dc6e7120c63e3fdb628079295d375837866c4469
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
4 *
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR 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/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/convolve.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/formats.h"
48 #include "main/image.h"
49 #include "main/macros.h"
50 #include "main/matrix.h"
51 #include "main/mipmap.h"
52 #include "main/polygon.h"
53 #include "main/readpix.h"
54 #include "main/scissor.h"
55 #include "main/shaderapi.h"
56 #include "main/state.h"
57 #include "main/stencil.h"
58 #include "main/texobj.h"
59 #include "main/texenv.h"
60 #include "main/teximage.h"
61 #include "main/texparam.h"
62 #include "main/texstate.h"
63 #include "main/varray.h"
64 #include "main/viewport.h"
65 #include "program/program.h"
66 #include "swrast/swrast.h"
67 #include "drivers/common/meta.h"
68
69
70 /** Return offset in bytes of the field within a vertex struct */
71 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
72
73
74 /**
75 * Flags passed to _mesa_meta_begin().
76 */
77 /*@{*/
78 #define META_ALL ~0x0
79 #define META_ALPHA_TEST 0x1
80 #define META_BLEND 0x2 /**< includes logicop */
81 #define META_COLOR_MASK 0x4
82 #define META_DEPTH_TEST 0x8
83 #define META_FOG 0x10
84 #define META_PIXEL_STORE 0x20
85 #define META_PIXEL_TRANSFER 0x40
86 #define META_RASTERIZATION 0x80
87 #define META_SCISSOR 0x100
88 #define META_SHADER 0x200
89 #define META_STENCIL_TEST 0x400
90 #define META_TRANSFORM 0x800 /**< modelview, projection, clip planes */
91 #define META_TEXTURE 0x1000
92 #define META_VERTEX 0x2000
93 #define META_VIEWPORT 0x4000
94 /*@}*/
95
96
97 /**
98 * State which we may save/restore across meta ops.
99 * XXX this may be incomplete...
100 */
101 struct save_state
102 {
103 GLbitfield SavedState; /**< bitmask of META_* flags */
104
105 /** META_ALPHA_TEST */
106 GLboolean AlphaEnabled;
107
108 /** META_BLEND */
109 GLbitfield BlendEnabled;
110 GLboolean ColorLogicOpEnabled;
111
112 /** META_COLOR_MASK */
113 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];
114
115 /** META_DEPTH_TEST */
116 struct gl_depthbuffer_attrib Depth;
117
118 /** META_FOG */
119 GLboolean Fog;
120
121 /** META_PIXEL_STORE */
122 struct gl_pixelstore_attrib Pack, Unpack;
123
124 /** META_PIXEL_TRANSFER */
125 GLfloat RedBias, RedScale;
126 GLfloat GreenBias, GreenScale;
127 GLfloat BlueBias, BlueScale;
128 GLfloat AlphaBias, AlphaScale;
129 GLfloat DepthBias, DepthScale;
130 GLboolean MapColorFlag;
131 GLboolean Convolution1DEnabled;
132 GLboolean Convolution2DEnabled;
133 GLboolean Separable2DEnabled;
134
135 /** META_RASTERIZATION */
136 GLenum FrontPolygonMode, BackPolygonMode;
137 GLboolean PolygonOffset;
138 GLboolean PolygonSmooth;
139 GLboolean PolygonStipple;
140 GLboolean PolygonCull;
141
142 /** META_SCISSOR */
143 struct gl_scissor_attrib Scissor;
144
145 /** META_SHADER */
146 GLboolean VertexProgramEnabled;
147 struct gl_vertex_program *VertexProgram;
148 GLboolean FragmentProgramEnabled;
149 struct gl_fragment_program *FragmentProgram;
150 GLuint Shader;
151
152 /** META_STENCIL_TEST */
153 struct gl_stencil_attrib Stencil;
154
155 /** META_TRANSFORM */
156 GLenum MatrixMode;
157 GLfloat ModelviewMatrix[16];
158 GLfloat ProjectionMatrix[16];
159 GLfloat TextureMatrix[16];
160 GLbitfield ClipPlanesEnabled;
161
162 /** META_TEXTURE */
163 GLuint ActiveUnit;
164 GLuint ClientActiveUnit;
165 /** for unit[0] only */
166 struct gl_texture_object *CurrentTexture[NUM_TEXTURE_TARGETS];
167 /** mask of TEXTURE_2D_BIT, etc */
168 GLbitfield TexEnabled[MAX_TEXTURE_UNITS];
169 GLbitfield TexGenEnabled[MAX_TEXTURE_UNITS];
170 GLuint EnvMode; /* unit[0] only */
171
172 /** META_VERTEX */
173 struct gl_array_object *ArrayObj;
174 struct gl_buffer_object *ArrayBufferObj;
175
176 /** META_VIEWPORT */
177 GLint ViewportX, ViewportY, ViewportW, ViewportH;
178 GLclampd DepthNear, DepthFar;
179
180 /** Miscellaneous (always disabled) */
181 GLboolean Lighting;
182 };
183
184
185 /**
186 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
187 * This is currently shared by all the meta ops. But we could create a
188 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
189 */
190 struct temp_texture
191 {
192 GLuint TexObj;
193 GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
194 GLsizei MinSize; /**< Min texture size to allocate */
195 GLsizei MaxSize; /**< Max possible texture size */
196 GLboolean NPOT; /**< Non-power of two size OK? */
197 GLsizei Width, Height; /**< Current texture size */
198 GLenum IntFormat;
199 GLfloat Sright, Ttop; /**< right, top texcoords */
200 };
201
202
203 /**
204 * State for glBlitFramebufer()
205 */
206 struct blit_state
207 {
208 GLuint ArrayObj;
209 GLuint VBO;
210 GLuint DepthFP;
211 };
212
213
214 /**
215 * State for glClear()
216 */
217 struct clear_state
218 {
219 GLuint ArrayObj;
220 GLuint VBO;
221 };
222
223
224 /**
225 * State for glCopyPixels()
226 */
227 struct copypix_state
228 {
229 GLuint ArrayObj;
230 GLuint VBO;
231 };
232
233
234 /**
235 * State for glDrawPixels()
236 */
237 struct drawpix_state
238 {
239 GLuint ArrayObj;
240
241 GLuint StencilFP; /**< Fragment program for drawing stencil images */
242 GLuint DepthFP; /**< Fragment program for drawing depth images */
243 };
244
245
246 /**
247 * State for glBitmap()
248 */
249 struct bitmap_state
250 {
251 GLuint ArrayObj;
252 GLuint VBO;
253 struct temp_texture Tex; /**< separate texture from other meta ops */
254 };
255
256
257 /**
258 * State for _mesa_meta_generate_mipmap()
259 */
260 struct gen_mipmap_state
261 {
262 GLuint ArrayObj;
263 GLuint VBO;
264 GLuint FBO;
265 };
266
267
268 /**
269 * All per-context meta state.
270 */
271 struct gl_meta_state
272 {
273 struct save_state Save; /**< state saved during meta-ops */
274
275 struct temp_texture TempTex;
276
277 struct blit_state Blit; /**< For _mesa_meta_BlitFramebuffer() */
278 struct clear_state Clear; /**< For _mesa_meta_Clear() */
279 struct copypix_state CopyPix; /**< For _mesa_meta_CopyPixels() */
280 struct drawpix_state DrawPix; /**< For _mesa_meta_DrawPixels() */
281 struct bitmap_state Bitmap; /**< For _mesa_meta_Bitmap() */
282 struct gen_mipmap_state Mipmap; /**< For _mesa_meta_GenerateMipmap() */
283 };
284
285
286 /**
287 * Initialize meta-ops for a context.
288 * To be called once during context creation.
289 */
290 void
291 _mesa_meta_init(GLcontext *ctx)
292 {
293 ASSERT(!ctx->Meta);
294
295 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
296 }
297
298
299 /**
300 * Free context meta-op state.
301 * To be called once during context destruction.
302 */
303 void
304 _mesa_meta_free(GLcontext *ctx)
305 {
306 /* Note: Any textures, VBOs, etc, that we allocate should get
307 * freed by the normal context destruction code. But this would be
308 * the place to free other meta data someday.
309 */
310 free(ctx->Meta);
311 ctx->Meta = NULL;
312 }
313
314
315 /**
316 * Enter meta state. This is like a light-weight version of glPushAttrib
317 * but it also resets most GL state back to default values.
318 *
319 * \param state bitmask of META_* flags indicating which attribute groups
320 * to save and reset to their defaults
321 */
322 static void
323 _mesa_meta_begin(GLcontext *ctx, GLbitfield state)
324 {
325 struct save_state *save = &ctx->Meta->Save;
326
327 save->SavedState = state;
328
329 if (state & META_ALPHA_TEST) {
330 save->AlphaEnabled = ctx->Color.AlphaEnabled;
331 if (ctx->Color.AlphaEnabled)
332 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
333 }
334
335 if (state & META_BLEND) {
336 save->BlendEnabled = ctx->Color.BlendEnabled;
337 if (ctx->Color.BlendEnabled) {
338 if (ctx->Extensions.EXT_draw_buffers2) {
339 GLuint i;
340 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
341 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
342 }
343 }
344 else {
345 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
346 }
347 }
348 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
349 if (ctx->Color.ColorLogicOpEnabled)
350 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
351 }
352
353 if (state & META_COLOR_MASK) {
354 memcpy(save->ColorMask, ctx->Color.ColorMask,
355 sizeof(ctx->Color.ColorMask));
356 if (!ctx->Color.ColorMask[0][0] ||
357 !ctx->Color.ColorMask[0][1] ||
358 !ctx->Color.ColorMask[0][2] ||
359 !ctx->Color.ColorMask[0][3])
360 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
361 }
362
363 if (state & META_DEPTH_TEST) {
364 save->Depth = ctx->Depth; /* struct copy */
365 if (ctx->Depth.Test)
366 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
367 }
368
369 if (state & META_FOG) {
370 save->Fog = ctx->Fog.Enabled;
371 if (ctx->Fog.Enabled)
372 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
373 }
374
375 if (state & META_PIXEL_STORE) {
376 save->Pack = ctx->Pack;
377 save->Unpack = ctx->Unpack;
378 ctx->Pack = ctx->DefaultPacking;
379 ctx->Unpack = ctx->DefaultPacking;
380 }
381
382 if (state & META_PIXEL_TRANSFER) {
383 save->RedScale = ctx->Pixel.RedScale;
384 save->RedBias = ctx->Pixel.RedBias;
385 save->GreenScale = ctx->Pixel.GreenScale;
386 save->GreenBias = ctx->Pixel.GreenBias;
387 save->BlueScale = ctx->Pixel.BlueScale;
388 save->BlueBias = ctx->Pixel.BlueBias;
389 save->AlphaScale = ctx->Pixel.AlphaScale;
390 save->AlphaBias = ctx->Pixel.AlphaBias;
391 save->MapColorFlag = ctx->Pixel.MapColorFlag;
392 save->Convolution1DEnabled = ctx->Pixel.Convolution1DEnabled;
393 save->Convolution2DEnabled = ctx->Pixel.Convolution2DEnabled;
394 save->Separable2DEnabled = ctx->Pixel.Separable2DEnabled;
395 ctx->Pixel.RedScale = 1.0F;
396 ctx->Pixel.RedBias = 0.0F;
397 ctx->Pixel.GreenScale = 1.0F;
398 ctx->Pixel.GreenBias = 0.0F;
399 ctx->Pixel.BlueScale = 1.0F;
400 ctx->Pixel.BlueBias = 0.0F;
401 ctx->Pixel.AlphaScale = 1.0F;
402 ctx->Pixel.AlphaBias = 0.0F;
403 ctx->Pixel.MapColorFlag = GL_FALSE;
404 ctx->Pixel.Convolution1DEnabled = GL_FALSE;
405 ctx->Pixel.Convolution2DEnabled = GL_FALSE;
406 ctx->Pixel.Separable2DEnabled = GL_FALSE;
407 /* XXX more state */
408 ctx->NewState |=_NEW_PIXEL;
409 }
410
411 if (state & META_RASTERIZATION) {
412 save->FrontPolygonMode = ctx->Polygon.FrontMode;
413 save->BackPolygonMode = ctx->Polygon.BackMode;
414 save->PolygonOffset = ctx->Polygon.OffsetFill;
415 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
416 save->PolygonStipple = ctx->Polygon.StippleFlag;
417 save->PolygonCull = ctx->Polygon.CullFlag;
418 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
419 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
420 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
421 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
422 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
423 }
424
425 if (state & META_SCISSOR) {
426 save->Scissor = ctx->Scissor; /* struct copy */
427 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
428 }
429
430 if (state & META_SHADER) {
431 if (ctx->Extensions.ARB_vertex_program) {
432 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
433 _mesa_reference_vertprog(ctx, &save->VertexProgram,
434 ctx->VertexProgram.Current);
435 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
436 }
437
438 if (ctx->Extensions.ARB_fragment_program) {
439 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
440 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
441 ctx->FragmentProgram.Current);
442 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
443 }
444
445 if (ctx->Extensions.ARB_shader_objects) {
446 save->Shader = ctx->Shader.CurrentProgram ?
