2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/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"
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"
86 /** Return offset in bytes of the field within a vertex struct */
87 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
89 static struct blit_shader
*
90 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
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
);
98 _mesa_meta_bind_fbo_image(GLenum attachment
,
99 struct gl_texture_image
*texImage
, GLuint layer
)
101 struct gl_texture_object
*texObj
= texImage
->TexObject
;
102 int level
= texImage
->Level
;
103 GLenum target
= texObj
->Target
;
107 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER
,
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
:
118 _mesa_FramebufferTextureLayer(GL_FRAMEBUFFER
,
124 default: /* 2D / cube */
125 if (target
== GL_TEXTURE_CUBE_MAP
)
126 target
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
128 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER
,
137 _mesa_meta_compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
,
138 const GLcharARB
*source
)
144 shader
= _mesa_CreateShader(target
);
145 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
146 _mesa_CompileShader(shader
);
148 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
152 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
154 _mesa_DeleteShader(shader
);
160 _mesa_DeleteShader(shader
);
164 _mesa_GetShaderInfoLog(shader
, size
, NULL
, info
);
166 "meta program compile failed:\n%s\n"
171 _mesa_DeleteShader(shader
);
177 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
182 _mesa_LinkProgram(program
);
184 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
188 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
196 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
197 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
205 * Generate a generic shader to blit from a texture to a framebuffer
207 * \param ctx Current GL context
208 * \param texTarget Texture target that will be the source of the blit
210 * \returns a handle to a shader program on success or zero on failure.
213 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
215 struct blit_shader_table
*table
)
217 const char *vs_source
;
220 void *const mem_ctx
= ralloc_context(NULL
);
221 struct blit_shader
*shader
= choose_blit_shader(target
, table
);
224 assert(shader
!= NULL
);
226 if (shader
->shader_prog
!= 0) {
227 _mesa_UseProgram(shader
->shader_prog
);
231 if (ctx
->Const
.GLSLVersion
< 130) {
233 "attribute vec2 position;\n"
234 "attribute vec4 textureCoords;\n"
235 "varying vec4 texCoords;\n"
238 " texCoords = textureCoords;\n"
239 " gl_Position = vec4(position, 0.0, 1.0);\n"
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"
249 " gl_FragColor = %s(texSampler, %s);\n"
250 " gl_FragDepth = gl_FragColor.x;\n"
253 shader
->func
, shader
->texcoords
);
256 vs_source
= ralloc_asprintf(mem_ctx
,
258 "in vec2 position;\n"
259 "in vec4 textureCoords;\n"
260 "out vec4 texCoords;\n"
263 " texCoords = textureCoords;\n"
264 " gl_Position = vec4(position, 0.0, 1.0);\n"
266 fs_source
= ralloc_asprintf(mem_ctx
,
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"
275 " out_color = texture(texSampler, %s);\n"
276 " gl_FragDepth = out_color.x;\n"
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
);
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
);
297 _mesa_UseProgram(shader
->shader_prog
);
301 * Configure vertex buffer and vertex array objects for tests
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.
307 * \param VAO Storage for vertex array object handle. If 0, a new VAO
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
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.
322 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
323 * Use \c texcoord_size instead.
326 _mesa_meta_setup_vertex_objects(GLuint
*VAO
, GLuint
*VBO
,
327 bool use_generic_attributes
,
328 unsigned vertex_size
, unsigned texcoord_size
,
334 /* create vertex array object */
335 _mesa_GenVertexArrays(1, VAO
);
336 _mesa_BindVertexArray(*VAO
);
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
,
344 /* setup vertex arrays */
345 if (use_generic_attributes
) {
346 assert(color_size
== 0);
348 _mesa_VertexAttribPointer(0, vertex_size
, GL_FLOAT
, GL_FALSE
,
349 sizeof(struct vertex
), OFFSET(x
));
350 _mesa_EnableVertexAttribArray(0);
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);
358 _mesa_VertexPointer(vertex_size
, GL_FLOAT
, sizeof(struct vertex
),
360 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
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
);
368 if (color_size
> 0) {
369 _mesa_ColorPointer(color_size
, GL_FLOAT
,
370 sizeof(struct vertex
), OFFSET(r
));
371 _mesa_EnableClientState(GL_COLOR_ARRAY
);
375 _mesa_BindVertexArray(*VAO
);
376 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
381 * Initialize meta-ops for a context.
382 * To be called once during context creation.
385 _mesa_meta_init(struct gl_context
*ctx
)
389 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
394 * Free context meta-op state.
395 * To be called once during context destruction.
398 _mesa_meta_free(struct gl_context
*ctx
)
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
);
409 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
411 _mesa_make_current(NULL
, NULL
, NULL
);
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.
421 * \param state bitmask of MESA_META_* flags indicating which attribute groups
422 * to save and reset to their defaults
425 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
427 struct save_state
*save
;
429 /* hope MAX_META_OPS_DEPTH is large enough */
430 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
432 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
433 memset(save
, 0, sizeof(*save
));
434 save
->SavedState
= state
;
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.
440 save
->API
= ctx
->API
;
441 ctx
->API
= API_OPENGL_COMPAT
;
443 /* Pausing transform feedback needs to be done early, or else we won't be
444 * able to change other state.
