, parm.y; \n"
2007 "# t = fract(t.x) \n"
2008 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2009 "# t.x = (t.x == 0 ? 1 : 0) \n"
2010 "SGE t.x, -t.x, parm.z; \n"
2011 "KIL -t.x; \n"
2012 "# for debug only \n"
2013 "#MOV result.color, t.x; \n"
2014 "END \n";
2015 char program2[1000];
2016 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2017 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2018 const char *texTarget;
2019
2020 assert(drawpix->StencilFP == 0);
2021
2022 /* replace %s with "RECT" or "2D" */
2023 assert(strlen(program) + 4 < sizeof(program2));
2024 if (tex->Target == GL_TEXTURE_RECTANGLE)
2025 texTarget = "RECT";
2026 else
2027 texTarget = "2D";
2028 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2029
2030 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2031 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2032 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2033 strlen(program2), (const GLubyte *) program2);
2034 }
2035
2036
2037 /**
2038 * One-time init for drawing depth pixels.
2039 */
2040 static void
2041 init_draw_depth_pixels(struct gl_context *ctx)
2042 {
2043 static const char *program =
2044 "!!ARBfp1.0\n"
2045 "PARAM color = program.local[0]; \n"
2046 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2047 "MOV result.color, color; \n"
2048 "END \n";
2049 char program2[200];
2050 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2051 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2052 const char *texTarget;
2053
2054 assert(drawpix->DepthFP == 0);
2055
2056 /* replace %s with "RECT" or "2D" */
2057 assert(strlen(program) + 4 < sizeof(program2));
2058 if (tex->Target == GL_TEXTURE_RECTANGLE)
2059 texTarget = "RECT";
2060 else
2061 texTarget = "2D";
2062 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2063
2064 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2065 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2066 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2067 strlen(program2), (const GLubyte *) program2);
2068 }
2069
2070
2071 /**
2072 * Meta implementation of ctx->Driver.DrawPixels() in terms
2073 * of texture mapping and polygon rendering.
2074 */
2075 void
2076 _mesa_meta_DrawPixels(struct gl_context *ctx,
2077 GLint x, GLint y, GLsizei width, GLsizei height,
2078 GLenum format, GLenum type,
2079 const struct gl_pixelstore_attrib *unpack,
2080 const GLvoid *pixels)
2081 {
2082 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2083 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2084 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2085 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2086 struct vertex verts[4];
2087 GLenum texIntFormat;
2088 GLboolean fallback, newTex;
2089 GLbitfield metaExtraSave = 0x0;
2090
2091 /*
2092 * Determine if we can do the glDrawPixels with texture mapping.
2093 */
2094 fallback = GL_FALSE;
2095 if (ctx->Fog.Enabled) {
2096 fallback = GL_TRUE;
2097 }
2098
2099 if (_mesa_is_color_format(format)) {
2100 /* use more compact format when possible */
2101 /* XXX disable special case for GL_LUMINANCE for now to work around
2102 * apparent i965 driver bug (see bug #23670).
2103 */
2104 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2105 texIntFormat = format;
2106 else
2107 texIntFormat = GL_RGBA;
2108
2109 /* If we're not supposed to clamp the resulting color, then just
2110 * promote our texture to fully float. We could do better by
2111 * just going for the matching set of channels, in floating
2112 * point.
2113 */
2114 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2115 ctx->Extensions.ARB_texture_float)
2116 texIntFormat = GL_RGBA32F;
2117 }
2118 else if (_mesa_is_stencil_format(format)) {
2119 if (ctx->Extensions.ARB_fragment_program &&
2120 ctx->Pixel.IndexShift == 0 &&
2121 ctx->Pixel.IndexOffset == 0 &&
2122 type == GL_UNSIGNED_BYTE) {
2123 /* We'll store stencil as alpha. This only works for GLubyte
2124 * image data because of how incoming values are mapped to alpha
2125 * in [0,1].
2126 */
2127 texIntFormat = GL_ALPHA;
2128 metaExtraSave = (MESA_META_COLOR_MASK |
2129 MESA_META_DEPTH_TEST |
2130 MESA_META_PIXEL_TRANSFER |
2131 MESA_META_SHADER |
2132 MESA_META_STENCIL_TEST);
2133 }
2134 else {
2135 fallback = GL_TRUE;
2136 }
2137 }
2138 else if (_mesa_is_depth_format(format)) {
2139 if (ctx->Extensions.ARB_depth_texture &&
2140 ctx->Extensions.ARB_fragment_program) {
2141 texIntFormat = GL_DEPTH_COMPONENT;
2142 metaExtraSave = (MESA_META_SHADER);
2143 }
2144 else {
2145 fallback = GL_TRUE;
2146 }
2147 }
2148 else {
2149 fallback = GL_TRUE;
2150 }
2151
2152 if (fallback) {
2153 _swrast_DrawPixels(ctx, x, y, width, height,
2154 format, type, unpack, pixels);
2155 return;
2156 }
2157
2158 /*
2159 * Check image size against max texture size, draw as tiles if needed.