447 ctx->Shader.CurrentProgram->Name : 0;
448 _mesa_UseProgramObjectARB(0);
449 }
450 }
451
452 if (state & META_STENCIL_TEST) {
453 save->Stencil = ctx->Stencil; /* struct copy */
454 if (ctx->Stencil.Enabled)
455 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
456 /* NOTE: other stencil state not reset */
457 }
458
459 if (state & META_TEXTURE) {
460 GLuint u, tgt;
461
462 save->ActiveUnit = ctx->Texture.CurrentUnit;
463 save->ClientActiveUnit = ctx->Array.ActiveTexture;
464 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
465
466 /* Disable all texture units */
467 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
468 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
469 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
470 if (ctx->Texture.Unit[u].Enabled ||
471 ctx->Texture.Unit[u].TexGenEnabled) {
472 _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
473 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
474 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
475 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
476 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
477 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
478 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
479 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
480 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
481 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
482 }
483 }
484
485 /* save current texture objects for unit[0] only */
486 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
487 _mesa_reference_texobj(&save->CurrentTexture[tgt],
488 ctx->Texture.Unit[0].CurrentTex[tgt]);
489 }
490
491 /* set defaults for unit[0] */
492 _mesa_ActiveTextureARB(GL_TEXTURE0);
493 _mesa_ClientActiveTextureARB(GL_TEXTURE0);
494 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
495 }
496
497 if (state & META_TRANSFORM) {
498 GLuint activeTexture = ctx->Texture.CurrentUnit;
499 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
500 16 * sizeof(GLfloat));
501 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
502 16 * sizeof(GLfloat));
503 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
504 16 * sizeof(GLfloat));
505 save->MatrixMode = ctx->Transform.MatrixMode;
506 /* set 1:1 vertex:pixel coordinate transform */
507 _mesa_ActiveTextureARB(GL_TEXTURE0);
508 _mesa_MatrixMode(GL_TEXTURE);
509 _mesa_LoadIdentity();
510 _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
511 _mesa_MatrixMode(GL_MODELVIEW);
512 _mesa_LoadIdentity();
513 _mesa_MatrixMode(GL_PROJECTION);
514 _mesa_LoadIdentity();
515 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
516 0.0, ctx->DrawBuffer->Height,
517 -1.0, 1.0);
518 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
519 if (ctx->Transform.ClipPlanesEnabled) {
520 GLuint i;
521 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
522 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
523 }
524 }
525 }
526
527 if (state & META_VERTEX) {
528 /* save vertex array object state */
529 _mesa_reference_array_object(ctx, &save->ArrayObj,
530 ctx->Array.ArrayObj);
531 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
532 ctx->Array.ArrayBufferObj);
533 /* set some default state? */
534 }
535
536 if (state & META_VIEWPORT) {
537 /* save viewport state */
538 save->ViewportX = ctx->Viewport.X;
539 save->ViewportY = ctx->Viewport.Y;
540 save->ViewportW = ctx->Viewport.Width;
541 save->ViewportH = ctx->Viewport.Height;
542 /* set viewport to match window size */
543 if (ctx->Viewport.X != 0 ||
544 ctx->Viewport.Y != 0 ||
545 ctx->Viewport.Width != ctx->DrawBuffer->Width ||
546 ctx->Viewport.Height != ctx->DrawBuffer->Height) {
547 _mesa_set_viewport(ctx, 0, 0,
548 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
549 }
550 /* save depth range state */
551 save->DepthNear = ctx->Viewport.Near;
552 save->DepthFar = ctx->Viewport.Far;
553 /* set depth range to default */
554 _mesa_DepthRange(0.0, 1.0);
555 }
556
557 /* misc */
558 {
559 save->Lighting = ctx->Light.Enabled;
560 if (ctx->Light.Enabled)
561 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
562 }
563 }
564
565
566 /**
567 * Leave meta state. This is like a light-weight version of glPopAttrib().
568 */
569 static void
570 _mesa_meta_end(GLcontext *ctx)
571 {
572 struct save_state *save = &ctx->Meta->Save;
573 const GLbitfield state = save->SavedState;
574
575 if (state & META_ALPHA_TEST) {
576 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
577 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
578 }
579
580 if (state & META_BLEND) {
581 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
582 if (ctx->Extensions.EXT_draw_buffers2) {
583 GLuint i;
584 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
585 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
586 }
587 }
588 else {
589 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
590 }
591 }
592 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
593 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
594 }
595
596 if (state & META_COLOR_MASK) {
597 GLuint i;
598 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
599 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
600 if (i == 0) {
601 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
602 save->ColorMask[i][2], save->ColorMask[i][3]);
603 }
604 else {
605 _mesa_ColorMaskIndexed(i,
606 save->ColorMask[i][0],
607 save->ColorMask[i][1],
608 save->ColorMask[i][2],
609 save->ColorMask[i][3]);
610 }
611 }
612 }
613 }
614
615 if (state & META_DEPTH_TEST) {
616 if (ctx->Depth.Test != save->Depth.Test)
617 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
618 _mesa_DepthFunc(save->Depth.Func);
619 _mesa_DepthMask(save->Depth.Mask);
620 }
621
622 if (state & META_FOG) {
623 _mesa_set_enable(ctx, GL_FOG, save->Fog);
624 }
625
626 if (state & META_PIXEL_STORE) {
627 ctx->Pack = save->Pack;
628 ctx->Unpack = save->Unpack;
629 }
630
631 if (state & META_PIXEL_TRANSFER) {
632 ctx->Pixel.RedScale = save->RedScale;
633 ctx->Pixel.RedBias = save->RedBias;
634 ctx->Pixel.GreenScale = save->GreenScale;
635 ctx->Pixel.GreenBias = save->GreenBias;
636 ctx->Pixel.BlueScale = save->BlueScale;
637 ctx->Pixel.BlueBias = save->BlueBias;
638 ctx->Pixel.AlphaScale = save->AlphaScale;
639 ctx->Pixel.AlphaBias = save->AlphaBias;
640 ctx->Pixel.MapColorFlag = save->MapColorFlag;
641 ctx->Pixel.Convolution1DEnabled = save->Convolution1DEnabled;
642 ctx->Pixel.Convolution2DEnabled = save->Convolution2DEnabled;
643 ctx->Pixel.Separable2DEnabled = save->Separable2DEnabled;
644 /* XXX more state */
645 ctx->NewState |=_NEW_PIXEL;
646 }
647
648 if (state & META_RASTERIZATION) {
649 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
650 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
651 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
652 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
653 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
654 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
655 }
656
657 if (state & META_SCISSOR) {
658 _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.Enabled);
659 _mesa_Scissor(save->Scissor.X, save->Scissor.Y,
660 save->Scissor.Width, save->Scissor.Height);
661 }
662
663 if (state & META_SHADER) {
664 if (ctx->Extensions.ARB_vertex_program) {
665 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
666 save->VertexProgramEnabled);
667 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
668 save->VertexProgram);
669 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
670 }
671
672 if (ctx->Extensions.ARB_fragment_program) {
673 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
674 save->FragmentProgramEnabled);
675 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
676 save->FragmentProgram);
677 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
678 }
679
680 if (ctx->Extensions.ARB_shader_objects) {
681 _mesa_UseProgramObjectARB(save->Shader);
682 }
683 }
684
685 if (state & META_STENCIL_TEST) {
686 const struct gl_stencil_attrib *stencil = &save->Stencil;
687
688 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
689 _mesa_ClearStencil(stencil->Clear);
690 if (ctx->Extensions.EXT_stencil_two_side) {
691 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
692 stencil->TestTwoSide);
693 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
694 ? GL_BACK : GL_FRONT);
695 }
696 /* front state */
697 _mesa_StencilFuncSeparate(GL_FRONT,
698 stencil->Function[0],
699 stencil->Ref[0],
700 stencil->ValueMask[0]);
701 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
702 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
703 stencil->ZFailFunc[0],
704 stencil->ZPassFunc[0]);
705 /* back state */
706 _mesa_StencilFuncSeparate(GL_BACK,
707 stencil->Function[1],
708 stencil->Ref[1],
709 stencil->ValueMask[1]);
710 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
711 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
712 stencil->ZFailFunc[1],
713 stencil->ZPassFunc[1]);
714 }
715
716 if (state & META_TEXTURE) {
717 GLuint u, tgt;
718
719 ASSERT(ctx->Texture.CurrentUnit == 0);
720
721 /* restore texenv for unit[0] */
722 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
723
724 /* restore texture objects for unit[0] only */
725 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
726 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
727 save->CurrentTexture[tgt]);
728 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
729 }
730
731 /* Re-enable textures, texgen */
732 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
733 if (save->TexEnabled[u]) {
734 _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
735
736 if (save->TexEnabled[u] & TEXTURE_1D_BIT)
737 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_TRUE);
738 if (save->TexEnabled[u] & TEXTURE_2D_BIT)
739 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_TRUE);
740 if (save->TexEnabled[u] & TEXTURE_3D_BIT)
741 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_TRUE);
742 if (save->TexEnabled[u] & TEXTURE_CUBE_BIT)
743 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_TRUE);
744 if (save->TexEnabled[u] & TEXTURE_RECT_BIT)
745 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_TRUE);
746 }
747
748 if (save->TexGenEnabled[u]) {
749 _mesa_ActiveTextureARB(GL_TEXTURE0 + u);
750
751 if (save->TexGenEnabled[u] & S_BIT)
752 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_TRUE);
753 if (save->TexGenEnabled[u] & T_BIT)
754 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_TRUE);
755 if (save->TexGenEnabled[u] & R_BIT)
756 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_TRUE);
757 if (save->TexGenEnabled[u] & Q_BIT)
758 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_TRUE);
759 }
760 }
761
762 /* restore current unit state */
763 _mesa_ActiveTextureARB(GL_TEXTURE0 + save->ActiveUnit);
764 _mesa_ClientActiveTextureARB(GL_TEXTURE0 + save->ClientActiveUnit);
765 }
766
767 if (state & META_TRANSFORM) {
768 GLuint activeTexture = ctx->Texture.CurrentUnit;
769 _mesa_ActiveTextureARB(GL_TEXTURE0);
770 _mesa_MatrixMode(GL_TEXTURE);
771 _mesa_LoadMatrixf(save->TextureMatrix);
772 _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture);
773
774 _mesa_MatrixMode(GL_MODELVIEW);
775 _mesa_LoadMatrixf(save->ModelviewMatrix);
776
777 _mesa_MatrixMode(GL_PROJECTION);
778 _mesa_LoadMatrixf(save->ProjectionMatrix);
779
780 _mesa_MatrixMode(save->MatrixMode);
781
782 if (save->ClipPlanesEnabled) {
783 GLuint i;
784 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
785 if (save->ClipPlanesEnabled & (1 << i)) {
786 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
787 }
788 }
789 }
790 }
791
792 if (state & META_VERTEX) {
793 /* restore vertex buffer object */
794 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
795 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
796
797 /* restore vertex array object */
798 _mesa_BindVertexArray(save->ArrayObj->Name);
799 _mesa_reference_array_object(ctx, &save->ArrayObj, NULL);
800 }
801
802 if (state & META_VIEWPORT) {
803 if (save->ViewportX != ctx->Viewport.X ||
804 save->ViewportY != ctx->Viewport.Y ||
805 save->ViewportW != ctx->Viewport.Width ||
806 save->ViewportH != ctx->Viewport.Height) {
807 _mesa_set_viewport(ctx, save->ViewportX, save->ViewportY,
808 save->ViewportW, save->ViewportH);
809 }
810 _mesa_DepthRange(save->DepthNear, save->DepthFar);
811 }
812
813 /* misc */
814 if (save->Lighting) {
815 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
816 }
817 }
818
819
820 /**
821 * Convert Z from a normalized value in the range [0, 1] to an object-space
822 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
823 * default/identity ortho projection results in the original Z value.
