mesa/glsl: introduce new gl_compile_status enum
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/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/format_unpack.h"
51 #include "main/framebuffer.h"
52 #include "main/glformats.h"
53 #include "main/image.h"
54 #include "main/macros.h"
55 #include "main/matrix.h"
56 #include "main/mipmap.h"
57 #include "main/multisample.h"
58 #include "main/objectlabel.h"
59 #include "main/pipelineobj.h"
60 #include "main/pixel.h"
61 #include "main/pbo.h"
62 #include "main/polygon.h"
63 #include "main/queryobj.h"
64 #include "main/readpix.h"
65 #include "main/renderbuffer.h"
66 #include "main/scissor.h"
67 #include "main/shaderapi.h"
68 #include "main/shaderobj.h"
69 #include "main/state.h"
70 #include "main/stencil.h"
71 #include "main/texobj.h"
72 #include "main/texenv.h"
73 #include "main/texgetimage.h"
74 #include "main/teximage.h"
75 #include "main/texparam.h"
76 #include "main/texstate.h"
77 #include "main/texstore.h"
78 #include "main/transformfeedback.h"
79 #include "main/uniforms.h"
80 #include "main/varray.h"
81 #include "main/viewport.h"
82 #include "main/samplerobj.h"
83 #include "program/program.h"
84 #include "swrast/swrast.h"
85 #include "drivers/common/meta.h"
86 #include "main/enums.h"
87 #include "main/glformats.h"
88 #include "util/bitscan.h"
89 #include "util/ralloc.h"
90
91 /** Return offset in bytes of the field within a vertex struct */
92 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
93
94 static void
95 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
96
97 static struct blit_shader *
98 choose_blit_shader(GLenum target, struct blit_shader_table *table);
99
100 static void cleanup_temp_texture(struct temp_texture *tex);
101 static void meta_glsl_clear_cleanup(struct gl_context *ctx,
102 struct clear_state *clear);
103 static void meta_decompress_cleanup(struct gl_context *ctx,
104 struct decompress_state *decompress);
105 static void meta_drawpix_cleanup(struct gl_context *ctx,
106 struct drawpix_state *drawpix);
107
108 void
109 _mesa_meta_framebuffer_texture_image(struct gl_context *ctx,
110 struct gl_framebuffer *fb,
111 GLenum attachment,
112 struct gl_texture_image *texImage,
113 GLuint layer)
114 {
115 struct gl_texture_object *texObj = texImage->TexObject;
116 int level = texImage->Level;
117 const GLenum texTarget = texObj->Target == GL_TEXTURE_CUBE_MAP
118 ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face
119 : texObj->Target;
120
121 _mesa_framebuffer_texture(ctx, fb, attachment, texObj, texTarget,
122 level, layer, false, __func__);
123 }
124
125 static struct gl_shader *
126 meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage,
127 const GLcharARB *source)
128 {
129 const GLuint name = ~0;
130 struct gl_shader *sh;
131
132 sh = _mesa_new_shader(name, stage);
133 sh->Source = strdup(source);
134 sh->CompileStatus = compile_failure;
135 _mesa_compile_shader(ctx, sh);
136
137 if (!sh->CompileStatus) {
138 if (sh->InfoLog) {
139 _mesa_problem(ctx,
140 "meta program compile failed:\n%s\nsource:\n%s\n",
141 sh->InfoLog, source);
142 }
143
144 _mesa_reference_shader(ctx, &sh, NULL);
145 }
146
147 return sh;
148 }
149
150 void
151 _mesa_meta_link_program_with_debug(struct gl_context *ctx,
152 struct gl_shader_program *sh_prog)
153 {
154 _mesa_link_program(ctx, sh_prog);
155
156 if (!sh_prog->data->LinkStatus) {
157 _mesa_problem(ctx, "meta program link failed:\n%s",
158 sh_prog->data->InfoLog);
159 }
160 }
161
162 void
163 _mesa_meta_use_program(struct gl_context *ctx,
164 struct gl_shader_program *sh_prog)
165 {
166 /* Attach shader state to the binding point */
167 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
168
169 /* Update the program */
170 _mesa_use_shader_program(ctx, sh_prog);
171 }
172
173 void
174 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
175 const char *vs_source,
176 const char *fs_source,
177 const char *name,
178 struct gl_shader_program **out_sh_prog)
179 {
180 struct gl_shader_program *sh_prog;
181 const GLuint id = ~0;
182
183 sh_prog = _mesa_new_shader_program(id);
184 sh_prog->Label = strdup(name);
185 sh_prog->NumShaders = 2;
186 sh_prog->Shaders = malloc(2 * sizeof(struct gl_shader *));
187 sh_prog->Shaders[0] =
188 meta_compile_shader_with_debug(ctx, MESA_SHADER_VERTEX, vs_source);
189 sh_prog->Shaders[1] =
190 meta_compile_shader_with_debug(ctx, MESA_SHADER_FRAGMENT, fs_source);
191
192 _mesa_meta_link_program_with_debug(ctx, sh_prog);
193
194 _mesa_meta_use_program(ctx, sh_prog);
195
196 *out_sh_prog = sh_prog;
197 }
198
199 /**
200 * Generate a generic shader to blit from a texture to a framebuffer
201 *
202 * \param ctx Current GL context
203 * \param texTarget Texture target that will be the source of the blit
204 *
205 * \returns a handle to a shader program on success or zero on failure.
206 */
207 void
208 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
209 GLenum target,
210 bool do_depth,
211 struct blit_shader_table *table)
212 {
213 char *vs_source, *fs_source;
214 struct blit_shader *shader = choose_blit_shader(target, table);
215 const char *fs_input, *vs_preprocess, *fs_preprocess;
216 void *mem_ctx;
217
218 if (ctx->Const.GLSLVersion < 130) {
219 vs_preprocess = "";
220 fs_preprocess = "#extension GL_EXT_texture_array : enable";
221 fs_input = "varying";
222 } else {
223 vs_preprocess = "#version 130";
224 fs_preprocess = "#version 130";
225 fs_input = "in";
226 shader->func = "texture";
227 }
228
229 assert(shader != NULL);
230
231 if (shader->shader_prog != NULL) {
232 _mesa_meta_use_program(ctx, shader->shader_prog);
233 return;
234 }
235
236 mem_ctx = ralloc_context(NULL);
237
238 vs_source = ralloc_asprintf(mem_ctx,
239 "%s\n"
240 "#extension GL_ARB_explicit_attrib_location: enable\n"
241 "layout(location = 0) in vec2 position;\n"
242 "layout(location = 1) in vec4 textureCoords;\n"
243 "out vec4 texCoords;\n"
244 "void main()\n"
245 "{\n"
246 " texCoords = textureCoords;\n"
247 " gl_Position = vec4(position, 0.0, 1.0);\n"
248 "}\n",
249 vs_preprocess);
250
251 fs_source = ralloc_asprintf(mem_ctx,
252 "%s\n"
253 "#extension GL_ARB_texture_cube_map_array: enable\n"
254 "uniform %s texSampler;\n"
255 "%s vec4 texCoords;\n"
256 "void main()\n"
257 "{\n"
258 " gl_FragColor = %s(texSampler, %s);\n"
259 "%s"
260 "}\n",
261 fs_preprocess, shader->type, fs_input,
262 shader->func, shader->texcoords,
263 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
264
265 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
266 ralloc_asprintf(mem_ctx, "%s blit",
267 shader->type),
268 &shader->shader_prog);
269 ralloc_free(mem_ctx);
270 }
271
272 /**
273 * Configure vertex buffer and vertex array objects for tests
274 *
275 * Regardless of whether a new VAO is created, the object referenced by \c VAO
276 * will be bound into the GL state vector when this function terminates. The
277 * object referenced by \c VBO will \b not be bound.
278 *
279 * \param VAO Storage for vertex array object handle. If 0, a new VAO
280 * will be created.
281 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
282 * will be created. The new VBO will have storage for 4
283 * \c vertex structures.
284 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
285 * or should traditional, fixed-function color and texture
286 * coordinate be used?
287 * \param vertex_size Number of components for attribute 0 / vertex.
288 * \param texcoord_size Number of components for attribute 1 / texture
289 * coordinate. If this is 0, attribute 1 will not be set or
290 * enabled.
291 * \param color_size Number of components for attribute 1 / primary color.
292 * If this is 0, attribute 1 will not be set or enabled.
293 *
294 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
295 * Use \c texcoord_size instead.
296 */
297 void
298 _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
299 GLuint *VAO, struct gl_buffer_object **buf_obj,
300 bool use_generic_attributes,
301 unsigned vertex_size, unsigned texcoord_size,
302 unsigned color_size)
303 {
304 if (*VAO == 0) {
305 struct gl_vertex_array_object *array_obj;
306 assert(*buf_obj == NULL);
307
308 /* create vertex array object */
309 _mesa_GenVertexArrays(1, VAO);
310 _mesa_BindVertexArray(*VAO);
311
312 array_obj = _mesa_lookup_vao(ctx, *VAO);
313 assert(array_obj != NULL);
314
315 /* create vertex array buffer */
316 *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
317 if (*buf_obj == NULL)
318 return;
319
320 _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
321 GL_DYNAMIC_DRAW, __func__);
322
323 /* setup vertex arrays */
324 if (use_generic_attributes) {
325 assert(color_size == 0);
326
327 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
328 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
329 GL_FALSE, GL_FALSE,
330 offsetof(struct vertex, x), true);
331 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
332 *buf_obj, 0, sizeof(struct vertex));
333 _mesa_enable_vertex_array_attrib(ctx, array_obj,
334 VERT_ATTRIB_GENERIC(0));
335 if (texcoord_size > 0) {
336 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
337 texcoord_size, GL_FLOAT, GL_RGBA,
338 GL_FALSE, GL_FALSE, GL_FALSE,
339 offsetof(struct vertex, tex), false);
340 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
341 *buf_obj, 0, sizeof(struct vertex));
342 _mesa_enable_vertex_array_attrib(ctx, array_obj,
343 VERT_ATTRIB_GENERIC(1));
344 }
345 } else {
346 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
347 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
348 GL_FALSE, GL_FALSE,
349 offsetof(struct vertex, x), true);
350 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
351 *buf_obj, 0, sizeof(struct vertex));
352 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
353
354 if (texcoord_size > 0) {
355 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
356 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
357 GL_FALSE, GL_FALSE,
358 offsetof(struct vertex, tex), false);
359 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
360 *buf_obj, 0, sizeof(struct vertex));
361 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(0));
362 }
363
364 if (color_size > 0) {
365 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
366 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
367 GL_FALSE, GL_FALSE,
368 offsetof(struct vertex, r), false);
369 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
370 *buf_obj, 0, sizeof(struct vertex));
371 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_COLOR0);
372 }
373 }
374 } else {
375 _mesa_BindVertexArray(*VAO);
376 }
377 }
378
379 /**
380 * Initialize meta-ops for a context.
381 * To be called once during context creation.
382 */
383 void
384 _mesa_meta_init(struct gl_context *ctx)
385 {
386 assert(!ctx->Meta);
387
388 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
389 }
390
391 /**
392 * Free context meta-op state.
393 * To be called once during context destruction.
394 */
395 void
396 _mesa_meta_free(struct gl_context *ctx)
397 {
398 GET_CURRENT_CONTEXT(old_context);
399 _mesa_make_current(ctx, NULL, NULL);
400 _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
401 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
402 _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
403 cleanup_temp_texture(&ctx->Meta->TempTex);
404 meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
405 meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
406 if (old_context)
407 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
408 else
409 _mesa_make_current(NULL, NULL, NULL);
410 free(ctx->Meta);
411 ctx->Meta = NULL;
412 }
413
414
415 /**
416 * Enter meta state. This is like a light-weight version of glPushAttrib
417 * but it also resets most GL state back to default values.