2160 */
2161 if (width > tex->MaxSize || height > tex->MaxSize) {
2162 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2163 format, type, unpack, pixels);
2164 return;
2165 }
2166
2167 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2168 * but a there's a few things we need to override:
2169 */
2170 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2171 MESA_META_SHADER |
2172 MESA_META_TEXTURE |
2173 MESA_META_TRANSFORM |
2174 MESA_META_CLIP |
2175 MESA_META_VERTEX |
2176 MESA_META_VIEWPORT |
2177 metaExtraSave));
2178
2179 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2180
2181 _mesa_meta_setup_vertex_objects(&drawpix->VAO, &drawpix->VBO, false,
2182 3, 2, 0);
2183
2184 /* Silence valgrind warnings about reading uninitialized stack. */
2185 memset(verts, 0, sizeof(verts));
2186
2187 /* vertex positions, texcoords (after texture allocation!) */
2188 {
2189 const GLfloat x0 = (GLfloat) x;
2190 const GLfloat y0 = (GLfloat) y;
2191 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2192 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2193 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2194
2195 verts[0].x = x0;
2196 verts[0].y = y0;
2197 verts[0].z = z;
2198 verts[0].tex[0] = 0.0F;
2199 verts[0].tex[1] = 0.0F;
2200 verts[1].x = x1;
2201 verts[1].y = y0;
2202 verts[1].z = z;
2203 verts[1].tex[0] = tex->Sright;
2204 verts[1].tex[1] = 0.0F;
2205 verts[2].x = x1;
2206 verts[2].y = y1;
2207 verts[2].z = z;
2208 verts[2].tex[0] = tex->Sright;
2209 verts[2].tex[1] = tex->Ttop;
2210 verts[3].x = x0;
2211 verts[3].y = y1;
2212 verts[3].z = z;
2213 verts[3].tex[0] = 0.0F;
2214 verts[3].tex[1] = tex->Ttop;
2215 }
2216
2217 /* upload new vertex data */
2218 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2219 verts, GL_DYNAMIC_DRAW_ARB);
2220
2221 /* set given unpack params */
2222 ctx->Unpack = *unpack;
2223
2224 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2225
2226 if (_mesa_is_stencil_format(format)) {
2227 /* Drawing stencil */
2228 GLint bit;
2229
2230 if (!drawpix->StencilFP)
2231 init_draw_stencil_pixels(ctx);
2232
2233 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2234 GL_ALPHA, type, pixels);
2235
2236 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2237
2238 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2239
2240 /* set all stencil bits to 0 */
2241 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2242 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2243 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2244
2245 /* set stencil bits to 1 where needed */
2246 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2247
2248 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2249 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2250
2251 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2252 const GLuint mask = 1 << bit;
2253 if (mask & origStencilMask) {
2254 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2255 _mesa_StencilMask(mask);
2256
2257 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2258 255.0f / mask, 0.5f, 0.0f, 0.0f);
2259
2260 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2261 }
2262 }
2263 }
2264 else if (_mesa_is_depth_format(format)) {
2265 /* Drawing depth */
2266 if (!drawpix->DepthFP)
2267 init_draw_depth_pixels(ctx);
2268
2269 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2270 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2271
2272 /* polygon color = current raster color */
2273 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2274 ctx->Current.RasterColor);
2275
2276 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2277 format, type, pixels);
2278
2279 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2280 }
2281 else {
2282 /* Drawing RGBA */
2283 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2284 format, type, pixels);
2285 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2286 }
2287
2288 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2289
2290 /* restore unpack params */
2291 ctx->Unpack = unpackSave;
2292
2293 _mesa_meta_end(ctx);
2294 }
2295
2296 static GLboolean
2297 alpha_test_raster_color(struct gl_context *ctx)
2298 {
2299 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2300 GLfloat ref = ctx->Color.AlphaRef;
2301
2302 switch (ctx->Color.AlphaFunc) {
2303 case GL_NEVER:
2304 return GL_FALSE;
2305 case GL_LESS:
2306 return alpha < ref;
2307 case GL_EQUAL:
2308 return alpha == ref;
2309 case GL_LEQUAL:
2310 return alpha <= ref;
2311 case GL_GREATER:
2312 return alpha > ref;
2313 case GL_NOTEQUAL:
2314 return alpha != ref;
2315 case GL_GEQUAL:
2316 return alpha >= ref;
2317 case GL_ALWAYS:
2318 return GL_TRUE;
2319 default:
2320 assert(0);
2321 return GL_FALSE;
2322 }
2323 }
2324
2325 /**
2326 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2327 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2328 * tracker would improve performance a lot.
2329 */
2330 void
2331 _mesa_meta_Bitmap(struct gl_context *ctx,
2332 GLint x, GLint y, GLsizei width, GLsizei height,
2333 const struct gl_pixelstore_attrib *unpack,
2334 const GLubyte *bitmap1)
2335 {
2336 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2337 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2338 const GLenum texIntFormat = GL_ALPHA;
2339 const struct gl_pixelstore_attrib unpackSave = *unpack;
2340 GLubyte fg, bg;
2341 struct vertex verts[4];
2342 GLboolean newTex;
2343 GLubyte *bitmap8;
2344
2345 /*
2346 * Check if swrast fallback is needed.
