2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/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"
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"
91 /** Return offset in bytes of the field within a vertex struct */
92 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
95 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
97 static struct blit_shader
*
98 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
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
);
109 _mesa_meta_framebuffer_texture_image(struct gl_context
*ctx
,
110 struct gl_framebuffer
*fb
,
112 struct gl_texture_image
*texImage
,
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
121 _mesa_framebuffer_texture(ctx
, fb
, attachment
, texObj
, texTarget
,
122 level
, layer
, false, __func__
);
125 static struct gl_shader
*
126 meta_compile_shader_with_debug(struct gl_context
*ctx
, gl_shader_stage stage
,
127 const GLcharARB
*source
)
129 const GLuint name
= ~0;
130 struct gl_shader
*sh
;
132 sh
= _mesa_new_shader(ctx
, name
, stage
);
133 sh
->Source
= strdup(source
);
134 sh
->CompileStatus
= false;
135 _mesa_compile_shader(ctx
, sh
);
137 if (!sh
->CompileStatus
) {
140 "meta program compile failed:\n%s\nsource:\n%s\n",
141 sh
->InfoLog
, source
);
144 _mesa_reference_shader(ctx
, &sh
, NULL
);
151 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
,
152 struct gl_shader_program
*sh_prog
)
154 _mesa_link_program(ctx
, sh_prog
);
156 if (!sh_prog
->LinkStatus
) {
157 _mesa_problem(ctx
, "meta program link failed:\n%s", sh_prog
->InfoLog
);
162 _mesa_meta_use_program(struct gl_context
*ctx
,
163 struct gl_shader_program
*sh_prog
)
165 /* Attach shader state to the binding point */
166 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
, &ctx
->Shader
);
168 /* Update the program */
169 _mesa_use_program(ctx
, sh_prog
);
173 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
174 const char *vs_source
,
175 const char *fs_source
,
177 struct gl_shader_program
**out_sh_prog
)
179 struct gl_shader_program
*sh_prog
;
180 const GLuint id
= ~0;
182 sh_prog
= _mesa_new_shader_program(id
);
183 sh_prog
->Label
= strdup(name
);
184 sh_prog
->NumShaders
= 2;
185 sh_prog
->Shaders
= malloc(2 * sizeof(struct gl_shader
*));
186 sh_prog
->Shaders
[0] =
187 meta_compile_shader_with_debug(ctx
, MESA_SHADER_VERTEX
, vs_source
);
188 sh_prog
->Shaders
[1] =
189 meta_compile_shader_with_debug(ctx
, MESA_SHADER_FRAGMENT
, fs_source
);
191 _mesa_meta_link_program_with_debug(ctx
, sh_prog
);
193 _mesa_meta_use_program(ctx
, sh_prog
);
195 *out_sh_prog
= sh_prog
;
199 * Generate a generic shader to blit from a texture to a framebuffer
201 * \param ctx Current GL context
202 * \param texTarget Texture target that will be the source of the blit
204 * \returns a handle to a shader program on success or zero on failure.
207 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
210 struct blit_shader_table
*table
)
212 char *vs_source
, *fs_source
;
213 struct blit_shader
*shader
= choose_blit_shader(target
, table
);
214 const char *fs_input
, *vs_preprocess
, *fs_preprocess
;
217 if (ctx
->Const
.GLSLVersion
< 130) {
219 fs_preprocess
= "#extension GL_EXT_texture_array : enable";
220 fs_input
= "varying";
222 vs_preprocess
= "#version 130";
223 fs_preprocess
= "#version 130";
225 shader
->func
= "texture";
228 assert(shader
!= NULL
);
230 if (shader
->shader_prog
!= NULL
) {
231 _mesa_meta_use_program(ctx
, shader
->shader_prog
);
235 mem_ctx
= ralloc_context(NULL
);
237 vs_source
= ralloc_asprintf(mem_ctx
,
239 "#extension GL_ARB_explicit_attrib_location: enable\n"
240 "layout(location = 0) in vec2 position;\n"
241 "layout(location = 1) in vec4 textureCoords;\n"
242 "out vec4 texCoords;\n"
245 " texCoords = textureCoords;\n"
246 " gl_Position = vec4(position, 0.0, 1.0);\n"
250 fs_source
= ralloc_asprintf(mem_ctx
,
252 "#extension GL_ARB_texture_cube_map_array: enable\n"
253 "uniform %s texSampler;\n"
254 "%s vec4 texCoords;\n"
257 " gl_FragColor = %s(texSampler, %s);\n"
260 fs_preprocess
, shader
->type
, fs_input
,
261 shader
->func
, shader
->texcoords
,
262 do_depth
? " gl_FragDepth = gl_FragColor.x;\n" : "");
264 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
265 ralloc_asprintf(mem_ctx
, "%s blit",
267 &shader
->shader_prog
);
268 ralloc_free(mem_ctx
);
272 * Configure vertex buffer and vertex array objects for tests
274 * Regardless of whether a new VAO is created, the object referenced by \c VAO
275 * will be bound into the GL state vector when this function terminates. The
276 * object referenced by \c VBO will \b not be bound.
278 * \param VAO Storage for vertex array object handle. If 0, a new VAO
280 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
281 * will be created. The new VBO will have storage for 4
282 * \c vertex structures.
283 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
284 * or should traditional, fixed-function color and texture
285 * coordinate be used?
286 * \param vertex_size Number of components for attribute 0 / vertex.
287 * \param texcoord_size Number of components for attribute 1 / texture
288 * coordinate. If this is 0, attribute 1 will not be set or
290 * \param color_size Number of components for attribute 1 / primary color.
291 * If this is 0, attribute 1 will not be set or enabled.
293 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
294 * Use \c texcoord_size instead.
297 _mesa_meta_setup_vertex_objects(struct gl_context
*ctx
,
298 GLuint
*VAO
, struct gl_buffer_object
**buf_obj
,
299 bool use_generic_attributes
,
300 unsigned vertex_size
, unsigned texcoord_size
,
304 struct gl_vertex_array_object
*array_obj
;
305 assert(*buf_obj
== NULL
);
307 /* create vertex array object */
308 _mesa_GenVertexArrays(1, VAO
);
309 _mesa_BindVertexArray(*VAO
);
311 array_obj
= _mesa_lookup_vao(ctx
, *VAO
);
312 assert(array_obj
!= NULL
);
314 /* create vertex array buffer */
315 *buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
316 if (*buf_obj
== NULL
)
319 _mesa_buffer_data(ctx
, *buf_obj
, GL_NONE
, 4 * sizeof(struct vertex
), NULL
,
320 GL_DYNAMIC_DRAW
, __func__
);
322 /* setup vertex arrays */
323 if (use_generic_attributes
) {
324 assert(color_size
== 0);
326 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
327 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
329 offsetof(struct vertex
, x
), true);
330 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
331 *buf_obj
, 0, sizeof(struct vertex
));
332 _mesa_enable_vertex_array_attrib(ctx
, array_obj
,
333 VERT_ATTRIB_GENERIC(0));
334 if (texcoord_size
> 0) {
335 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(1),
336 texcoord_size
, GL_FLOAT
, GL_RGBA
,
337 GL_FALSE
, GL_FALSE
, GL_FALSE
,
338 offsetof(struct vertex
, tex
), false);
339 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_GENERIC(1),
340 *buf_obj
, 0, sizeof(struct vertex
));
341 _mesa_enable_vertex_array_attrib(ctx
, array_obj
,
342 VERT_ATTRIB_GENERIC(1));
345 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
346 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
348 offsetof(struct vertex
, x
), true);
349 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_POS
,
350 *buf_obj
, 0, sizeof(struct vertex
));
351 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_POS
);
353 if (texcoord_size
> 0) {
354 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_TEX(0),
355 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
357 offsetof(struct vertex
, tex
), false);
358 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_TEX(0),
359 *buf_obj
, 0, sizeof(struct vertex
));
360 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_TEX(0));
363 if (color_size
> 0) {
364 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_COLOR0
,
365 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
367 offsetof(struct vertex
, r
), false);
368 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_COLOR0
,
369 *buf_obj
, 0, sizeof(struct vertex
));
370 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_COLOR0
);
374 _mesa_BindVertexArray(*VAO
);
379 * Initialize meta-ops for a context.
380 * To be called once during context creation.
383 _mesa_meta_init(struct gl_context
*ctx
)
387 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
391 * Free context meta-op state.
392 * To be called once during context destruction.
395 _mesa_meta_free(struct gl_context
*ctx
)
397 GET_CURRENT_CONTEXT(old_context
);
398 _mesa_make_current(ctx
, NULL
, NULL
);
399 _mesa_meta_glsl_blit_cleanup(ctx
, &ctx
->Meta
->Blit
);
400 meta_glsl_clear_cleanup(ctx
, &ctx
->Meta
->Clear
);
401 _mesa_meta_glsl_generate_mipmap_cleanup(ctx
, &ctx
->Meta
->Mipmap
);
402 cleanup_temp_texture(&ctx
->Meta
->TempTex
);
403 meta_decompress_cleanup(ctx
, &ctx
->Meta
->Decompress
);
404 meta_drawpix_cleanup(ctx
, &ctx
->Meta
->DrawPix
);
406 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
408 _mesa_make_current(NULL
, NULL
, NULL
);
415 * Enter meta state. This is like a light-weight version of glPushAttrib
416 * but it also resets most GL state back to default values.
418 * \param state bitmask of MESA_META_* flags indicating which attribute groups
419 * to save and reset to their defaults
422 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
424 struct save_state
*save
;
426 /* hope MAX_META_OPS_DEPTH is large enough */
427 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
429 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
430 memset(save
, 0, sizeof(*save
));
431 save
->SavedState
= state
;
433 /* We always push into desktop GL mode and pop out at the end. No sense in
434 * writing our shaders varying based on the user's context choice, when
435 * Mesa can handle either.
437 save
->API
= ctx
->API
;
438 ctx
->API
= API_OPENGL_COMPAT
;
440 /* Mesa's extension helper functions use the current context's API to look up
441 * the version required by an extension as a step in determining whether or
442 * not it has been advertised. Since meta aims to only be restricted by the
443 * driver capability (and not by whether or not an extension has been
444 * advertised), set the helper functions' Version variable to a value that
445 * will make the checks on the context API and version unconditionally pass.