418 *
419 * \param state bitmask of MESA_META_* flags indicating which attribute groups
420 * to save and reset to their defaults
421 */
422 void
423 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
424 {
425 struct save_state *save;
426
427 /* hope MAX_META_OPS_DEPTH is large enough */
428 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
429
430 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
431 memset(save, 0, sizeof(*save));
432 save->SavedState = state;
433
434 /* We always push into desktop GL mode and pop out at the end. No sense in
435 * writing our shaders varying based on the user's context choice, when
436 * Mesa can handle either.
437 */
438 save->API = ctx->API;
439 ctx->API = API_OPENGL_COMPAT;
440
441 /* Mesa's extension helper functions use the current context's API to look up
442 * the version required by an extension as a step in determining whether or
443 * not it has been advertised. Since meta aims to only be restricted by the
444 * driver capability (and not by whether or not an extension has been
445 * advertised), set the helper functions' Version variable to a value that
446 * will make the checks on the context API and version unconditionally pass.
447 */
448 save->ExtensionsVersion = ctx->Extensions.Version;
449 ctx->Extensions.Version = ~0;
450
451 /* Pausing transform feedback needs to be done early, or else we won't be
452 * able to change other state.
453 */
454 save->TransformFeedbackNeedsResume =
455 _mesa_is_xfb_active_and_unpaused(ctx);
456 if (save->TransformFeedbackNeedsResume)
457 _mesa_PauseTransformFeedback();
458
459 /* After saving the current occlusion object, call EndQuery so that no
460 * occlusion querying will be active during the meta-operation.
461 */
462 if (state & MESA_META_OCCLUSION_QUERY) {
463 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
464 if (save->CurrentOcclusionObject)
465 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
466 }
467
468 if (state & MESA_META_ALPHA_TEST) {
469 save->AlphaEnabled = ctx->Color.AlphaEnabled;
470 save->AlphaFunc = ctx->Color.AlphaFunc;
471 save->AlphaRef = ctx->Color.AlphaRef;
472 if (ctx->Color.AlphaEnabled)
473 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
474 }
475
476 if (state & MESA_META_BLEND) {
477 save->BlendEnabled = ctx->Color.BlendEnabled;
478 if (ctx->Color.BlendEnabled) {
479 if (ctx->Extensions.EXT_draw_buffers2) {
480 GLuint i;
481 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
482 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
483 }
484 }
485 else {
486 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
487 }
488 }
489 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
490 if (ctx->Color.ColorLogicOpEnabled)
491 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
492 }
493
494 if (state & MESA_META_DITHER) {
495 save->DitherFlag = ctx->Color.DitherFlag;
496 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
497 }
498
499 if (state & MESA_META_COLOR_MASK) {
500 memcpy(save->ColorMask, ctx->Color.ColorMask,
501 sizeof(ctx->Color.ColorMask));
502 }
503
504 if (state & MESA_META_DEPTH_TEST) {
505 save->Depth = ctx->Depth; /* struct copy */
506 if (ctx->Depth.Test)
507 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
508 }
509
510 if (state & MESA_META_FOG) {
511 save->Fog = ctx->Fog.Enabled;
512 if (ctx->Fog.Enabled)
513 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
514 }
515
516 if (state & MESA_META_PIXEL_STORE) {
517 save->Pack = ctx->Pack;
518 save->Unpack = ctx->Unpack;
519 ctx->Pack = ctx->DefaultPacking;
520 ctx->Unpack = ctx->DefaultPacking;
521 }
522
523 if (state & MESA_META_PIXEL_TRANSFER) {
524 save->RedScale = ctx->Pixel.RedScale;
525 save->RedBias = ctx->Pixel.RedBias;
526 save->GreenScale = ctx->Pixel.GreenScale;
527 save->GreenBias = ctx->Pixel.GreenBias;
528 save->BlueScale = ctx->Pixel.BlueScale;
529 save->BlueBias = ctx->Pixel.BlueBias;
530 save->AlphaScale = ctx->Pixel.AlphaScale;
531 save->AlphaBias = ctx->Pixel.AlphaBias;
532 save->MapColorFlag = ctx->Pixel.MapColorFlag;
533 ctx->Pixel.RedScale = 1.0F;
534 ctx->Pixel.RedBias = 0.0F;
535 ctx->Pixel.GreenScale = 1.0F;
536 ctx->Pixel.GreenBias = 0.0F;
537 ctx->Pixel.BlueScale = 1.0F;
538 ctx->Pixel.BlueBias = 0.0F;
539 ctx->Pixel.AlphaScale = 1.0F;
540 ctx->Pixel.AlphaBias = 0.0F;
541 ctx->Pixel.MapColorFlag = GL_FALSE;
542 /* XXX more state */
543 ctx->NewState |=_NEW_PIXEL;
544 }
545
546 if (state & MESA_META_RASTERIZATION) {
547 save->FrontPolygonMode = ctx->Polygon.FrontMode;
548 save->BackPolygonMode = ctx->Polygon.BackMode;
549 save->PolygonOffset = ctx->Polygon.OffsetFill;
550 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
551 save->PolygonStipple = ctx->Polygon.StippleFlag;
552 save->PolygonCull = ctx->Polygon.CullFlag;
553 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
554 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
555 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
556 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
557 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
558 }
559
560 if (state & MESA_META_SCISSOR) {
561 save->Scissor = ctx->Scissor; /* struct copy */
562 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
563 }
564
565 if (state & MESA_META_SHADER) {
566 int i;
567
568 if (ctx->Extensions.ARB_vertex_program) {
569 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
570 _mesa_reference_program(ctx, &save->VertexProgram,
571 ctx->VertexProgram.Current);
572 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
573 }
574
575 if (ctx->Extensions.ARB_fragment_program) {
576 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
577 _mesa_reference_program(ctx, &save->FragmentProgram,
578 ctx->FragmentProgram.Current);
579 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
580 }
581
582 if (ctx->Extensions.ATI_fragment_shader) {
583 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
584 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
585 }
586
587 if (ctx->Pipeline.Current) {
588 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
589 ctx->Pipeline.Current);
590 _mesa_BindProgramPipeline(0);
591 }
592
593 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
594 * that we don't have to worry about the current pipeline state.
595 */
596 for (i = 0; i < MESA_SHADER_STAGES; i++) {
597 _mesa_reference_program(ctx, &save->Program[i],
598 ctx->Shader.CurrentProgram[i]);
599 }
600 _mesa_reference_shader_program(ctx, &save->ActiveShader,
601 ctx->Shader.ActiveProgram);
602
603 _mesa_UseProgram(0);
604 }
605
606 if (state & MESA_META_STENCIL_TEST) {
607 save->Stencil = ctx->Stencil; /* struct copy */
608 if (ctx->Stencil.Enabled)
609 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
610 /* NOTE: other stencil state not reset */
611 }
612
613 if (state & MESA_META_TEXTURE) {
614 GLuint u, tgt;
615
616 save->ActiveUnit = ctx->Texture.CurrentUnit;
617 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
618
619 /* Disable all texture units */
620 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
621 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
622 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
623 if (ctx->Texture.Unit[u].Enabled ||
624 ctx->Texture.Unit[u].TexGenEnabled) {
625 _mesa_ActiveTexture(GL_TEXTURE0 + u);
626 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
627 if (ctx->Extensions.ARB_texture_cube_map)
628 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
629
630 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
631 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
632 if (ctx->Extensions.NV_texture_rectangle)
633 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
634 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
635 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
636 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
637 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
638 }
639 }
640
641 /* save current texture objects for unit[0] only */
642 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
643 _mesa_reference_texobj(&save->CurrentTexture[tgt],
644 ctx->Texture.Unit[0].CurrentTex[tgt]);
645 }
646
647 /* set defaults for unit[0] */
648 _mesa_ActiveTexture(GL_TEXTURE0);
649 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
650 }
651
652 if (state & MESA_META_TRANSFORM) {
653 GLuint activeTexture = ctx->Texture.CurrentUnit;
654 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
655 16 * sizeof(GLfloat));
656 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
657 16 * sizeof(GLfloat));
658 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
659 16 * sizeof(GLfloat));
660 save->MatrixMode = ctx->Transform.MatrixMode;
661 /* set 1:1 vertex:pixel coordinate transform */
662 _mesa_ActiveTexture(GL_TEXTURE0);
663 _mesa_MatrixMode(GL_TEXTURE);
664 _mesa_LoadIdentity();
665 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
666 _mesa_MatrixMode(GL_MODELVIEW);
667 _mesa_LoadIdentity();
668 _mesa_MatrixMode(GL_PROJECTION);
669 _mesa_LoadIdentity();
670
671 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
672 * This can occur when there is no draw buffer.
673 */
674 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
675 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
676 0.0, ctx->DrawBuffer->Height,
677 -1.0, 1.0);
678
679 if (ctx->Extensions.ARB_clip_control) {
680 save->ClipOrigin = ctx->Transform.ClipOrigin;
681 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
682 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
683 }
684 }
685
686 if (state & MESA_META_CLIP) {
687 GLbitfield mask;
688 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
689 mask = ctx->Transform.ClipPlanesEnabled;
690 while (mask) {
691 const int i = u_bit_scan(&mask);
692 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
693 }
694 }
695
696 if (state & MESA_META_VERTEX) {
697 /* save vertex array object state */
698 _mesa_reference_vao(ctx, &save->VAO,
699 ctx->Array.VAO);
700 /* set some default state? */
701 }
702
703 if (state & MESA_META_VIEWPORT) {
704 /* save viewport state */
705 save->ViewportX = ctx->ViewportArray[0].X;
706 save->ViewportY = ctx->ViewportArray[0].Y;
707 save->ViewportW = ctx->ViewportArray[0].Width;
708 save->ViewportH = ctx->ViewportArray[0].Height;
709 /* set viewport to match window size */
710 if (ctx->ViewportArray[0].X != 0 ||
711 ctx->ViewportArray[0].Y != 0 ||
712 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
713 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
714 _mesa_set_viewport(ctx, 0, 0, 0,
715 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
716 }
717 /* save depth range state */
718 save->DepthNear = ctx->ViewportArray[0].Near;
719 save->DepthFar = ctx->ViewportArray[0].Far;
720 /* set depth range to default */
721 _mesa_set_depth_range(ctx, 0, 0.0, 1.0);
722 }
723
724 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
725 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
726
727 /* Generally in here we want to do clamping according to whether
728 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
729 * regardless of the internal implementation of the metaops.
730 */
731 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
732 ctx->Extensions.ARB_color_buffer_float)
733 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
734 }
735
736 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
737 save->ClampVertexColor = ctx->Light.ClampVertexColor;
738
739 /* Generally in here we never want vertex color clamping --
740 * result clamping is only dependent on fragment clamping.
741 */
742 if (ctx->Extensions.ARB_color_buffer_float)
743 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
744 }
745
746 if (state & MESA_META_CONDITIONAL_RENDER) {
747 save->CondRenderQuery = ctx->Query.CondRenderQuery;
748 save->CondRenderMode = ctx->Query.CondRenderMode;
749
750 if (ctx->Query.CondRenderQuery)
751 _mesa_EndConditionalRender();
752 }
753
754 if (state & MESA_META_SELECT_FEEDBACK) {
755 save->RenderMode = ctx->RenderMode;
756 if (ctx->RenderMode == GL_SELECT) {
757 save->Select = ctx->Select; /* struct copy */
758 _mesa_RenderMode(GL_RENDER);
759 } else if (ctx->RenderMode == GL_FEEDBACK) {
760 save->Feedback = ctx->Feedback; /* struct copy */
761 _mesa_RenderMode(GL_RENDER);
762 }
763 }
764
765 if (state & MESA_META_MULTISAMPLE) {
766 save->Multisample = ctx->Multisample; /* struct copy */
767
768 if (ctx->Multisample.Enabled)
769 _mesa_set_multisample(ctx, GL_FALSE);
770 if (ctx->Multisample.SampleCoverage)
771 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
772 if (ctx->Multisample.SampleAlphaToCoverage)
773 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
774 if (ctx->Multisample.SampleAlphaToOne)
775 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
776 if (ctx->Multisample.SampleShading)
777 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
778 if (ctx->Multisample.SampleMask)
779 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
780 }
781
782 if (state & MESA_META_FRAMEBUFFER_SRGB) {
783 save->sRGBEnabled = ctx->Color.sRGBEnabled;
784 if (ctx->Color.sRGBEnabled)
785 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
786 }
787
788 if (state & MESA_META_DRAW_BUFFERS) {
789 struct gl_framebuffer *fb = ctx->DrawBuffer;
790 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
791 sizeof(save->ColorDrawBuffers));
792 }
793
794 /* misc */
795 {
796 save->Lighting = ctx->Light.Enabled;
797 if (ctx->Light.Enabled)
798 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
799 save->RasterDiscard = ctx->RasterDiscard;
800 if (ctx->RasterDiscard)
801 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
802
803 _mesa_reference_framebuffer(&save->DrawBuffer, ctx->DrawBuffer);
804 _mesa_reference_framebuffer(&save->ReadBuffer, ctx->ReadBuffer);
805 }
806 }
807
808
809 /**
810 * Leave meta state. This is like a light-weight version of glPopAttrib().