824 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
825 * value comes from the clear value or raster position.
826 */
827 static INLINE GLfloat
828 invert_z(GLfloat normZ)
829 {
830 GLfloat objZ = 1.0 - 2.0 * normZ;
831 return objZ;
832 }
833
834
835 /**
836 * One-time init for a temp_texture object.
837 * Choose tex target, compute max tex size, etc.
838 */
839 static void
840 init_temp_texture(GLcontext *ctx, struct temp_texture *tex)
841 {
842 /* prefer texture rectangle */
843 if (ctx->Extensions.NV_texture_rectangle) {
844 tex->Target = GL_TEXTURE_RECTANGLE;
845 tex->MaxSize = ctx->Const.MaxTextureRectSize;
846 tex->NPOT = GL_TRUE;
847 }
848 else {
849 /* use 2D texture, NPOT if possible */
850 tex->Target = GL_TEXTURE_2D;
851 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
852 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
853 }
854 tex->MinSize = 16; /* 16 x 16 at least */
855 assert(tex->MaxSize > 0);
856
857 _mesa_GenTextures(1, &tex->TexObj);
858 _mesa_BindTexture(tex->Target, tex->TexObj);
859 }
860
861
862 /**
863 * Return pointer to temp_texture info for non-bitmap ops.
864 * This does some one-time init if needed.
865 */
866 static struct temp_texture *
867 get_temp_texture(GLcontext *ctx)
868 {
869 struct temp_texture *tex = &ctx->Meta->TempTex;
870
871 if (!tex->TexObj) {
872 init_temp_texture(ctx, tex);
873 }
874
875 return tex;
876 }
877
878
879 /**
880 * Return pointer to temp_texture info for _mesa_meta_bitmap().
881 * We use a separate texture for bitmaps to reduce texture
882 * allocation/deallocation.
883 */
884 static struct temp_texture *
885 get_bitmap_temp_texture(GLcontext *ctx)
886 {
887 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
888
889 if (!tex->TexObj) {
890 init_temp_texture(ctx, tex);
891 }
892
893 return tex;
894 }
895
896
897 /**
898 * Compute the width/height of texture needed to draw an image of the
899 * given size. Return a flag indicating whether the current texture
900 * can be re-used (glTexSubImage2D) or if a new texture needs to be
901 * allocated (glTexImage2D).
902 * Also, compute s/t texcoords for drawing.
903 *
904 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
905 */
906 static GLboolean
907 alloc_texture(struct temp_texture *tex,
908 GLsizei width, GLsizei height, GLenum intFormat)
909 {
910 GLboolean newTex = GL_FALSE;
911
912 ASSERT(width <= tex->MaxSize);
913 ASSERT(height <= tex->MaxSize);
914
915 if (width > tex->Width ||
916 height > tex->Height ||
917 intFormat != tex->IntFormat) {
918 /* alloc new texture (larger or different format) */
919
920 if (tex->NPOT) {
921 /* use non-power of two size */
922 tex->Width = MAX2(tex->MinSize, width);
923 tex->Height = MAX2(tex->MinSize, height);
924 }
925 else {
926 /* find power of two size */
927 GLsizei w, h;
928 w = h = tex->MinSize;
929 while (w < width)
930 w *= 2;
931 while (h < height)
932 h *= 2;
933 tex->Width = w;
934 tex->Height = h;
935 }
936
937 tex->IntFormat = intFormat;
938
939 newTex = GL_TRUE;
940 }
941
942 /* compute texcoords */
943 if (tex->Target == GL_TEXTURE_RECTANGLE) {
944 tex->Sright = (GLfloat) width;
945 tex->Ttop = (GLfloat) height;
946 }
947 else {
948 tex->Sright = (GLfloat) width / tex->Width;
949 tex->Ttop = (GLfloat) height / tex->Height;
950 }
951
952 return newTex;
953 }
954
955
956 /**
957 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
958 */
959 static void
960 setup_copypix_texture(struct temp_texture *tex,
961 GLboolean newTex,
962 GLint srcX, GLint srcY,
963 GLsizei width, GLsizei height, GLenum intFormat,
964 GLenum filter)
965 {
966 _mesa_BindTexture(tex->Target, tex->TexObj);
967 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
968 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
969 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
970
971 /* copy framebuffer image to texture */
972 if (newTex) {
973 /* create new tex image */
974 if (tex->Width == width && tex->Height == height) {
975 /* create new tex with framebuffer data */
976 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
977 srcX, srcY, width, height, 0);
978 }
979 else {
980 /* create empty texture */
981 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
982 tex->Width, tex->Height, 0,
983 intFormat, GL_UNSIGNED_BYTE, NULL);
984 /* load image */
985 _mesa_CopyTexSubImage2D(tex->Target, 0,
986 0, 0, srcX, srcY, width, height);
987 }
988 }
989 else {
990 /* replace existing tex image */
991 _mesa_CopyTexSubImage2D(tex->Target, 0,
992 0, 0, srcX, srcY, width, height);
993 }
994 }
995
996
997 /**
998 * Setup/load texture for glDrawPixels.
999 */
1000 static void
1001 setup_drawpix_texture(GLcontext *ctx,
1002 struct temp_texture *tex,
1003 GLboolean newTex,
1004 GLenum texIntFormat,
1005 GLsizei width, GLsizei height,
1006 GLenum format, GLenum type,
1007 const GLvoid *pixels)
1008 {
1009 _mesa_BindTexture(tex->Target, tex->TexObj);
1010 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1011 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1012 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1013
1014 /* copy pixel data to texture */
1015 if (newTex) {
1016 /* create new tex image */
1017 if (tex->Width == width && tex->Height == height) {
1018 /* create new tex and load image data */
1019 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1020 tex->Width, tex->Height, 0, format, type, pixels);
1021 }
1022 else {
1023 struct gl_buffer_object *save_unpack_obj = NULL;
1024
1025 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1026 ctx->Unpack.BufferObj);
1027 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1028 /* create empty texture */
1029 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1030 tex->Width, tex->Height, 0, format, type, NULL);
1031 if (save_unpack_obj != NULL)
1032 _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB,
1033 save_unpack_obj->Name);
1034 /* load image */
1035 _mesa_TexSubImage2D(tex->Target, 0,
1036 0, 0, width, height, format, type, pixels);
1037 }
1038 }
1039 else {
1040 /* replace existing tex image */
1041 _mesa_TexSubImage2D(tex->Target, 0,
1042 0, 0, width, height, format, type, pixels);
1043 }
1044 }
1045
1046
1047
1048 /**
1049 * One-time init for drawing depth pixels.
1050 */
1051 static void
1052 init_blit_depth_pixels(GLcontext *ctx)
1053 {
1054 static const char *program =
1055 "!!ARBfp1.0\n"
1056 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1057 "END \n";
1058 char program2[200];
1059 struct blit_state *blit = &ctx->Meta->Blit;
1060 struct temp_texture *tex = get_temp_texture(ctx);
1061 const char *texTarget;
1062
1063 assert(blit->DepthFP == 0);
1064
1065 /* replace %s with "RECT" or "2D" */
1066 assert(strlen(program) + 4 < sizeof(program2));
1067 if (tex->Target == GL_TEXTURE_RECTANGLE)
1068 texTarget = "RECT";
1069 else
1070 texTarget = "2D";
1071 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
1072
1073 _mesa_GenPrograms(1, &blit->DepthFP);
1074 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1075 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1076 strlen(program2), (const GLubyte *) program2);
1077 }
1078
1079
1080 /**
1081 * Try to do a glBlitFramebuffer using no-copy texturing.
1082 * We can do this when the src renderbuffer is actually a texture.
1083 * But if the src buffer == dst buffer we cannot do this.
1084 *
1085 * \return new buffer mask indicating the buffers left to blit using the
1086 * normal path.
1087 */
1088 static GLbitfield
1089 blitframebuffer_texture(GLcontext *ctx,
1090 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1091 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1092 GLbitfield mask, GLenum filter)
1093 {
1094 if (mask & GL_COLOR_BUFFER_BIT) {
1095 const struct gl_framebuffer *drawFb = ctx->DrawBuffer;
1096 const struct gl_framebuffer *readFb = ctx->ReadBuffer;
1097 const struct gl_renderbuffer_attachment *drawAtt =
1098 &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]];
1099 const struct gl_renderbuffer_attachment *readAtt =
1100 &readFb->Attachment[readFb->_ColorReadBufferIndex];
1101
1102 if (readAtt && readAtt->Texture) {
1103 const struct gl_texture_object *texObj = readAtt->Texture;
1104 const GLuint srcLevel = readAtt->TextureLevel;
1105 const GLenum minFilterSave = texObj->MinFilter;
1106 const GLenum magFilterSave = texObj->MagFilter;
1107 const GLint baseLevelSave = texObj->BaseLevel;
1108 const GLint maxLevelSave = texObj->MaxLevel;
1109 const GLenum wrapSSave = texObj->WrapS;
1110 const GLenum wrapTSave = texObj->WrapT;
1111 const GLenum target = texObj->Target;
1112
1113 if (drawAtt->Texture == readAtt->Texture) {
1114 /* Can't use same texture as both the source and dest. We need
1115 * to handle overlapping blits and besides, some hw may not
1116 * support this.