2347 */
2348 if (ctx->_ImageTransferState ||
2349 ctx->FragmentProgram._Enabled ||
2350 ctx->Fog.Enabled ||
2351 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2352 width > tex->MaxSize ||
2353 height > tex->MaxSize) {
2354 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2355 return;
2356 }
2357
2358 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2359 return;
2360
2361 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2362 * but a there's a few things we need to override:
2363 */
2364 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2365 MESA_META_PIXEL_STORE |
2366 MESA_META_RASTERIZATION |
2367 MESA_META_SHADER |
2368 MESA_META_TEXTURE |
2369 MESA_META_TRANSFORM |
2370 MESA_META_CLIP |
2371 MESA_META_VERTEX |
2372 MESA_META_VIEWPORT));
2373
2374 _mesa_meta_setup_vertex_objects(&bitmap->VAO, &bitmap->VBO, false, 3, 2, 4);
2375
2376 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2377
2378 /* Silence valgrind warnings about reading uninitialized stack. */
2379 memset(verts, 0, sizeof(verts));
2380
2381 /* vertex positions, texcoords, colors (after texture allocation!) */
2382 {
2383 const GLfloat x0 = (GLfloat) x;
2384 const GLfloat y0 = (GLfloat) y;
2385 const GLfloat x1 = (GLfloat) (x + width);
2386 const GLfloat y1 = (GLfloat) (y + height);
2387 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2388 GLuint i;
2389
2390 verts[0].x = x0;
2391 verts[0].y = y0;
2392 verts[0].z = z;
2393 verts[0].tex[0] = 0.0F;
2394 verts[0].tex[1] = 0.0F;
2395 verts[1].x = x1;
2396 verts[1].y = y0;
2397 verts[1].z = z;
2398 verts[1].tex[0] = tex->Sright;
2399 verts[1].tex[1] = 0.0F;
2400 verts[2].x = x1;
2401 verts[2].y = y1;
2402 verts[2].z = z;
2403 verts[2].tex[0] = tex->Sright;
2404 verts[2].tex[1] = tex->Ttop;
2405 verts[3].x = x0;
2406 verts[3].y = y1;
2407 verts[3].z = z;
2408 verts[3].tex[0] = 0.0F;
2409 verts[3].tex[1] = tex->Ttop;
2410
2411 for (i = 0; i < 4; i++) {
2412 verts[i].r = ctx->Current.RasterColor[0];
2413 verts[i].g = ctx->Current.RasterColor[1];
2414 verts[i].b = ctx->Current.RasterColor[2];
2415 verts[i].a = ctx->Current.RasterColor[3];
2416 }
2417
2418 /* upload new vertex data */
2419 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2420 }
2421
2422 /* choose different foreground/background alpha values */
2423 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2424 bg = (fg > 127 ? 0 : 255);
2425
2426 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2427 if (!bitmap1) {
2428 _mesa_meta_end(ctx);
2429 return;
2430 }
2431
2432 bitmap8 = malloc(width * height);
2433 if (bitmap8) {
2434 memset(bitmap8, bg, width * height);
2435 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2436 bitmap8, width, fg);
2437
2438 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2439
2440 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2441 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2442
2443 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2444 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2445
2446 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2447
2448 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2449
2450 free(bitmap8);
2451 }
2452
2453 _mesa_unmap_pbo_source(ctx, &unpackSave);
2454
2455 _mesa_meta_end(ctx);
2456 }
2457
2458 /**
2459 * Compute the texture coordinates for the four vertices of a quad for
2460 * drawing a 2D texture image or slice of a cube/3D texture.
2461 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2462 * \param slice slice of a 1D/2D array texture or 3D texture
2463 * \param width width of the texture image
2464 * \param height height of the texture image
2465 * \param coords0/1/2/3 returns the computed texcoords
2466 */
2467 void
2468 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2469 GLint slice,
2470 GLint width,
2471 GLint height,
2472 GLint depth,
2473 GLfloat coords0[4],
2474 GLfloat coords1[4],
2475 GLfloat coords2[4],
2476 GLfloat coords3[4])
2477 {
2478 static const GLfloat st[4][2] = {
2479 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2480 };
2481 GLuint i;
2482 GLfloat r;
2483
2484 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2485 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2486
2487 /* Currently all texture targets want the W component to be 1.0.
2488 */
2489 coords0[3] = 1.0F;
2490 coords1[3] = 1.0F;
2491 coords2[3] = 1.0F;
2492 coords3[3] = 1.0F;
2493
2494 switch (faceTarget) {
2495 case GL_TEXTURE_1D:
2496 case GL_TEXTURE_2D:
2497 case GL_TEXTURE_3D:
2498 case GL_TEXTURE_2D_ARRAY:
2499 if (faceTarget == GL_TEXTURE_3D) {
2500 assert(slice < depth);
2501 assert(depth >= 1);
2502 r = (slice + 0.5f) / depth;
2503 }
2504 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2505 r = (float) slice;
2506 else
2507 r = 0.0F;
2508 coords0[0] = 0.0F; /* s */
2509 coords0[1] = 0.0F; /* t */
2510 coords0[2] = r; /* r */
2511 coords1[0] = 1.0F;
2512 coords1[1] = 0.0F;
2513 coords1[2] = r;
2514 coords2[0] = 1.0F;
2515 coords2[1] = 1.0F;
2516 coords2[2] = r;
2517 coords3[0] = 0.0F;
2518 coords3[1] = 1.0F;
2519 coords3[2] = r;
2520 break;
2521 case GL_TEXTURE_RECTANGLE_ARB:
2522 coords0[0] = 0.0F; /* s */
2523 coords0[1] = 0.0F; /* t */
2524 coords0[2] = 0.0F; /* r */
2525 coords1[0] = (float) width;
2526 coords1[1] = 0.0F;
2527 coords1[2] = 0.0F;
2528 coords2[0] = (float) width;
2529 coords2[1] = (float) height;
2530 coords2[2] = 0.0F;
2531 coords3[0] = 0.0F;
2532 coords3[1] = (float) height;
2533 coords3[2] = 0.0F;
2534 break;
2535 case GL_TEXTURE_1D_ARRAY:
2536 coords0[0] = 0.0F; /* s */
2537 coords0[1] = (float) slice; /* t */
2538 coords0[2] = 0.0F; /* r */
2539 coords1[0] = 1.0f;
2540 coords1[1] = (float) slice;
2541 coords1[2] = 0.0F;
2542 coords2[0] = 1.0F;
2543 coords2[1] = (float) slice;
2544 coords2[2] = 0.0F;
2545 coords3[0] = 0.0F;
2546 coords3[1] = (float) slice;
2547 coords3[2] = 0.0F;
2548 break;
2549
2550 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2551 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2552 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2553 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2554 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2555 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2556 /* loop over quad verts */
2557 for (i = 0; i < 4; i++) {
2558 /* Compute sc = +/-scale and tc = +/-scale.