811 */
812 void
813 _mesa_meta_end(struct gl_context *ctx)
814 {
815 assert(ctx->Meta->SaveStackDepth > 0);
816
817 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
818 const GLbitfield state = save->SavedState;
819 int i;
820
821 /* Grab the result of the old occlusion query before starting it again. The
822 * old result is added to the result of the new query so the driver will
823 * continue adding where it left off. */
824 if (state & MESA_META_OCCLUSION_QUERY) {
825 if (save->CurrentOcclusionObject) {
826 struct gl_query_object *q = save->CurrentOcclusionObject;
827 GLuint64EXT result;
828 if (!q->Ready)
829 ctx->Driver.WaitQuery(ctx, q);
830 result = q->Result;
831 _mesa_BeginQuery(q->Target, q->Id);
832 ctx->Query.CurrentOcclusionObject->Result += result;
833 }
834 }
835
836 if (state & MESA_META_ALPHA_TEST) {
837 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
838 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
839 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
840 }
841
842 if (state & MESA_META_BLEND) {
843 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
844 if (ctx->Extensions.EXT_draw_buffers2) {
845 GLuint i;
846 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
847 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
848 }
849 }
850 else {
851 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
852 }
853 }
854 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
855 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
856 }
857
858 if (state & MESA_META_DITHER)
859 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
860
861 if (state & MESA_META_COLOR_MASK) {
862 GLuint i;
863 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
864 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
865 if (i == 0) {
866 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
867 save->ColorMask[i][2], save->ColorMask[i][3]);
868 }
869 else {
870 _mesa_ColorMaski(i,
871 save->ColorMask[i][0],
872 save->ColorMask[i][1],
873 save->ColorMask[i][2],
874 save->ColorMask[i][3]);
875 }
876 }
877 }
878 }
879
880 if (state & MESA_META_DEPTH_TEST) {
881 if (ctx->Depth.Test != save->Depth.Test)
882 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
883 _mesa_DepthFunc(save->Depth.Func);
884 _mesa_DepthMask(save->Depth.Mask);
885 }
886
887 if (state & MESA_META_FOG) {
888 _mesa_set_enable(ctx, GL_FOG, save->Fog);
889 }
890
891 if (state & MESA_META_PIXEL_STORE) {
892 ctx->Pack = save->Pack;
893 ctx->Unpack = save->Unpack;
894 }
895
896 if (state & MESA_META_PIXEL_TRANSFER) {
897 ctx->Pixel.RedScale = save->RedScale;
898 ctx->Pixel.RedBias = save->RedBias;
899 ctx->Pixel.GreenScale = save->GreenScale;
900 ctx->Pixel.GreenBias = save->GreenBias;
901 ctx->Pixel.BlueScale = save->BlueScale;
902 ctx->Pixel.BlueBias = save->BlueBias;
903 ctx->Pixel.AlphaScale = save->AlphaScale;
904 ctx->Pixel.AlphaBias = save->AlphaBias;
905 ctx->Pixel.MapColorFlag = save->MapColorFlag;
906 /* XXX more state */
907 ctx->NewState |=_NEW_PIXEL;
908 }
909
910 if (state & MESA_META_RASTERIZATION) {
911 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
912 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
913 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
914 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
915 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
916 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
917 }
918
919 if (state & MESA_META_SCISSOR) {
920 unsigned i;
921
922 for (i = 0; i < ctx->Const.MaxViewports; i++) {
923 _mesa_set_scissor(ctx, i,
924 save->Scissor.ScissorArray[i].X,
925 save->Scissor.ScissorArray[i].Y,
926 save->Scissor.ScissorArray[i].Width,
927 save->Scissor.ScissorArray[i].Height);
928 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
929 (save->Scissor.EnableFlags >> i) & 1);
930 }
931 }
932
933 if (state & MESA_META_SHADER) {
934 bool any_shader;
935
936 if (ctx->Extensions.ARB_vertex_program) {
937 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
938 save->VertexProgramEnabled);
939 _mesa_reference_program(ctx, &ctx->VertexProgram.Current,
940 save->VertexProgram);
941 _mesa_reference_program(ctx, &save->VertexProgram, NULL);
942 }
943
944 if (ctx->Extensions.ARB_fragment_program) {
945 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
946 save->FragmentProgramEnabled);
947 _mesa_reference_program(ctx, &ctx->FragmentProgram.Current,
948 save->FragmentProgram);
949 _mesa_reference_program(ctx, &save->FragmentProgram, NULL);
950 }
951
952 if (ctx->Extensions.ATI_fragment_shader) {
953 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
954 save->ATIFragmentShaderEnabled);
955 }
956
957 any_shader = false;
958 for (i = 0; i < MESA_SHADER_STAGES; i++) {
959 /* It is safe to call _mesa_use_program even if the extension
960 * necessary for that program state is not supported. In that case,
961 * the saved program object must be NULL and the currently bound
962 * program object must be NULL. _mesa_use_program is a no-op
963 * in that case.
964 */
965 _mesa_use_program(ctx, i, NULL, save->Program[i], &ctx->Shader);
966
967 /* Do this *before* killing the reference. :)
968 */
969 if (save->Program[i] != NULL)
970 any_shader = true;
971
972 _mesa_reference_program(ctx, &save->Program[i], NULL);
973 }
974
975 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
976 save->ActiveShader);
977 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
978
979 /* If there were any stages set with programs, use ctx->Shader as the
980 * current shader state. Otherwise, use Pipeline.Default. The pipeline
981 * hasn't been restored yet, and that may modify ctx->_Shader further.
982 */
983 if (any_shader)
984 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
985 &ctx->Shader);
986 else
987 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
988 ctx->Pipeline.Default);
989
990 if (save->Pipeline) {
991 _mesa_bind_pipeline(ctx, save->Pipeline);
992
993 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
994 }
995 }
996
997 if (state & MESA_META_STENCIL_TEST) {
998 const struct gl_stencil_attrib *stencil = &save->Stencil;
999
1000 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1001 _mesa_ClearStencil(stencil->Clear);
1002 if (ctx->Extensions.EXT_stencil_two_side) {
1003 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1004 stencil->TestTwoSide);
1005 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1006 ? GL_BACK : GL_FRONT);
1007 }
1008 /* front state */
1009 _mesa_StencilFuncSeparate(GL_FRONT,
1010 stencil->Function[0],
1011 stencil->Ref[0],
1012 stencil->ValueMask[0]);
1013 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1014 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1015 stencil->ZFailFunc[0],
1016 stencil->ZPassFunc[0]);
1017 /* back state */
1018 _mesa_StencilFuncSeparate(GL_BACK,
1019 stencil->Function[1],
1020 stencil->Ref[1],
1021 stencil->ValueMask[1]);
1022 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1023 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1024 stencil->ZFailFunc[1],
1025 stencil->ZPassFunc[1]);
1026 }
1027
1028 if (state & MESA_META_TEXTURE) {
1029 GLuint u, tgt;
1030
1031 assert(ctx->Texture.CurrentUnit == 0);
1032
1033 /* restore texenv for unit[0] */
1034 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1035
1036 /* restore texture objects for unit[0] only */
1037 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1038 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1039 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1040 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1041 save->CurrentTexture[tgt]);
1042 }
1043 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1044 }
1045
1046 /* Restore fixed function texture enables, texgen */
1047 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1048 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1049 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1050 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1051 }
1052
1053 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1054 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1055 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1056 }
1057 }
1058
1059 /* restore current unit state */
1060 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1061 }
1062
1063 if (state & MESA_META_TRANSFORM) {
1064 GLuint activeTexture = ctx->Texture.CurrentUnit;
1065 _mesa_ActiveTexture(GL_TEXTURE0);
1066 _mesa_MatrixMode(GL_TEXTURE);
1067 _mesa_LoadMatrixf(save->TextureMatrix);
1068 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1069
1070 _mesa_MatrixMode(GL_MODELVIEW);
1071 _mesa_LoadMatrixf(save->ModelviewMatrix);
1072
1073 _mesa_MatrixMode(GL_PROJECTION);
1074 _mesa_LoadMatrixf(save->ProjectionMatrix);
1075
1076 _mesa_MatrixMode(save->MatrixMode);
1077
1078 if (ctx->Extensions.ARB_clip_control)
1079 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1080 }
1081
1082 if (state & MESA_META_CLIP) {
1083 GLbitfield mask = save->ClipPlanesEnabled;
1084 while (mask) {
1085 const int i = u_bit_scan(&mask);
1086 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1087 }
1088 }
1089
1090 if (state & MESA_META_VERTEX) {
1091 /* restore vertex array object */
1092 _mesa_BindVertexArray(save->VAO->Name);
1093 _mesa_reference_vao(ctx, &save->VAO, NULL);
1094 }
1095
1096 if (state & MESA_META_VIEWPORT) {
1097 if (save->ViewportX != ctx->ViewportArray[0].X ||
1098 save->ViewportY != ctx->ViewportArray[0].Y ||
1099 save->ViewportW != ctx->ViewportArray[0].Width ||
1100 save->ViewportH != ctx->ViewportArray[0].Height) {
1101 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1102 save->ViewportW, save->ViewportH);
1103 }
1104 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1105 }
1106
1107 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1108 ctx->Extensions.ARB_color_buffer_float) {
1109 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1110 }
1111
1112 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1113 ctx->Extensions.ARB_color_buffer_float) {
1114 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1115 }
1116
1117 if (state & MESA_META_CONDITIONAL_RENDER) {
1118 if (save->CondRenderQuery)
1119 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1120 save->CondRenderMode);
1121 }
1122
1123 if (state & MESA_META_SELECT_FEEDBACK) {
1124 if (save->RenderMode == GL_SELECT) {
1125 _mesa_RenderMode(GL_SELECT);
1126 ctx->Select = save->Select;
1127 } else if (save->RenderMode == GL_FEEDBACK) {
1128 _mesa_RenderMode(GL_FEEDBACK);
1129 ctx->Feedback = save->Feedback;
1130 }
1131 }
1132
1133 if (state & MESA_META_MULTISAMPLE) {
1134 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1135 struct gl_multisample_attrib *save_ms = &save->Multisample;
1136
1137 if (ctx_ms->Enabled != save_ms->Enabled)
1138 _mesa_set_multisample(ctx, save_ms->Enabled);
1139 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1140 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1141 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1142 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1143 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1144 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1145 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1146 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1147 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1148 save_ms->SampleCoverageInvert);
1149 }
1150 if (ctx_ms->SampleShading != save_ms->SampleShading)
1151 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1152 if (ctx_ms->SampleMask != save_ms->SampleMask)
1153 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1154 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1155 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1156 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1157 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1158 }
1159
1160 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1161 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1162 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1163 }
1164
1165 /* misc */
1166 if (save->Lighting) {
1167 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1168 }
1169 if (save->RasterDiscard) {
1170 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1171 }
1172 if (save->TransformFeedbackNeedsResume)
1173 _mesa_ResumeTransformFeedback();
1174
1175 _mesa_bind_framebuffers(ctx, save->DrawBuffer, save->ReadBuffer);
1176 _mesa_reference_framebuffer(&save->DrawBuffer, NULL);
1177 _mesa_reference_framebuffer(&save->ReadBuffer, NULL);
1178
1179 if (state & MESA_META_DRAW_BUFFERS) {
1180 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1181 save->ColorDrawBuffers, NULL);
1182 }
1183
1184 ctx->Meta->SaveStackDepth--;
1185
1186 ctx->API = save->API;
1187 ctx->Extensions.Version = save->ExtensionsVersion;
1188 }
1189
1190
1191 /**
1192 * Convert Z from a normalized value in the range [0, 1] to an object-space
1193 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1194 * default/identity ortho projection results in the original Z value.