1117 */
1118 return mask;
1119 }
1120
1121 if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
1122 /* Can't handle other texture types at this time */
1123 return mask;
1124 }
1125
1126 /*
1127 printf("Blit from texture!\n");
1128 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1129 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1130 */
1131
1132 /* Prepare src texture state */
1133 _mesa_BindTexture(target, texObj->Name);
1134 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
1135 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
1136 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1137 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
1138 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
1139 }
1140 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1141 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1142 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1143 _mesa_set_enable(ctx, target, GL_TRUE);
1144
1145 /* Prepare vertex data (the VBO was previously created and bound) */
1146 {
1147 struct vertex {
1148 GLfloat x, y, s, t;
1149 };
1150 struct vertex verts[4];
1151 GLfloat s0, t0, s1, t1;
1152
1153 if (target == GL_TEXTURE_2D) {
1154 const struct gl_texture_image *texImage
1155 = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
1156 s0 = srcX0 / (float) texImage->Width;
1157 s1 = srcX1 / (float) texImage->Width;
1158 t0 = srcY0 / (float) texImage->Height;
1159 t1 = srcY1 / (float) texImage->Height;
1160 }
1161 else {
1162 assert(target == GL_TEXTURE_RECTANGLE_ARB);
1163 s0 = srcX0;
1164 s1 = srcX1;
1165 t0 = srcY0;
1166 t1 = srcY1;
1167 }
1168
1169 verts[0].x = (GLfloat) dstX0;
1170 verts[0].y = (GLfloat) dstY0;
1171 verts[1].x = (GLfloat) dstX1;
1172 verts[1].y = (GLfloat) dstY0;
1173 verts[2].x = (GLfloat) dstX1;
1174 verts[2].y = (GLfloat) dstY1;
1175 verts[3].x = (GLfloat) dstX0;
1176 verts[3].y = (GLfloat) dstY1;
1177
1178 verts[0].s = s0;
1179 verts[0].t = t0;
1180 verts[1].s = s1;
1181 verts[1].t = t0;
1182 verts[2].s = s1;
1183 verts[2].t = t1;
1184 verts[3].s = s0;
1185 verts[3].t = t1;
1186
1187 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1188 }
1189
1190 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1191
1192 /* Restore texture object state, the texture binding will
1193 * be restored by _mesa_meta_end().
1194 */
1195 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
1196 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
1197 if (target != GL_TEXTURE_RECTANGLE_ARB) {
1198 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
1199 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
1200 }
1201 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
1202 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
1203
1204 /* Done with color buffer */
1205 mask &= ~GL_COLOR_BUFFER_BIT;
1206 }
1207 }
1208
1209 return mask;
1210 }
1211
1212
1213 /**
1214 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1215 * of texture mapping and polygon rendering.
1216 */
1217 void
1218 _mesa_meta_BlitFramebuffer(GLcontext *ctx,
1219 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1220 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1221 GLbitfield mask, GLenum filter)
1222 {
1223 struct blit_state *blit = &ctx->Meta->Blit;
1224 struct temp_texture *tex = get_temp_texture(ctx);
1225 const GLsizei maxTexSize = tex->MaxSize;
1226 const GLint srcX = MIN2(srcX0, srcX1);
1227 const GLint srcY = MIN2(srcY0, srcY1);
1228 const GLint srcW = abs(srcX1 - srcX0);
1229 const GLint srcH = abs(srcY1 - srcY0);
1230 const GLboolean srcFlipX = srcX1 < srcX0;
1231 const GLboolean srcFlipY = srcY1 < srcY0;
1232 struct vertex {
1233 GLfloat x, y, s, t;
1234 };
1235 struct vertex verts[4];
1236 GLboolean newTex;
1237
1238 if (srcW > maxTexSize || srcH > maxTexSize) {
1239 /* XXX avoid this fallback */
1240 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1241 dstX0, dstY0, dstX1, dstY1, mask, filter);
1242 return;
1243 }
1244
1245 if (srcFlipX) {
1246 GLint tmp = dstX0;
1247 dstX0 = dstX1;
1248 dstX1 = tmp;
1249 }
1250
1251 if (srcFlipY) {
1252 GLint tmp = dstY0;
1253 dstY0 = dstY1;
1254 dstY1 = tmp;
1255 }
1256
1257 /* only scissor effects blit so save/clear all other relevant state */
1258 _mesa_meta_begin(ctx, ~META_SCISSOR);
1259
1260 if (blit->ArrayObj == 0) {
1261 /* one-time setup */
1262
1263 /* create vertex array object */
1264 _mesa_GenVertexArrays(1, &blit->ArrayObj);
1265 _mesa_BindVertexArray(blit->ArrayObj);
1266
1267 /* create vertex array buffer */
1268 _mesa_GenBuffersARB(1, &blit->VBO);
1269 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1270 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
1271 NULL, GL_DYNAMIC_DRAW_ARB);
1272
1273 /* setup vertex arrays */
1274 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1275 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
1276 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1277 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
1278 }
1279 else {
1280 _mesa_BindVertexArray(blit->ArrayObj);
1281 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
1282 }
1283
1284 /* Try faster, direct texture approach first */
1285 mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
1286 dstX0, dstY0, dstX1, dstY1, mask, filter);
1287 if (mask == 0x0) {
1288 _mesa_meta_end(ctx);
1289 return;
1290 }
1291
1292 /* Continue with "normal" approach which involves copying the src rect
1293 * into a temporary texture and is "blitted" by drawing a textured quad.
1294 */
1295
1296 newTex = alloc_texture(tex, srcW, srcH, GL_RGBA);
1297
1298 /* vertex positions/texcoords (after texture allocation!) */
1299 {
1300 verts[0].x = (GLfloat) dstX0;
1301 verts[0].y = (GLfloat) dstY0;
1302 verts[1].x = (GLfloat) dstX1;
1303 verts[1].y = (GLfloat) dstY0;
1304 verts[2].x = (GLfloat) dstX1;
1305 verts[2].y = (GLfloat) dstY1;
1306 verts[3].x = (GLfloat) dstX0;
1307 verts[3].y = (GLfloat) dstY1;
1308
1309 verts[0].s = 0.0F;
1310 verts[0].t = 0.0F;
1311 verts[1].s = tex->Sright;
1312 verts[1].t = 0.0F;
1313 verts[2].s = tex->Sright;
1314 verts[2].t = tex->Ttop;
1315 verts[3].s = 0.0F;
1316 verts[3].t = tex->Ttop;
1317
1318 /* upload new vertex data */
1319 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1320 }
1321
1322 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1323
1324 if (mask & GL_COLOR_BUFFER_BIT) {
1325 setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH,
1326 GL_RGBA, filter);
1327 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1328 mask &= ~GL_COLOR_BUFFER_BIT;
1329 }
1330
1331 if (mask & GL_DEPTH_BUFFER_BIT) {
1332 GLuint *tmp = (GLuint *) malloc(srcW * srcH * sizeof(GLuint));
1333 if (tmp) {
1334 if (!blit->DepthFP)
1335 init_blit_depth_pixels(ctx);
1336
1337 /* maybe change tex format here */
1338 newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT);
1339
1340 _mesa_ReadPixels(srcX, srcY, srcW, srcH,
1341 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1342
1343 setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH,
1344 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
1345
1346 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
1347 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
1348 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1349 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1350 _mesa_DepthFunc(GL_ALWAYS);
1351 _mesa_DepthMask(GL_TRUE);
1352
1353 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1354 mask &= ~GL_DEPTH_BUFFER_BIT;
1355
1356 free(tmp);
1357 }
1358 }
1359
1360 if (mask & GL_STENCIL_BUFFER_BIT) {
1361 /* XXX can't easily do stencil */
1362 }
1363
1364 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1365
1366 _mesa_meta_end(ctx);
1367
1368 if (mask) {
1369 _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
1370 dstX0, dstY0, dstX1, dstY1, mask, filter);
1371 }
1372 }
1373
1374
1375 /**
1376 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1377 */
1378 void
1379 _mesa_meta_Clear(GLcontext *ctx, GLbitfield buffers)
1380 {
1381 struct clear_state *clear = &ctx->Meta->Clear;
1382 struct vertex {
1383 GLfloat x, y, z, r, g, b, a;
1384 };
1385 struct vertex verts[4];
1386 /* save all state but scissor, pixel pack/unpack */
1387 GLbitfield metaSave = META_ALL - META_SCISSOR - META_PIXEL_STORE;
1388
1389 if (buffers & BUFFER_BITS_COLOR) {
1390 /* if clearing color buffers, don't save/restore colormask */
1391 metaSave -= META_COLOR_MASK;
1392 }
1393
1394 _mesa_meta_begin(ctx, metaSave);
1395
1396 if (clear->ArrayObj == 0) {
1397 /* one-time setup */
1398
1399 /* create vertex array object */
1400 _mesa_GenVertexArrays(1, &clear->ArrayObj);
1401 _mesa_BindVertexArray(clear->ArrayObj);
1402
1403 /* create vertex array buffer */
1404 _mesa_GenBuffersARB(1, &clear->VBO);
1405 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1406
1407 /* setup vertex arrays */
1408 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1409 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
1410 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1411 _mesa_EnableClientState(GL_COLOR_ARRAY);
1412 }
1413 else {
1414 _mesa_BindVertexArray(clear->ArrayObj);
1415 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO);
1416 }
1417
1418 /* GL_COLOR_BUFFER_BIT */
1419 if (buffers & BUFFER_BITS_COLOR) {
1420 /* leave colormask, glDrawBuffer state as-is */
1421 }
1422 else {
1423 ASSERT(metaSave & META_COLOR_MASK);
1424 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1425 }
1426
1427 /* GL_DEPTH_BUFFER_BIT */
1428 if (buffers & BUFFER_BIT_DEPTH) {
1429 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1430 _mesa_DepthFunc(GL_ALWAYS);
1431 _mesa_DepthMask(GL_TRUE);
1432 }
1433 else {
1434 assert(!ctx->Depth.Test);
1435 }
1436
1437 /* GL_STENCIL_BUFFER_BIT */
1438 if (buffers & BUFFER_BIT_STENCIL) {
1439 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1440 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1441 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1442 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1443 ctx->Stencil.Clear & 0x7fffffff,
1444 ctx->Stencil.WriteMask[0]);
1445 }
1446 else {
1447 assert(!ctx->Stencil.Enabled);
1448 }
1449
1450 /* vertex positions/colors */
1451 {
1452 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
1453 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
1454 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
1455 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
1456 const GLfloat z = invert_z(ctx->Depth.Clear);
1457 GLuint i;
1458
1459 verts[0].x = x0;
1460 verts[0].y = y0;
1461 verts[0].z = z;
1462 verts[1].x = x1;
1463 verts[1].y = y0;
1464 verts[1].z = z;
1465 verts[2].x = x1;
1466 verts[2].y = y1;
1467 verts[2].z = z;
1468 verts[3].x = x0;
1469 verts[3].y = y1;
1470 verts[3].z = z;
1471
1472 /* vertex colors */
1473 for (i = 0; i < 4; i++) {
1474 verts[i].r = ctx->Color.ClearColor[0];
1475 verts[i].g = ctx->Color.ClearColor[1];
1476 verts[i].b = ctx->Color.ClearColor[2];
1477 verts[i].a = ctx->Color.ClearColor[3];
1478 }
1479
1480 /* upload new vertex data */
1481 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1482 GL_DYNAMIC_DRAW_ARB);
1483 }
1484
1485 /* draw quad */
1486 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1487
1488 _mesa_meta_end(ctx);
1489 }
1490
1491
1492 /**
1493 * Meta implementation of ctx->Driver.CopyPixels() in terms
1494 * of texture mapping and polygon rendering.