446 save
->TransformFeedbackNeedsResume
=
447 _mesa_is_xfb_active_and_unpaused(ctx
);
448 if (save
->TransformFeedbackNeedsResume
)
449 _mesa_PauseTransformFeedback();
451 /* After saving the current occlusion object, call EndQuery so that no
452 * occlusion querying will be active during the meta-operation.
454 if (state
& MESA_META_OCCLUSION_QUERY
) {
455 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
456 if (save
->CurrentOcclusionObject
)
457 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
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
);
468 if (state
& MESA_META_BLEND
) {
469 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
470 if (ctx
->Color
.BlendEnabled
) {
471 if (ctx
->Extensions
.EXT_draw_buffers2
) {
473 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
474 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
478 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
481 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
482 if (ctx
->Color
.ColorLogicOpEnabled
)
483 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
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
);
496 if (state
& MESA_META_DEPTH_TEST
) {
497 save
->Depth
= ctx
->Depth
; /* struct copy */
499 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
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
);
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
;
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
;
535 ctx
->NewState
|=_NEW_PIXEL
;
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
);
552 if (state
& MESA_META_SCISSOR
) {
553 save
->Scissor
= ctx
->Scissor
; /* struct copy */
554 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
557 if (state
& MESA_META_SHADER
) {
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
);
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
);
574 if (ctx
->Extensions
.ATI_fragment_shader
) {
575 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
576 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
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);
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.
589 for (i
= 0; i
<= MESA_SHADER_FRAGMENT
; i
++) {
590 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
591 ctx
->Shader
.CurrentProgram
[i
]);
593 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
594 ctx
->Shader
.ActiveProgram
);
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 */
606 if (state
& MESA_META_TEXTURE
) {
609 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
610 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
611 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
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
);
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
);
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
]);
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
);
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();
666 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
667 * This can occur when there is no draw buffer.
669 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
670 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
671 0.0, ctx
->DrawBuffer
->Height
,
675 if (state
& MESA_META_CLIP
) {
676 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
677 if (ctx
->Transform
.ClipPlanesEnabled
) {
679 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
680 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
685 if (state
& MESA_META_VERTEX
) {
686 /* save vertex array object state */
687 _mesa_reference_vao(ctx
, &save
->VAO
,
689 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
690 ctx
->Array
.ArrayBufferObj
);
691 /* set some default state? */
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
);
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);
715 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
716 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
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.
722 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
723 ctx
->Extensions
.ARB_color_buffer_float
)
724 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
727 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
728 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
730 /* Generally in here we never want vertex color clamping --
731 * result clamping is only dependent on fragment clamping.
733 if (ctx
->Extensions
.ARB_color_buffer_float
)
734 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
737 if (state
& MESA_META_CONDITIONAL_RENDER
) {
738 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
739 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
741 if (ctx
->Query
.CondRenderQuery
)
742 _mesa_EndConditionalRender();
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
);
756 if (state
& MESA_META_MULTISAMPLE
) {
757 save
->Multisample
= ctx
->Multisample
; /* struct copy */
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
);
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
);
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
);
788 save
->DrawBufferName
= ctx
->DrawBuffer
->Name
;
789 save
->ReadBufferName
= ctx
->ReadBuffer
->Name
;
790 save
->RenderbufferName
= (ctx
->CurrentRenderbuffer
?
791 ctx
->CurrentRenderbuffer
->Name
: 0);
797 * Leave meta state. This is like a light-weight version of glPopAttrib().
800 _mesa_meta_end(struct gl_context
*ctx
)
802 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
803 const GLbitfield state
= save
->SavedState
;
806 /* After starting a new occlusion query, initialize the results to the
807 * values saved previously. The driver will then continue to increment
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
;
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
);
824 if (state
& MESA_META_BLEND
) {
825 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
826 if (ctx
->Extensions
.EXT_draw_buffers2
) {
828 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
829 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
833 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
836 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
837 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
840 if (state
& MESA_META_COLOR_MASK
) {
842 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
843 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
845 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
846 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
850 save
->ColorMask
[i
][0],
851 save
->ColorMask
[i
][1],
852 save
->ColorMask
[i
][2],
853 save
->ColorMask
[i
][3]);
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
);
866 if (state
& MESA_META_FOG
) {
867 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
870 if (state
& MESA_META_PIXEL_STORE
) {
871 ctx
->Pack
= save
->Pack
;
872 ctx
->Unpack
= save
->Unpack
;
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
;
886 ctx
->NewState
|=_NEW_PIXEL
;
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
);
898 if (state
& MESA_META_SCISSOR
) {
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);
912 if (state
& MESA_META_SHADER
) {
913 static const GLenum targets
[] = {
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
);
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
);
937 if (ctx
->Extensions
.ATI_fragment_shader
) {
938 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
939 save
->ATIFragmentShaderEnabled
);
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
950 _mesa_use_shader_program(ctx
, targets
[i
],
954 /* Do this *before* killing the reference. :)
956 if (save
->Shader
[i
] != NULL
)
959 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
962 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
964 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
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.