1195 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1196 * value comes from the clear value or raster position.
1197 */
1198 static inline GLfloat
1199 invert_z(GLfloat normZ)
1200 {
1201 GLfloat objZ = 1.0f - 2.0f * normZ;
1202 return objZ;
1203 }
1204
1205
1206 /**
1207 * One-time init for a temp_texture object.
1208 * Choose tex target, compute max tex size, etc.
1209 */
1210 static void
1211 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1212 {
1213 /* prefer texture rectangle */
1214 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1215 tex->Target = GL_TEXTURE_RECTANGLE;
1216 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1217 tex->NPOT = GL_TRUE;
1218 }
1219 else {
1220 /* use 2D texture, NPOT if possible */
1221 tex->Target = GL_TEXTURE_2D;
1222 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1223 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1224 }
1225 tex->MinSize = 16; /* 16 x 16 at least */
1226 assert(tex->MaxSize > 0);
1227
1228 _mesa_GenTextures(1, &tex->TexObj);
1229 }
1230
1231 static void
1232 cleanup_temp_texture(struct temp_texture *tex)
1233 {
1234 if (!tex->TexObj)
1235 return;
1236 _mesa_DeleteTextures(1, &tex->TexObj);
1237 tex->TexObj = 0;
1238 }
1239
1240
1241 /**
1242 * Return pointer to temp_texture info for non-bitmap ops.
1243 * This does some one-time init if needed.
1244 */
1245 struct temp_texture *
1246 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1247 {
1248 struct temp_texture *tex = &ctx->Meta->TempTex;
1249
1250 if (!tex->TexObj) {
1251 init_temp_texture(ctx, tex);
1252 }
1253
1254 return tex;
1255 }
1256
1257
1258 /**
1259 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1260 * We use a separate texture for bitmaps to reduce texture
1261 * allocation/deallocation.
1262 */
1263 static struct temp_texture *
1264 get_bitmap_temp_texture(struct gl_context *ctx)
1265 {
1266 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1267
1268 if (!tex->TexObj) {
1269 init_temp_texture(ctx, tex);
1270 }
1271
1272 return tex;
1273 }
1274
1275 /**
1276 * Return pointer to depth temp_texture.
1277 * This does some one-time init if needed.
1278 */
1279 struct temp_texture *
1280 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1281 {
1282 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1283
1284 if (!tex->TexObj) {
1285 init_temp_texture(ctx, tex);
1286 }
1287
1288 return tex;
1289 }
1290
1291 /**
1292 * Compute the width/height of texture needed to draw an image of the
1293 * given size. Return a flag indicating whether the current texture
1294 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1295 * allocated (glTexImage2D).
1296 * Also, compute s/t texcoords for drawing.
1297 *
1298 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1299 */
1300 GLboolean
1301 _mesa_meta_alloc_texture(struct temp_texture *tex,
1302 GLsizei width, GLsizei height, GLenum intFormat)
1303 {
1304 GLboolean newTex = GL_FALSE;
1305
1306 assert(width <= tex->MaxSize);
1307 assert(height <= tex->MaxSize);
1308
1309 if (width > tex->Width ||
1310 height > tex->Height ||
1311 intFormat != tex->IntFormat) {
1312 /* alloc new texture (larger or different format) */
1313
1314 if (tex->NPOT) {
1315 /* use non-power of two size */
1316 tex->Width = MAX2(tex->MinSize, width);
1317 tex->Height = MAX2(tex->MinSize, height);
1318 }
1319 else {
1320 /* find power of two size */
1321 GLsizei w, h;
1322 w = h = tex->MinSize;
1323 while (w < width)
1324 w *= 2;
1325 while (h < height)
1326 h *= 2;
1327 tex->Width = w;
1328 tex->Height = h;
1329 }
1330
1331 tex->IntFormat = intFormat;
1332
1333 newTex = GL_TRUE;
1334 }
1335
1336 /* compute texcoords */
1337 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1338 tex->Sright = (GLfloat) width;
1339 tex->Ttop = (GLfloat) height;
1340 }
1341 else {
1342 tex->Sright = (GLfloat) width / tex->Width;
1343 tex->Ttop = (GLfloat) height / tex->Height;
1344 }
1345
1346 return newTex;
1347 }
1348
1349
1350 /**
1351 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1352 */
1353 void
1354 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1355 struct temp_texture *tex,
1356 GLint srcX, GLint srcY,
1357 GLsizei width, GLsizei height,
1358 GLenum intFormat,
1359 GLenum filter)
1360 {
1361 bool newTex;
1362
1363 _mesa_BindTexture(tex->Target, tex->TexObj);
1364 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1365 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1366 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1367
1368 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1369
1370 /* copy framebuffer image to texture */
1371 if (newTex) {
1372 /* create new tex image */
1373 if (tex->Width == width && tex->Height == height) {
1374 /* create new tex with framebuffer data */
1375 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1376 srcX, srcY, width, height, 0);
1377 }
1378 else {
1379 /* create empty texture */
1380 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1381 tex->Width, tex->Height, 0,
1382 intFormat, GL_UNSIGNED_BYTE, NULL);
1383 /* load image */
1384 _mesa_CopyTexSubImage2D(tex->Target, 0,
1385 0, 0, srcX, srcY, width, height);
1386 }
1387 }
1388 else {
1389 /* replace existing tex image */
1390 _mesa_CopyTexSubImage2D(tex->Target, 0,
1391 0, 0, srcX, srcY, width, height);
1392 }
1393 }
1394
1395
1396 /**
1397 * Setup/load texture for glDrawPixels.
1398 */
1399 void
1400 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1401 struct temp_texture *tex,
1402 GLboolean newTex,
1403 GLsizei width, GLsizei height,
1404 GLenum format, GLenum type,
1405 const GLvoid *pixels)
1406 {
1407 _mesa_BindTexture(tex->Target, tex->TexObj);
1408 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1409 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1410 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1411
1412 /* copy pixel data to texture */
1413 if (newTex) {
1414 /* create new tex image */
1415 if (tex->Width == width && tex->Height == height) {
1416 /* create new tex and load image data */
1417 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1418 tex->Width, tex->Height, 0, format, type, pixels);
1419 }
1420 else {
1421 struct gl_buffer_object *save_unpack_obj = NULL;
1422
1423 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1424 ctx->Unpack.BufferObj);
1425 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1426 /* create empty texture */
1427 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1428 tex->Width, tex->Height, 0, format, type, NULL);
1429 if (save_unpack_obj != NULL)
1430 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1431 save_unpack_obj->Name);
1432 /* load image */
1433 _mesa_TexSubImage2D(tex->Target, 0,
1434 0, 0, width, height, format, type, pixels);
1435 }
1436 }
1437 else {
1438 /* replace existing tex image */
1439 _mesa_TexSubImage2D(tex->Target, 0,
1440 0, 0, width, height, format, type, pixels);
1441 }
1442 }
1443
1444 void
1445 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
1446 GLuint *VAO, struct gl_buffer_object **buf_obj,
1447 unsigned texcoord_size)
1448 {
1449 _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
1450 0);
1451
1452 /* setup projection matrix */
1453 _mesa_MatrixMode(GL_PROJECTION);
1454 _mesa_LoadIdentity();
1455 }
1456
1457 /**
1458 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1459 */
1460 void
1461 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1462 {
1463 meta_clear(ctx, buffers, false);
1464 }
1465
1466 void
1467 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1468 {
1469 meta_clear(ctx, buffers, true);
1470 }
1471
1472 static void
1473 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1474 {
1475 const char *vs_source =
1476 "#extension GL_AMD_vertex_shader_layer : enable\n"
1477 "#extension GL_ARB_draw_instanced : enable\n"
1478 "#extension GL_ARB_explicit_attrib_location :enable\n"
1479 "layout(location = 0) in vec4 position;\n"
1480 "void main()\n"
1481 "{\n"
1482 "#ifdef GL_AMD_vertex_shader_layer\n"
1483 " gl_Layer = gl_InstanceID;\n"
1484 "#endif\n"
1485 " gl_Position = position;\n"
1486 "}\n";
1487 const char *fs_source =
1488 "#extension GL_ARB_explicit_attrib_location :enable\n"
1489 "#extension GL_ARB_explicit_uniform_location :enable\n"
1490 "layout(location = 0) uniform vec4 color;\n"
1491 "void main()\n"
1492 "{\n"
1493 " gl_FragColor = color;\n"
1494 "}\n";
1495 bool has_integer_textures;
1496
1497 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
1498 3, 0, 0);
1499
1500 if (clear->ShaderProg != 0)
1501 return;
1502
1503 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, "meta clear",
1504 &clear->ShaderProg);
1505
1506 has_integer_textures = _mesa_is_gles3(ctx) ||
1507 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1508
1509 if (has_integer_textures) {
1510 void *shader_source_mem_ctx = ralloc_context(NULL);
1511 const char *vs_int_source =
1512 ralloc_asprintf(shader_source_mem_ctx,
1513 "#version 130\n"
1514 "#extension GL_AMD_vertex_shader_layer : enable\n"
1515 "#extension GL_ARB_draw_instanced : enable\n"
1516 "#extension GL_ARB_explicit_attrib_location :enable\n"
1517 "layout(location = 0) in vec4 position;\n"
1518 "void main()\n"
1519 "{\n"
1520 "#ifdef GL_AMD_vertex_shader_layer\n"
1521 " gl_Layer = gl_InstanceID;\n"
1522 "#endif\n"
1523 " gl_Position = position;\n"
1524 "}\n");
1525 const char *fs_int_source =
1526 ralloc_asprintf(shader_source_mem_ctx,
1527 "#version 130\n"
1528 "#extension GL_ARB_explicit_attrib_location :enable\n"
1529 "#extension GL_ARB_explicit_uniform_location :enable\n"
1530 "layout(location = 0) uniform ivec4 color;\n"
1531 "out ivec4 out_color;\n"
1532 "\n"
1533 "void main()\n"
1534 "{\n"
1535 " out_color = color;\n"
1536 "}\n");
1537
1538 _mesa_meta_compile_and_link_program(ctx, vs_int_source, fs_int_source,
1539 "integer clear",
1540 &clear->IntegerShaderProg);
1541 ralloc_free(shader_source_mem_ctx);
1542
1543 /* Note that user-defined out attributes get automatically assigned
1544 * locations starting from 0, so we don't need to explicitly
1545 * BindFragDataLocation to 0.
1546 */
1547 }
1548 }
1549
1550 static void
1551 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1552 {
1553 if (clear->VAO == 0)
1554 return;
1555 _mesa_DeleteVertexArrays(1, &clear->VAO);
1556 clear->VAO = 0;
1557 _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
1558 _mesa_reference_shader_program(ctx, &clear->ShaderProg, NULL);
1559
1560 if (clear->IntegerShaderProg) {
1561 _mesa_reference_shader_program(ctx, &clear->IntegerShaderProg, NULL);
1562 }
1563 }
1564
1565 /**
1566 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1567 * set GL to only draw to those buffers.