2559 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2560 * though that can still sometimes happen with this scale factor...
2561 */
2562 const GLfloat scale = 0.9999f;
2563 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2564 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2565 GLfloat *coord;
2566
2567 switch (i) {
2568 case 0:
2569 coord = coords0;
2570 break;
2571 case 1:
2572 coord = coords1;
2573 break;
2574 case 2:
2575 coord = coords2;
2576 break;
2577 case 3:
2578 coord = coords3;
2579 break;
2580 default:
2581 assert(0);
2582 }
2583
2584 coord[3] = (float) (slice / 6);
2585
2586 switch (faceTarget) {
2587 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2588 coord[0] = 1.0f;
2589 coord[1] = -tc;
2590 coord[2] = -sc;
2591 break;
2592 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2593 coord[0] = -1.0f;
2594 coord[1] = -tc;
2595 coord[2] = sc;
2596 break;
2597 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2598 coord[0] = sc;
2599 coord[1] = 1.0f;
2600 coord[2] = tc;
2601 break;
2602 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2603 coord[0] = sc;
2604 coord[1] = -1.0f;
2605 coord[2] = -tc;
2606 break;
2607 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2608 coord[0] = sc;
2609 coord[1] = -tc;
2610 coord[2] = 1.0f;
2611 break;
2612 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2613 coord[0] = -sc;
2614 coord[1] = -tc;
2615 coord[2] = -1.0f;
2616 break;
2617 default:
2618 assert(0);
2619 }
2620 }
2621 break;
2622 default:
2623 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2624 }
2625 }
2626
2627 static struct blit_shader *
2628 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2629 {
2630 switch(target) {
2631 case GL_TEXTURE_1D:
2632 table->sampler_1d.type = "sampler1D";
2633 table->sampler_1d.func = "texture1D";
2634 table->sampler_1d.texcoords = "texCoords.x";
2635 return &table->sampler_1d;
2636 case GL_TEXTURE_2D:
2637 table->sampler_2d.type = "sampler2D";
2638 table->sampler_2d.func = "texture2D";
2639 table->sampler_2d.texcoords = "texCoords.xy";
2640 return &table->sampler_2d;
2641 case GL_TEXTURE_RECTANGLE:
2642 table->sampler_rect.type = "sampler2DRect";
2643 table->sampler_rect.func = "texture2DRect";
2644 table->sampler_rect.texcoords = "texCoords.xy";
2645 return &table->sampler_rect;
2646 case GL_TEXTURE_3D:
2647 /* Code for mipmap generation with 3D textures is not used yet.
2648 * It's a sw fallback.
2649 */
2650 table->sampler_3d.type = "sampler3D";
2651 table->sampler_3d.func = "texture3D";
2652 table->sampler_3d.texcoords = "texCoords.xyz";
2653 return &table->sampler_3d;
2654 case GL_TEXTURE_CUBE_MAP:
2655 table->sampler_cubemap.type = "samplerCube";
2656 table->sampler_cubemap.func = "textureCube";
2657 table->sampler_cubemap.texcoords = "texCoords.xyz";
2658 return &table->sampler_cubemap;
2659 case GL_TEXTURE_1D_ARRAY:
2660 table->sampler_1d_array.type = "sampler1DArray";
2661 table->sampler_1d_array.func = "texture1DArray";
2662 table->sampler_1d_array.texcoords = "texCoords.xy";
2663 return &table->sampler_1d_array;
2664 case GL_TEXTURE_2D_ARRAY:
2665 table->sampler_2d_array.type = "sampler2DArray";
2666 table->sampler_2d_array.func = "texture2DArray";
2667 table->sampler_2d_array.texcoords = "texCoords.xyz";
2668 return &table->sampler_2d_array;
2669 case GL_TEXTURE_CUBE_MAP_ARRAY:
2670 table->sampler_cubemap_array.type = "samplerCubeArray";
2671 table->sampler_cubemap_array.func = "textureCubeArray";
2672 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2673 return &table->sampler_cubemap_array;
2674 default:
2675 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2676 " setup_texture_sampler()\n", target);
2677 return NULL;
2678 }
2679 }
2680
2681 void
2682 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
2683 {
2684 _mesa_DeleteProgram(table->sampler_1d.shader_prog);
2685 _mesa_DeleteProgram(table->sampler_2d.shader_prog);
2686 _mesa_DeleteProgram(table->sampler_3d.shader_prog);
2687 _mesa_DeleteProgram(table->sampler_rect.shader_prog);
2688 _mesa_DeleteProgram(table->sampler_cubemap.shader_prog);
2689 _mesa_DeleteProgram(table->sampler_1d_array.shader_prog);
2690 _mesa_DeleteProgram(table->sampler_2d_array.shader_prog);
2691 _mesa_DeleteProgram(table->sampler_cubemap_array.shader_prog);
2692
2693 table->sampler_1d.shader_prog = 0;
2694 table->sampler_2d.shader_prog = 0;
2695 table->sampler_3d.shader_prog = 0;
2696 table->sampler_rect.shader_prog = 0;
2697 table->sampler_cubemap.shader_prog = 0;
2698 table->sampler_1d_array.shader_prog = 0;
2699 table->sampler_2d_array.shader_prog = 0;
2700 table->sampler_cubemap_array.shader_prog = 0;
2701 }
2702
2703 /**
2704 * Determine the GL data type to use for the temporary image read with
2705 * ReadPixels() and passed to Tex[Sub]Image().