447 save
->ExtensionsVersion
= ctx
->Extensions
.Version
;
448 ctx
->Extensions
.Version
= ~0;
450 /* Pausing transform feedback needs to be done early, or else we won't be
451 * able to change other state.
453 save
->TransformFeedbackNeedsResume
=
454 _mesa_is_xfb_active_and_unpaused(ctx
);
455 if (save
->TransformFeedbackNeedsResume
)
456 _mesa_PauseTransformFeedback();
458 /* After saving the current occlusion object, call EndQuery so that no
459 * occlusion querying will be active during the meta-operation.
461 if (state
& MESA_META_OCCLUSION_QUERY
) {
462 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
463 if (save
->CurrentOcclusionObject
)
464 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
467 if (state
& MESA_META_ALPHA_TEST
) {
468 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
469 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
470 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
471 if (ctx
->Color
.AlphaEnabled
)
472 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
475 if (state
& MESA_META_BLEND
) {
476 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
477 if (ctx
->Color
.BlendEnabled
) {
478 if (ctx
->Extensions
.EXT_draw_buffers2
) {
480 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
481 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
485 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
488 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
489 if (ctx
->Color
.ColorLogicOpEnabled
)
490 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
493 if (state
& MESA_META_DITHER
) {
494 save
->DitherFlag
= ctx
->Color
.DitherFlag
;
495 _mesa_set_enable(ctx
, GL_DITHER
, GL_TRUE
);
498 if (state
& MESA_META_COLOR_MASK
) {
499 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
500 sizeof(ctx
->Color
.ColorMask
));
503 if (state
& MESA_META_DEPTH_TEST
) {
504 save
->Depth
= ctx
->Depth
; /* struct copy */
506 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
509 if (state
& MESA_META_FOG
) {
510 save
->Fog
= ctx
->Fog
.Enabled
;
511 if (ctx
->Fog
.Enabled
)
512 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
515 if (state
& MESA_META_PIXEL_STORE
) {
516 save
->Pack
= ctx
->Pack
;
517 save
->Unpack
= ctx
->Unpack
;
518 ctx
->Pack
= ctx
->DefaultPacking
;
519 ctx
->Unpack
= ctx
->DefaultPacking
;
522 if (state
& MESA_META_PIXEL_TRANSFER
) {
523 save
->RedScale
= ctx
->Pixel
.RedScale
;
524 save
->RedBias
= ctx
->Pixel
.RedBias
;
525 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
526 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
527 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
528 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
529 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
530 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
531 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
532 ctx
->Pixel
.RedScale
= 1.0F
;
533 ctx
->Pixel
.RedBias
= 0.0F
;
534 ctx
->Pixel
.GreenScale
= 1.0F
;
535 ctx
->Pixel
.GreenBias
= 0.0F
;
536 ctx
->Pixel
.BlueScale
= 1.0F
;
537 ctx
->Pixel
.BlueBias
= 0.0F
;
538 ctx
->Pixel
.AlphaScale
= 1.0F
;
539 ctx
->Pixel
.AlphaBias
= 0.0F
;
540 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
542 ctx
->NewState
|=_NEW_PIXEL
;
545 if (state
& MESA_META_RASTERIZATION
) {
546 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
547 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
548 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
549 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
550 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
551 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
552 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
553 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
554 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
555 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
556 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
559 if (state
& MESA_META_SCISSOR
) {
560 save
->Scissor
= ctx
->Scissor
; /* struct copy */
561 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
564 if (state
& MESA_META_SHADER
) {
567 if (ctx
->Extensions
.ARB_vertex_program
) {
568 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
569 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
570 ctx
->VertexProgram
.Current
);
571 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
574 if (ctx
->Extensions
.ARB_fragment_program
) {
575 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
576 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
577 ctx
->FragmentProgram
.Current
);
578 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
581 if (ctx
->Extensions
.ATI_fragment_shader
) {
582 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
583 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
586 if (ctx
->Pipeline
.Current
) {
587 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
588 ctx
->Pipeline
.Current
);
589 _mesa_BindProgramPipeline(0);
592 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
593 * that we don't have to worry about the current pipeline state.
595 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
596 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
597 ctx
->Shader
.CurrentProgram
[i
]);
599 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
600 ctx
->Shader
.ActiveProgram
);
605 if (state
& MESA_META_STENCIL_TEST
) {
606 save
->Stencil
= ctx
->Stencil
; /* struct copy */
607 if (ctx
->Stencil
.Enabled
)
608 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
609 /* NOTE: other stencil state not reset */
612 if (state
& MESA_META_TEXTURE
) {
615 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
616 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
618 /* Disable all texture units */
619 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
620 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
621 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
622 if (ctx
->Texture
.Unit
[u
].Enabled
||
623 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
624 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
625 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
626 if (ctx
->Extensions
.ARB_texture_cube_map
)
627 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
629 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
630 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
631 if (ctx
->Extensions
.NV_texture_rectangle
)
632 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
633 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
634 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
635 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
636 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
640 /* save current texture objects for unit[0] only */
641 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
642 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
643 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
646 /* set defaults for unit[0] */
647 _mesa_ActiveTexture(GL_TEXTURE0
);
648 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
651 if (state
& MESA_META_TRANSFORM
) {
652 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
653 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
654 16 * sizeof(GLfloat
));
655 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
656 16 * sizeof(GLfloat
));
657 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
658 16 * sizeof(GLfloat
));
659 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
660 /* set 1:1 vertex:pixel coordinate transform */
661 _mesa_ActiveTexture(GL_TEXTURE0
);
662 _mesa_MatrixMode(GL_TEXTURE
);
663 _mesa_LoadIdentity();
664 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
665 _mesa_MatrixMode(GL_MODELVIEW
);
666 _mesa_LoadIdentity();
667 _mesa_MatrixMode(GL_PROJECTION
);
668 _mesa_LoadIdentity();
670 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
671 * This can occur when there is no draw buffer.
673 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
674 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
675 0.0, ctx
->DrawBuffer
->Height
,
678 if (ctx
->Extensions
.ARB_clip_control
) {
679 save
->ClipOrigin
= ctx
->Transform
.ClipOrigin
;
680 save
->ClipDepthMode
= ctx
->Transform
.ClipDepthMode
;
681 _mesa_ClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
);
685 if (state
& MESA_META_CLIP
) {
687 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
688 mask
= ctx
->Transform
.ClipPlanesEnabled
;
690 const int i
= u_bit_scan(&mask
);
691 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
695 if (state
& MESA_META_VERTEX
) {
696 /* save vertex array object state */
697 _mesa_reference_vao(ctx
, &save
->VAO
,
699 /* set some default state? */
702 if (state
& MESA_META_VIEWPORT
) {
703 /* save viewport state */
704 save
->ViewportX
= ctx
->ViewportArray
[0].X
;
705 save
->ViewportY
= ctx
->ViewportArray
[0].Y
;
706 save
->ViewportW
= ctx
->ViewportArray
[0].Width
;
707 save
->ViewportH
= ctx
->ViewportArray
[0].Height
;
708 /* set viewport to match window size */
709 if (ctx
->ViewportArray
[0].X
!= 0 ||
710 ctx
->ViewportArray
[0].Y
!= 0 ||
711 ctx
->ViewportArray
[0].Width
!= (float) ctx
->DrawBuffer
->Width
||
712 ctx
->ViewportArray
[0].Height
!= (float) ctx
->DrawBuffer
->Height
) {
713 _mesa_set_viewport(ctx
, 0, 0, 0,
714 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
716 /* save depth range state */
717 save
->DepthNear
= ctx
->ViewportArray
[0].Near
;
718 save
->DepthFar
= ctx
->ViewportArray
[0].Far
;
719 /* set depth range to default */
720 _mesa_set_depth_range(ctx
, 0, 0.0, 1.0);
723 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
724 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
726 /* Generally in here we want to do clamping according to whether
727 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
728 * regardless of the internal implementation of the metaops.
730 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
731 ctx
->Extensions
.ARB_color_buffer_float
)
732 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
735 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
736 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
738 /* Generally in here we never want vertex color clamping --
739 * result clamping is only dependent on fragment clamping.
741 if (ctx
->Extensions
.ARB_color_buffer_float
)
742 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
745 if (state
& MESA_META_CONDITIONAL_RENDER
) {
746 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
747 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
749 if (ctx
->Query
.CondRenderQuery
)
750 _mesa_EndConditionalRender();
753 if (state
& MESA_META_SELECT_FEEDBACK
) {
754 save
->RenderMode
= ctx
->RenderMode
;
755 if (ctx
->RenderMode
== GL_SELECT
) {
756 save
->Select
= ctx
->Select
; /* struct copy */
757 _mesa_RenderMode(GL_RENDER
);
758 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
759 save
->Feedback
= ctx
->Feedback
; /* struct copy */
760 _mesa_RenderMode(GL_RENDER
);
764 if (state
& MESA_META_MULTISAMPLE
) {
765 save
->Multisample
= ctx
->Multisample
; /* struct copy */
767 if (ctx
->Multisample
.Enabled
)
768 _mesa_set_multisample(ctx
, GL_FALSE
);
769 if (ctx
->Multisample
.SampleCoverage
)
770 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, GL_FALSE
);
771 if (ctx
->Multisample
.SampleAlphaToCoverage
)
772 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, GL_FALSE
);
773 if (ctx
->Multisample
.SampleAlphaToOne
)
774 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, GL_FALSE
);
775 if (ctx
->Multisample
.SampleShading
)
776 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, GL_FALSE
);
777 if (ctx
->Multisample
.SampleMask
)
778 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, GL_FALSE
);
781 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
782 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
783 if (ctx
->Color
.sRGBEnabled
)
784 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
787 if (state
& MESA_META_DRAW_BUFFERS
) {
788 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
789 memcpy(save
->ColorDrawBuffers
, fb
->ColorDrawBuffer
,
790 sizeof(save
->ColorDrawBuffers
));
795 save
->Lighting
= ctx
->Light
.Enabled
;
796 if (ctx
->Light
.Enabled
)
797 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
798 save
->RasterDiscard
= ctx
->RasterDiscard
;
799 if (ctx
->RasterDiscard
)
800 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
802 _mesa_reference_framebuffer(&save
->DrawBuffer
, ctx
->DrawBuffer
);
803 _mesa_reference_framebuffer(&save
->ReadBuffer
, ctx
->ReadBuffer
);
809 * Leave meta state. This is like a light-weight version of glPopAttrib().