1568 *
1569 * Since the bitfield has no associated order, the assignment of draw buffer
1570 * indices to color attachment indices is rather arbitrary.
1571 */
1572 void
1573 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1574 {
1575 GLenum enums[MAX_DRAW_BUFFERS];
1576 int i = 0;
1577 int n;
1578
1579 /* This function is only legal for color buffer bitfields. */
1580 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1581
1582 /* Make sure we don't overflow any arrays. */
1583 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1584
1585 enums[0] = GL_NONE;
1586
1587 if (bits & BUFFER_BIT_FRONT_LEFT)
1588 enums[i++] = GL_FRONT_LEFT;
1589
1590 if (bits & BUFFER_BIT_FRONT_RIGHT)
1591 enums[i++] = GL_FRONT_RIGHT;
1592
1593 if (bits & BUFFER_BIT_BACK_LEFT)
1594 enums[i++] = GL_BACK_LEFT;
1595
1596 if (bits & BUFFER_BIT_BACK_RIGHT)
1597 enums[i++] = GL_BACK_RIGHT;
1598
1599 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1600 if (bits & (1 << (BUFFER_COLOR0 + n)))
1601 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1602 }
1603
1604 _mesa_DrawBuffers(i, enums);
1605 }
1606
1607 /**
1608 * Return if all of the color channels are masked.
1609 */
1610 static inline GLboolean
1611 is_color_disabled(struct gl_context *ctx, int i)
1612 {
1613 return !ctx->Color.ColorMask[i][0] &&
1614 !ctx->Color.ColorMask[i][1] &&
1615 !ctx->Color.ColorMask[i][2] &&
1616 !ctx->Color.ColorMask[i][3];
1617 }
1618
1619 /**
1620 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1621 * set GL to only draw to those buffers. Also, update color masks to
1622 * reflect the new draw buffer ordering.
1623 */
1624 static void
1625 _mesa_meta_drawbuffers_and_colormask(struct gl_context *ctx, GLbitfield mask)
1626 {
1627 GLenum enums[MAX_DRAW_BUFFERS];
1628 GLubyte colormask[MAX_DRAW_BUFFERS][4];
1629 int num_bufs = 0;
1630
1631 /* This function is only legal for color buffer bitfields. */
1632 assert((mask & ~BUFFER_BITS_COLOR) == 0);
1633
1634 /* Make sure we don't overflow any arrays. */
1635 assert(_mesa_bitcount(mask) <= MAX_DRAW_BUFFERS);
1636
1637 enums[0] = GL_NONE;
1638
1639 for (int i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
1640 int b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
1641 int colormask_idx = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
1642
1643 if (b < 0 || !(mask & (1 << b)) || is_color_disabled(ctx, colormask_idx))
1644 continue;
1645
1646 switch (b) {
1647 case BUFFER_FRONT_LEFT:
1648 enums[num_bufs] = GL_FRONT_LEFT;
1649 break;
1650 case BUFFER_FRONT_RIGHT:
1651 enums[num_bufs] = GL_FRONT_RIGHT;
1652 break;
1653 case BUFFER_BACK_LEFT:
1654 enums[num_bufs] = GL_BACK_LEFT;
1655 break;
1656 case BUFFER_BACK_RIGHT:
1657 enums[num_bufs] = GL_BACK_RIGHT;
1658 break;
1659 default:
1660 assert(b >= BUFFER_COLOR0 && b <= BUFFER_COLOR7);
1661 enums[num_bufs] = GL_COLOR_ATTACHMENT0 + (b - BUFFER_COLOR0);
1662 break;
1663 }
1664
1665 for (int k = 0; k < 4; k++)
1666 colormask[num_bufs][k] = ctx->Color.ColorMask[colormask_idx][k];
1667
1668 num_bufs++;
1669 }
1670
1671 _mesa_DrawBuffers(num_bufs, enums);
1672
1673 for (int i = 0; i < num_bufs; i++) {
1674 _mesa_ColorMaski(i, colormask[i][0], colormask[i][1],
1675 colormask[i][2], colormask[i][3]);
1676 }
1677 }
1678
1679
1680 /**
1681 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1682 */
1683 static void
1684 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1685 {
1686 struct clear_state *clear = &ctx->Meta->Clear;
1687 GLbitfield metaSave;
1688 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1689 struct gl_framebuffer *fb = ctx->DrawBuffer;
1690 float x0, y0, x1, y1, z;
1691 struct vertex verts[4];
1692 int i;
1693
1694 metaSave = (MESA_META_ALPHA_TEST |
1695 MESA_META_BLEND |
1696 MESA_META_COLOR_MASK |
1697 MESA_META_DEPTH_TEST |
1698 MESA_META_RASTERIZATION |
1699 MESA_META_SHADER |
1700 MESA_META_STENCIL_TEST |
1701 MESA_META_VERTEX |
1702 MESA_META_VIEWPORT |
1703 MESA_META_CLIP |
1704 MESA_META_CLAMP_FRAGMENT_COLOR |
1705 MESA_META_MULTISAMPLE |
1706 MESA_META_OCCLUSION_QUERY);
1707
1708 if (!glsl) {
1709 metaSave |= MESA_META_FOG |
1710 MESA_META_PIXEL_TRANSFER |
1711 MESA_META_TRANSFORM |
1712 MESA_META_TEXTURE |
1713 MESA_META_CLAMP_VERTEX_COLOR |
1714 MESA_META_SELECT_FEEDBACK;
1715 }
1716
1717 if (buffers & BUFFER_BITS_COLOR) {
1718 metaSave |= MESA_META_DRAW_BUFFERS;
1719 }
1720
1721 _mesa_meta_begin(ctx, metaSave);
1722
1723 if (glsl) {
1724 meta_glsl_clear_init(ctx, clear);
1725
1726 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1727 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1728 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1729 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1730 z = -invert_z(ctx->Depth.Clear);
1731 } else {
1732 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
1733 3, 0, 4);
1734
1735 x0 = (float) fb->_Xmin;
1736 y0 = (float) fb->_Ymin;
1737 x1 = (float) fb->_Xmax;
1738 y1 = (float) fb->_Ymax;
1739 z = invert_z(ctx->Depth.Clear);
1740 }
1741
1742 if (fb->_IntegerBuffers) {
1743 assert(glsl);
1744 _mesa_meta_use_program(ctx, clear->IntegerShaderProg);
1745 _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i);
1746 } else if (glsl) {
1747 _mesa_meta_use_program(ctx, clear->ShaderProg);
1748 _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f);
1749 }
1750
1751 /* GL_COLOR_BUFFER_BIT */
1752 if (buffers & BUFFER_BITS_COLOR) {
1753 /* Only draw to the buffers we were asked to clear. */
1754 _mesa_meta_drawbuffers_and_colormask(ctx, buffers & BUFFER_BITS_COLOR);
1755
1756 /* leave colormask state as-is */
1757
1758 /* Clears never have the color clamped. */
1759 if (ctx->Extensions.ARB_color_buffer_float)
1760 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1761 }
1762 else {
1763 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1764 }
1765
1766 /* GL_DEPTH_BUFFER_BIT */
1767 if (buffers & BUFFER_BIT_DEPTH) {
1768 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1769 _mesa_DepthFunc(GL_ALWAYS);
1770 _mesa_DepthMask(GL_TRUE);
1771 }
1772 else {
1773 assert(!ctx->Depth.Test);
1774 }
1775
1776 /* GL_STENCIL_BUFFER_BIT */
1777 if (buffers & BUFFER_BIT_STENCIL) {
1778 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1779 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1780 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1781 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1782 ctx->Stencil.Clear & stencilMax,
1783 ctx->Stencil.WriteMask[0]);
1784 }
1785 else {
1786 assert(!ctx->Stencil.Enabled);
1787 }
1788
1789 /* vertex positions */
1790 verts[0].x = x0;
1791 verts[0].y = y0;
1792 verts[0].z = z;
1793 verts[1].x = x1;
1794 verts[1].y = y0;
1795 verts[1].z = z;
1796 verts[2].x = x1;
1797 verts[2].y = y1;
1798 verts[2].z = z;
1799 verts[3].x = x0;
1800 verts[3].y = y1;
1801 verts[3].z = z;
1802
1803 if (!glsl) {
1804 for (i = 0; i < 4; i++) {
1805 verts[i].r = ctx->Color.ClearColor.f[0];
1806 verts[i].g = ctx->Color.ClearColor.f[1];
1807 verts[i].b = ctx->Color.ClearColor.f[2];
1808 verts[i].a = ctx->Color.ClearColor.f[3];
1809 }
1810 }
1811
1812 /* upload new vertex data */
1813 _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
1814 GL_DYNAMIC_DRAW, __func__);
1815
1816 /* draw quad(s) */
1817 if (fb->MaxNumLayers > 0) {
1818 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
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(ctx, &copypix->VAO, &copypix->buf_obj, 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_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts,
1901 __func__);
1902 }
1903
1904 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1905
1906 /* draw textured quad */
1907 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1908
1909 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1910
1911 _mesa_meta_end(ctx);
1912 }
1913
1914 static void
1915 meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
1916 {
1917 if (drawpix->VAO != 0) {
1918 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1919 drawpix->VAO = 0;
1920
1921 _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
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(ctx, &drawpix->VAO, &drawpix->buf_obj, 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_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
2219 GL_DYNAMIC_DRAW, __func__);
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(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
2375 3, 2, 4);
2376
2377 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2378
2379 /* Silence valgrind warnings about reading uninitialized stack. */
2380 memset(verts, 0, sizeof(verts));
2381
2382 /* vertex positions, texcoords, colors (after texture allocation!) */
2383 {
2384 const GLfloat x0 = (GLfloat) x;
2385 const GLfloat y0 = (GLfloat) y;
2386 const GLfloat x1 = (GLfloat) (x + width);
2387 const GLfloat y1 = (GLfloat) (y + height);
2388 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2389 GLuint i;
2390
2391 verts[0].x = x0;
2392 verts[0].y = y0;
2393 verts[0].z = z;
2394 verts[0].tex[0] = 0.0F;
2395 verts[0].tex[1] = 0.0F;
2396 verts[1].x = x1;
2397 verts[1].y = y0;
2398 verts[1].z = z;
2399 verts[1].tex[0] = tex->Sright;
2400 verts[1].tex[1] = 0.0F;
2401 verts[2].x = x1;
2402 verts[2].y = y1;
2403 verts[2].z = z;
2404 verts[2].tex[0] = tex->Sright;
2405 verts[2].tex[1] = tex->Ttop;
2406 verts[3].x = x0;
2407 verts[3].y = y1;
2408 verts[3].z = z;
2409 verts[3].tex[0] = 0.0F;
2410 verts[3].tex[1] = tex->Ttop;
2411
2412 for (i = 0; i < 4; i++) {
2413 verts[i].r = ctx->Current.RasterColor[0];
2414 verts[i].g = ctx->Current.RasterColor[1];
2415 verts[i].b = ctx->Current.RasterColor[2];
2416 verts[i].a = ctx->Current.RasterColor[3];
2417 }
2418
2419 /* upload new vertex data */
2420 _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts,
2421 __func__);
2422 }
2423
2424 /* choose different foreground/background alpha values */
2425 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2426 bg = (fg > 127 ? 0 : 255);
2427
2428 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2429 if (!bitmap1) {
2430 _mesa_meta_end(ctx);
2431 return;
2432 }
2433
2434 bitmap8 = malloc(width * height);
2435 if (bitmap8) {
2436 memset(bitmap8, bg, width * height);
2437 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2438 bitmap8, width, fg);
2439
2440 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2441
2442 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2443 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2444
2445 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2446 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2447
2448 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2449
2450 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2451
2452 free(bitmap8);
2453 }
2454
2455 _mesa_unmap_pbo_source(ctx, &unpackSave);
2456
2457 _mesa_meta_end(ctx);
2458 }
2459
2460 /**
2461 * Compute the texture coordinates for the four vertices of a quad for
2462 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2463 * and width, height specify a sub-region of the 2D image.