2706 */
2707 static GLenum
2708 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2709 {
2710 GLenum baseFormat;
2711
2712 baseFormat = _mesa_get_format_base_format(format);
2713
2714 switch (baseFormat) {
2715 case GL_RGBA:
2716 case GL_RGB:
2717 case GL_RG:
2718 case GL_RED:
2719 case GL_ALPHA:
2720 case GL_LUMINANCE:
2721 case GL_LUMINANCE_ALPHA:
2722 case GL_INTENSITY:
2723 if (ctx->DrawBuffer->Visual.redBits <= 8) {
2724 return GL_UNSIGNED_BYTE;
2725 } else if (ctx->DrawBuffer->Visual.redBits <= 16) {
2726 return GL_UNSIGNED_SHORT;
2727 } else {
2728 GLenum datatype = _mesa_get_format_datatype(format);
2729 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT)
2730 return datatype;
2731 return GL_FLOAT;
2732 }
2733 case GL_DEPTH_COMPONENT: {
2734 GLenum datatype = _mesa_get_format_datatype(format);
2735 if (datatype == GL_FLOAT)
2736 return GL_FLOAT;
2737 else
2738 return GL_UNSIGNED_INT;
2739 }
2740 case GL_DEPTH_STENCIL: {
2741 GLenum datatype = _mesa_get_format_datatype(format);
2742 if (datatype == GL_FLOAT)
2743 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2744 else
2745 return GL_UNSIGNED_INT_24_8;
2746 }
2747 default:
2748 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2749 baseFormat);
2750 return 0;
2751 }
2752 }
2753
2754 /**
2755 * Attempts to wrap the destination texture in an FBO and use
2756 * glBlitFramebuffer() to implement glCopyTexSubImage().
2757 */
2758 static bool
2759 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2760 struct gl_texture_image *texImage,
2761 GLint xoffset,
2762 GLint yoffset,
2763 GLint zoffset,
2764 struct gl_renderbuffer *rb,
2765 GLint x, GLint y,
2766 GLsizei width, GLsizei height)
2767 {
2768 struct gl_texture_object *texObj = texImage->TexObject;
2769 GLuint fbo;
2770 bool success = false;
2771 GLbitfield mask;
2772 GLenum status;
2773
2774 if (!ctx->Extensions.ARB_framebuffer_object)
2775 return false;
2776
2777 _mesa_unlock_texture(ctx, texObj);
2778
2779 _mesa_meta_begin(ctx, MESA_META_ALL);
2780
2781 _mesa_GenFramebuffers(1, &fbo);
2782 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
2783
2784 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2785 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2786 _mesa_meta_bind_fbo_image(GL_DEPTH_ATTACHMENT, texImage, zoffset);
2787 mask = GL_DEPTH_BUFFER_BIT;
2788
2789 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2790 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2791 _mesa_meta_bind_fbo_image(GL_STENCIL_ATTACHMENT, texImage, zoffset);
2792 mask |= GL_STENCIL_BUFFER_BIT;
2793 }
2794 _mesa_DrawBuffer(GL_NONE);
2795 } else {
2796 _mesa_meta_bind_fbo_image(GL_COLOR_ATTACHMENT0, texImage, zoffset);
2797 mask = GL_COLOR_BUFFER_BIT;
2798 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2799 }
2800
2801 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
2802 if (status != GL_FRAMEBUFFER_COMPLETE)
2803 goto out;
2804
2805 ctx->Meta->Blit.no_ctsi_fallback = true;
2806
2807 /* Since we've bound a new draw framebuffer, we need to update
2808 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2809 * be correct.
2810 */
2811 _mesa_update_state(ctx);
2812
2813 /* We skip the core BlitFramebuffer checks for format consistency, which
2814 * are too strict for CopyTexImage. We know meta will be fine with format
2815 * changes.