971 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
974 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
975 ctx
->Pipeline
.Default
);
977 if (save
->Pipeline
) {
978 assert(ctx
->Extensions
.ARB_separate_shader_objects
);
979 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
981 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
985 if (state
& MESA_META_STENCIL_TEST
) {
986 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
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
);
997 _mesa_StencilFuncSeparate(GL_FRONT
,
998 stencil
->Function
[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]);
1006 _mesa_StencilFuncSeparate(GL_BACK
,
1007 stencil
->Function
[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]);
1016 if (state
& MESA_META_TEXTURE
) {
1019 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
1021 /* restore texenv for unit[0] */
1022 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
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
]);
1031 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
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
];
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
];
1047 /* restore current unit state */
1048 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1049 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
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
);
1059 _mesa_MatrixMode(GL_MODELVIEW
);
1060 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1062 _mesa_MatrixMode(GL_PROJECTION
);
1063 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1065 _mesa_MatrixMode(save
->MatrixMode
);
1068 if (state
& MESA_META_CLIP
) {
1069 if (save
->ClipPlanesEnabled
) {
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
);
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
);
1084 /* restore vertex array object */
1085 _mesa_BindVertexArray(save
->VAO
->Name
);
1086 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
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
);
1097 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1100 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1101 ctx
->Extensions
.ARB_color_buffer_float
) {
1102 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1105 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1106 ctx
->Extensions
.ARB_color_buffer_float
) {
1107 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1110 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1111 if (save
->CondRenderQuery
)
1112 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1113 save
->CondRenderMode
);
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
;
1126 if (state
& MESA_META_MULTISAMPLE
) {
1127 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1128 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
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
);
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
);
1153 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1154 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1155 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1159 if (save
->Lighting
) {
1160 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1162 if (save
->RasterDiscard
) {
1163 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1165 if (save
->TransformFeedbackNeedsResume
)
1166 _mesa_ResumeTransformFeedback();
1168 if (ctx
->DrawBuffer
->Name
!= save
->DrawBufferName
)
1169 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, save
->DrawBufferName
);
1171 if (ctx
->ReadBuffer
->Name
!= save
->ReadBufferName
)
1172 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER
, save
->ReadBufferName
);
1174 if (!ctx
->CurrentRenderbuffer
||
1175 ctx
->CurrentRenderbuffer
->Name
!= save
->RenderbufferName
)
1176 _mesa_BindRenderbuffer(GL_RENDERBUFFER
, save
->RenderbufferName
);
1178 ctx
->Meta
->SaveStackDepth
--;
1180 ctx
->API
= save
->API
;
1185 * Determine whether Mesa is currently in a meta state.
1188 _mesa_meta_in_progress(struct gl_context
*ctx
)
1190 return ctx
->Meta
->SaveStackDepth
!= 0;
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.
1201 static INLINE GLfloat
1202 invert_z(GLfloat normZ
)
1204 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1210 * One-time init for a temp_texture object.
1211 * Choose tex target, compute max tex size, etc.
1214 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
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
;
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
;
1228 tex
->MinSize
= 16; /* 16 x 16 at least */
1229 assert(tex
->MaxSize
> 0);
1231 _mesa_GenTextures(1, &tex
->TexObj
);
1235 cleanup_temp_texture(struct temp_texture
*tex
)
1239 _mesa_DeleteTextures(1, &tex
->TexObj
);
1245 * Return pointer to temp_texture info for non-bitmap ops.
1246 * This does some one-time init if needed.
1248 struct temp_texture
*
1249 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1251 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1254 init_temp_texture(ctx
, tex
);
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.
1266 static struct temp_texture
*
1267 get_bitmap_temp_texture(struct gl_context
*ctx
)
1269 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1272 init_temp_texture(ctx
, tex
);
1279 * Return pointer to depth temp_texture.
1280 * This does some one-time init if needed.
1282 struct temp_texture
*
1283 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1285 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1288 init_temp_texture(ctx
, tex
);
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.
1301 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1304 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1305 GLsizei width
, GLsizei height
, GLenum intFormat
)
1307 GLboolean newTex
= GL_FALSE
;
1309 ASSERT(width
<= tex
->MaxSize
);
1310 ASSERT(height
<= tex
->MaxSize
);
1312 if (width
> tex
->Width
||
1313 height
> tex
->Height
||
1314 intFormat
!= tex
->IntFormat
) {
1315 /* alloc new texture (larger or different format) */
1318 /* use non-power of two size */
1319 tex
->Width
= MAX2(tex
->MinSize
, width
);
1320 tex
->Height
= MAX2(tex
->MinSize
, height
);
1323 /* find power of two size */
1325 w
= h
= tex
->MinSize
;
1334 tex
->IntFormat
= intFormat
;
1339 /* compute texcoords */
1340 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1341 tex
->Sright
= (GLfloat
) width
;
1342 tex
->Ttop
= (GLfloat
) height
;
1345 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1346 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1354 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
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
,
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
);
1371 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1373 /* copy framebuffer image to texture */
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);
1382 /* create empty texture */
1383 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1384 tex
->Width
, tex
->Height
, 0,
1385 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1387 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1388 0, 0, srcX
, srcY
, width
, height
);
1392 /* replace existing tex image */
1393 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1394 0, 0, srcX
, srcY
, width
, height
);
1400 * Setup/load texture for glDrawPixels.