812 _mesa_meta_end(struct gl_context
*ctx
)
814 assert(ctx
->Meta
->SaveStackDepth
> 0);
816 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
817 const GLbitfield state
= save
->SavedState
;
820 /* Grab the result of the old occlusion query before starting it again. The
821 * old result is added to the result of the new query so the driver will
822 * continue adding where it left off. */
823 if (state
& MESA_META_OCCLUSION_QUERY
) {
824 if (save
->CurrentOcclusionObject
) {
825 struct gl_query_object
*q
= save
->CurrentOcclusionObject
;
828 ctx
->Driver
.WaitQuery(ctx
, q
);
830 _mesa_BeginQuery(q
->Target
, q
->Id
);
831 ctx
->Query
.CurrentOcclusionObject
->Result
+= result
;
835 if (state
& MESA_META_ALPHA_TEST
) {
836 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
837 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
838 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
841 if (state
& MESA_META_BLEND
) {
842 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
843 if (ctx
->Extensions
.EXT_draw_buffers2
) {
845 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
846 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
850 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
853 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
854 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
857 if (state
& MESA_META_DITHER
)
858 _mesa_set_enable(ctx
, GL_DITHER
, save
->DitherFlag
);
860 if (state
& MESA_META_COLOR_MASK
) {
862 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
863 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
865 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
866 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
870 save
->ColorMask
[i
][0],
871 save
->ColorMask
[i
][1],
872 save
->ColorMask
[i
][2],
873 save
->ColorMask
[i
][3]);
879 if (state
& MESA_META_DEPTH_TEST
) {
880 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
881 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
882 _mesa_DepthFunc(save
->Depth
.Func
);
883 _mesa_DepthMask(save
->Depth
.Mask
);
886 if (state
& MESA_META_FOG
) {
887 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
890 if (state
& MESA_META_PIXEL_STORE
) {
891 ctx
->Pack
= save
->Pack
;
892 ctx
->Unpack
= save
->Unpack
;
895 if (state
& MESA_META_PIXEL_TRANSFER
) {
896 ctx
->Pixel
.RedScale
= save
->RedScale
;
897 ctx
->Pixel
.RedBias
= save
->RedBias
;
898 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
899 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
900 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
901 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
902 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
903 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
904 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
906 ctx
->NewState
|=_NEW_PIXEL
;
909 if (state
& MESA_META_RASTERIZATION
) {
910 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
911 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
912 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
913 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
914 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
915 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
918 if (state
& MESA_META_SCISSOR
) {
921 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
922 _mesa_set_scissor(ctx
, i
,
923 save
->Scissor
.ScissorArray
[i
].X
,
924 save
->Scissor
.ScissorArray
[i
].Y
,
925 save
->Scissor
.ScissorArray
[i
].Width
,
926 save
->Scissor
.ScissorArray
[i
].Height
);
927 _mesa_set_enablei(ctx
, GL_SCISSOR_TEST
, i
,
928 (save
->Scissor
.EnableFlags
>> i
) & 1);
932 if (state
& MESA_META_SHADER
) {
933 static const GLenum targets
[] = {
935 GL_TESS_CONTROL_SHADER
,
936 GL_TESS_EVALUATION_SHADER
,
941 STATIC_ASSERT(MESA_SHADER_STAGES
== ARRAY_SIZE(targets
));
945 if (ctx
->Extensions
.ARB_vertex_program
) {
946 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
947 save
->VertexProgramEnabled
);
948 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
949 save
->VertexProgram
);
950 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
953 if (ctx
->Extensions
.ARB_fragment_program
) {
954 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
955 save
->FragmentProgramEnabled
);
956 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
957 save
->FragmentProgram
);
958 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
961 if (ctx
->Extensions
.ATI_fragment_shader
) {
962 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
963 save
->ATIFragmentShaderEnabled
);
967 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
968 /* It is safe to call _mesa_use_shader_program even if the extension
969 * necessary for that program state is not supported. In that case,
970 * the saved program object must be NULL and the currently bound
971 * program object must be NULL. _mesa_use_shader_program is a no-op
974 _mesa_use_shader_program(ctx
, targets
[i
],
978 /* Do this *before* killing the reference. :)
980 if (save
->Shader
[i
] != NULL
)
983 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
986 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
988 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
990 /* If there were any stages set with programs, use ctx->Shader as the
991 * current shader state. Otherwise, use Pipeline.Default. The pipeline
992 * hasn't been restored yet, and that may modify ctx->_Shader further.
995 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
998 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
999 ctx
->Pipeline
.Default
);
1001 if (save
->Pipeline
) {
1002 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1004 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1008 if (state
& MESA_META_STENCIL_TEST
) {
1009 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
1011 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1012 _mesa_ClearStencil(stencil
->Clear
);
1013 if (ctx
->Extensions
.EXT_stencil_two_side
) {
1014 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1015 stencil
->TestTwoSide
);
1016 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1017 ? GL_BACK
: GL_FRONT
);
1020 _mesa_StencilFuncSeparate(GL_FRONT
,
1021 stencil
->Function
[0],
1023 stencil
->ValueMask
[0]);
1024 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1025 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1026 stencil
->ZFailFunc
[0],
1027 stencil
->ZPassFunc
[0]);
1029 _mesa_StencilFuncSeparate(GL_BACK
,
1030 stencil
->Function
[1],
1032 stencil
->ValueMask
[1]);
1033 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1034 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1035 stencil
->ZFailFunc
[1],
1036 stencil
->ZPassFunc
[1]);
1039 if (state
& MESA_META_TEXTURE
) {
1042 assert(ctx
->Texture
.CurrentUnit
== 0);
1044 /* restore texenv for unit[0] */
1045 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1047 /* restore texture objects for unit[0] only */
1048 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1049 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1050 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1051 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1052 save
->CurrentTexture
[tgt
]);
1054 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1057 /* Restore fixed function texture enables, texgen */
1058 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1059 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1060 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1061 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1064 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1065 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1066 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1070 /* restore current unit state */
1071 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1074 if (state
& MESA_META_TRANSFORM
) {
1075 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1076 _mesa_ActiveTexture(GL_TEXTURE0
);
1077 _mesa_MatrixMode(GL_TEXTURE
);
1078 _mesa_LoadMatrixf(save
->TextureMatrix
);
1079 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1081 _mesa_MatrixMode(GL_MODELVIEW
);
1082 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1084 _mesa_MatrixMode(GL_PROJECTION
);
1085 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1087 _mesa_MatrixMode(save
->MatrixMode
);
1089 if (ctx
->Extensions
.ARB_clip_control
)
1090 _mesa_ClipControl(save
->ClipOrigin
, save
->ClipDepthMode
);
1093 if (state
& MESA_META_CLIP
) {
1094 GLbitfield mask
= save
->ClipPlanesEnabled
;
1096 const int i
= u_bit_scan(&mask
);
1097 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1101 if (state
& MESA_META_VERTEX
) {
1102 /* restore vertex array object */
1103 _mesa_BindVertexArray(save
->VAO
->Name
);
1104 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1107 if (state
& MESA_META_VIEWPORT
) {
1108 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1109 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1110 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1111 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1112 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1113 save
->ViewportW
, save
->ViewportH
);
1115 _mesa_set_depth_range(ctx
, 0, save
->DepthNear
, save
->DepthFar
);
1118 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1119 ctx
->Extensions
.ARB_color_buffer_float
) {
1120 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1123 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1124 ctx
->Extensions
.ARB_color_buffer_float
) {
1125 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1128 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1129 if (save
->CondRenderQuery
)
1130 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1131 save
->CondRenderMode
);
1134 if (state
& MESA_META_SELECT_FEEDBACK
) {
1135 if (save
->RenderMode
== GL_SELECT
) {
1136 _mesa_RenderMode(GL_SELECT
);
1137 ctx
->Select
= save
->Select
;
1138 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1139 _mesa_RenderMode(GL_FEEDBACK
);
1140 ctx
->Feedback
= save
->Feedback
;
1144 if (state
& MESA_META_MULTISAMPLE
) {
1145 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1146 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
1148 if (ctx_ms
->Enabled
!= save_ms
->Enabled
)
1149 _mesa_set_multisample(ctx
, save_ms
->Enabled
);
1150 if (ctx_ms
->SampleCoverage
!= save_ms
->SampleCoverage
)
1151 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, save_ms
->SampleCoverage
);
1152 if (ctx_ms
->SampleAlphaToCoverage
!= save_ms
->SampleAlphaToCoverage
)
1153 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, save_ms
->SampleAlphaToCoverage
);
1154 if (ctx_ms
->SampleAlphaToOne
!= save_ms
->SampleAlphaToOne
)
1155 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, save_ms
->SampleAlphaToOne
);
1156 if (ctx_ms
->SampleCoverageValue
!= save_ms
->SampleCoverageValue
||
1157 ctx_ms
->SampleCoverageInvert
!= save_ms
->SampleCoverageInvert
) {
1158 _mesa_SampleCoverage(save_ms
->SampleCoverageValue
,
1159 save_ms
->SampleCoverageInvert
);
1161 if (ctx_ms
->SampleShading
!= save_ms
->SampleShading
)
1162 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, save_ms
->SampleShading
);
1163 if (ctx_ms
->SampleMask
!= save_ms
->SampleMask
)
1164 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, save_ms
->SampleMask
);
1165 if (ctx_ms
->SampleMaskValue
!= save_ms
->SampleMaskValue
)
1166 _mesa_SampleMaski(0, save_ms
->SampleMaskValue
);
1167 if (ctx_ms
->MinSampleShadingValue
!= save_ms
->MinSampleShadingValue
)
1168 _mesa_MinSampleShading(save_ms
->MinSampleShadingValue
);
1171 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1172 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1173 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1177 if (save
->Lighting
) {
1178 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1180 if (save
->RasterDiscard
) {
1181 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1183 if (save
->TransformFeedbackNeedsResume
)
1184 _mesa_ResumeTransformFeedback();
1186 _mesa_bind_framebuffers(ctx
, save
->DrawBuffer
, save
->ReadBuffer
);
1187 _mesa_reference_framebuffer(&save
->DrawBuffer
, NULL
);
1188 _mesa_reference_framebuffer(&save
->ReadBuffer
, NULL
);
1190 if (state
& MESA_META_DRAW_BUFFERS
) {
1191 _mesa_drawbuffers(ctx
, ctx
->DrawBuffer
, ctx
->Const
.MaxDrawBuffers
,
1192 save
->ColorDrawBuffers
, NULL
);
1195 ctx
->Meta
->SaveStackDepth
--;
1197 ctx
->API
= save
->API
;
1198 ctx
->Extensions
.Version
= save
->ExtensionsVersion
;
1203 * Convert Z from a normalized value in the range [0, 1] to an object-space
1204 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1205 * default/identity ortho projection results in the original Z value.