2816 */
2817 _mesa_meta_BlitFramebuffer(ctx, x, y,
2818 x + width, y + height,
2819 xoffset, yoffset,
2820 xoffset + width, yoffset + height,
2821 mask, GL_NEAREST);
2822 ctx->Meta->Blit.no_ctsi_fallback = false;
2823 success = true;
2824
2825 out:
2826 _mesa_lock_texture(ctx, texObj);
2827 _mesa_DeleteFramebuffers(1, &fbo);
2828 _mesa_meta_end(ctx);
2829 return success;
2830 }
2831
2832 /**
2833 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2834 * Have to be careful with locking and meta state for pixel transfer.
2835 */
2836 void
2837 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2838 struct gl_texture_image *texImage,
2839 GLint xoffset, GLint yoffset, GLint zoffset,
2840 struct gl_renderbuffer *rb,
2841 GLint x, GLint y,
2842 GLsizei width, GLsizei height)
2843 {
2844 struct gl_texture_object *texObj = texImage->TexObject;
2845 GLenum format, type;
2846 GLint bpp;
2847 void *buf;
2848
2849 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2850 texImage,
2851 xoffset, yoffset, zoffset,
2852 rb,
2853 x, y,
2854 width, height)) {
2855 return;
2856 }
2857
2858 /* Choose format/type for temporary image buffer */
2859 format = _mesa_get_format_base_format(texImage->TexFormat);
2860 if (format == GL_LUMINANCE ||
2861 format == GL_LUMINANCE_ALPHA ||
2862 format == GL_INTENSITY) {
2863 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2864 * temp image buffer because glReadPixels will do L=R+G+B which is
2865 * not what we want (should be L=R).
2866 */
2867 format = GL_RGBA;
2868 }
2869
2870 type = get_temp_image_type(ctx, texImage->TexFormat);
2871 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2872 format = _mesa_base_format_to_integer_format(format);
2873 }
2874 bpp = _mesa_bytes_per_pixel(format, type);
2875 if (bpp <= 0) {
2876 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2877 return;
2878 }
2879
2880 /*
2881 * Alloc image buffer (XXX could use a PBO)
2882 */
2883 buf = malloc(width * height * bpp);
2884 if (!buf) {
2885 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2886 return;
2887 }
2888
2889 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
2890
2891 /*
2892 * Read image from framebuffer (disable pixel transfer ops)
2893 */
2894 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2895 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2896 format, type, &ctx->Pack, buf);
2897 _mesa_meta_end(ctx);
2898
2899 _mesa_update_state(ctx); /* to update pixel transfer state */
2900
2901 /*
2902 * Store texture data (with pixel transfer ops)
2903 */
2904 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2905
2906 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2907 assert(yoffset == 0);
2908 ctx->Driver.TexSubImage(ctx, dims, texImage,
2909 xoffset, zoffset, 0, width, 1, 1,
2910 format, type, buf, &ctx->Unpack);
2911 } else {
2912 ctx->Driver.TexSubImage(ctx, dims, texImage,
2913 xoffset, yoffset, zoffset, width, height, 1,
2914 format, type, buf, &ctx->Unpack);
2915 }
2916
2917 _mesa_meta_end(ctx);
2918
2919 _mesa_lock_texture(ctx, texObj); /* re-lock */
2920
2921 free(buf);
2922 }
2923
2924
2925 static void
2926 meta_decompress_cleanup(struct decompress_state *decompress)
2927 {
2928 if (decompress->FBO != 0) {
2929 _mesa_DeleteFramebuffers(1, &decompress->FBO);
2930 _mesa_DeleteRenderbuffers(1, &decompress->RBO);
2931 }
2932
2933 if (decompress->VAO != 0) {
2934 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2935 _mesa_DeleteBuffers(1, &decompress->VBO);
2936 }
2937
2938 if (decompress->Sampler != 0)
2939 _mesa_DeleteSamplers(1, &decompress->Sampler);
2940
2941 memset(decompress, 0, sizeof(*decompress));
2942 }
2943
2944 /**
2945 * Decompress a texture image by drawing a quad with the compressed
2946 * texture and reading the pixels out of the color buffer.