1403 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1404 struct temp_texture
*tex
,
1406 GLsizei width
, GLsizei height
,
1407 GLenum format
, GLenum type
,
1408 const GLvoid
*pixels
)
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
);
1415 /* copy pixel data to texture */
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
);
1424 struct gl_buffer_object
*save_unpack_obj
= NULL
;
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
);
1436 _mesa_TexSubImage2D(tex
->Target
, 0,
1437 0, 0, width
, height
, format
, type
, pixels
);
1441 /* replace existing tex image */
1442 _mesa_TexSubImage2D(tex
->Target
, 0,
1443 0, 0, width
, height
, format
, type
, pixels
);
1448 _mesa_meta_setup_ff_tnl_for_blit(GLuint
*VAO
, GLuint
*VBO
,
1449 unsigned texcoord_size
)
1451 _mesa_meta_setup_vertex_objects(VAO
, VBO
, false, 2, texcoord_size
, 0);
1453 /* setup projection matrix */
1454 _mesa_MatrixMode(GL_PROJECTION
);
1455 _mesa_LoadIdentity();
1459 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1462 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
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
-
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;
1474 if (buffers
& BUFFER_BITS_COLOR
) {
1475 /* if clearing color buffers, don't save/restore colormask */
1476 metaSave
-= MESA_META_COLOR_MASK
;
1479 _mesa_meta_begin(ctx
, metaSave
);
1481 _mesa_meta_setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, false, 3, 0, 4);
1483 /* GL_COLOR_BUFFER_BIT */
1484 if (buffers
& BUFFER_BITS_COLOR
) {
1485 /* leave colormask, glDrawBuffer state as-is */
1487 /* Clears never have the color clamped. */
1488 if (ctx
->Extensions
.ARB_color_buffer_float
)
1489 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1492 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
1493 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
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
);
1503 assert(!ctx
->Depth
.Test
);
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]);
1516 assert(!ctx
->Stencil
.Enabled
);
1519 /* vertex positions/colors */
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
);
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];
1549 /* upload new vertex data */
1550 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1551 GL_DYNAMIC_DRAW_ARB
);
1555 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1557 _mesa_meta_end(ctx
);
1561 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1563 const char *vs_source
=
1564 "attribute vec4 position;\n"
1567 " gl_Position = position;\n"
1569 const char *gs_source
=
1571 "layout(triangles) in;\n"
1572 "layout(triangle_strip, max_vertices = 4) out;\n"
1573 "uniform int layer;\n"
1576 " for (int i = 0; i < 3; i++) {\n"
1577 " gl_Layer = layer;\n"
1578 " gl_Position = gl_in[i].gl_Position;\n"
1582 const char *fs_source
=
1583 "uniform vec4 color;\n"
1586 " gl_FragColor = color;\n"
1588 GLuint vs
, gs
= 0, fs
;
1589 bool has_integer_textures
;
1591 _mesa_meta_setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, true, 3, 0, 0);
1593 if (clear
->ShaderProg
!= 0)
1596 vs
= _mesa_CreateShader(GL_VERTEX_SHADER
);
1597 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
1598 _mesa_CompileShader(vs
);
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
);
1606 fs
= _mesa_CreateShader(GL_FRAGMENT_SHADER
);
1607 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
1608 _mesa_CompileShader(fs
);
1610 clear
->ShaderProg
= _mesa_CreateProgram();
1611 _mesa_AttachShader(clear
->ShaderProg
, fs
);
1612 _mesa_DeleteShader(fs
);
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
);
1620 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
1623 clear
->LayerLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
1627 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1628 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
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
,
1635 "in vec4 position;\n"
1638 " gl_Position = position;\n"
1640 const char *fs_int_source
=
1641 ralloc_asprintf(shader_source_mem_ctx
,
1643 "uniform ivec4 color;\n"
1644 "out ivec4 out_color;\n"
1648 " out_color = color;\n"
1651 vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
1653 fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
1655 ralloc_free(shader_source_mem_ctx
);
1657 clear
->IntegerShaderProg
= _mesa_CreateProgram();
1658 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
1659 _mesa_DeleteShader(fs
);
1661 _mesa_AttachShader(clear
->IntegerShaderProg
, gs
);
1662 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
1663 _mesa_DeleteShader(vs
);
1664 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
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.