1206 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1207 * value comes from the clear value or raster position.
1209 static inline GLfloat
1210 invert_z(GLfloat normZ
)
1212 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1218 * One-time init for a temp_texture object.
1219 * Choose tex target, compute max tex size, etc.
1222 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1224 /* prefer texture rectangle */
1225 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1226 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1227 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1228 tex
->NPOT
= GL_TRUE
;
1231 /* use 2D texture, NPOT if possible */
1232 tex
->Target
= GL_TEXTURE_2D
;
1233 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1234 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1236 tex
->MinSize
= 16; /* 16 x 16 at least */
1237 assert(tex
->MaxSize
> 0);
1239 _mesa_GenTextures(1, &tex
->TexObj
);
1243 cleanup_temp_texture(struct temp_texture
*tex
)
1247 _mesa_DeleteTextures(1, &tex
->TexObj
);
1253 * Return pointer to temp_texture info for non-bitmap ops.
1254 * This does some one-time init if needed.
1256 struct temp_texture
*
1257 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1259 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1262 init_temp_texture(ctx
, tex
);
1270 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1271 * We use a separate texture for bitmaps to reduce texture
1272 * allocation/deallocation.
1274 static struct temp_texture
*
1275 get_bitmap_temp_texture(struct gl_context
*ctx
)
1277 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1280 init_temp_texture(ctx
, tex
);
1287 * Return pointer to depth temp_texture.
1288 * This does some one-time init if needed.
1290 struct temp_texture
*
1291 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1293 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1296 init_temp_texture(ctx
, tex
);
1303 * Compute the width/height of texture needed to draw an image of the
1304 * given size. Return a flag indicating whether the current texture
1305 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1306 * allocated (glTexImage2D).
1307 * Also, compute s/t texcoords for drawing.
1309 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1312 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1313 GLsizei width
, GLsizei height
, GLenum intFormat
)
1315 GLboolean newTex
= GL_FALSE
;
1317 assert(width
<= tex
->MaxSize
);
1318 assert(height
<= tex
->MaxSize
);
1320 if (width
> tex
->Width
||
1321 height
> tex
->Height
||
1322 intFormat
!= tex
->IntFormat
) {
1323 /* alloc new texture (larger or different format) */
1326 /* use non-power of two size */
1327 tex
->Width
= MAX2(tex
->MinSize
, width
);
1328 tex
->Height
= MAX2(tex
->MinSize
, height
);
1331 /* find power of two size */
1333 w
= h
= tex
->MinSize
;
1342 tex
->IntFormat
= intFormat
;
1347 /* compute texcoords */
1348 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1349 tex
->Sright
= (GLfloat
) width
;
1350 tex
->Ttop
= (GLfloat
) height
;
1353 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1354 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1362 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1365 _mesa_meta_setup_copypix_texture(struct gl_context
*ctx
,
1366 struct temp_texture
*tex
,
1367 GLint srcX
, GLint srcY
,
1368 GLsizei width
, GLsizei height
,
1374 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1375 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1376 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1377 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1379 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1381 /* copy framebuffer image to texture */
1383 /* create new tex image */
1384 if (tex
->Width
== width
&& tex
->Height
== height
) {
1385 /* create new tex with framebuffer data */
1386 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1387 srcX
, srcY
, width
, height
, 0);
1390 /* create empty texture */
1391 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1392 tex
->Width
, tex
->Height
, 0,
1393 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1395 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1396 0, 0, srcX
, srcY
, width
, height
);
1400 /* replace existing tex image */
1401 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1402 0, 0, srcX
, srcY
, width
, height
);
1408 * Setup/load texture for glDrawPixels.
1411 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1412 struct temp_texture
*tex
,
1414 GLsizei width
, GLsizei height
,
1415 GLenum format
, GLenum type
,
1416 const GLvoid
*pixels
)
1418 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1419 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1420 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1421 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1423 /* copy pixel data to texture */
1425 /* create new tex image */
1426 if (tex
->Width
== width
&& tex
->Height
== height
) {
1427 /* create new tex and load image data */
1428 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1429 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1432 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1434 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1435 ctx
->Unpack
.BufferObj
);
1436 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1437 /* create empty texture */
1438 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1439 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1440 if (save_unpack_obj
!= NULL
)
1441 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1442 save_unpack_obj
->Name
);
1444 _mesa_TexSubImage2D(tex
->Target
, 0,
1445 0, 0, width
, height
, format
, type
, pixels
);
1449 /* replace existing tex image */
1450 _mesa_TexSubImage2D(tex
->Target
, 0,
1451 0, 0, width
, height
, format
, type
, pixels
);
1456 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context
*ctx
,
1457 GLuint
*VAO
, struct gl_buffer_object
**buf_obj
,
1458 unsigned texcoord_size
)
1460 _mesa_meta_setup_vertex_objects(ctx
, VAO
, buf_obj
, false, 2, texcoord_size
,
1463 /* setup projection matrix */
1464 _mesa_MatrixMode(GL_PROJECTION
);
1465 _mesa_LoadIdentity();
1469 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1472 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1474 meta_clear(ctx
, buffers
, false);
1478 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1480 meta_clear(ctx
, buffers
, true);
1484 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1486 const char *vs_source
=
1487 "#extension GL_AMD_vertex_shader_layer : enable\n"
1488 "#extension GL_ARB_draw_instanced : enable\n"
1489 "#extension GL_ARB_explicit_attrib_location :enable\n"
1490 "layout(location = 0) in vec4 position;\n"
1493 "#ifdef GL_AMD_vertex_shader_layer\n"
1494 " gl_Layer = gl_InstanceID;\n"
1496 " gl_Position = position;\n"
1498 const char *fs_source
=
1499 "#extension GL_ARB_explicit_attrib_location :enable\n"
1500 "#extension GL_ARB_explicit_uniform_location :enable\n"
1501 "layout(location = 0) uniform vec4 color;\n"
1504 " gl_FragColor = color;\n"
1506 bool has_integer_textures
;
1508 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, true,
1511 if (clear
->ShaderProg
!= 0)
1514 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
, "meta clear",
1515 &clear
->ShaderProg
);
1517 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1518 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
1520 if (has_integer_textures
) {
1521 void *shader_source_mem_ctx
= ralloc_context(NULL
);
1522 const char *vs_int_source
=
1523 ralloc_asprintf(shader_source_mem_ctx
,
1525 "#extension GL_AMD_vertex_shader_layer : enable\n"
1526 "#extension GL_ARB_draw_instanced : enable\n"
1527 "#extension GL_ARB_explicit_attrib_location :enable\n"
1528 "layout(location = 0) in vec4 position;\n"
1531 "#ifdef GL_AMD_vertex_shader_layer\n"
1532 " gl_Layer = gl_InstanceID;\n"
1534 " gl_Position = position;\n"
1536 const char *fs_int_source
=
1537 ralloc_asprintf(shader_source_mem_ctx
,
1539 "#extension GL_ARB_explicit_attrib_location :enable\n"
1540 "#extension GL_ARB_explicit_uniform_location :enable\n"
1541 "layout(location = 0) uniform ivec4 color;\n"
1542 "out ivec4 out_color;\n"
1546 " out_color = color;\n"
1549 _mesa_meta_compile_and_link_program(ctx
, vs_int_source
, fs_int_source
,
1551 &clear
->IntegerShaderProg
);
1552 ralloc_free(shader_source_mem_ctx
);
1554 /* Note that user-defined out attributes get automatically assigned
1555 * locations starting from 0, so we don't need to explicitly
1556 * BindFragDataLocation to 0.
1562 meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
)
1564 if (clear
->VAO
== 0)
1566 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1568 _mesa_reference_buffer_object(ctx
, &clear
->buf_obj
, NULL
);
1569 _mesa_reference_shader_program(ctx
, &clear
->ShaderProg
, NULL
);
1571 if (clear
->IntegerShaderProg
) {
1572 _mesa_reference_shader_program(ctx
, &clear
->IntegerShaderProg
, NULL
);
1577 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1578 * set GL to only draw to those buffers.
1580 * Since the bitfield has no associated order, the assignment of draw buffer
1581 * indices to color attachment indices is rather arbitrary.
1584 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits
)
1586 GLenum enums
[MAX_DRAW_BUFFERS
];
1590 /* This function is only legal for color buffer bitfields. */
1591 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1593 /* Make sure we don't overflow any arrays. */
1594 assert(_mesa_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1598 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1599 enums
[i
++] = GL_FRONT_LEFT
;
1601 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1602 enums
[i
++] = GL_FRONT_RIGHT
;
1604 if (bits
& BUFFER_BIT_BACK_LEFT
)
1605 enums
[i
++] = GL_BACK_LEFT
;
1607 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1608 enums
[i
++] = GL_BACK_RIGHT
;
1610 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1611 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1612 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1615 _mesa_DrawBuffers(i
, enums
);
1619 * Return if all of the color channels are masked.
1621 static inline GLboolean
1622 is_color_disabled(struct gl_context
*ctx
, int i
)
1624 return !ctx
->Color
.ColorMask
[i
][0] &&
1625 !ctx
->Color
.ColorMask
[i
][1] &&
1626 !ctx
->Color
.ColorMask
[i
][2] &&
1627 !ctx
->Color
.ColorMask
[i
][3];
1631 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1632 * set GL to only draw to those buffers. Also, update color masks to
1633 * reflect the new draw buffer ordering.