1495 */
1496 void
1497 _mesa_meta_CopyPixels(GLcontext *ctx, GLint srcX, GLint srcY,
1498 GLsizei width, GLsizei height,
1499 GLint dstX, GLint dstY, GLenum type)
1500 {
1501 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1502 struct temp_texture *tex = get_temp_texture(ctx);
1503 struct vertex {
1504 GLfloat x, y, z, s, t;
1505 };
1506 struct vertex verts[4];
1507 GLboolean newTex;
1508 GLenum intFormat = GL_RGBA;
1509
1510 if (type != GL_COLOR ||
1511 ctx->_ImageTransferState ||
1512 ctx->Fog.Enabled ||
1513 width > tex->MaxSize ||
1514 height > tex->MaxSize) {
1515 /* XXX avoid this fallback */
1516 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1517 return;
1518 }
1519
1520 /* Most GL state applies to glCopyPixels, but a there's a few things
1521 * we need to override:
1522 */
1523 _mesa_meta_begin(ctx, (META_RASTERIZATION |
1524 META_SHADER |
1525 META_TEXTURE |
1526 META_TRANSFORM |
1527 META_VERTEX |
1528 META_VIEWPORT));
1529
1530 if (copypix->ArrayObj == 0) {
1531 /* one-time setup */
1532
1533 /* create vertex array object */
1534 _mesa_GenVertexArrays(1, &copypix->ArrayObj);
1535 _mesa_BindVertexArray(copypix->ArrayObj);
1536
1537 /* create vertex array buffer */
1538 _mesa_GenBuffersARB(1, &copypix->VBO);
1539 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
1540 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
1541 NULL, GL_DYNAMIC_DRAW_ARB);
1542
1543 /* setup vertex arrays */
1544 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1545 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
1546 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1547 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
1548 }
1549 else {
1550 _mesa_BindVertexArray(copypix->ArrayObj);
1551 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
1552 }
1553
1554 newTex = alloc_texture(tex, width, height, intFormat);
1555
1556 /* vertex positions, texcoords (after texture allocation!) */
1557 {
1558 const GLfloat dstX0 = (GLfloat) dstX;
1559 const GLfloat dstY0 = (GLfloat) dstY;
1560 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1561 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1562 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1563
1564 verts[0].x = dstX0;
1565 verts[0].y = dstY0;
1566 verts[0].z = z;
1567 verts[0].s = 0.0F;
1568 verts[0].t = 0.0F;
1569 verts[1].x = dstX1;
1570 verts[1].y = dstY0;
1571 verts[1].z = z;
1572 verts[1].s = tex->Sright;
1573 verts[1].t = 0.0F;
1574 verts[2].x = dstX1;
1575 verts[2].y = dstY1;
1576 verts[2].z = z;
1577 verts[2].s = tex->Sright;
1578 verts[2].t = tex->Ttop;
1579 verts[3].x = dstX0;
1580 verts[3].y = dstY1;
1581 verts[3].z = z;
1582 verts[3].s = 0.0F;
1583 verts[3].t = tex->Ttop;
1584
1585 /* upload new vertex data */
1586 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1587 }
1588
1589 /* Alloc/setup texture */
1590 setup_copypix_texture(tex, newTex, srcX, srcY, width, height,
1591 GL_RGBA, GL_NEAREST);
1592
1593 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1594
1595 /* draw textured quad */
1596 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1597
1598 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1599
1600 _mesa_meta_end(ctx);
1601 }
1602
1603
1604
1605 /**
1606 * When the glDrawPixels() image size is greater than the max rectangle
1607 * texture size we use this function to break the glDrawPixels() image
1608 * into tiles which fit into the max texture size.
1609 */
1610 static void
1611 tiled_draw_pixels(GLcontext *ctx,
1612 GLint tileSize,
1613 GLint x, GLint y, GLsizei width, GLsizei height,
1614 GLenum format, GLenum type,
1615 const struct gl_pixelstore_attrib *unpack,
1616 const GLvoid *pixels)
1617 {
1618 struct gl_pixelstore_attrib tileUnpack = *unpack;
1619 GLint i, j;
1620
1621 if (tileUnpack.RowLength == 0)
1622 tileUnpack.RowLength = width;
1623
1624 for (i = 0; i < width; i += tileSize) {
1625 const GLint tileWidth = MIN2(tileSize, width - i);
1626 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1627
1628 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1629
1630 for (j = 0; j < height; j += tileSize) {
1631 const GLint tileHeight = MIN2(tileSize, height - j);
1632 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1633
1634 tileUnpack.SkipRows = unpack->SkipRows + j;
1635
1636 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1637 format, type, &tileUnpack, pixels);
1638 }
1639 }
1640 }
1641
1642
1643 /**
1644 * One-time init for drawing stencil pixels.
1645 */
1646 static void
1647 init_draw_stencil_pixels(GLcontext *ctx)
1648 {
1649 /* This program is run eight times, once for each stencil bit.
1650 * The stencil values to draw are found in an 8-bit alpha texture.
1651 * We read the texture/stencil value and test if bit 'b' is set.
1652 * If the bit is not set, use KIL to kill the fragment.
1653 * Finally, we use the stencil test to update the stencil buffer.
1654 *
1655 * The basic algorithm for checking if a bit is set is:
1656 * if (is_odd(value / (1 << bit)))
1657 * result is one (or non-zero).
1658 * else
1659 * result is zero.
1660 * The program parameter contains three values:
1661 * parm.x = 255 / (1 << bit)
1662 * parm.y = 0.5
1663 * parm.z = 0.0
1664 */
1665 static const char *program =
1666 "!!ARBfp1.0\n"
1667 "PARAM parm = program.local[0]; \n"
1668 "TEMP t; \n"
1669 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
1670 "# t = t * 255 / bit \n"
1671 "MUL t.x, t.a, parm.x; \n"
1672 "# t = (int) t \n"
1673 "FRC t.y, t.x; \n"
1674 "SUB t.x, t.x, t.y; \n"
1675 "# t = t * 0.5 \n"
1676 "MUL t.x, t.x, parm.y; \n"
1677 "# t = fract(t.x) \n"
1678 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
1679 "# t.x = (t.x == 0 ? 1 : 0) \n"
1680 "SGE t.x, -t.x, parm.z; \n"
1681 "KIL -t.x; \n"
1682 "# for debug only \n"
1683 "#MOV result.color, t.x; \n"
1684 "END \n";
1685 char program2[1000];
1686 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
1687 struct temp_texture *tex = get_temp_texture(ctx);
1688 const char *texTarget;
1689
1690 assert(drawpix->StencilFP == 0);
1691
1692 /* replace %s with "RECT" or "2D" */
1693 assert(strlen(program) + 4 < sizeof(program2));
1694 if (tex->Target == GL_TEXTURE_RECTANGLE)
1695 texTarget = "RECT";
1696 else
1697 texTarget = "2D";
1698 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
1699
1700 _mesa_GenPrograms(1, &drawpix->StencilFP);
1701 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
1702 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1703 strlen(program2), (const GLubyte *) program2);
1704 }
1705
1706
1707 /**
1708 * One-time init for drawing depth pixels.
1709 */
1710 static void
1711 init_draw_depth_pixels(GLcontext *ctx)
1712 {
1713 static const char *program =
1714 "!!ARBfp1.0\n"
1715 "PARAM color = program.local[0]; \n"
1716 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1717 "MOV result.color, color; \n"
1718 "END \n";
1719 char program2[200];
1720 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
1721 struct temp_texture *tex = get_temp_texture(ctx);
1722 const char *texTarget;
1723
1724 assert(drawpix->DepthFP == 0);
1725
1726 /* replace %s with "RECT" or "2D" */
1727 assert(strlen(program) + 4 < sizeof(program2));
1728 if (tex->Target == GL_TEXTURE_RECTANGLE)
1729 texTarget = "RECT";
1730 else
1731 texTarget = "2D";
1732 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
1733
1734 _mesa_GenPrograms(1, &drawpix->DepthFP);
1735 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
1736 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1737 strlen(program2), (const GLubyte *) program2);
1738 }
1739
1740
1741 /**
1742 * Meta implementation of ctx->Driver.DrawPixels() in terms
1743 * of texture mapping and polygon rendering.
1744 */
1745 void
1746 _mesa_meta_DrawPixels(GLcontext *ctx,
1747 GLint x, GLint y, GLsizei width, GLsizei height,
1748 GLenum format, GLenum type,
1749 const struct gl_pixelstore_attrib *unpack,
1750 const GLvoid *pixels)
1751 {
1752 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
1753 struct temp_texture *tex = get_temp_texture(ctx);
1754 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
1755 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
1756 struct vertex {
1757 GLfloat x, y, z, s, t;
1758 };
1759 struct vertex verts[4];
1760 GLenum texIntFormat;
1761 GLboolean fallback, newTex;
1762 GLbitfield metaExtraSave = 0x0;
1763 GLuint vbo;
1764
1765 /*
1766 * Determine if we can do the glDrawPixels with texture mapping.
1767 */
1768 fallback = GL_FALSE;
1769 if (ctx->_ImageTransferState ||
1770 ctx->Fog.Enabled) {
1771 fallback = GL_TRUE;
1772 }
1773
1774 if (_mesa_is_color_format(format)) {
1775 /* use more compact format when possible */
1776 /* XXX disable special case for GL_LUMINANCE for now to work around
1777 * apparent i965 driver bug (see bug #23670).
1778 */
1779 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
1780 texIntFormat = format;
1781 else
1782 texIntFormat = GL_RGBA;
1783 }
1784 else if (_mesa_is_stencil_format(format)) {
1785 if (ctx->Extensions.ARB_fragment_program &&
1786 ctx->Pixel.IndexShift == 0 &&
1787 ctx->Pixel.IndexOffset == 0 &&
1788 type == GL_UNSIGNED_BYTE) {
1789 /* We'll store stencil as alpha. This only works for GLubyte
1790 * image data because of how incoming values are mapped to alpha
1791 * in [0,1].