1671 _mesa_ObjectLabel(GL_PROGRAM
, clear
->IntegerShaderProg
, -1,
1673 _mesa_meta_link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
1675 clear
->IntegerColorLocation
=
1676 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
1678 clear
->IntegerLayerLocation
=
1679 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "layer");
1683 _mesa_DeleteShader(gs
);
1687 meta_glsl_clear_cleanup(struct clear_state
*clear
)
1689 if (clear
->VAO
== 0)
1691 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1693 _mesa_DeleteBuffers(1, &clear
->VBO
);
1695 _mesa_DeleteProgram(clear
->ShaderProg
);
1696 clear
->ShaderProg
= 0;
1698 if (clear
->IntegerShaderProg
) {
1699 _mesa_DeleteProgram(clear
->IntegerShaderProg
);
1700 clear
->IntegerShaderProg
= 0;
1705 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1708 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
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];
1721 metaSave
= (MESA_META_ALPHA_TEST
|
1723 MESA_META_DEPTH_TEST
|
1724 MESA_META_RASTERIZATION
|
1726 MESA_META_STENCIL_TEST
|
1728 MESA_META_VIEWPORT
|
1730 MESA_META_CLAMP_FRAGMENT_COLOR
|
1731 MESA_META_MULTISAMPLE
|
1732 MESA_META_OCCLUSION_QUERY
);
1734 if (!(buffers
& BUFFER_BITS_COLOR
)) {
1735 /* We'll use colormask to disable color writes. Otherwise,
1736 * respect color mask
1738 metaSave
|= MESA_META_COLOR_MASK
;
1741 _mesa_meta_begin(ctx
, metaSave
);
1743 meta_glsl_clear_init(ctx
, clear
);
1745 if (fb
->_IntegerColor
) {
1746 _mesa_UseProgram(clear
->IntegerShaderProg
);
1747 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
1748 ctx
->Color
.ClearColor
.i
);
1750 _mesa_UseProgram(clear
->ShaderProg
);
1751 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
1752 ctx
->Color
.ClearColor
.f
);
1755 /* GL_COLOR_BUFFER_BIT */
1756 if (buffers
& BUFFER_BITS_COLOR
) {
1757 /* leave colormask, glDrawBuffer state as-is */
1759 /* Clears never have the color clamped. */
1760 if (ctx
->Extensions
.ARB_color_buffer_float
)
1761 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1764 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
1765 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
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
);
1775 assert(!ctx
->Depth
.Test
);
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]);
1788 assert(!ctx
->Stencil
.Enabled
);
1791 /* vertex positions */
1805 /* upload new vertex data */
1806 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1807 GL_DYNAMIC_DRAW_ARB
);
1810 if (fb
->MaxNumLayers
> 0) {
1812 for (layer
= 0; layer
< fb
->MaxNumLayers
; layer
++) {
1813 if (fb
->_IntegerColor
)
1814 _mesa_Uniform1i(clear
->IntegerLayerLocation
, layer
);
1816 _mesa_Uniform1i(clear
->LayerLocation
, layer
);
1817 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1820 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1823 _mesa_meta_end(ctx
);
1827 * Meta implementation of ctx->Driver.CopyPixels() in terms
1828 * of texture mapping and polygon rendering and GLSL shaders.
1831 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1832 GLsizei width
, GLsizei height
,
1833 GLint dstX
, GLint dstY
, GLenum type
)
1835 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1836 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1837 struct vertex verts
[4];
1839 if (type
!= GL_COLOR
||
1840 ctx
->_ImageTransferState
||
1842 width
> tex
->MaxSize
||
1843 height
> tex
->MaxSize
) {
1844 /* XXX avoid this fallback */
1845 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1849 /* Most GL state applies to glCopyPixels, but a there's a few things
1850 * we need to override:
1852 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1855 MESA_META_TRANSFORM
|
1858 MESA_META_VIEWPORT
));
1860 _mesa_meta_setup_vertex_objects(©pix
->VAO
, ©pix
->VBO
, false,
1863 /* Silence valgrind warnings about reading uninitialized stack. */
1864 memset(verts
, 0, sizeof(verts
));
1866 /* Alloc/setup texture */
1867 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1868 GL_RGBA
, GL_NEAREST
);
1870 /* vertex positions, texcoords (after texture allocation!) */
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]);
1881 verts
[0].tex
[0] = 0.0F
;
1882 verts
[0].tex
[1] = 0.0F
;
1886 verts
[1].tex
[0] = tex
->Sright
;
1887 verts
[1].tex
[1] = 0.0F
;
1891 verts
[2].tex
[0] = tex
->Sright
;
1892 verts
[2].tex
[1] = tex
->Ttop
;
1896 verts
[3].tex
[0] = 0.0F
;
1897 verts
[3].tex
[1] = tex
->Ttop
;
1899 /* upload new vertex data */
1900 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1903 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1905 /* draw textured quad */
1906 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1908 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1910 _mesa_meta_end(ctx
);
1914 meta_drawpix_cleanup(struct drawpix_state
*drawpix
)
1916 if (drawpix
->VAO
!= 0) {
1917 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1920 _mesa_DeleteBuffers(1, &drawpix
->VBO
);
1924 if (drawpix
->StencilFP
!= 0) {
1925 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1926 drawpix
->StencilFP
= 0;
1929 if (drawpix
->DepthFP
!= 0) {
1930 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1931 drawpix
->DepthFP
= 0;
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.
1941 tiled_draw_pixels(struct gl_context
*ctx
,
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
)
1948 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1951 if (tileUnpack
.RowLength
== 0)
1952 tileUnpack
.RowLength
= width
;
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
);
1958 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
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
);
1964 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
1966 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
1967 format
, type
, &tileUnpack
, pixels
);
1974 * One-time init for drawing stencil pixels.
1977 init_draw_stencil_pixels(struct gl_context
*ctx
)
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.
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).
1990 * The program parameter contains three values:
1991 * parm.x = 255 / (1 << bit)
1995 static const char *program
=
1997 "PARAM parm = program.local[0]; \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"
2004 "SUB t.x, t.x, t.y; \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"
2012 "# for debug only \n"
2013 "#MOV result.color, t.x; \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
;
2020 assert(drawpix
->StencilFP
== 0);
2022 /* replace %s with "RECT" or "2D" */
2023 assert(strlen(program
) + 4 < sizeof(program2
));
2024 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2028 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
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
);
2038 * One-time init for drawing depth pixels.
2041 init_draw_depth_pixels(struct gl_context
*ctx
)
2043 static const char *program
=
2045 "PARAM color = program.local[0]; \n"
2046 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2047 "MOV result.color, color; \n"
2050 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2051 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2052 const char *texTarget
;
2054 assert(drawpix
->DepthFP
== 0);
2056 /* replace %s with "RECT" or "2D" */
2057 assert(strlen(program
) + 4 < sizeof(program2
));
2058 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2062 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
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
);
2072 * Meta implementation of ctx->Driver.DrawPixels() in terms
2073 * of texture mapping and polygon rendering.