1636 _mesa_meta_drawbuffers_and_colormask(struct gl_context
*ctx
, GLbitfield mask
)
1638 GLenum enums
[MAX_DRAW_BUFFERS
];
1639 GLubyte colormask
[MAX_DRAW_BUFFERS
][4];
1642 /* This function is only legal for color buffer bitfields. */
1643 assert((mask
& ~BUFFER_BITS_COLOR
) == 0);
1645 /* Make sure we don't overflow any arrays. */
1646 assert(_mesa_bitcount(mask
) <= MAX_DRAW_BUFFERS
);
1650 for (int i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
1651 int b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
1652 int colormask_idx
= ctx
->Extensions
.EXT_draw_buffers2
? i
: 0;
1654 if (b
< 0 || !(mask
& (1 << b
)) || is_color_disabled(ctx
, colormask_idx
))
1658 case BUFFER_FRONT_LEFT
:
1659 enums
[num_bufs
] = GL_FRONT_LEFT
;
1661 case BUFFER_FRONT_RIGHT
:
1662 enums
[num_bufs
] = GL_FRONT_RIGHT
;
1664 case BUFFER_BACK_LEFT
:
1665 enums
[num_bufs
] = GL_BACK_LEFT
;
1667 case BUFFER_BACK_RIGHT
:
1668 enums
[num_bufs
] = GL_BACK_RIGHT
;
1671 assert(b
>= BUFFER_COLOR0
&& b
<= BUFFER_COLOR7
);
1672 enums
[num_bufs
] = GL_COLOR_ATTACHMENT0
+ (b
- BUFFER_COLOR0
);
1676 for (int k
= 0; k
< 4; k
++)
1677 colormask
[num_bufs
][k
] = ctx
->Color
.ColorMask
[colormask_idx
][k
];
1682 _mesa_DrawBuffers(num_bufs
, enums
);
1684 for (int i
= 0; i
< num_bufs
; i
++) {
1685 _mesa_ColorMaski(i
, colormask
[i
][0], colormask
[i
][1],
1686 colormask
[i
][2], colormask
[i
][3]);
1692 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1695 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
1697 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1698 GLbitfield metaSave
;
1699 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1700 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1701 float x0
, y0
, x1
, y1
, z
;
1702 struct vertex verts
[4];
1705 metaSave
= (MESA_META_ALPHA_TEST
|
1707 MESA_META_COLOR_MASK
|
1708 MESA_META_DEPTH_TEST
|
1709 MESA_META_RASTERIZATION
|
1711 MESA_META_STENCIL_TEST
|
1713 MESA_META_VIEWPORT
|
1715 MESA_META_CLAMP_FRAGMENT_COLOR
|
1716 MESA_META_MULTISAMPLE
|
1717 MESA_META_OCCLUSION_QUERY
);
1720 metaSave
|= MESA_META_FOG
|
1721 MESA_META_PIXEL_TRANSFER
|
1722 MESA_META_TRANSFORM
|
1724 MESA_META_CLAMP_VERTEX_COLOR
|
1725 MESA_META_SELECT_FEEDBACK
;
1728 if (buffers
& BUFFER_BITS_COLOR
) {
1729 metaSave
|= MESA_META_DRAW_BUFFERS
;
1732 _mesa_meta_begin(ctx
, metaSave
);
1735 meta_glsl_clear_init(ctx
, clear
);
1737 x0
= ((float) fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1738 y0
= ((float) fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1739 x1
= ((float) fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1740 y1
= ((float) fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1741 z
= -invert_z(ctx
->Depth
.Clear
);
1743 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, false,
1746 x0
= (float) fb
->_Xmin
;
1747 y0
= (float) fb
->_Ymin
;
1748 x1
= (float) fb
->_Xmax
;
1749 y1
= (float) fb
->_Ymax
;
1750 z
= invert_z(ctx
->Depth
.Clear
);
1753 if (fb
->_IntegerColor
) {
1755 _mesa_meta_use_program(ctx
, clear
->IntegerShaderProg
);
1756 _mesa_Uniform4iv(0, 1, ctx
->Color
.ClearColor
.i
);
1758 _mesa_meta_use_program(ctx
, clear
->ShaderProg
);
1759 _mesa_Uniform4fv(0, 1, ctx
->Color
.ClearColor
.f
);
1762 /* GL_COLOR_BUFFER_BIT */
1763 if (buffers
& BUFFER_BITS_COLOR
) {
1764 /* Only draw to the buffers we were asked to clear. */
1765 _mesa_meta_drawbuffers_and_colormask(ctx
, buffers
& BUFFER_BITS_COLOR
);
1767 /* leave colormask state as-is */
1769 /* Clears never have the color clamped. */
1770 if (ctx
->Extensions
.ARB_color_buffer_float
)
1771 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1774 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1777 /* GL_DEPTH_BUFFER_BIT */
1778 if (buffers
& BUFFER_BIT_DEPTH
) {
1779 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1780 _mesa_DepthFunc(GL_ALWAYS
);
1781 _mesa_DepthMask(GL_TRUE
);
1784 assert(!ctx
->Depth
.Test
);
1787 /* GL_STENCIL_BUFFER_BIT */
1788 if (buffers
& BUFFER_BIT_STENCIL
) {
1789 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1790 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1791 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1792 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1793 ctx
->Stencil
.Clear
& stencilMax
,
1794 ctx
->Stencil
.WriteMask
[0]);
1797 assert(!ctx
->Stencil
.Enabled
);
1800 /* vertex positions */
1815 for (i
= 0; i
< 4; i
++) {
1816 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
1817 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
1818 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
1819 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
1823 /* upload new vertex data */
1824 _mesa_buffer_data(ctx
, clear
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
1825 GL_DYNAMIC_DRAW
, __func__
);
1828 if (fb
->MaxNumLayers
> 0) {
1829 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN
, 0, 4, fb
->MaxNumLayers
);
1831 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1834 _mesa_meta_end(ctx
);
1838 * Meta implementation of ctx->Driver.CopyPixels() in terms
1839 * of texture mapping and polygon rendering and GLSL shaders.
1842 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1843 GLsizei width
, GLsizei height
,
1844 GLint dstX
, GLint dstY
, GLenum type
)
1846 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1847 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1848 struct vertex verts
[4];
1850 if (type
!= GL_COLOR
||
1851 ctx
->_ImageTransferState
||
1853 width
> tex
->MaxSize
||
1854 height
> tex
->MaxSize
) {
1855 /* XXX avoid this fallback */
1856 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1860 /* Most GL state applies to glCopyPixels, but a there's a few things
1861 * we need to override:
1863 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1866 MESA_META_TRANSFORM
|
1869 MESA_META_VIEWPORT
));
1871 _mesa_meta_setup_vertex_objects(ctx
, ©pix
->VAO
, ©pix
->buf_obj
, false,
1874 /* Silence valgrind warnings about reading uninitialized stack. */
1875 memset(verts
, 0, sizeof(verts
));
1877 /* Alloc/setup texture */
1878 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1879 GL_RGBA
, GL_NEAREST
);
1881 /* vertex positions, texcoords (after texture allocation!) */
1883 const GLfloat dstX0
= (GLfloat
) dstX
;
1884 const GLfloat dstY0
= (GLfloat
) dstY
;
1885 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1886 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1887 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1892 verts
[0].tex
[0] = 0.0F
;
1893 verts
[0].tex
[1] = 0.0F
;
1897 verts
[1].tex
[0] = tex
->Sright
;
1898 verts
[1].tex
[1] = 0.0F
;
1902 verts
[2].tex
[0] = tex
->Sright
;
1903 verts
[2].tex
[1] = tex
->Ttop
;
1907 verts
[3].tex
[0] = 0.0F
;
1908 verts
[3].tex
[1] = tex
->Ttop
;
1910 /* upload new vertex data */
1911 _mesa_buffer_sub_data(ctx
, copypix
->buf_obj
, 0, sizeof(verts
), verts
,
1915 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1917 /* draw textured quad */
1918 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1920 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1922 _mesa_meta_end(ctx
);
1926 meta_drawpix_cleanup(struct gl_context
*ctx
, struct drawpix_state
*drawpix
)
1928 if (drawpix
->VAO
!= 0) {
1929 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1932 _mesa_reference_buffer_object(ctx
, &drawpix
->buf_obj
, NULL
);
1935 if (drawpix
->StencilFP
!= 0) {
1936 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1937 drawpix
->StencilFP
= 0;
1940 if (drawpix
->DepthFP
!= 0) {
1941 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1942 drawpix
->DepthFP
= 0;
1947 * When the glDrawPixels() image size is greater than the max rectangle
1948 * texture size we use this function to break the glDrawPixels() image
1949 * into tiles which fit into the max texture size.
1952 tiled_draw_pixels(struct gl_context
*ctx
,
1954 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
1955 GLenum format
, GLenum type
,
1956 const struct gl_pixelstore_attrib
*unpack
,
1957 const GLvoid
*pixels
)
1959 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1962 if (tileUnpack
.RowLength
== 0)
1963 tileUnpack
.RowLength
= width
;
1965 for (i
= 0; i
< width
; i
+= tileSize
) {
1966 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
1967 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
1969 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
1971 for (j
= 0; j
< height
; j
+= tileSize
) {
1972 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
1973 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
1975 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
1977 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
1978 format
, type
, &tileUnpack
, pixels
);
1985 * One-time init for drawing stencil pixels.
1988 init_draw_stencil_pixels(struct gl_context
*ctx
)
1990 /* This program is run eight times, once for each stencil bit.
1991 * The stencil values to draw are found in an 8-bit alpha texture.
1992 * We read the texture/stencil value and test if bit 'b' is set.
1993 * If the bit is not set, use KIL to kill the fragment.
1994 * Finally, we use the stencil test to update the stencil buffer.
1996 * The basic algorithm for checking if a bit is set is:
1997 * if (is_odd(value / (1 << bit)))
1998 * result is one (or non-zero).
2001 * The program parameter contains three values:
2002 * parm.x = 255 / (1 << bit)
2006 static const char *program
=
2008 "PARAM parm = program.local[0]; \n"
2010 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2011 "# t = t * 255 / bit \n"
2012 "MUL t.x, t.a, parm.x; \n"
2015 "SUB t.x, t.x, t.y; \n"
2017 "MUL t.x, t.x, parm.y; \n"
2018 "# t = fract(t.x) \n"
2019 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2020 "# t.x = (t.x == 0 ? 1 : 0) \n"
2021 "SGE t.x, -t.x, parm.z; \n"
2023 "# for debug only \n"
2024 "#MOV result.color, t.x; \n"
2026 char program2
[1000];
2027 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2028 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2029 const char *texTarget
;
2031 assert(drawpix
->StencilFP
== 0);
2033 /* replace %s with "RECT" or "2D" */
2034 assert(strlen(program
) + 4 < sizeof(program2
));
2035 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2039 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2041 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2042 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2043 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2044 strlen(program2
), (const GLubyte
*) program2
);
2049 * One-time init for drawing depth pixels.