2464 *
2465 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2466 * \param slice slice of a 1D/2D array texture or 3D texture
2467 * \param xoffset X position of sub texture
2468 * \param yoffset Y position of sub texture
2469 * \param width width of the sub texture image
2470 * \param height height of the sub texture image
2471 * \param total_width total width of the texture image
2472 * \param total_height total height of the texture image
2473 * \param total_depth total depth of the texture image
2474 * \param coords0/1/2/3 returns the computed texcoords
2475 */
2476 void
2477 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2478 GLint slice,
2479 GLint xoffset,
2480 GLint yoffset,
2481 GLint width,
2482 GLint height,
2483 GLint total_width,
2484 GLint total_height,
2485 GLint total_depth,
2486 GLfloat coords0[4],
2487 GLfloat coords1[4],
2488 GLfloat coords2[4],
2489 GLfloat coords3[4])
2490 {
2491 float st[4][2];
2492 GLuint i;
2493 const float s0 = (float) xoffset / (float) total_width;
2494 const float s1 = (float) (xoffset + width) / (float) total_width;
2495 const float t0 = (float) yoffset / (float) total_height;
2496 const float t1 = (float) (yoffset + height) / (float) total_height;
2497 GLfloat r;
2498
2499 /* setup the reference texcoords */
2500 st[0][0] = s0;
2501 st[0][1] = t0;
2502 st[1][0] = s1;
2503 st[1][1] = t0;
2504 st[2][0] = s1;
2505 st[2][1] = t1;
2506 st[3][0] = s0;
2507 st[3][1] = t1;
2508
2509 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2510 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2511
2512 /* Currently all texture targets want the W component to be 1.0.
2513 */
2514 coords0[3] = 1.0F;
2515 coords1[3] = 1.0F;
2516 coords2[3] = 1.0F;
2517 coords3[3] = 1.0F;
2518
2519 switch (faceTarget) {
2520 case GL_TEXTURE_1D:
2521 case GL_TEXTURE_2D:
2522 case GL_TEXTURE_3D:
2523 case GL_TEXTURE_2D_ARRAY:
2524 if (faceTarget == GL_TEXTURE_3D) {
2525 assert(slice < total_depth);
2526 assert(total_depth >= 1);
2527 r = (slice + 0.5f) / total_depth;
2528 }
2529 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2530 r = (float) slice;
2531 else
2532 r = 0.0F;
2533 coords0[0] = st[0][0]; /* s */
2534 coords0[1] = st[0][1]; /* t */
2535 coords0[2] = r; /* r */
2536 coords1[0] = st[1][0];
2537 coords1[1] = st[1][1];
2538 coords1[2] = r;
2539 coords2[0] = st[2][0];
2540 coords2[1] = st[2][1];
2541 coords2[2] = r;
2542 coords3[0] = st[3][0];
2543 coords3[1] = st[3][1];
2544 coords3[2] = r;
2545 break;
2546 case GL_TEXTURE_RECTANGLE_ARB:
2547 coords0[0] = (float) xoffset; /* s */
2548 coords0[1] = (float) yoffset; /* t */
2549 coords0[2] = 0.0F; /* r */
2550 coords1[0] = (float) (xoffset + width);
2551 coords1[1] = (float) yoffset;
2552 coords1[2] = 0.0F;
2553 coords2[0] = (float) (xoffset + width);
2554 coords2[1] = (float) (yoffset + height);
2555 coords2[2] = 0.0F;
2556 coords3[0] = (float) xoffset;
2557 coords3[1] = (float) (yoffset + height);
2558 coords3[2] = 0.0F;
2559 break;
2560 case GL_TEXTURE_1D_ARRAY:
2561 coords0[0] = st[0][0]; /* s */
2562 coords0[1] = (float) slice; /* t */
2563 coords0[2] = 0.0F; /* r */
2564 coords1[0] = st[1][0];
2565 coords1[1] = (float) slice;
2566 coords1[2] = 0.0F;
2567 coords2[0] = st[2][0];
2568 coords2[1] = (float) slice;
2569 coords2[2] = 0.0F;
2570 coords3[0] = st[3][0];
2571 coords3[1] = (float) slice;
2572 coords3[2] = 0.0F;
2573 break;
2574
2575 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2576 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2577 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2578 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2579 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2580 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2581 /* loop over quad verts */
2582 for (i = 0; i < 4; i++) {
2583 /* Compute sc = +/-scale and tc = +/-scale.
2584 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2585 * though that can still sometimes happen with this scale factor...
2586 */
2587 const GLfloat scale = 0.9999f;
2588 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2589 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2590 GLfloat *coord;
2591
2592 switch (i) {
2593 case 0:
2594 coord = coords0;
2595 break;
2596 case 1:
2597 coord = coords1;
2598 break;
2599 case 2:
2600 coord = coords2;
2601 break;
2602 case 3:
2603 coord = coords3;
2604 break;
2605 default:
2606 unreachable("not reached");
2607 }
2608
2609 coord[3] = (float) (slice / 6);
2610
2611 switch (faceTarget) {
2612 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2613 coord[0] = 1.0f;
2614 coord[1] = -tc;
2615 coord[2] = -sc;
2616 break;
2617 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2618 coord[0] = -1.0f;
2619 coord[1] = -tc;
2620 coord[2] = sc;
2621 break;
2622 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2623 coord[0] = sc;
2624 coord[1] = 1.0f;
2625 coord[2] = tc;
2626 break;
2627 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2628 coord[0] = sc;
2629 coord[1] = -1.0f;
2630 coord[2] = -tc;
2631 break;
2632 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2633 coord[0] = sc;
2634 coord[1] = -tc;
2635 coord[2] = 1.0f;
2636 break;
2637 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2638 coord[0] = -sc;
2639 coord[1] = -tc;
2640 coord[2] = -1.0f;
2641 break;
2642 default:
2643 assert(0);
2644 }
2645 }
2646 break;
2647 default:
2648 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2649 }
2650 }
2651
2652 static struct blit_shader *
2653 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2654 {
2655 switch(target) {
2656 case GL_TEXTURE_1D:
2657 table->sampler_1d.type = "sampler1D";
2658 table->sampler_1d.func = "texture1D";
2659 table->sampler_1d.texcoords = "texCoords.x";
2660 return &table->sampler_1d;
2661 case GL_TEXTURE_2D:
2662 table->sampler_2d.type = "sampler2D";
2663 table->sampler_2d.func = "texture2D";
2664 table->sampler_2d.texcoords = "texCoords.xy";
2665 return &table->sampler_2d;
2666 case GL_TEXTURE_RECTANGLE:
2667 table->sampler_rect.type = "sampler2DRect";
2668 table->sampler_rect.func = "texture2DRect";
2669 table->sampler_rect.texcoords = "texCoords.xy";
2670 return &table->sampler_rect;
2671 case GL_TEXTURE_3D:
2672 /* Code for mipmap generation with 3D textures is not used yet.
2673 * It's a sw fallback.
2674 */
2675 table->sampler_3d.type = "sampler3D";
2676 table->sampler_3d.func = "texture3D";
2677 table->sampler_3d.texcoords = "texCoords.xyz";
2678 return &table->sampler_3d;
2679 case GL_TEXTURE_CUBE_MAP:
2680 table->sampler_cubemap.type = "samplerCube";
2681 table->sampler_cubemap.func = "textureCube";
2682 table->sampler_cubemap.texcoords = "texCoords.xyz";
2683 return &table->sampler_cubemap;
2684 case GL_TEXTURE_1D_ARRAY:
2685 table->sampler_1d_array.type = "sampler1DArray";
2686 table->sampler_1d_array.func = "texture1DArray";
2687 table->sampler_1d_array.texcoords = "texCoords.xy";
2688 return &table->sampler_1d_array;
2689 case GL_TEXTURE_2D_ARRAY:
2690 table->sampler_2d_array.type = "sampler2DArray";
2691 table->sampler_2d_array.func = "texture2DArray";
2692 table->sampler_2d_array.texcoords = "texCoords.xyz";
2693 return &table->sampler_2d_array;
2694 case GL_TEXTURE_CUBE_MAP_ARRAY:
2695 table->sampler_cubemap_array.type = "samplerCubeArray";
2696 table->sampler_cubemap_array.func = "textureCubeArray";
2697 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2698 return &table->sampler_cubemap_array;
2699 default:
2700 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2701 " setup_texture_sampler()\n", target);
2702 return NULL;
2703 }
2704 }
2705
2706 void
2707 _mesa_meta_blit_shader_table_cleanup(struct gl_context *ctx,
2708 struct blit_shader_table *table)
2709 {
2710 _mesa_reference_shader_program(ctx, &table->sampler_1d.shader_prog, NULL);
2711 _mesa_reference_shader_program(ctx, &table->sampler_2d.shader_prog, NULL);
2712 _mesa_reference_shader_program(ctx, &table->sampler_3d.shader_prog, NULL);
2713 _mesa_reference_shader_program(ctx, &table->sampler_rect.shader_prog, NULL);
2714 _mesa_reference_shader_program(ctx, &table->sampler_cubemap.shader_prog, NULL);
2715 _mesa_reference_shader_program(ctx, &table->sampler_1d_array.shader_prog, NULL);
2716 _mesa_reference_shader_program(ctx, &table->sampler_2d_array.shader_prog, NULL);
2717 _mesa_reference_shader_program(ctx, &table->sampler_cubemap_array.shader_prog, NULL);
2718 }
2719
2720 /**
2721 * Determine the GL data type to use for the temporary image read with
2722 * ReadPixels() and passed to Tex[Sub]Image().
2723 */
2724 static GLenum
2725 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2726 {
2727 const GLenum baseFormat = _mesa_get_format_base_format(format);
2728 const GLenum datatype = _mesa_get_format_datatype(format);
2729 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2730
2731 switch (baseFormat) {
2732 case GL_RGBA:
2733 case GL_RGB:
2734 case GL_RG:
2735 case GL_RED:
2736 case GL_ALPHA:
2737 case GL_LUMINANCE:
2738 case GL_LUMINANCE_ALPHA:
2739 case GL_INTENSITY:
2740 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2741 return datatype;
2742 } else if (format_red_bits <= 8) {
2743 return GL_UNSIGNED_BYTE;
2744 } else if (format_red_bits <= 16) {
2745 return GL_UNSIGNED_SHORT;
2746 }
2747 return GL_FLOAT;
2748 case GL_DEPTH_COMPONENT:
2749 if (datatype == GL_FLOAT)
2750 return GL_FLOAT;
2751 else
2752 return GL_UNSIGNED_INT;
2753 case GL_DEPTH_STENCIL:
2754 if (datatype == GL_FLOAT)
2755 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2756 else
2757 return GL_UNSIGNED_INT_24_8;
2758 default:
2759 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2760 baseFormat);
2761 return 0;
2762 }
2763 }
2764
2765 /**
2766 * Attempts to wrap the destination texture in an FBO and use
2767 * glBlitFramebuffer() to implement glCopyTexSubImage().
2768 */
2769 static bool
2770 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2771 struct gl_texture_image *texImage,
2772 GLint xoffset,
2773 GLint yoffset,
2774 GLint zoffset,
2775 struct gl_renderbuffer *rb,
2776 GLint x, GLint y,
2777 GLsizei width, GLsizei height)
2778 {
2779 struct gl_framebuffer *drawFb;
2780 bool success = false;
2781 GLbitfield mask;
2782 GLenum status;
2783
2784 if (!ctx->Extensions.ARB_framebuffer_object)
2785 return false;
2786
2787 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
2788 if (drawFb == NULL)
2789 return false;
2790
2791 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2792 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
2793
2794 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2795 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2796 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2797 GL_DEPTH_ATTACHMENT,
2798 texImage, zoffset);
2799 mask = GL_DEPTH_BUFFER_BIT;
2800
2801 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2802 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2803 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2804 GL_STENCIL_ATTACHMENT,
2805 texImage, zoffset);
2806 mask |= GL_STENCIL_BUFFER_BIT;
2807 }
2808 _mesa_DrawBuffer(GL_NONE);
2809 } else {
2810 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2811 GL_COLOR_ATTACHMENT0,
2812 texImage, zoffset);
2813 mask = GL_COLOR_BUFFER_BIT;
2814 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2815 }
2816
2817 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
2818 if (status != GL_FRAMEBUFFER_COMPLETE)
2819 goto out;
2820
2821 ctx->Meta->Blit.no_ctsi_fallback = true;
2822
2823 /* Since we've bound a new draw framebuffer, we need to update
2824 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2825 * be correct.