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
)
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;
2092 * Determine if we can do the glDrawPixels with texture mapping.
2094 fallback
= GL_FALSE
;
2095 if (ctx
->Fog
.Enabled
) {
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).
2104 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2105 texIntFormat
= format
;
2107 texIntFormat
= GL_RGBA
;
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
2114 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2115 ctx
->Extensions
.ARB_texture_float
)
2116 texIntFormat
= GL_RGBA32F
;
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
2127 texIntFormat
= GL_ALPHA
;
2128 metaExtraSave
= (MESA_META_COLOR_MASK
|
2129 MESA_META_DEPTH_TEST
|
2130 MESA_META_PIXEL_TRANSFER
|
2132 MESA_META_STENCIL_TEST
);
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
);
2153 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2154 format
, type
, unpack
, pixels
);
2159 * Check image size against max texture size, draw as tiles if needed.
2161 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2162 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2163 format
, type
, unpack
, pixels
);
2167 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2168 * but a there's a few things we need to override:
2170 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2173 MESA_META_TRANSFORM
|
2176 MESA_META_VIEWPORT
|
2179 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2181 _mesa_meta_setup_vertex_objects(&drawpix
->VAO
, &drawpix
->VBO
, false,
2184 /* Silence valgrind warnings about reading uninitialized stack. */
2185 memset(verts
, 0, sizeof(verts
));
2187 /* vertex positions, texcoords (after texture allocation!) */
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]);
2198 verts
[0].tex
[0] = 0.0F
;
2199 verts
[0].tex
[1] = 0.0F
;
2203 verts
[1].tex
[0] = tex
->Sright
;
2204 verts
[1].tex
[1] = 0.0F
;
2208 verts
[2].tex
[0] = tex
->Sright
;
2209 verts
[2].tex
[1] = tex
->Ttop
;
2213 verts
[3].tex
[0] = 0.0F
;
2214 verts
[3].tex
[1] = tex
->Ttop
;
2217 /* upload new vertex data */
2218 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2219 verts
, GL_DYNAMIC_DRAW_ARB
);
2221 /* set given unpack params */
2222 ctx
->Unpack
= *unpack
;
2224 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2226 if (_mesa_is_stencil_format(format
)) {
2227 /* Drawing stencil */
2230 if (!drawpix
->StencilFP
)
2231 init_draw_stencil_pixels(ctx
);
2233 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2234 GL_ALPHA
, type
, pixels
);
2236 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2238 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
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);
2245 /* set stencil bits to 1 where needed */
2246 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2248 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2249 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
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
);
2257 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2258 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2260 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2264 else if (_mesa_is_depth_format(format
)) {
2266 if (!drawpix
->DepthFP
)
2267 init_draw_depth_pixels(ctx
);
2269 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2270 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2272 /* polygon color = current raster color */
2273 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2274 ctx
->Current
.RasterColor
);
2276 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2277 format
, type
, pixels
);
2279 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2283 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2284 format
, type
, pixels
);
2285 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2288 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2290 /* restore unpack params */
2291 ctx
->Unpack
= unpackSave
;
2293 _mesa_meta_end(ctx
);
2297 alpha_test_raster_color(struct gl_context
*ctx
)
2299 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2300 GLfloat ref
= ctx
->Color
.AlphaRef
;
2302 switch (ctx
->Color
.AlphaFunc
) {
2308 return alpha
== ref
;
2310 return alpha
<= ref
;
2314 return alpha
!= ref
;
2316 return alpha
>= ref
;
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.
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
)
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
;
2341 struct vertex verts
[4];
2346 * Check if swrast fallback is needed.
2348 if (ctx
->_ImageTransferState
||
2349 ctx
->FragmentProgram
._Enabled
||
2351 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2352 width
> tex
->MaxSize
||
2353 height
> tex
->MaxSize
) {
2354 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2358 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2361 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2362 * but a there's a few things we need to override:
2364 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2365 MESA_META_PIXEL_STORE
|
2366 MESA_META_RASTERIZATION
|
2369 MESA_META_TRANSFORM
|
2372 MESA_META_VIEWPORT
));
2374 _mesa_meta_setup_vertex_objects(&bitmap
->VAO
, &bitmap
->VBO
, false, 3, 2, 4);
2376 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2378 /* Silence valgrind warnings about reading uninitialized stack. */
2379 memset(verts
, 0, sizeof(verts
));
2381 /* vertex positions, texcoords, colors (after texture allocation!) */
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]);
2393 verts
[0].tex
[0] = 0.0F
;
2394 verts
[0].tex
[1] = 0.0F
;
2398 verts
[1].tex
[0] = tex
->Sright
;
2399 verts
[1].tex
[1] = 0.0F
;
2403 verts
[2].tex
[0] = tex
->Sright
;
2404 verts
[2].tex
[1] = tex
->Ttop
;
2408 verts
[3].tex
[0] = 0.0F
;
2409 verts
[3].tex
[1] = tex
->Ttop
;
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];
2418 /* upload new vertex data */
2419 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2422 /* choose different foreground/background alpha values */
2423 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2424 bg
= (fg
> 127 ? 0 : 255);
2426 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2428 _mesa_meta_end(ctx
);
2432 bitmap8
= malloc(width
* height
);
2434 memset(bitmap8
, bg
, width
* height
);
2435 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2436 bitmap8
, width
, fg
);
2438 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2440 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2441 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2443 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2444 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2446 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2448 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2453 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2455 _mesa_meta_end(ctx
);
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
2468 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
2478 static const GLfloat st
[4][2] = {
2479 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
2484 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2485 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2487 /* Currently all texture targets want the W component to be 1.0.