2947 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2948 * \param destFormat format, ala glReadPixels
2949 * \param destType type, ala glReadPixels
2950 * \param dest destination buffer
2951 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2952 */
2953 static void
2954 decompress_texture_image(struct gl_context *ctx,
2955 struct gl_texture_image *texImage,
2956 GLuint slice,
2957 GLenum destFormat, GLenum destType,
2958 GLvoid *dest)
2959 {
2960 struct decompress_state *decompress = &ctx->Meta->Decompress;
2961 struct gl_texture_object *texObj = texImage->TexObject;
2962 const GLint width = texImage->Width;
2963 const GLint height = texImage->Height;
2964 const GLint depth = texImage->Height;
2965 const GLenum target = texObj->Target;
2966 GLenum faceTarget;
2967 struct vertex verts[4];
2968 GLuint samplerSave;
2969 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
2970 ctx->Extensions.ARB_fragment_shader;
2971
2972 if (slice > 0) {
2973 assert(target == GL_TEXTURE_3D ||
2974 target == GL_TEXTURE_2D_ARRAY ||
2975 target == GL_TEXTURE_CUBE_MAP_ARRAY);
2976 }
2977
2978 switch (target) {
2979 case GL_TEXTURE_1D:
2980 case GL_TEXTURE_1D_ARRAY:
2981 assert(!"No compressed 1D textures.");
2982 return;
2983
2984 case GL_TEXTURE_3D:
2985 assert(!"No compressed 3D textures.");
2986 return;
2987
2988 case GL_TEXTURE_CUBE_MAP_ARRAY:
2989 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
2990 break;
2991
2992 case GL_TEXTURE_CUBE_MAP:
2993 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
2994 break;
2995
2996 default:
2997 faceTarget = target;
2998 break;
2999 }
3000
3001 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_PIXEL_STORE);
3002
3003 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3004 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3005
3006 /* Create/bind FBO/renderbuffer */
3007 if (decompress->FBO == 0) {
3008 _mesa_GenFramebuffers(1, &decompress->FBO);
3009 _mesa_GenRenderbuffers(1, &decompress->RBO);
3010 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO);
3011 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO);
3012 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
3013 GL_COLOR_ATTACHMENT0_EXT,
3014 GL_RENDERBUFFER_EXT,
3015 decompress->RBO);
3016 }
3017 else {
3018 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO);
3019 }
3020
3021 /* alloc dest surface */
3022 if (width > decompress->Width || height > decompress->Height) {
3023 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO);
3024 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, GL_RGBA,
3025 width, height);
3026 decompress->Width = width;
3027 decompress->Height = height;
3028 }
3029
3030 if (use_glsl_version) {
3031 _mesa_meta_setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
3032 2, 4, 0);
3033
3034 _mesa_meta_setup_blit_shader(ctx, target, &decompress->shaders);
3035 } else {
3036 _mesa_meta_setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
3037 }
3038
3039 if (!decompress->Sampler) {
3040 _mesa_GenSamplers(1, &decompress->Sampler);
3041 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3042 /* nearest filtering */
3043 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3044 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3045 /* No sRGB decode or encode.*/
3046 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3047 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3048 GL_SKIP_DECODE_EXT);
3049 }
3050
3051 } else {
3052 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3053 }
3054
3055 /* Silence valgrind warnings about reading uninitialized stack. */
3056 memset(verts, 0, sizeof(verts));
3057
3058 _mesa_meta_setup_texture_coords(faceTarget, slice, width, height, depth,
3059 verts[0].tex,
3060 verts[1].tex,
3061 verts[2].tex,
3062 verts[3].tex);
3063
3064 /* setup vertex positions */
3065 verts[0].x = -1.0F;
3066 verts[0].y = -1.0F;
3067 verts[1].x = 1.0F;
3068 verts[1].y = -1.0F;
3069 verts[2].x = 1.0F;
3070 verts[2].y = 1.0F;
3071 verts[3].x = -1.0F;
3072 verts[3].y = 1.0F;
3073
3074 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3075
3076 /* upload new vertex data */
3077 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3078
3079 /* setup texture state */
3080 _mesa_BindTexture(target, texObj->Name);
3081
3082 if (!use_glsl_version)
3083 _mesa_set_enable(ctx, target, GL_TRUE);
3084
3085 {
3086 /* save texture object state */
3087 const GLint baseLevelSave = texObj->BaseLevel;
3088 const GLint maxLevelSave = texObj->MaxLevel;
3089
3090 /* restrict sampling to the texture level of interest */
3091 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3092 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
3093 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
3094 }
3095
3096 /* render quad w/ texture into renderbuffer */
3097 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3098
3099 /* Restore texture object state, the texture binding will
3100 * be restored by _mesa_meta_end().
3101 */
3102 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3103 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
3104 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3105 }
3106
3107 }
3108
3109 /* read pixels from renderbuffer */
3110 {
3111 GLenum baseTexFormat = texImage->_BaseFormat;
3112 GLenum destBaseFormat = _mesa_base_tex_format(ctx, destFormat);
3113
3114 /* The pixel transfer state will be set to default values at this point
3115 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3116 * turned off (as required by glGetTexImage) but we need to handle some
3117 * special cases. In particular, single-channel texture values are
3118 * returned as red and two-channel texture values are returned as
3119 * red/alpha.
3120 */
3121 if ((baseTexFormat == GL_LUMINANCE ||
3122 baseTexFormat == GL_LUMINANCE_ALPHA ||
3123 baseTexFormat == GL_INTENSITY) ||
3124 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3125 * luminance then we need to return L=tex(R).
3126 */
3127 ((baseTexFormat == GL_RGBA ||
3128 baseTexFormat == GL_RGB ||
3129 baseTexFormat == GL_RG) &&
3130 (destBaseFormat == GL_LUMINANCE ||
3131 destBaseFormat == GL_LUMINANCE_ALPHA ||
3132 destBaseFormat == GL_LUMINANCE_INTEGER_EXT ||
3133 destBaseFormat == GL_LUMINANCE_ALPHA_INTEGER_EXT))) {
3134 /* Green and blue must be zero */
3135 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3136 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3137 }
3138
3139 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3140 }
3141
3142 /* disable texture unit */
3143 if (!use_glsl_version)
3144 _mesa_set_enable(ctx, target, GL_FALSE);
3145
3146 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3147
3148 _mesa_meta_end(ctx);
3149 }
3150
3151
3152 /**
3153 * This is just a wrapper around _mesa_get_tex_image() and
3154 * decompress_texture_image(). Meta functions should not be directly called
3155 * from core Mesa.