2826 */
2827 _mesa_update_state(ctx);
2828
2829 /* We skip the core BlitFramebuffer checks for format consistency, which
2830 * are too strict for CopyTexImage. We know meta will be fine with format
2831 * changes.
2832 */
2833 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2834 x, y,
2835 x + width, y + height,
2836 xoffset, yoffset,
2837 xoffset + width, yoffset + height,
2838 mask, GL_NEAREST);
2839 ctx->Meta->Blit.no_ctsi_fallback = false;
2840 success = mask == 0x0;
2841
2842 out:
2843 _mesa_reference_framebuffer(&drawFb, NULL);
2844 _mesa_meta_end(ctx);
2845 return success;
2846 }
2847
2848 /**
2849 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2850 * Have to be careful with locking and meta state for pixel transfer.
2851 */
2852 void
2853 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2854 struct gl_texture_image *texImage,
2855 GLint xoffset, GLint yoffset, GLint zoffset,
2856 struct gl_renderbuffer *rb,
2857 GLint x, GLint y,
2858 GLsizei width, GLsizei height)
2859 {
2860 GLenum format, type;
2861 GLint bpp;
2862 void *buf;
2863
2864 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2865 texImage,
2866 xoffset, yoffset, zoffset,
2867 rb,
2868 x, y,
2869 width, height)) {
2870 return;
2871 }
2872
2873 /* Choose format/type for temporary image buffer */
2874 format = _mesa_get_format_base_format(texImage->TexFormat);
2875 if (format == GL_LUMINANCE ||
2876 format == GL_LUMINANCE_ALPHA ||
2877 format == GL_INTENSITY) {
2878 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2879 * temp image buffer because glReadPixels will do L=R+G+B which is
2880 * not what we want (should be L=R).
2881 */
2882 format = GL_RGBA;
2883 }
2884
2885 type = get_temp_image_type(ctx, texImage->TexFormat);
2886 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2887 format = _mesa_base_format_to_integer_format(format);
2888 }
2889 bpp = _mesa_bytes_per_pixel(format, type);
2890 if (bpp <= 0) {
2891 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2892 return;
2893 }
2894
2895 /*
2896 * Alloc image buffer (XXX could use a PBO)
2897 */
2898 buf = malloc(width * height * bpp);
2899 if (!buf) {
2900 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2901 return;
2902 }
2903
2904 /*
2905 * Read image from framebuffer (disable pixel transfer ops)
2906 */
2907 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2908 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2909 format, type, &ctx->Pack, buf);
2910 _mesa_meta_end(ctx);
2911
2912 _mesa_update_state(ctx); /* to update pixel transfer state */
2913
2914 /*
2915 * Store texture data (with pixel transfer ops)
2916 */
2917 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2918
2919 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2920 assert(yoffset == 0);
2921 ctx->Driver.TexSubImage(ctx, dims, texImage,
2922 xoffset, zoffset, 0, width, 1, 1,
2923 format, type, buf, &ctx->Unpack);
2924 } else {
2925 ctx->Driver.TexSubImage(ctx, dims, texImage,
2926 xoffset, yoffset, zoffset, width, height, 1,
2927 format, type, buf, &ctx->Unpack);
2928 }
2929
2930 _mesa_meta_end(ctx);
2931
2932 free(buf);
2933 }
2934
2935 static void
2936 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2937 {
2938 if (decompress_fbo->fb != NULL) {
2939 _mesa_reference_framebuffer(&decompress_fbo->fb, NULL);
2940 _mesa_reference_renderbuffer(&decompress_fbo->rb, NULL);
2941 }
2942
2943 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2944 }
2945
2946 static void
2947 meta_decompress_cleanup(struct gl_context *ctx,
2948 struct decompress_state *decompress)
2949 {
2950 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2951 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2952
2953 if (decompress->VAO != 0) {
2954 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2955 _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
2956 }
2957
2958 _mesa_reference_sampler_object(ctx, &decompress->samp_obj, NULL);
2959
2960 memset(decompress, 0, sizeof(*decompress));
2961 }
2962
2963 /**
2964 * Decompress a texture image by drawing a quad with the compressed
2965 * texture and reading the pixels out of the color buffer.
2966 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2967 * \param destFormat format, ala glReadPixels
2968 * \param destType type, ala glReadPixels
2969 * \param dest destination buffer
2970 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2971 */
2972 static bool
2973 decompress_texture_image(struct gl_context *ctx,
2974 struct gl_texture_image *texImage,
2975 GLuint slice,
2976 GLint xoffset, GLint yoffset,
2977 GLsizei width, GLsizei height,
2978 GLenum destFormat, GLenum destType,
2979 GLvoid *dest)
2980 {
2981 struct decompress_state *decompress = &ctx->Meta->Decompress;
2982 struct decompress_fbo_state *decompress_fbo;
2983 struct gl_texture_object *texObj = texImage->TexObject;
2984 const GLenum target = texObj->Target;
2985 GLenum rbFormat;
2986 GLenum faceTarget;
2987 struct vertex verts[4];
2988 struct gl_sampler_object *samp_obj_save = NULL;
2989 GLenum status;
2990 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
2991 ctx->Extensions.ARB_fragment_shader;
2992
2993 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
2994 case GL_FLOAT:
2995 decompress_fbo = &decompress->floatFBO;
2996 rbFormat = GL_RGBA32F;
2997 break;
2998 case GL_UNSIGNED_NORMALIZED:
2999 decompress_fbo = &decompress->byteFBO;
3000 rbFormat = GL_RGBA;
3001 break;
3002 default:
3003 return false;
3004 }
3005
3006 if (slice > 0) {
3007 assert(target == GL_TEXTURE_3D ||
3008 target == GL_TEXTURE_2D_ARRAY ||
3009 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3010 }
3011
3012 switch (target) {
3013 case GL_TEXTURE_1D:
3014 case GL_TEXTURE_1D_ARRAY:
3015 assert(!"No compressed 1D textures.");
3016 return false;
3017
3018 case GL_TEXTURE_CUBE_MAP_ARRAY:
3019 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3020 break;
3021
3022 case GL_TEXTURE_CUBE_MAP:
3023 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3024 break;
3025
3026 default:
3027 faceTarget = target;
3028 break;
3029 }
3030
3031 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3032 MESA_META_DRAW_BUFFERS));
3033 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3034
3035 _mesa_reference_sampler_object(ctx, &samp_obj_save,
3036 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
3037
3038 /* Create/bind FBO/renderbuffer */
3039 if (decompress_fbo->fb == NULL) {
3040 decompress_fbo->rb = ctx->Driver.NewRenderbuffer(ctx, 0xDEADBEEF);
3041 if (decompress_fbo->rb == NULL) {
3042 _mesa_meta_end(ctx);
3043 return false;
3044 }
3045
3046 decompress_fbo->rb->RefCount = 1;
3047
3048 decompress_fbo->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3049 if (decompress_fbo->fb == NULL) {
3050 _mesa_meta_end(ctx);
3051 return false;
3052 }
3053
3054 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3055 _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
3056 decompress_fbo->rb);
3057 }
3058 else {
3059 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3060 }
3061
3062 /* alloc dest surface */
3063 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3064 _mesa_renderbuffer_storage(ctx, decompress_fbo->rb, rbFormat,
3065 width, height, 0);
3066 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3067 if (status != GL_FRAMEBUFFER_COMPLETE) {
3068 /* If the framebuffer isn't complete then we'll leave
3069 * decompress_fbo->Width as zero so that it will fail again next time
3070 * too */
3071 _mesa_meta_end(ctx);
3072 return false;
3073 }
3074 decompress_fbo->Width = width;
3075 decompress_fbo->Height = height;
3076 }
3077
3078 if (use_glsl_version) {
3079 _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO,
3080 &decompress->buf_obj, true,
3081 2, 4, 0);
3082
3083 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3084 } else {
3085 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
3086 &decompress->buf_obj, 3);
3087 }
3088
3089 if (decompress->samp_obj == NULL) {
3090 decompress->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
3091 if (decompress->samp_obj == NULL) {
3092 _mesa_meta_end(ctx);
3093
3094 /* This is a bit lazy. Flag out of memory, and then don't bother to
3095 * clean up. Once out of memory is flagged, the only realistic next
3096 * move is to destroy the context. That will trigger all the right
3097 * clean up.
3098 *
3099 * Returning true prevents other GetTexImage methods from attempting
3100 * anything since they will likely fail too.
3101 */
3102 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage");
3103 return true;
3104 }
3105
3106 /* nearest filtering */
3107 _mesa_set_sampler_filters(ctx, decompress->samp_obj, GL_NEAREST, GL_NEAREST);
3108
3109 /* We don't want to encode or decode sRGB values; treat them as linear. */
3110 _mesa_set_sampler_srgb_decode(ctx, decompress->samp_obj, GL_SKIP_DECODE_EXT);
3111 }
3112
3113 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, decompress->samp_obj);
3114
3115 /* Silence valgrind warnings about reading uninitialized stack. */
3116 memset(verts, 0, sizeof(verts));
3117
3118 _mesa_meta_setup_texture_coords(faceTarget, slice,
3119 xoffset, yoffset, width, height,
3120 texImage->Width, texImage->Height,
3121 texImage->Depth,
3122 verts[0].tex,
3123 verts[1].tex,
3124 verts[2].tex,
3125 verts[3].tex);
3126
3127 /* setup vertex positions */
3128 verts[0].x = -1.0F;
3129 verts[0].y = -1.0F;
3130 verts[1].x = 1.0F;
3131 verts[1].y = -1.0F;
3132 verts[2].x = 1.0F;
3133 verts[2].y = 1.0F;
3134 verts[3].x = -1.0F;
3135 verts[3].y = 1.0F;
3136
3137 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3138
3139 /* upload new vertex data */
3140 _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts,
3141 __func__);
3142
3143 /* setup texture state */
3144 _mesa_BindTexture(target, texObj->Name);
3145
3146 if (!use_glsl_version)
3147 _mesa_set_enable(ctx, target, GL_TRUE);
3148
3149 {
3150 /* save texture object state */
3151 const GLint baseLevelSave = texObj->BaseLevel;
3152 const GLint maxLevelSave = texObj->MaxLevel;
3153
3154 /* restrict sampling to the texture level of interest */
3155 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3156 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3157 (GLint *) &texImage->Level, false);
3158 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3159 (GLint *) &texImage->Level, false);
3160 }
3161
3162 /* render quad w/ texture into renderbuffer */
3163 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3164
3165 /* Restore texture object state, the texture binding will
3166 * be restored by _mesa_meta_end().
3167 */
3168 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3169 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3170 &baseLevelSave, false);
3171 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3172 &maxLevelSave, false);
3173 }
3174
3175 }
3176
3177 /* read pixels from renderbuffer */
3178 {
3179 GLenum baseTexFormat = texImage->_BaseFormat;
3180 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3181
3182 /* The pixel transfer state will be set to default values at this point
3183 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3184 * turned off (as required by glGetTexImage) but we need to handle some
3185 * special cases. In particular, single-channel texture values are
3186 * returned as red and two-channel texture values are returned as
3187 * red/alpha.
3188 */
3189 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3190 destBaseFormat) ||
3191 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3192 * luminance then we need to return L=tex(R).