1792 */
1793 texIntFormat = GL_ALPHA;
1794 metaExtraSave = (META_COLOR_MASK |
1795 META_DEPTH_TEST |
1796 META_SHADER |
1797 META_STENCIL_TEST);
1798 }
1799 else {
1800 fallback = GL_TRUE;
1801 }
1802 }
1803 else if (_mesa_is_depth_format(format)) {
1804 if (ctx->Extensions.ARB_depth_texture &&
1805 ctx->Extensions.ARB_fragment_program) {
1806 texIntFormat = GL_DEPTH_COMPONENT;
1807 metaExtraSave = (META_SHADER);
1808 }
1809 else {
1810 fallback = GL_TRUE;
1811 }
1812 }
1813 else {
1814 fallback = GL_TRUE;
1815 }
1816
1817 if (fallback) {
1818 _swrast_DrawPixels(ctx, x, y, width, height,
1819 format, type, unpack, pixels);
1820 return;
1821 }
1822
1823 /*
1824 * Check image size against max texture size, draw as tiles if needed.
1825 */
1826 if (width > tex->MaxSize || height > tex->MaxSize) {
1827 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
1828 format, type, unpack, pixels);
1829 return;
1830 }
1831
1832 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
1833 * but a there's a few things we need to override:
1834 */
1835 _mesa_meta_begin(ctx, (META_RASTERIZATION |
1836 META_SHADER |
1837 META_TEXTURE |
1838 META_TRANSFORM |
1839 META_VERTEX |
1840 META_VIEWPORT |
1841 metaExtraSave));
1842
1843 newTex = alloc_texture(tex, width, height, texIntFormat);
1844
1845 /* vertex positions, texcoords (after texture allocation!) */
1846 {
1847 const GLfloat x0 = (GLfloat) x;
1848 const GLfloat y0 = (GLfloat) y;
1849 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
1850 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
1851 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1852
1853 verts[0].x = x0;
1854 verts[0].y = y0;
1855 verts[0].z = z;
1856 verts[0].s = 0.0F;
1857 verts[0].t = 0.0F;
1858 verts[1].x = x1;
1859 verts[1].y = y0;
1860 verts[1].z = z;
1861 verts[1].s = tex->Sright;
1862 verts[1].t = 0.0F;
1863 verts[2].x = x1;
1864 verts[2].y = y1;
1865 verts[2].z = z;
1866 verts[2].s = tex->Sright;
1867 verts[2].t = tex->Ttop;
1868 verts[3].x = x0;
1869 verts[3].y = y1;
1870 verts[3].z = z;
1871 verts[3].s = 0.0F;
1872 verts[3].t = tex->Ttop;
1873 }
1874
1875 if (drawpix->ArrayObj == 0) {
1876 /* one-time setup: create vertex array object */
1877 _mesa_GenVertexArrays(1, &drawpix->ArrayObj);
1878 }
1879 _mesa_BindVertexArray(drawpix->ArrayObj);
1880
1881 /* create vertex array buffer */
1882 _mesa_GenBuffersARB(1, &vbo);
1883 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, vbo);
1884 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
1885 verts, GL_DYNAMIC_DRAW_ARB);
1886
1887 /* setup vertex arrays */
1888 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
1889 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
1890 _mesa_EnableClientState(GL_VERTEX_ARRAY);
1891 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
1892
1893 /* set given unpack params */
1894 ctx->Unpack = *unpack;
1895
1896 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1897
1898 if (_mesa_is_stencil_format(format)) {
1899 /* Drawing stencil */
1900 GLint bit;
1901
1902 if (!drawpix->StencilFP)
1903 init_draw_stencil_pixels(ctx);
1904
1905 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
1906 GL_ALPHA, type, pixels);
1907
1908 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1909
1910 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1911
1912 /* set all stencil bits to 0 */
1913 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
1914 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
1915 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1916
1917 /* set stencil bits to 1 where needed */
1918 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
1919
1920 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
1921 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
1922
1923 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
1924 const GLuint mask = 1 << bit;
1925 if (mask & origStencilMask) {
1926 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
1927 _mesa_StencilMask(mask);
1928
1929 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
1930 255.0 / mask, 0.5, 0.0, 0.0);
1931
1932 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1933 }
1934 }
1935 }
1936 else if (_mesa_is_depth_format(format)) {
1937 /* Drawing depth */
1938 if (!drawpix->DepthFP)
1939 init_draw_depth_pixels(ctx);
1940
1941 _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
1942 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
1943
1944 /* polygon color = current raster color */
1945 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
1946 ctx->Current.RasterColor);
1947
1948 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
1949 format, type, pixels);
1950
1951 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1952 }
1953 else {
1954 /* Drawing RGBA */
1955 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
1956 format, type, pixels);
1957 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1958 }
1959
1960 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1961
1962 _mesa_DeleteBuffersARB(1, &vbo);
1963
1964 /* restore unpack params */
1965 ctx->Unpack = unpackSave;
1966
1967 _mesa_meta_end(ctx);
1968 }
1969
1970
1971 /**
1972 * Do glBitmap with a alpha texture quad. Use the alpha test to
1973 * cull the 'off' bits. If alpha test is already enabled, fall back
1974 * to swrast (should be a rare case).
1975 * A bitmap cache as in the gallium/mesa state tracker would
1976 * improve performance a lot.
1977 */
1978 void
1979 _mesa_meta_Bitmap(GLcontext *ctx,
1980 GLint x, GLint y, GLsizei width, GLsizei height,
1981 const struct gl_pixelstore_attrib *unpack,
1982 const GLubyte *bitmap1)
1983 {
1984 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
1985 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
1986 const GLenum texIntFormat = GL_ALPHA;
1987 const struct gl_pixelstore_attrib unpackSave = *unpack;
1988 struct vertex {
1989 GLfloat x, y, z, s, t, r, g, b, a;
1990 };
1991 struct vertex verts[4];
1992 GLboolean newTex;
1993 GLubyte *bitmap8;
1994
1995 /*
1996 * Check if swrast fallback is needed.
1997 */
1998 if (ctx->_ImageTransferState ||
1999 ctx->Color.AlphaEnabled ||
2000 ctx->Fog.Enabled ||
2001 ctx->Texture._EnabledUnits ||
2002 width > tex->MaxSize ||
2003 height > tex->MaxSize) {
2004 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2005 return;
2006 }
2007
2008 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2009 * but a there's a few things we need to override:
2010 */
2011 _mesa_meta_begin(ctx, (META_ALPHA_TEST |
2012 META_PIXEL_STORE |
2013 META_RASTERIZATION |
2014 META_SHADER |
2015 META_TEXTURE |
2016 META_TRANSFORM |
2017 META_VERTEX |
2018 META_VIEWPORT));
2019
2020 if (bitmap->ArrayObj == 0) {
2021 /* one-time setup */
2022
2023 /* create vertex array object */
2024 _mesa_GenVertexArraysAPPLE(1, &bitmap->ArrayObj);
2025 _mesa_BindVertexArrayAPPLE(bitmap->ArrayObj);
2026
2027 /* create vertex array buffer */
2028 _mesa_GenBuffersARB(1, &bitmap->VBO);
2029 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2030 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2031 NULL, GL_DYNAMIC_DRAW_ARB);
2032
2033 /* setup vertex arrays */
2034 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2035 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2036 _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
2037 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2038 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2039 _mesa_EnableClientState(GL_COLOR_ARRAY);
2040 }
2041 else {
2042 _mesa_BindVertexArray(bitmap->ArrayObj);
2043 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
2044 }
2045
2046 newTex = alloc_texture(tex, width, height, texIntFormat);
2047
2048 /* vertex positions, texcoords, colors (after texture allocation!) */
2049 {
2050 const GLfloat x0 = (GLfloat) x;
2051 const GLfloat y0 = (GLfloat) y;
2052 const GLfloat x1 = (GLfloat) (x + width);
2053 const GLfloat y1 = (GLfloat) (y + height);
2054 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2055 GLuint i;
2056
2057 verts[0].x = x0;
2058 verts[0].y = y0;
2059 verts[0].z = z;
2060 verts[0].s = 0.0F;
2061 verts[0].t = 0.0F;
2062 verts[1].x = x1;
2063 verts[1].y = y0;
2064 verts[1].z = z;
2065 verts[1].s = tex->Sright;
2066 verts[1].t = 0.0F;
2067 verts[2].x = x1;
2068 verts[2].y = y1;
2069 verts[2].z = z;
2070 verts[2].s = tex->Sright;
2071 verts[2].t = tex->Ttop;
2072 verts[3].x = x0;
2073 verts[3].y = y1;
2074 verts[3].z = z;
2075 verts[3].s = 0.0F;
2076 verts[3].t = tex->Ttop;
2077
2078 for (i = 0; i < 4; i++) {
2079 verts[i].r = ctx->Current.RasterColor[0];
2080 verts[i].g = ctx->Current.RasterColor[1];
2081 verts[i].b = ctx->Current.RasterColor[2];
2082 verts[i].a = ctx->Current.RasterColor[3];
2083 }
2084
2085 /* upload new vertex data */
2086 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2087 }
2088
2089 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2090 if (!bitmap1) {
2091 _mesa_meta_end(ctx);
2092 return;
2093 }
2094
2095 bitmap8 = (GLubyte *) calloc(1, width * height);
2096 if (bitmap8) {
2097 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2098 bitmap8, width, 0xff);
2099
2100 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2101
2102 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2103 _mesa_AlphaFunc(GL_GREATER, 0.0);
2104
2105 setup_drawpix_texture(ctx, tex, newTex, texIntFormat, width, height,
2106 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2107
2108 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2109
2110 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2111
2112 free(bitmap8);
2113 }
2114
2115 _mesa_unmap_pbo_source(ctx, &unpackSave);
2116
2117 _mesa_meta_end(ctx);
2118 }
2119
2120
2121 /**
2122 * Check if the call to _mesa_meta_GenerateMipmap() will require a
2123 * software fallback. The fallback path will require that the texture
2124 * images are mapped.
2125 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
2126 */
2127 GLboolean
2128 _mesa_meta_check_generate_mipmap_fallback(GLcontext *ctx, GLenum target,
2129 struct gl_texture_object *texObj)
2130 {
2131 const GLuint fboSave = ctx->DrawBuffer->Name;
2132 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
2133 struct gl_texture_image *baseImage;
2134 GLuint srcLevel;
2135 GLenum status;
2136
2137 /* check for fallbacks */
2138 if (!ctx->Extensions.EXT_framebuffer_object ||
2139 target == GL_TEXTURE_3D) {
2140 return GL_TRUE;
2141 }
2142
2143 srcLevel = texObj->BaseLevel;
2144 baseImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
2145 if (!baseImage || _mesa_is_format_compressed(baseImage->TexFormat)) {
2146 return GL_TRUE;
2147 }
2148
2149 /*
2150 * Test that we can actually render in the texture's format.
2151 */
2152 if (!mipmap->FBO)
2153 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
2154 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
2155
2156 if (target == GL_TEXTURE_1D) {
2157 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
2158 GL_COLOR_ATTACHMENT0_EXT,
2159 target, texObj->Name, srcLevel);
2160 }
2161 #if 0
2162 /* other work is needed to enable 3D mipmap generation */
2163 else if (target == GL_TEXTURE_3D) {
2164 GLint zoffset = 0;
2165 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
2166 GL_COLOR_ATTACHMENT0_EXT,
2167 target, texObj->Name, srcLevel, zoffset);
2168 }
2169 #endif
2170 else {
2171 /* 2D / cube */
2172 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
2173 GL_COLOR_ATTACHMENT0_EXT,
2174 target, texObj->Name, srcLevel);
2175 }
2176
2177 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
2178
2179 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
2180
2181 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
2182 return GL_TRUE;
2183 }
2184
2185 return GL_FALSE;
2186 }
2187
2188
2189 /**
2190 * Called via ctx->Driver.GenerateMipmap()
2191 * Note: texture borders and 3D texture support not yet complete.