2052 init_draw_depth_pixels(struct gl_context
*ctx
)
2054 static const char *program
=
2056 "PARAM color = program.local[0]; \n"
2057 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2058 "MOV result.color, color; \n"
2061 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2062 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2063 const char *texTarget
;
2065 assert(drawpix
->DepthFP
== 0);
2067 /* replace %s with "RECT" or "2D" */
2068 assert(strlen(program
) + 4 < sizeof(program2
));
2069 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2073 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2075 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2076 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2077 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2078 strlen(program2
), (const GLubyte
*) program2
);
2083 * Meta implementation of ctx->Driver.DrawPixels() in terms
2084 * of texture mapping and polygon rendering.
2087 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2088 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2089 GLenum format
, GLenum type
,
2090 const struct gl_pixelstore_attrib
*unpack
,
2091 const GLvoid
*pixels
)
2093 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2094 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2095 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2096 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2097 struct vertex verts
[4];
2098 GLenum texIntFormat
;
2099 GLboolean fallback
, newTex
;
2100 GLbitfield metaExtraSave
= 0x0;
2103 * Determine if we can do the glDrawPixels with texture mapping.
2105 fallback
= GL_FALSE
;
2106 if (ctx
->Fog
.Enabled
) {
2110 if (_mesa_is_color_format(format
)) {
2111 /* use more compact format when possible */
2112 /* XXX disable special case for GL_LUMINANCE for now to work around
2113 * apparent i965 driver bug (see bug #23670).
2115 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2116 texIntFormat
= format
;
2118 texIntFormat
= GL_RGBA
;
2120 /* If we're not supposed to clamp the resulting color, then just
2121 * promote our texture to fully float. We could do better by
2122 * just going for the matching set of channels, in floating
2125 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2126 ctx
->Extensions
.ARB_texture_float
)
2127 texIntFormat
= GL_RGBA32F
;
2129 else if (_mesa_is_stencil_format(format
)) {
2130 if (ctx
->Extensions
.ARB_fragment_program
&&
2131 ctx
->Pixel
.IndexShift
== 0 &&
2132 ctx
->Pixel
.IndexOffset
== 0 &&
2133 type
== GL_UNSIGNED_BYTE
) {
2134 /* We'll store stencil as alpha. This only works for GLubyte
2135 * image data because of how incoming values are mapped to alpha
2138 texIntFormat
= GL_ALPHA
;
2139 metaExtraSave
= (MESA_META_COLOR_MASK
|
2140 MESA_META_DEPTH_TEST
|
2141 MESA_META_PIXEL_TRANSFER
|
2143 MESA_META_STENCIL_TEST
);
2149 else if (_mesa_is_depth_format(format
)) {
2150 if (ctx
->Extensions
.ARB_depth_texture
&&
2151 ctx
->Extensions
.ARB_fragment_program
) {
2152 texIntFormat
= GL_DEPTH_COMPONENT
;
2153 metaExtraSave
= (MESA_META_SHADER
);
2164 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2165 format
, type
, unpack
, pixels
);
2170 * Check image size against max texture size, draw as tiles if needed.
2172 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2173 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2174 format
, type
, unpack
, pixels
);
2178 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2179 * but a there's a few things we need to override:
2181 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2184 MESA_META_TRANSFORM
|
2187 MESA_META_VIEWPORT
|
2190 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2192 _mesa_meta_setup_vertex_objects(ctx
, &drawpix
->VAO
, &drawpix
->buf_obj
, false,
2195 /* Silence valgrind warnings about reading uninitialized stack. */
2196 memset(verts
, 0, sizeof(verts
));
2198 /* vertex positions, texcoords (after texture allocation!) */
2200 const GLfloat x0
= (GLfloat
) x
;
2201 const GLfloat y0
= (GLfloat
) y
;
2202 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2203 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2204 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2209 verts
[0].tex
[0] = 0.0F
;
2210 verts
[0].tex
[1] = 0.0F
;
2214 verts
[1].tex
[0] = tex
->Sright
;
2215 verts
[1].tex
[1] = 0.0F
;
2219 verts
[2].tex
[0] = tex
->Sright
;
2220 verts
[2].tex
[1] = tex
->Ttop
;
2224 verts
[3].tex
[0] = 0.0F
;
2225 verts
[3].tex
[1] = tex
->Ttop
;
2228 /* upload new vertex data */
2229 _mesa_buffer_data(ctx
, drawpix
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
2230 GL_DYNAMIC_DRAW
, __func__
);
2232 /* set given unpack params */
2233 ctx
->Unpack
= *unpack
;
2235 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2237 if (_mesa_is_stencil_format(format
)) {
2238 /* Drawing stencil */
2241 if (!drawpix
->StencilFP
)
2242 init_draw_stencil_pixels(ctx
);
2244 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2245 GL_ALPHA
, type
, pixels
);
2247 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2249 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2251 /* set all stencil bits to 0 */
2252 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2253 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2254 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2256 /* set stencil bits to 1 where needed */
2257 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2259 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2260 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2262 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2263 const GLuint mask
= 1 << bit
;
2264 if (mask
& origStencilMask
) {
2265 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2266 _mesa_StencilMask(mask
);
2268 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2269 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2271 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2275 else if (_mesa_is_depth_format(format
)) {
2277 if (!drawpix
->DepthFP
)
2278 init_draw_depth_pixels(ctx
);
2280 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2281 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2283 /* polygon color = current raster color */
2284 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2285 ctx
->Current
.RasterColor
);
2287 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2288 format
, type
, pixels
);
2290 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2294 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2295 format
, type
, pixels
);
2296 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2299 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2301 /* restore unpack params */
2302 ctx
->Unpack
= unpackSave
;
2304 _mesa_meta_end(ctx
);
2308 alpha_test_raster_color(struct gl_context
*ctx
)
2310 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2311 GLfloat ref
= ctx
->Color
.AlphaRef
;
2313 switch (ctx
->Color
.AlphaFunc
) {
2319 return alpha
== ref
;
2321 return alpha
<= ref
;
2325 return alpha
!= ref
;
2327 return alpha
>= ref
;
2337 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2338 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2339 * tracker would improve performance a lot.
2342 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2343 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2344 const struct gl_pixelstore_attrib
*unpack
,
2345 const GLubyte
*bitmap1
)
2347 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2348 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2349 const GLenum texIntFormat
= GL_ALPHA
;
2350 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2352 struct vertex verts
[4];
2357 * Check if swrast fallback is needed.
2359 if (ctx
->_ImageTransferState
||
2360 ctx
->FragmentProgram
._Enabled
||
2362 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2363 width
> tex
->MaxSize
||
2364 height
> tex
->MaxSize
) {
2365 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2369 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2372 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2373 * but a there's a few things we need to override:
2375 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2376 MESA_META_PIXEL_STORE
|
2377 MESA_META_RASTERIZATION
|
2380 MESA_META_TRANSFORM
|
2383 MESA_META_VIEWPORT
));
2385 _mesa_meta_setup_vertex_objects(ctx
, &bitmap
->VAO
, &bitmap
->buf_obj
, false,
2388 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2390 /* Silence valgrind warnings about reading uninitialized stack. */
2391 memset(verts
, 0, sizeof(verts
));
2393 /* vertex positions, texcoords, colors (after texture allocation!) */
2395 const GLfloat x0
= (GLfloat
) x
;
2396 const GLfloat y0
= (GLfloat
) y
;
2397 const GLfloat x1
= (GLfloat
) (x
+ width
);
2398 const GLfloat y1
= (GLfloat
) (y
+ height
);
2399 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2405 verts
[0].tex
[0] = 0.0F
;
2406 verts
[0].tex
[1] = 0.0F
;
2410 verts
[1].tex
[0] = tex
->Sright
;
2411 verts
[1].tex
[1] = 0.0F
;
2415 verts
[2].tex
[0] = tex
->Sright
;
2416 verts
[2].tex
[1] = tex
->Ttop
;
2420 verts
[3].tex
[0] = 0.0F
;
2421 verts
[3].tex
[1] = tex
->Ttop
;
2423 for (i
= 0; i
< 4; i
++) {
2424 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2425 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2426 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2427 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2430 /* upload new vertex data */
2431 _mesa_buffer_sub_data(ctx
, bitmap
->buf_obj
, 0, sizeof(verts
), verts
,
2435 /* choose different foreground/background alpha values */
2436 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2437 bg
= (fg
> 127 ? 0 : 255);
2439 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2441 _mesa_meta_end(ctx
);
2445 bitmap8
= malloc(width
* height
);
2447 memset(bitmap8
, bg
, width
* height
);
2448 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2449 bitmap8
, width
, fg
);
2451 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2453 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2454 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2456 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2457 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2459 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2461 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2466 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2468 _mesa_meta_end(ctx
);
2472 * Compute the texture coordinates for the four vertices of a quad for
2473 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2474 * and width, height specify a sub-region of the 2D image.
2476 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2477 * \param slice slice of a 1D/2D array texture or 3D texture
2478 * \param xoffset X position of sub texture
2479 * \param yoffset Y position of sub texture
2480 * \param width width of the sub texture image
2481 * \param height height of the sub texture image
2482 * \param total_width total width of the texture image
2483 * \param total_height total height of the texture image
2484 * \param total_depth total depth of the texture image
2485 * \param coords0/1/2/3 returns the computed texcoords
2488 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
2504 const float s0
= (float) xoffset
/ (float) total_width
;
2505 const float s1
= (float) (xoffset
+ width
) / (float) total_width
;
2506 const float t0
= (float) yoffset
/ (float) total_height
;
2507 const float t1
= (float) (yoffset
+ height
) / (float) total_height
;
2510 /* setup the reference texcoords */
2520 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2521 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2523 /* Currently all texture targets want the W component to be 1.0.