2494 switch (faceTarget
) {
2498 case GL_TEXTURE_2D_ARRAY
:
2499 if (faceTarget
== GL_TEXTURE_3D
) {
2500 assert(slice
< depth
);
2502 r
= (slice
+ 0.5f
) / depth
;
2504 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2508 coords0
[0] = 0.0F
; /* s */
2509 coords0
[1] = 0.0F
; /* t */
2510 coords0
[2] = r
; /* r */
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
;
2528 coords2
[0] = (float) width
;
2529 coords2
[1] = (float) height
;
2532 coords3
[1] = (float) height
;
2535 case GL_TEXTURE_1D_ARRAY
:
2536 coords0
[0] = 0.0F
; /* s */
2537 coords0
[1] = (float) slice
; /* t */
2538 coords0
[2] = 0.0F
; /* r */
2540 coords1
[1] = (float) slice
;
2543 coords2
[1] = (float) slice
;
2546 coords3
[1] = (float) slice
;
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...
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
;
2584 coord
[3] = (float) (slice
/ 6);
2586 switch (faceTarget
) {
2587 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2592 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2597 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2602 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2607 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2612 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2623 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2627 static struct blit_shader
*
2628 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2632 table
->sampler_1d
.type
= "sampler1D";
2633 table
->sampler_1d
.func
= "texture1D";
2634 table
->sampler_1d
.texcoords
= "texCoords.x";
2635 return &table
->sampler_1d
;
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
;
2647 /* Code for mipmap generation with 3D textures is not used yet.
2648 * It's a sw fallback.
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
;
2675 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2676 " setup_texture_sampler()\n", target
);
2682 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table
*table
)
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
);
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;
2704 * Determine the GL data type to use for the temporary image read with
2705 * ReadPixels() and passed to Tex[Sub]Image().
2708 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
2712 baseFormat
= _mesa_get_format_base_format(format
);
2714 switch (baseFormat
) {
2721 case GL_LUMINANCE_ALPHA
:
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
;
2728 GLenum datatype
= _mesa_get_format_datatype(format
);
2729 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
)
2733 case GL_DEPTH_COMPONENT
: {
2734 GLenum datatype
= _mesa_get_format_datatype(format
);
2735 if (datatype
== GL_FLOAT
)
2738 return GL_UNSIGNED_INT
;
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
;
2745 return GL_UNSIGNED_INT_24_8
;
2748 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2755 * Attempts to wrap the destination texture in an FBO and use
2756 * glBlitFramebuffer() to implement glCopyTexSubImage().
2759 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
, GLuint dims
,
2760 struct gl_texture_image
*texImage
,
2764 struct gl_renderbuffer
*rb
,
2766 GLsizei width
, GLsizei height
)
2768 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2770 bool success
= false;
2774 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2777 _mesa_unlock_texture(ctx
, texObj
);
2779 _mesa_meta_begin(ctx
, MESA_META_ALL
);
2781 _mesa_GenFramebuffers(1, &fbo
);
2782 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
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
;
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
;
2794 _mesa_DrawBuffer(GL_NONE
);
2796 _mesa_meta_bind_fbo_image(GL_COLOR_ATTACHMENT0
, texImage
, zoffset
);
2797 mask
= GL_COLOR_BUFFER_BIT
;
2798 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2801 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
2802 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2805 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2807 /* Since we've bound a new draw framebuffer, we need to update
2808 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2811 _mesa_update_state(ctx
);
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
2817 _mesa_meta_BlitFramebuffer(ctx
, x
, y
,
2818 x
+ width
, y
+ height
,
2820 xoffset
+ width
, yoffset
+ height
,
2822 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2826 _mesa_lock_texture(ctx
, texObj
);
2827 _mesa_DeleteFramebuffers(1, &fbo
);
2828 _mesa_meta_end(ctx
);
2833 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2834 * Have to be careful with locking and meta state for pixel transfer.
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
,
2842 GLsizei width
, GLsizei height
)
2844 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2845 GLenum format
, type
;
2849 if (copytexsubimage_using_blit_framebuffer(ctx
, dims
,
2851 xoffset
, yoffset
, zoffset
,
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).