2192 */
2193 void
2194 _mesa_meta_GenerateMipmap(GLcontext *ctx, GLenum target,
2195 struct gl_texture_object *texObj)
2196 {
2197 struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
2198 struct vertex {
2199 GLfloat x, y, s, t, r;
2200 };
2201 struct vertex verts[4];
2202 const GLuint baseLevel = texObj->BaseLevel;
2203 const GLuint maxLevel = texObj->MaxLevel;
2204 const GLenum minFilterSave = texObj->MinFilter;
2205 const GLenum magFilterSave = texObj->MagFilter;
2206 const GLint baseLevelSave = texObj->BaseLevel;
2207 const GLint maxLevelSave = texObj->MaxLevel;
2208 const GLboolean genMipmapSave = texObj->GenerateMipmap;
2209 const GLenum wrapSSave = texObj->WrapS;
2210 const GLenum wrapTSave = texObj->WrapT;
2211 const GLenum wrapRSave = texObj->WrapR;
2212 const GLuint fboSave = ctx->DrawBuffer->Name;
2213 const GLuint original_active_unit = ctx->Texture.CurrentUnit;
2214 GLenum faceTarget;
2215 GLuint dstLevel;
2216 GLuint border = 0;
2217
2218 if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
2219 _mesa_generate_mipmap(ctx, target, texObj);
2220 return;
2221 }
2222
2223 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
2224 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
2225 faceTarget = target;
2226 target = GL_TEXTURE_CUBE_MAP;
2227 }
2228 else {
2229 faceTarget = target;
2230 }
2231
2232 _mesa_meta_begin(ctx, META_ALL);
2233
2234 if (original_active_unit != 0)
2235 _mesa_BindTexture(target, texObj->Name);
2236
2237 if (mipmap->ArrayObj == 0) {
2238 /* one-time setup */
2239
2240 /* create vertex array object */
2241 _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
2242 _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
2243
2244 /* create vertex array buffer */
2245 _mesa_GenBuffersARB(1, &mipmap->VBO);
2246 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
2247 _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2248 NULL, GL_DYNAMIC_DRAW_ARB);
2249
2250 /* setup vertex arrays */
2251 _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
2252 _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
2253 _mesa_EnableClientState(GL_VERTEX_ARRAY);
2254 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
2255 }
2256 else {
2257 _mesa_BindVertexArray(mipmap->ArrayObj);
2258 _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
2259 }
2260
2261 if (!mipmap->FBO) {
2262 _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
2263 }
2264 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
2265
2266 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2267 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2268 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
2269 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2270 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2271 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2272
2273 _mesa_set_enable(ctx, target, GL_TRUE);
2274
2275 /* setup texcoords once (XXX what about border?) */
2276 switch (faceTarget) {
2277 case GL_TEXTURE_1D:
2278 case GL_TEXTURE_2D:
2279 verts[0].s = 0.0F;
2280 verts[0].t = 0.0F;
2281 verts[0].r = 0.0F;
2282 verts[1].s = 1.0F;
2283 verts[1].t = 0.0F;
2284 verts[1].r = 0.0F;
2285 verts[2].s = 1.0F;
2286 verts[2].t = 1.0F;
2287 verts[2].r = 0.0F;
2288 verts[3].s = 0.0F;
2289 verts[3].t = 1.0F;
2290 verts[3].r = 0.0F;
2291 break;
2292 case GL_TEXTURE_3D:
2293 abort();
2294 break;
2295 default:
2296 /* cube face */
2297 {
2298 static const GLfloat st[4][2] = {
2299 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2300 };
2301 GLuint i;
2302
2303 /* loop over quad verts */
2304 for (i = 0; i < 4; i++) {
2305 /* Compute sc = +/-scale and tc = +/-scale.
2306 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2307 * though that can still sometimes happen with this scale factor...
2308 */
2309 const GLfloat scale = 0.9999f;
2310 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2311 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2312
2313 switch (faceTarget) {
2314 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2315 verts[i].s = 1.0f;
2316 verts[i].t = -tc;
2317 verts[i].r = -sc;
2318 break;
2319 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2320 verts[i].s = -1.0f;
2321 verts[i].t = -tc;
2322 verts[i].r = sc;
2323 break;
2324 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2325 verts[i].s = sc;
2326 verts[i].t = 1.0f;
2327 verts[i].r = tc;
2328 break;
2329 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2330 verts[i].s = sc;
2331 verts[i].t = -1.0f;
2332 verts[i].r = -tc;
2333 break;
2334 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2335 verts[i].s = sc;
2336 verts[i].t = -tc;
2337 verts[i].r = 1.0f;
2338 break;
2339 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2340 verts[i].s = -sc;
2341 verts[i].t = -tc;
2342 verts[i].r = -1.0f;
2343 break;
2344 default:
2345 assert(0);
2346 }
2347 }
2348 }
2349 }
2350
2351 _mesa_set_enable(ctx, target, GL_TRUE);
2352
2353 /* setup vertex positions */
2354 {
2355 verts[0].x = 0.0F;
2356 verts[0].y = 0.0F;
2357 verts[1].x = 1.0F;
2358 verts[1].y = 0.0F;
2359 verts[2].x = 1.0F;
2360 verts[2].y = 1.0F;
2361 verts[3].x = 0.0F;
2362 verts[3].y = 1.0F;
2363
2364 /* upload new vertex data */
2365 _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2366 }
2367
2368 /* setup projection matrix */
2369 _mesa_MatrixMode(GL_PROJECTION);
2370 _mesa_LoadIdentity();
2371 _mesa_Ortho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
2372
2373 /* texture is already locked, unlock now */
2374 _mesa_unlock_texture(ctx, texObj);
2375
2376 for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
2377 const struct gl_texture_image *srcImage;
2378 const GLuint srcLevel = dstLevel - 1;
2379 GLsizei srcWidth, srcHeight, srcDepth;
2380 GLsizei dstWidth, dstHeight, dstDepth;
2381 GLenum status;
2382
2383 srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
2384 assert(srcImage->Border == 0); /* XXX we can fix this */
2385
2386 /* src size w/out border */
2387 srcWidth = srcImage->Width - 2 * border;
2388 srcHeight = srcImage->Height - 2 * border;
2389 srcDepth = srcImage->Depth - 2 * border;
2390
2391 /* new dst size w/ border */
2392 dstWidth = MAX2(1, srcWidth / 2) + 2 * border;
2393 dstHeight = MAX2(1, srcHeight / 2) + 2 * border;
2394 dstDepth = MAX2(1, srcDepth / 2) + 2 * border;
2395
2396 if (dstWidth == srcImage->Width &&
2397 dstHeight == srcImage->Height &&
2398 dstDepth == srcImage->Depth) {
2399 /* all done */
2400 break;
2401 }
2402
2403 /* Set MaxLevel large enough to hold the new level when we allocate it */
2404 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
2405
2406 /* Create empty dest image */
2407 if (target == GL_TEXTURE_1D) {
2408 _mesa_TexImage1D(target, dstLevel, srcImage->InternalFormat,
2409 dstWidth, border,
2410 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2411 }
2412 else if (target == GL_TEXTURE_3D) {
2413 _mesa_TexImage3D(target, dstLevel, srcImage->InternalFormat,
2414 dstWidth, dstHeight, dstDepth, border,
2415 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2416 }
2417 else {
2418 /* 2D or cube */
2419 _mesa_TexImage2D(faceTarget, dstLevel, srcImage->InternalFormat,
2420 dstWidth, dstHeight, border,
2421 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2422
2423 if (target == GL_TEXTURE_CUBE_MAP) {
2424 /* If texturing from a cube, we need to make sure all src faces
2425 * have been defined (even if we're not sampling from them.)
2426 * Otherwise the texture object will be 'incomplete' and
2427 * texturing from it will not be allowed.
2428 */
2429 GLuint face;
2430 for (face = 0; face < 6; face++) {
2431 if (!texObj->Image[face][srcLevel] ||
2432 texObj->Image[face][srcLevel]->Width != srcWidth) {
2433 _mesa_TexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
2434 srcLevel, srcImage->InternalFormat,
2435 srcWidth, srcHeight, border,
2436 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2437 }
2438 }
2439 }
2440 }
2441
2442 /* limit sampling to src level */
2443 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
2444 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
2445
2446 /* Set to draw into the current dstLevel */
2447 if (target == GL_TEXTURE_1D) {
2448 _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
2449 GL_COLOR_ATTACHMENT0_EXT,
2450 target,
2451 texObj->Name,
2452 dstLevel);
2453 }
2454 else if (target == GL_TEXTURE_3D) {
2455 GLint zoffset = 0; /* XXX unfinished */
2456 _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
2457 GL_COLOR_ATTACHMENT0_EXT,
2458 target,
2459 texObj->Name,
2460 dstLevel, zoffset);
2461 }
2462 else {
2463 /* 2D / cube */
2464 _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
2465 GL_COLOR_ATTACHMENT0_EXT,
2466 faceTarget,
2467 texObj->Name,
2468 dstLevel);
2469 }
2470
2471 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
2472
2473 /* sanity check */
2474 status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
2475 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
2476 abort();
2477 break;
2478 }
2479
2480 assert(dstWidth == ctx->DrawBuffer->Width);
2481 assert(dstHeight == ctx->DrawBuffer->Height);
2482
2483 /* setup viewport */
2484 _mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight);
2485
2486 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2487 }
2488
2489 _mesa_lock_texture(ctx, texObj); /* relock */
2490
2491 _mesa_meta_end(ctx);
2492
2493 _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
2494 _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
2495 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
2496 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
2497 _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
2498 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
2499 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
2500 _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, wrapRSave);
2501
2502 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
2503 }
2504
2505
2506 /**
2507 * Determine the GL data type to use for the temporary image read with
2508 * ReadPixels() and passed to Tex[Sub]Image().
2509 */
2510 static GLenum
2511 get_temp_image_type(GLcontext *ctx, GLenum baseFormat)
2512 {
2513 switch (baseFormat) {
2514 case GL_RGBA:
2515 case GL_RGB:
2516 case GL_ALPHA:
2517 case GL_LUMINANCE:
2518 case GL_LUMINANCE_ALPHA:
2519 case GL_INTENSITY:
2520 if (ctx->DrawBuffer->Visual.redBits <= 8)
2521 return GL_UNSIGNED_BYTE;
2522 else if (ctx->DrawBuffer->Visual.redBits <= 8)
2523 return GL_UNSIGNED_SHORT;
2524 else
2525 return GL_FLOAT;
2526 case GL_DEPTH_COMPONENT:
2527 return GL_UNSIGNED_INT;
2528 case GL_DEPTH_STENCIL:
2529 return GL_UNSIGNED_INT_24_8;
2530 default:
2531 _mesa_problem(ctx, "Unexpected format in get_temp_image_type()");
2532 return 0;
2533 }
2534 }
2535
2536
2537 /**
2538 * Helper for _mesa_meta_CopyTexImage1/2D() functions.
2539 * Have to be careful with locking and meta state for pixel transfer.