3156 */
3157 void
3158 _mesa_meta_GetTexImage(struct gl_context *ctx,
3159 GLenum format, GLenum type, GLvoid *pixels,
3160 struct gl_texture_image *texImage)
3161 {
3162 /* We can only use the decompress-with-blit method here if the texels are
3163 * unsigned, normalized values. We could handle signed and unnormalized
3164 * with floating point renderbuffers...
3165 */
3166 if (_mesa_is_format_compressed(texImage->TexFormat) &&
3167 _mesa_get_format_datatype(texImage->TexFormat)
3168 == GL_UNSIGNED_NORMALIZED) {
3169 struct gl_texture_object *texObj = texImage->TexObject;
3170 GLuint slice;
3171 /* Need to unlock the texture here to prevent deadlock... */
3172 _mesa_unlock_texture(ctx, texObj);
3173 for (slice = 0; slice < texImage->Depth; slice++) {
3174 void *dst;
3175 if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY
3176 || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
3177 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3178 * in the decompress_texture_image() function's call to
3179 * glReadPixels but we need to compute the dest slice's address
3180 * here (according to SkipImages and ImageHeight).
3181 */
3182 struct gl_pixelstore_attrib packing = ctx->Pack;
3183 packing.SkipPixels = 0;
3184 packing.SkipRows = 0;
3185 dst = _mesa_image_address3d(&packing, pixels, texImage->Width,
3186 texImage->Height, format, type,
3187 slice, 0, 0);
3188 }
3189 else {
3190 dst = pixels;
3191 }
3192 decompress_texture_image(ctx, texImage, slice, format, type, dst);
3193 }
3194 /* ... and relock it */
3195 _mesa_lock_texture(ctx, texObj);
3196 }
3197 else {
3198 _mesa_get_teximage(ctx, format, type, pixels, texImage);
3199 }
3200 }
3201
3202
3203 /**
3204 * Meta implementation of ctx->Driver.DrawTex() in terms
3205 * of polygon rendering.
3206 */
3207 void
3208 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3209 GLfloat width, GLfloat height)
3210 {
3211 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3212 struct vertex {
3213 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3214 };
3215 struct vertex verts[4];
3216 GLuint i;
3217
3218 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3219 MESA_META_SHADER |
3220 MESA_META_TRANSFORM |
3221 MESA_META_VERTEX |
3222 MESA_META_VIEWPORT));
3223
3224 if (drawtex->VAO == 0) {
3225 /* one-time setup */
3226 GLint active_texture;
3227
3228 /* create vertex array object */
3229 _mesa_GenVertexArrays(1, &drawtex->VAO);
3230 _mesa_BindVertexArray(drawtex->VAO);
3231
3232 /* create vertex array buffer */
3233 _mesa_GenBuffers(1, &drawtex->VBO);
3234 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3235 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3236 NULL, GL_DYNAMIC_DRAW_ARB);
3237
3238 /* client active texture is not part of the array object */
3239 active_texture = ctx->Array.ActiveTexture;
3240
3241 /* setup vertex arrays */
3242 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3243 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3244 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3245 _mesa_ClientActiveTexture(GL_TEXTURE0 + i);
3246 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
3247 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3248 }
3249
3250 /* restore client active texture */
3251 _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture);
3252 }
3253 else {
3254 _mesa_BindVertexArray(drawtex->VAO);
3255 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3256 }
3257
3258 /* vertex positions, texcoords */
3259 {
3260 const GLfloat x1 = x + width;
3261 const GLfloat y1 = y + height;
3262
3263 z = CLAMP(z, 0.0f, 1.0f);
3264 z = invert_z(z);
3265
3266 verts[0].x = x;
3267 verts[0].y = y;
3268 verts[0].z = z;
3269
3270 verts[1].x = x1;
3271 verts[1].y = y;
3272 verts[1].z = z;
3273
3274 verts[2].x = x1;
3275 verts[2].y = y1;
3276 verts[2].z = z;
3277
3278 verts[3].x = x;
3279 verts[3].y = y1;
3280 verts[3].z = z;
3281
3282 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3283 const struct gl_texture_object *texObj;
3284 const struct gl_texture_image *texImage;
3285 GLfloat s, t, s1, t1;
3286 GLuint tw, th;
3287
3288 if (!ctx->Texture.Unit[i]._Current) {
3289 GLuint j;
3290 for (j = 0; j < 4; j++) {
3291 verts[j].st[i][0] = 0.0f;
3292 verts[j].st[i][1] = 0.0f;
3293 }
3294 continue;
3295 }
3296
3297 texObj = ctx->Texture.Unit[i]._Current;
3298 texImage = texObj->Image[0][texObj->BaseLevel];
3299 tw = texImage->Width2;
3300 th = texImage->Height2;
3301
3302 s = (GLfloat) texObj->CropRect[0] / tw;
3303 t = (GLfloat) texObj->CropRect[1] / th;
3304 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3305 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3306
3307 verts[0].st[i][0] = s;
3308 verts[0].st[i][1] = t;
3309
3310 verts[1].st[i][0] = s1;
3311 verts[1].st[i][1] = t;
3312
3313 verts[2].st[i][0] = s1;
3314 verts[2].st[i][1] = t1;
3315
3316 verts[3].st[i][0] = s;
3317 verts[3].st[i][1] = t1;
3318 }
3319
3320 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3321 }
3322
3323 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3324
3325 _mesa_meta_end(ctx);
3326 }