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
);
2874 bpp
= _mesa_bytes_per_pixel(format
, type
);
2876 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2881 * Alloc image buffer (XXX could use a PBO)
2883 buf
= malloc(width
* height
* bpp
);
2885 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2889 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
2892 * Read image from framebuffer (disable pixel transfer ops)
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
);
2899 _mesa_update_state(ctx
); /* to update pixel transfer state */
2902 * Store texture data (with pixel transfer ops)
2904 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
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
);
2912 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2913 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2914 format
, type
, buf
, &ctx
->Unpack
);
2917 _mesa_meta_end(ctx
);
2919 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
2926 meta_decompress_cleanup(struct decompress_state
*decompress
)
2928 if (decompress
->FBO
!= 0) {
2929 _mesa_DeleteFramebuffers(1, &decompress
->FBO
);
2930 _mesa_DeleteRenderbuffers(1, &decompress
->RBO
);
2933 if (decompress
->VAO
!= 0) {
2934 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2935 _mesa_DeleteBuffers(1, &decompress
->VBO
);
2938 if (decompress
->Sampler
!= 0)
2939 _mesa_DeleteSamplers(1, &decompress
->Sampler
);
2941 memset(decompress
, 0, sizeof(*decompress
));
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)
2954 decompress_texture_image(struct gl_context
*ctx
,
2955 struct gl_texture_image
*texImage
,
2957 GLenum destFormat
, GLenum destType
,
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
;
2967 struct vertex verts
[4];
2969 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
2970 ctx
->Extensions
.ARB_fragment_shader
;
2973 assert(target
== GL_TEXTURE_3D
||
2974 target
== GL_TEXTURE_2D_ARRAY
||
2975 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
2980 case GL_TEXTURE_1D_ARRAY
:
2981 assert(!"No compressed 1D textures.");
2985 assert(!"No compressed 3D textures.");
2988 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2989 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
2992 case GL_TEXTURE_CUBE_MAP
:
2993 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
2997 faceTarget
= target
;
3001 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_PIXEL_STORE
);
3003 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3004 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
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
,
3018 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
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
,
3026 decompress
->Width
= width
;
3027 decompress
->Height
= height
;
3030 if (use_glsl_version
) {
3031 _mesa_meta_setup_vertex_objects(&decompress
->VAO
, &decompress
->VBO
, true,
3034 _mesa_meta_setup_blit_shader(ctx
, target
, &decompress
->shaders
);
3036 _mesa_meta_setup_ff_tnl_for_blit(&decompress
->VAO
, &decompress
->VBO
, 3);
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
);
3052 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3055 /* Silence valgrind warnings about reading uninitialized stack. */
3056 memset(verts
, 0, sizeof(verts
));
3058 _mesa_meta_setup_texture_coords(faceTarget
, slice
, width
, height
, depth
,
3064 /* setup vertex positions */
3074 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3076 /* upload new vertex data */
3077 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3079 /* setup texture state */
3080 _mesa_BindTexture(target
, texObj
->Name
);
3082 if (!use_glsl_version
)
3083 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3086 /* save texture object state */
3087 const GLint baseLevelSave
= texObj
->BaseLevel
;
3088 const GLint maxLevelSave
= texObj
->MaxLevel
;
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
);
3096 /* render quad w/ texture into renderbuffer */
3097 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3099 /* Restore texture object state, the texture binding will
3100 * be restored by _mesa_meta_end().
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
);
3109 /* read pixels from renderbuffer */
3111 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3112 GLenum destBaseFormat
= _mesa_base_tex_format(ctx
, destFormat
);
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
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).
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
);
3139 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3142 /* disable texture unit */
3143 if (!use_glsl_version
)
3144 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3146 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3148 _mesa_meta_end(ctx
);
3153 * This is just a wrapper around _mesa_get_tex_image() and
3154 * decompress_texture_image(). Meta functions should not be directly called
3158 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
3159 GLenum format
, GLenum type
, GLvoid
*pixels
,
3160 struct gl_texture_image
*texImage
)
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...
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
;
3171 /* Need to unlock the texture here to prevent deadlock... */
3172 _mesa_unlock_texture(ctx
, texObj
);
3173 for (slice
= 0; slice
< texImage
->Depth
; slice
++) {
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).
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
,
3192 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, dst
);
3194 /* ... and relock it */
3195 _mesa_lock_texture(ctx
, texObj
);
3198 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
3204 * Meta implementation of ctx->Driver.DrawTex() in terms
3205 * of polygon rendering.
3208 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3209 GLfloat width
, GLfloat height
)
3211 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3213 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3215 struct vertex verts
[4];
3218 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3220 MESA_META_TRANSFORM
|
3222 MESA_META_VIEWPORT
));
3224 if (drawtex
->VAO
== 0) {
3225 /* one-time setup */
3226 GLint active_texture
;
3228 /* create vertex array object */
3229 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3230 _mesa_BindVertexArray(drawtex
->VAO
);
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
);
3238 /* client active texture is not part of the array object */
3239 active_texture
= ctx
->Array
.ActiveTexture
;
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
);
3250 /* restore client active texture */
3251 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
3254 _mesa_BindVertexArray(drawtex
->VAO
);
3255 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3258 /* vertex positions, texcoords */
3260 const GLfloat x1
= x
+ width
;
3261 const GLfloat y1
= y
+ height
;
3263 z
= CLAMP(z
, 0.0f
, 1.0f
);
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
;
3288 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3290 for (j
= 0; j
< 4; j
++) {
3291 verts
[j
].st
[i
][0] = 0.0f
;
3292 verts
[j
].st
[i
][1] = 0.0f
;
3297 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3298 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3299 tw
= texImage
->Width2
;
3300 th
= texImage
->Height2
;
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
;
3307 verts
[0].st
[i
][0] = s
;
3308 verts
[0].st
[i
][1] = t
;
3310 verts
[1].st
[i
][0] = s1
;
3311 verts
[1].st
[i
][1] = t
;
3313 verts
[2].st
[i
][0] = s1
;
3314 verts
[2].st
[i
][1] = t1
;
3316 verts
[3].st
[i
][0] = s
;
3317 verts
[3].st
[i
][1] = t1
;
3320 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3323 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3325 _mesa_meta_end(ctx
);