2530 switch (faceTarget
) {
2534 case GL_TEXTURE_2D_ARRAY
:
2535 if (faceTarget
== GL_TEXTURE_3D
) {
2536 assert(slice
< total_depth
);
2537 assert(total_depth
>= 1);
2538 r
= (slice
+ 0.5f
) / total_depth
;
2540 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2544 coords0
[0] = st
[0][0]; /* s */
2545 coords0
[1] = st
[0][1]; /* t */
2546 coords0
[2] = r
; /* r */
2547 coords1
[0] = st
[1][0];
2548 coords1
[1] = st
[1][1];
2550 coords2
[0] = st
[2][0];
2551 coords2
[1] = st
[2][1];
2553 coords3
[0] = st
[3][0];
2554 coords3
[1] = st
[3][1];
2557 case GL_TEXTURE_RECTANGLE_ARB
:
2558 coords0
[0] = (float) xoffset
; /* s */
2559 coords0
[1] = (float) yoffset
; /* t */
2560 coords0
[2] = 0.0F
; /* r */
2561 coords1
[0] = (float) (xoffset
+ width
);
2562 coords1
[1] = (float) yoffset
;
2564 coords2
[0] = (float) (xoffset
+ width
);
2565 coords2
[1] = (float) (yoffset
+ height
);
2567 coords3
[0] = (float) xoffset
;
2568 coords3
[1] = (float) (yoffset
+ height
);
2571 case GL_TEXTURE_1D_ARRAY
:
2572 coords0
[0] = st
[0][0]; /* s */
2573 coords0
[1] = (float) slice
; /* t */
2574 coords0
[2] = 0.0F
; /* r */
2575 coords1
[0] = st
[1][0];
2576 coords1
[1] = (float) slice
;
2578 coords2
[0] = st
[2][0];
2579 coords2
[1] = (float) slice
;
2581 coords3
[0] = st
[3][0];
2582 coords3
[1] = (float) slice
;
2586 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2587 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2588 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2589 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2590 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2591 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2592 /* loop over quad verts */
2593 for (i
= 0; i
< 4; i
++) {
2594 /* Compute sc = +/-scale and tc = +/-scale.
2595 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2596 * though that can still sometimes happen with this scale factor...
2598 const GLfloat scale
= 0.9999f
;
2599 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2600 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2617 unreachable("not reached");
2620 coord
[3] = (float) (slice
/ 6);
2622 switch (faceTarget
) {
2623 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2628 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2633 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2638 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2643 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2648 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2659 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2663 static struct blit_shader
*
2664 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2668 table
->sampler_1d
.type
= "sampler1D";
2669 table
->sampler_1d
.func
= "texture1D";
2670 table
->sampler_1d
.texcoords
= "texCoords.x";
2671 return &table
->sampler_1d
;
2673 table
->sampler_2d
.type
= "sampler2D";
2674 table
->sampler_2d
.func
= "texture2D";
2675 table
->sampler_2d
.texcoords
= "texCoords.xy";
2676 return &table
->sampler_2d
;
2677 case GL_TEXTURE_RECTANGLE
:
2678 table
->sampler_rect
.type
= "sampler2DRect";
2679 table
->sampler_rect
.func
= "texture2DRect";
2680 table
->sampler_rect
.texcoords
= "texCoords.xy";
2681 return &table
->sampler_rect
;
2683 /* Code for mipmap generation with 3D textures is not used yet.
2684 * It's a sw fallback.
2686 table
->sampler_3d
.type
= "sampler3D";
2687 table
->sampler_3d
.func
= "texture3D";
2688 table
->sampler_3d
.texcoords
= "texCoords.xyz";
2689 return &table
->sampler_3d
;
2690 case GL_TEXTURE_CUBE_MAP
:
2691 table
->sampler_cubemap
.type
= "samplerCube";
2692 table
->sampler_cubemap
.func
= "textureCube";
2693 table
->sampler_cubemap
.texcoords
= "texCoords.xyz";
2694 return &table
->sampler_cubemap
;
2695 case GL_TEXTURE_1D_ARRAY
:
2696 table
->sampler_1d_array
.type
= "sampler1DArray";
2697 table
->sampler_1d_array
.func
= "texture1DArray";
2698 table
->sampler_1d_array
.texcoords
= "texCoords.xy";
2699 return &table
->sampler_1d_array
;
2700 case GL_TEXTURE_2D_ARRAY
:
2701 table
->sampler_2d_array
.type
= "sampler2DArray";
2702 table
->sampler_2d_array
.func
= "texture2DArray";
2703 table
->sampler_2d_array
.texcoords
= "texCoords.xyz";
2704 return &table
->sampler_2d_array
;
2705 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2706 table
->sampler_cubemap_array
.type
= "samplerCubeArray";
2707 table
->sampler_cubemap_array
.func
= "textureCubeArray";
2708 table
->sampler_cubemap_array
.texcoords
= "texCoords.xyzw";
2709 return &table
->sampler_cubemap_array
;
2711 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2712 " setup_texture_sampler()\n", target
);
2718 _mesa_meta_blit_shader_table_cleanup(struct gl_context
*ctx
,
2719 struct blit_shader_table
*table
)
2721 _mesa_reference_shader_program(ctx
, &table
->sampler_1d
.shader_prog
, NULL
);
2722 _mesa_reference_shader_program(ctx
, &table
->sampler_2d
.shader_prog
, NULL
);
2723 _mesa_reference_shader_program(ctx
, &table
->sampler_3d
.shader_prog
, NULL
);
2724 _mesa_reference_shader_program(ctx
, &table
->sampler_rect
.shader_prog
, NULL
);
2725 _mesa_reference_shader_program(ctx
, &table
->sampler_cubemap
.shader_prog
, NULL
);
2726 _mesa_reference_shader_program(ctx
, &table
->sampler_1d_array
.shader_prog
, NULL
);
2727 _mesa_reference_shader_program(ctx
, &table
->sampler_2d_array
.shader_prog
, NULL
);
2728 _mesa_reference_shader_program(ctx
, &table
->sampler_cubemap_array
.shader_prog
, NULL
);
2732 * Determine the GL data type to use for the temporary image read with
2733 * ReadPixels() and passed to Tex[Sub]Image().
2736 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
2738 const GLenum baseFormat
= _mesa_get_format_base_format(format
);
2739 const GLenum datatype
= _mesa_get_format_datatype(format
);
2740 const GLint format_red_bits
= _mesa_get_format_bits(format
, GL_RED_BITS
);
2742 switch (baseFormat
) {
2749 case GL_LUMINANCE_ALPHA
:
2751 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
) {
2753 } else if (format_red_bits
<= 8) {
2754 return GL_UNSIGNED_BYTE
;
2755 } else if (format_red_bits
<= 16) {
2756 return GL_UNSIGNED_SHORT
;
2759 case GL_DEPTH_COMPONENT
:
2760 if (datatype
== GL_FLOAT
)
2763 return GL_UNSIGNED_INT
;
2764 case GL_DEPTH_STENCIL
:
2765 if (datatype
== GL_FLOAT
)
2766 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
2768 return GL_UNSIGNED_INT_24_8
;
2770 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2777 * Attempts to wrap the destination texture in an FBO and use
2778 * glBlitFramebuffer() to implement glCopyTexSubImage().
2781 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
, GLuint dims
,
2782 struct gl_texture_image
*texImage
,
2786 struct gl_renderbuffer
*rb
,
2788 GLsizei width
, GLsizei height
)
2790 struct gl_framebuffer
*drawFb
;
2791 bool success
= false;
2795 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2798 drawFb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
2802 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2803 _mesa_bind_framebuffers(ctx
, drawFb
, ctx
->ReadBuffer
);
2805 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
||
2806 rb
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
2807 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2808 GL_DEPTH_ATTACHMENT
,
2810 mask
= GL_DEPTH_BUFFER_BIT
;
2812 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
&&
2813 texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
2814 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2815 GL_STENCIL_ATTACHMENT
,
2817 mask
|= GL_STENCIL_BUFFER_BIT
;
2819 _mesa_DrawBuffer(GL_NONE
);
2821 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
2822 GL_COLOR_ATTACHMENT0
,
2824 mask
= GL_COLOR_BUFFER_BIT
;
2825 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2828 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
2829 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2832 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2834 /* Since we've bound a new draw framebuffer, we need to update
2835 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2838 _mesa_update_state(ctx
);
2840 /* We skip the core BlitFramebuffer checks for format consistency, which
2841 * are too strict for CopyTexImage. We know meta will be fine with format
2844 mask
= _mesa_meta_BlitFramebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
,
2846 x
+ width
, y
+ height
,
2848 xoffset
+ width
, yoffset
+ height
,
2850 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2851 success
= mask
== 0x0;
2854 _mesa_reference_framebuffer(&drawFb
, NULL
);
2855 _mesa_meta_end(ctx
);
2860 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2861 * Have to be careful with locking and meta state for pixel transfer.
2864 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
2865 struct gl_texture_image
*texImage
,
2866 GLint xoffset
, GLint yoffset
, GLint zoffset
,
2867 struct gl_renderbuffer
*rb
,
2869 GLsizei width
, GLsizei height
)
2871 GLenum format
, type
;
2875 if (copytexsubimage_using_blit_framebuffer(ctx
, dims
,
2877 xoffset
, yoffset
, zoffset
,
2884 /* Choose format/type for temporary image buffer */
2885 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
2886 if (format
== GL_LUMINANCE
||
2887 format
== GL_LUMINANCE_ALPHA
||
2888 format
== GL_INTENSITY
) {
2889 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2890 * temp image buffer because glReadPixels will do L=R+G+B which is
2891 * not what we want (should be L=R).