3193 */
3194 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3195 destBaseFormat)) {
3196 /* Green and blue must be zero */
3197 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3198 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3199 }
3200
3201 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3202 }
3203
3204 /* disable texture unit */
3205 if (!use_glsl_version)
3206 _mesa_set_enable(ctx, target, GL_FALSE);
3207
3208 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
3209 _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
3210
3211 _mesa_meta_end(ctx);
3212
3213 return true;
3214 }
3215
3216
3217 /**
3218 * This is just a wrapper around _mesa_get_tex_image() and
3219 * decompress_texture_image(). Meta functions should not be directly called
3220 * from core Mesa.
3221 */
3222 void
3223 _mesa_meta_GetTexSubImage(struct gl_context *ctx,
3224 GLint xoffset, GLint yoffset, GLint zoffset,
3225 GLsizei width, GLsizei height, GLsizei depth,
3226 GLenum format, GLenum type, GLvoid *pixels,
3227 struct gl_texture_image *texImage)
3228 {
3229 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3230 GLuint slice;
3231 bool result = true;
3232
3233 for (slice = 0; slice < depth; slice++) {
3234 void *dst;
3235 /* Section 8.11.4 (Texture Image Queries) of the GL 4.5 spec says:
3236 *
3237 * "For three-dimensional, two-dimensional array, cube map array,
3238 * and cube map textures pixel storage operations are applied as
3239 * if the image were two-dimensional, except that the additional
3240 * pixel storage state values PACK_IMAGE_HEIGHT and
3241 * PACK_SKIP_IMAGES are applied. The correspondence of texels to
3242 * memory locations is as defined for TexImage3D in section 8.5."
3243 */
3244 switch (texImage->TexObject->Target) {
3245 case GL_TEXTURE_3D:
3246 case GL_TEXTURE_2D_ARRAY:
3247 case GL_TEXTURE_CUBE_MAP:
3248 case GL_TEXTURE_CUBE_MAP_ARRAY: {
3249 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3250 * in the decompress_texture_image() function's call to
3251 * glReadPixels but we need to compute the dest slice's address
3252 * here (according to SkipImages and ImageHeight).
3253 */
3254 struct gl_pixelstore_attrib packing = ctx->Pack;
3255 packing.SkipPixels = 0;
3256 packing.SkipRows = 0;
3257 dst = _mesa_image_address3d(&packing, pixels, width, height,
3258 format, type, slice, 0, 0);
3259 break;
3260 }
3261 default:
3262 dst = pixels;
3263 break;
3264 }
3265 result = decompress_texture_image(ctx, texImage, slice,
3266 xoffset, yoffset, width, height,
3267 format, type, dst);
3268 if (!result)
3269 break;
3270 }
3271
3272 if (result)
3273 return;
3274 }
3275
3276 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3277 width, height, depth, format, type, pixels, texImage);
3278 }
3279
3280
3281 /**
3282 * Meta implementation of ctx->Driver.DrawTex() in terms
3283 * of polygon rendering.
3284 */
3285 void
3286 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3287 GLfloat width, GLfloat height)
3288 {
3289 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3290 struct vertex {
3291 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3292 };
3293 struct vertex verts[4];
3294 GLuint i;
3295
3296 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3297 MESA_META_SHADER |
3298 MESA_META_TRANSFORM |
3299 MESA_META_VERTEX |
3300 MESA_META_VIEWPORT));
3301
3302 if (drawtex->VAO == 0) {
3303 /* one-time setup */
3304 struct gl_vertex_array_object *array_obj;
3305
3306 /* create vertex array object */
3307 _mesa_GenVertexArrays(1, &drawtex->VAO);
3308 _mesa_BindVertexArray(drawtex->VAO);
3309
3310 array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
3311 assert(array_obj != NULL);
3312
3313 /* create vertex array buffer */
3314 drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
3315 if (drawtex->buf_obj == NULL)
3316 return;
3317
3318 _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
3319 GL_DYNAMIC_DRAW, __func__);
3320
3321 /* setup vertex arrays */
3322 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
3323 3, GL_FLOAT, GL_RGBA, GL_FALSE,
3324 GL_FALSE, GL_FALSE,
3325 offsetof(struct vertex, x), true);
3326 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
3327 drawtex->buf_obj, 0, sizeof(struct vertex));
3328 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
3329
3330
3331 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3332 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i),
3333 2, GL_FLOAT, GL_RGBA, GL_FALSE,
3334 GL_FALSE, GL_FALSE,
3335 offsetof(struct vertex, st[i]), true);
3336 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i),
3337 drawtex->buf_obj, 0, sizeof(struct vertex));
3338 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(i));
3339 }
3340 }
3341 else {
3342 _mesa_BindVertexArray(drawtex->VAO);
3343 }
3344
3345 /* vertex positions, texcoords */
3346 {
3347 const GLfloat x1 = x + width;
3348 const GLfloat y1 = y + height;
3349
3350 z = CLAMP(z, 0.0f, 1.0f);
3351 z = invert_z(z);
3352
3353 verts[0].x = x;
3354 verts[0].y = y;
3355 verts[0].z = z;
3356
3357 verts[1].x = x1;
3358 verts[1].y = y;
3359 verts[1].z = z;
3360
3361 verts[2].x = x1;
3362 verts[2].y = y1;
3363 verts[2].z = z;
3364
3365 verts[3].x = x;
3366 verts[3].y = y1;
3367 verts[3].z = z;
3368
3369 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3370 const struct gl_texture_object *texObj;
3371 const struct gl_texture_image *texImage;
3372 GLfloat s, t, s1, t1;
3373 GLuint tw, th;
3374
3375 if (!ctx->Texture.Unit[i]._Current) {
3376 GLuint j;
3377 for (j = 0; j < 4; j++) {
3378 verts[j].st[i][0] = 0.0f;
3379 verts[j].st[i][1] = 0.0f;
3380 }
3381 continue;
3382 }
3383
3384 texObj = ctx->Texture.Unit[i]._Current;
3385 texImage = texObj->Image[0][texObj->BaseLevel];
3386 tw = texImage->Width2;
3387 th = texImage->Height2;
3388
3389 s = (GLfloat) texObj->CropRect[0] / tw;
3390 t = (GLfloat) texObj->CropRect[1] / th;
3391 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3392 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3393
3394 verts[0].st[i][0] = s;
3395 verts[0].st[i][1] = t;
3396
3397 verts[1].st[i][0] = s1;
3398 verts[1].st[i][1] = t;
3399
3400 verts[2].st[i][0] = s1;
3401 verts[2].st[i][1] = t1;
3402
3403 verts[3].st[i][0] = s;
3404 verts[3].st[i][1] = t1;
3405 }
3406
3407 _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts,
3408 __func__);
3409 }
3410
3411 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3412
3413 _mesa_meta_end(ctx);
3414 }
3415
3416 static bool
3417 cleartexsubimage_color(struct gl_context *ctx,
3418 struct gl_texture_image *texImage,
3419 const GLvoid *clearValue,
3420 GLint zoffset)
3421 {
3422 mesa_format format;
3423 union gl_color_union colorValue;
3424 GLenum datatype;
3425 GLenum status;
3426
3427 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3428 GL_COLOR_ATTACHMENT0,
3429 texImage, zoffset);
3430
3431 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3432 if (status != GL_FRAMEBUFFER_COMPLETE)
3433 return false;
3434
3435 /* We don't want to apply an sRGB conversion so override the format */
3436 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3437 datatype = _mesa_get_format_datatype(format);
3438
3439 switch (datatype) {
3440 case GL_UNSIGNED_INT:
3441 case GL_INT:
3442 if (clearValue)
3443 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3444 (GLuint (*)[4]) colorValue.ui);
3445 else
3446 memset(&colorValue, 0, sizeof colorValue);
3447 if (datatype == GL_INT)
3448 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3449 else
3450 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3451 break;
3452 default:
3453 if (clearValue)
3454 _mesa_unpack_rgba_row(format, 1, clearValue,
3455 (GLfloat (*)[4]) colorValue.f);
3456 else
3457 memset(&colorValue, 0, sizeof colorValue);
3458 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3459 break;
3460 }
3461
3462 return true;
3463 }
3464
3465 static bool
3466 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3467 struct gl_texture_image *texImage,
3468 const GLvoid *clearValue,
3469 GLint zoffset)
3470 {
3471 GLint stencilValue;
3472 GLfloat depthValue;
3473 GLenum status;
3474
3475 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3476 GL_DEPTH_ATTACHMENT,
3477 texImage, zoffset);
3478
3479 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3480 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3481 GL_STENCIL_ATTACHMENT,
3482 texImage, zoffset);
3483
3484 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3485 if (status != GL_FRAMEBUFFER_COMPLETE)
3486 return false;
3487
3488 if (clearValue) {
3489 GLuint depthStencilValue[2];
3490
3491 /* Convert the clearValue from whatever format it's in to a floating
3492 * point value for the depth and an integer value for the stencil index
3493 */
3494 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3495 1, /* n */
3496 clearValue,
3497 depthStencilValue);
3498 /* We need a memcpy here instead of a cast because we need to
3499 * reinterpret the bytes as a float rather than converting it
3500 */
3501 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3502 stencilValue = depthStencilValue[1] & 0xff;
3503 } else {
3504 depthValue = 0.0f;
3505 stencilValue = 0;
3506 }
3507
3508 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3509 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3510 else
3511 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3512
3513 return true;
3514 }
3515
3516 static bool
3517 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3518 struct gl_texture_image *texImage,
3519 GLint zoffset,
3520 const GLvoid *clearValue)
3521 {
3522 struct gl_framebuffer *drawFb;
3523 bool success;
3524
3525 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3526 if (drawFb == NULL)
3527 return false;
3528
3529 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
3530
3531 switch(texImage->_BaseFormat) {
3532 case GL_DEPTH_STENCIL:
3533 case GL_DEPTH_COMPONENT:
3534 success = cleartexsubimage_depth_stencil(ctx, texImage,
3535 clearValue, zoffset);
3536 break;
3537 default:
3538 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3539 break;
3540 }
3541
3542 _mesa_reference_framebuffer(&drawFb, NULL);
3543
3544 return success;
3545 }
3546
3547 static bool
3548 cleartexsubimage_using_fbo(struct gl_context *ctx,
3549 struct gl_texture_image *texImage,
3550 GLint xoffset, GLint yoffset, GLint zoffset,
3551 GLsizei width, GLsizei height, GLsizei depth,
3552 const GLvoid *clearValue)
3553 {
3554 bool success = true;
3555 GLint z;
3556
3557 _mesa_meta_begin(ctx,
3558 MESA_META_SCISSOR |
3559 MESA_META_COLOR_MASK |
3560 MESA_META_DITHER |
3561 MESA_META_FRAMEBUFFER_SRGB);
3562
3563 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3564 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3565
3566 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3567 _mesa_Scissor(xoffset, yoffset, width, height);
3568
3569 for (z = zoffset; z < zoffset + depth; z++) {
3570 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3571 success = false;
3572 break;
3573 }
3574 }
3575
3576 _mesa_meta_end(ctx);
3577
3578 return success;
3579 }
3580
3581 extern void
3582 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3583 struct gl_texture_image *texImage,
3584 GLint xoffset, GLint yoffset, GLint zoffset,
3585 GLsizei width, GLsizei height, GLsizei depth,
3586 const GLvoid *clearValue)
3587 {
3588 bool res;
3589
3590 res = cleartexsubimage_using_fbo(ctx, texImage,
3591 xoffset, yoffset, zoffset,
3592 width, height, depth,
3593 clearValue);
3594
3595 if (res)
3596 return;
3597
3598 _mesa_warning(ctx,
3599 "Falling back to mapping the texture in "
3600 "glClearTexSubImage\n");
3601
3602 _mesa_store_cleartexsubimage(ctx, texImage,
3603 xoffset, yoffset, zoffset,
3604 width, height, depth,
3605 clearValue);
3606 }