2540 */
2541 static void
2542 copy_tex_image(GLcontext *ctx, GLuint dims, GLenum target, GLint level,
2543 GLenum internalFormat, GLint x, GLint y,
2544 GLsizei width, GLsizei height, GLint border)
2545 {
2546 struct gl_texture_object *texObj;
2547 struct gl_texture_image *texImage;
2548 GLsizei postConvWidth = width, postConvHeight = height;
2549 GLenum format, type;
2550 GLint bpp;
2551 void *buf;
2552
2553 texObj = _mesa_get_current_tex_object(ctx, target);
2554 texImage = _mesa_get_tex_image(ctx, texObj, target, level);
2555
2556 format = _mesa_base_tex_format(ctx, internalFormat);
2557 type = get_temp_image_type(ctx, format);
2558 bpp = _mesa_bytes_per_pixel(format, type);
2559 if (bpp <= 0) {
2560 _mesa_problem(ctx, "Bad bpp in meta copy_tex_image()");
2561 return;
2562 }
2563
2564 /*
2565 * Alloc image buffer (XXX could use a PBO)
2566 */
2567 buf = malloc(width * height * bpp);
2568 if (!buf) {
2569 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage%uD", dims);
2570 return;
2571 }
2572
2573 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
2574
2575 /*
2576 * Read image from framebuffer (disable pixel transfer ops)
2577 */
2578 _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
2579 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2580 format, type, &ctx->Pack, buf);
2581 _mesa_meta_end(ctx);
2582
2583 /*
2584 * Prepare for new texture image size/data
2585 */
2586 #if FEATURE_convolve
2587 if (_mesa_is_color_format(internalFormat)) {
2588 _mesa_adjust_image_for_convolution(ctx, 2,
2589 &postConvWidth, &postConvHeight);
2590 }
2591 #endif
2592
2593 if (texImage->Data) {
2594 ctx->Driver.FreeTexImageData(ctx, texImage);
2595 }
2596
2597 _mesa_init_teximage_fields(ctx, target, texImage,
2598 postConvWidth, postConvHeight, 1,
2599 border, internalFormat);
2600
2601 _mesa_choose_texture_format(ctx, texObj, texImage, target, level,
2602 internalFormat, GL_NONE, GL_NONE);
2603
2604 /*
2605 * Store texture data (with pixel transfer ops)
2606 */
2607 _mesa_meta_begin(ctx, META_PIXEL_STORE);
2608
2609 _mesa_update_state(ctx); /* to update pixel transfer state */
2610
2611 if (target == GL_TEXTURE_1D) {
2612 ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
2613 width, border, format, type,
2614 buf, &ctx->Unpack, texObj, texImage);
2615 }
2616 else {
2617 ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
2618 width, height, border, format, type,
2619 buf, &ctx->Unpack, texObj, texImage);
2620 }
2621 _mesa_meta_end(ctx);
2622
2623 _mesa_lock_texture(ctx, texObj); /* re-lock */
2624
2625 free(buf);
2626 }
2627
2628
2629 void
2630 _mesa_meta_CopyTexImage1D(GLcontext *ctx, GLenum target, GLint level,
2631 GLenum internalFormat, GLint x, GLint y,
2632 GLsizei width, GLint border)
2633 {
2634 copy_tex_image(ctx, 1, target, level, internalFormat, x, y,
2635 width, 1, border);
2636 }
2637
2638
2639 void
2640 _mesa_meta_CopyTexImage2D(GLcontext *ctx, GLenum target, GLint level,
2641 GLenum internalFormat, GLint x, GLint y,
2642 GLsizei width, GLsizei height, GLint border)
2643 {
2644 copy_tex_image(ctx, 2, target, level, internalFormat, x, y,
2645 width, height, border);
2646 }
2647
2648
2649
2650 /**
2651 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2652 * Have to be careful with locking and meta state for pixel transfer.
2653 */
2654 static void
2655 copy_tex_sub_image(GLcontext *ctx, GLuint dims, GLenum target, GLint level,
2656 GLint xoffset, GLint yoffset, GLint zoffset,
2657 GLint x, GLint y,
2658 GLsizei width, GLsizei height)
2659 {
2660 struct gl_texture_object *texObj;
2661 struct gl_texture_image *texImage;
2662 GLenum format, type;
2663 GLint bpp;
2664 void *buf;
2665
2666 texObj = _mesa_get_current_tex_object(ctx, target);
2667 texImage = _mesa_select_tex_image(ctx, texObj, target, level);
2668
2669 format = _mesa_get_format_base_format(texImage->TexFormat);
2670 type = get_temp_image_type(ctx, format);
2671 bpp = _mesa_bytes_per_pixel(format, type);
2672 if (bpp <= 0) {
2673 _mesa_problem(ctx, "Bad bpp in meta copy_tex_sub_image()");
2674 return;
2675 }
2676
2677 /*
2678 * Alloc image buffer (XXX could use a PBO)
2679 */
2680 buf = malloc(width * height * bpp);
2681 if (!buf) {
2682 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2683 return;
2684 }
2685
2686 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
2687
2688 /*
2689 * Read image from framebuffer (disable pixel transfer ops)
2690 */
2691 _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
2692 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2693 format, type, &ctx->Pack, buf);
2694 _mesa_meta_end(ctx);
2695
2696 _mesa_update_state(ctx); /* to update pixel transfer state */
2697
2698 /*
2699 * Store texture data (with pixel transfer ops)
2700 */
2701 _mesa_meta_begin(ctx, META_PIXEL_STORE);
2702 if (target == GL_TEXTURE_1D) {
2703 ctx->Driver.TexSubImage1D(ctx, target, level, xoffset,
2704 width, format, type, buf,
2705 &ctx->Unpack, texObj, texImage);
2706 }
2707 else if (target == GL_TEXTURE_3D) {
2708 ctx->Driver.TexSubImage3D(ctx, target, level, xoffset, yoffset, zoffset,
2709 width, height, 1, format, type, buf,
2710 &ctx->Unpack, texObj, texImage);
2711 }
2712 else {
2713 ctx->Driver.TexSubImage2D(ctx, target, level, xoffset, yoffset,
2714 width, height, format, type, buf,
2715 &ctx->Unpack, texObj, texImage);
2716 }
2717 _mesa_meta_end(ctx);
2718
2719 _mesa_lock_texture(ctx, texObj); /* re-lock */
2720
2721 free(buf);
2722 }
2723
2724
2725 void
2726 _mesa_meta_CopyTexSubImage1D(GLcontext *ctx, GLenum target, GLint level,
2727 GLint xoffset,
2728 GLint x, GLint y, GLsizei width)
2729 {
2730 copy_tex_sub_image(ctx, 1, target, level, xoffset, 0, 0,
2731 x, y, width, 1);
2732 }
2733
2734
2735 void
2736 _mesa_meta_CopyTexSubImage2D(GLcontext *ctx, GLenum target, GLint level,
2737 GLint xoffset, GLint yoffset,
2738 GLint x, GLint y,
2739 GLsizei width, GLsizei height)
2740 {
2741 copy_tex_sub_image(ctx, 2, target, level, xoffset, yoffset, 0,
2742 x, y, width, height);
2743 }
2744
2745
2746 void
2747 _mesa_meta_CopyTexSubImage3D(GLcontext *ctx, GLenum target, GLint level,
2748 GLint xoffset, GLint yoffset, GLint zoffset,
2749 GLint x, GLint y,
2750 GLsizei width, GLsizei height)
2751 {
2752 copy_tex_sub_image(ctx, 3, target, level, xoffset, yoffset, zoffset,
2753 x, y, width, height);
2754 }
2755
2756
2757 void
2758 _mesa_meta_CopyColorTable(GLcontext *ctx,
2759 GLenum target, GLenum internalformat,
2760 GLint x, GLint y, GLsizei width)
2761 {
2762 GLfloat *buf;
2763
2764 buf = (GLfloat *) malloc(width * 4 * sizeof(GLfloat));
2765 if (!buf) {
2766 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyColorTable");
2767 return;
2768 }
2769
2770 /*
2771 * Read image from framebuffer (disable pixel transfer ops)
2772 */
2773 _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
2774 ctx->Driver.ReadPixels(ctx, x, y, width, 1,
2775 GL_RGBA, GL_FLOAT, &ctx->Pack, buf);
2776
2777 _mesa_ColorTable(target, internalformat, width, GL_RGBA, GL_FLOAT, buf);
2778
2779 _mesa_meta_end(ctx);
2780
2781 free(buf);
2782 }
2783
2784
2785 void
2786 _mesa_meta_CopyColorSubTable(GLcontext *ctx,GLenum target, GLsizei start,
2787 GLint x, GLint y, GLsizei width)
2788 {
2789 GLfloat *buf;
2790
2791 buf = (GLfloat *) malloc(width * 4 * sizeof(GLfloat));
2792 if (!buf) {
2793 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyColorSubTable");
2794 return;
2795 }
2796
2797 /*
2798 * Read image from framebuffer (disable pixel transfer ops)
2799 */
2800 _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
2801 ctx->Driver.ReadPixels(ctx, x, y, width, 1,
2802 GL_RGBA, GL_FLOAT, &ctx->Pack, buf);
2803
2804 _mesa_ColorSubTable(target, start, width, GL_RGBA, GL_FLOAT, buf);
2805
2806 _mesa_meta_end(ctx);
2807
2808 free(buf);
2809 }
2810
2811
2812 void
2813 _mesa_meta_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target,
2814 GLenum internalFormat,
2815 GLint x, GLint y, GLsizei width)
2816 {
2817 GLfloat *buf;
2818
2819 buf = (GLfloat *) malloc(width * 4 * sizeof(GLfloat));
2820 if (!buf) {
2821 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyConvolutionFilter2D");
2822 return;
2823 }
2824
2825 /*
2826 * Read image from framebuffer (disable pixel transfer ops)
2827 */
2828 _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
2829 _mesa_update_state(ctx);
2830 ctx->Driver.ReadPixels(ctx, x, y, width, 1,
2831 GL_RGBA, GL_FLOAT, &ctx->Pack, buf);
2832
2833 _mesa_ConvolutionFilter1D(target, internalFormat, width,
2834 GL_RGBA, GL_FLOAT, buf);
2835
2836 _mesa_meta_end(ctx);
2837
2838 free(buf);
2839 }
2840
2841
2842 void
2843 _mesa_meta_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target,
2844 GLenum internalFormat, GLint x, GLint y,
2845 GLsizei width, GLsizei height)
2846 {
2847 GLfloat *buf;
2848
2849 buf = (GLfloat *) malloc(width * height * 4 * sizeof(GLfloat));
2850 if (!buf) {
2851 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyConvolutionFilter2D");
2852 return;
2853 }
2854
2855 /*
2856 * Read image from framebuffer (disable pixel transfer ops)
2857 */
2858 _mesa_meta_begin(ctx, META_PIXEL_STORE | META_PIXEL_TRANSFER);
2859 _mesa_update_state(ctx);
2860
2861 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2862 GL_RGBA, GL_FLOAT, &ctx->Pack, buf);
2863
2864 _mesa_ConvolutionFilter2D(target, internalFormat, width, height,
2865 GL_RGBA, GL_FLOAT, buf);
2866
2867 _mesa_meta_end(ctx);
2868
2869 free(buf);
2870 }