2896 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
2897 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
2898 format
= _mesa_base_format_to_integer_format(format
);
2900 bpp
= _mesa_bytes_per_pixel(format
, type
);
2902 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2907 * Alloc image buffer (XXX could use a PBO)
2909 buf
= malloc(width
* height
* bpp
);
2911 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2916 * Read image from framebuffer (disable pixel transfer ops)
2918 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
2919 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
2920 format
, type
, &ctx
->Pack
, buf
);
2921 _mesa_meta_end(ctx
);
2923 _mesa_update_state(ctx
); /* to update pixel transfer state */
2926 * Store texture data (with pixel transfer ops)
2928 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
2930 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
2931 assert(yoffset
== 0);
2932 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2933 xoffset
, zoffset
, 0, width
, 1, 1,
2934 format
, type
, buf
, &ctx
->Unpack
);
2936 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2937 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2938 format
, type
, buf
, &ctx
->Unpack
);
2941 _mesa_meta_end(ctx
);
2947 meta_decompress_fbo_cleanup(struct decompress_fbo_state
*decompress_fbo
)
2949 if (decompress_fbo
->fb
!= NULL
) {
2950 _mesa_reference_framebuffer(&decompress_fbo
->fb
, NULL
);
2951 _mesa_reference_renderbuffer(&decompress_fbo
->rb
, NULL
);
2954 memset(decompress_fbo
, 0, sizeof(*decompress_fbo
));
2958 meta_decompress_cleanup(struct gl_context
*ctx
,
2959 struct decompress_state
*decompress
)
2961 meta_decompress_fbo_cleanup(&decompress
->byteFBO
);
2962 meta_decompress_fbo_cleanup(&decompress
->floatFBO
);
2964 if (decompress
->VAO
!= 0) {
2965 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2966 _mesa_reference_buffer_object(ctx
, &decompress
->buf_obj
, NULL
);
2969 _mesa_reference_sampler_object(ctx
, &decompress
->samp_obj
, NULL
);
2971 memset(decompress
, 0, sizeof(*decompress
));
2975 * Decompress a texture image by drawing a quad with the compressed
2976 * texture and reading the pixels out of the color buffer.
2977 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2978 * \param destFormat format, ala glReadPixels
2979 * \param destType type, ala glReadPixels
2980 * \param dest destination buffer
2981 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2984 decompress_texture_image(struct gl_context
*ctx
,
2985 struct gl_texture_image
*texImage
,
2987 GLint xoffset
, GLint yoffset
,
2988 GLsizei width
, GLsizei height
,
2989 GLenum destFormat
, GLenum destType
,
2992 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
2993 struct decompress_fbo_state
*decompress_fbo
;
2994 struct gl_texture_object
*texObj
= texImage
->TexObject
;
2995 const GLenum target
= texObj
->Target
;
2998 struct vertex verts
[4];
2999 struct gl_sampler_object
*samp_obj_save
= NULL
;
3001 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3002 ctx
->Extensions
.ARB_fragment_shader
;
3004 switch (_mesa_get_format_datatype(texImage
->TexFormat
)) {
3006 decompress_fbo
= &decompress
->floatFBO
;
3007 rbFormat
= GL_RGBA32F
;
3009 case GL_UNSIGNED_NORMALIZED
:
3010 decompress_fbo
= &decompress
->byteFBO
;
3018 assert(target
== GL_TEXTURE_3D
||
3019 target
== GL_TEXTURE_2D_ARRAY
||
3020 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3025 case GL_TEXTURE_1D_ARRAY
:
3026 assert(!"No compressed 1D textures.");
3030 assert(!"No compressed 3D textures.");
3033 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3034 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3037 case GL_TEXTURE_CUBE_MAP
:
3038 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3042 faceTarget
= target
;
3046 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~(MESA_META_PIXEL_STORE
|
3047 MESA_META_DRAW_BUFFERS
));
3048 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3050 _mesa_reference_sampler_object(ctx
, &samp_obj_save
,
3051 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
);
3053 /* Create/bind FBO/renderbuffer */
3054 if (decompress_fbo
->fb
== NULL
) {
3055 decompress_fbo
->rb
= ctx
->Driver
.NewRenderbuffer(ctx
, 0xDEADBEEF);
3056 if (decompress_fbo
->rb
== NULL
) {
3057 _mesa_meta_end(ctx
);
3061 decompress_fbo
->rb
->RefCount
= 1;
3063 decompress_fbo
->fb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
3064 if (decompress_fbo
->fb
== NULL
) {
3065 _mesa_meta_end(ctx
);
3069 _mesa_bind_framebuffers(ctx
, decompress_fbo
->fb
, decompress_fbo
->fb
);
3070 _mesa_framebuffer_renderbuffer(ctx
, ctx
->DrawBuffer
, GL_COLOR_ATTACHMENT0
,
3071 decompress_fbo
->rb
);
3074 _mesa_bind_framebuffers(ctx
, decompress_fbo
->fb
, decompress_fbo
->fb
);
3077 /* alloc dest surface */
3078 if (width
> decompress_fbo
->Width
|| height
> decompress_fbo
->Height
) {
3079 _mesa_renderbuffer_storage(ctx
, decompress_fbo
->rb
, rbFormat
,
3081 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3082 if (status
!= GL_FRAMEBUFFER_COMPLETE
) {
3083 /* If the framebuffer isn't complete then we'll leave
3084 * decompress_fbo->Width as zero so that it will fail again next time
3086 _mesa_meta_end(ctx
);
3089 decompress_fbo
->Width
= width
;
3090 decompress_fbo
->Height
= height
;
3093 if (use_glsl_version
) {
3094 _mesa_meta_setup_vertex_objects(ctx
, &decompress
->VAO
,
3095 &decompress
->buf_obj
, true,
3098 _mesa_meta_setup_blit_shader(ctx
, target
, false, &decompress
->shaders
);
3100 _mesa_meta_setup_ff_tnl_for_blit(ctx
, &decompress
->VAO
,
3101 &decompress
->buf_obj
, 3);
3104 if (decompress
->samp_obj
== NULL
) {
3105 decompress
->samp_obj
= ctx
->Driver
.NewSamplerObject(ctx
, 0xDEADBEEF);
3106 if (decompress
->samp_obj
== NULL
) {
3107 _mesa_meta_end(ctx
);
3109 /* This is a bit lazy. Flag out of memory, and then don't bother to
3110 * clean up. Once out of memory is flagged, the only realistic next
3111 * move is to destroy the context. That will trigger all the right
3114 * Returning true prevents other GetTexImage methods from attempting
3115 * anything since they will likely fail too.
3117 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGetTexImage");
3121 /* nearest filtering */
3122 _mesa_set_sampler_filters(ctx
, decompress
->samp_obj
, GL_NEAREST
, GL_NEAREST
);
3124 /* We don't want to encode or decode sRGB values; treat them as linear. */
3125 _mesa_set_sampler_srgb_decode(ctx
, decompress
->samp_obj
, GL_SKIP_DECODE_EXT
);
3128 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, decompress
->samp_obj
);
3130 /* Silence valgrind warnings about reading uninitialized stack. */
3131 memset(verts
, 0, sizeof(verts
));
3133 _mesa_meta_setup_texture_coords(faceTarget
, slice
,
3134 xoffset
, yoffset
, width
, height
,
3135 texImage
->Width
, texImage
->Height
,
3142 /* setup vertex positions */
3152 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3154 /* upload new vertex data */
3155 _mesa_buffer_sub_data(ctx
, decompress
->buf_obj
, 0, sizeof(verts
), verts
,
3158 /* setup texture state */
3159 _mesa_BindTexture(target
, texObj
->Name
);
3161 if (!use_glsl_version
)
3162 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3165 /* save texture object state */
3166 const GLint baseLevelSave
= texObj
->BaseLevel
;
3167 const GLint maxLevelSave
= texObj
->MaxLevel
;
3169 /* restrict sampling to the texture level of interest */
3170 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3171 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_BASE_LEVEL
,
3172 (GLint
*) &texImage
->Level
, false);
3173 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_MAX_LEVEL
,
3174 (GLint
*) &texImage
->Level
, false);
3177 /* render quad w/ texture into renderbuffer */
3178 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3180 /* Restore texture object state, the texture binding will
3181 * be restored by _mesa_meta_end().
3183 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3184 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_BASE_LEVEL
,
3185 &baseLevelSave
, false);
3186 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_MAX_LEVEL
,
3187 &maxLevelSave
, false);
3192 /* read pixels from renderbuffer */
3194 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3195 GLenum destBaseFormat
= _mesa_unpack_format_to_base_format(destFormat
);
3197 /* The pixel transfer state will be set to default values at this point
3198 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3199 * turned off (as required by glGetTexImage) but we need to handle some
3200 * special cases. In particular, single-channel texture values are
3201 * returned as red and two-channel texture values are returned as
3204 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat
,
3206 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3207 * luminance then we need to return L=tex(R).
3209 _mesa_need_rgb_to_luminance_conversion(baseTexFormat
,
3211 /* Green and blue must be zero */
3212 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3213 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3216 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3219 /* disable texture unit */
3220 if (!use_glsl_version
)
3221 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3223 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, samp_obj_save
);
3224 _mesa_reference_sampler_object(ctx
, &samp_obj_save
, NULL
);
3226 _mesa_meta_end(ctx
);
3233 * This is just a wrapper around _mesa_get_tex_image() and
3234 * decompress_texture_image(). Meta functions should not be directly called
3238 _mesa_meta_GetTexSubImage(struct gl_context
*ctx
,
3239 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3240 GLsizei width
, GLsizei height
, GLsizei depth
,
3241 GLenum format
, GLenum type
, GLvoid
*pixels
,
3242 struct gl_texture_image
*texImage
)
3244 if (_mesa_is_format_compressed(texImage
->TexFormat
)) {
3248 for (slice
= 0; slice
< depth
; slice
++) {
3250 if (texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
3251 || texImage
->TexObject
->Target
== GL_TEXTURE_CUBE_MAP_ARRAY
) {
3252 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3253 * in the decompress_texture_image() function's call to
3254 * glReadPixels but we need to compute the dest slice's address
3255 * here (according to SkipImages and ImageHeight).
3257 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
3258 packing
.SkipPixels
= 0;
3259 packing
.SkipRows
= 0;
3260 dst
= _mesa_image_address3d(&packing
, pixels
, width
, height
,
3261 format
, type
, slice
, 0, 0);
3266 result
= decompress_texture_image(ctx
, texImage
, slice
,
3267 xoffset
, yoffset
, width
, height
,
3277 _mesa_GetTexSubImage_sw(ctx
, xoffset
, yoffset
, zoffset
,
3278 width
, height
, depth
, format
, type
, pixels
, texImage
);
3283 * Meta implementation of ctx->Driver.DrawTex() in terms
3284 * of polygon rendering.
3287 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3288 GLfloat width
, GLfloat height
)
3290 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3292 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3294 struct vertex verts
[4];
3297 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3299 MESA_META_TRANSFORM
|
3301 MESA_META_VIEWPORT
));
3303 if (drawtex
->VAO
== 0) {
3304 /* one-time setup */
3305 struct gl_vertex_array_object
*array_obj
;
3307 /* create vertex array object */
3308 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3309 _mesa_BindVertexArray(drawtex
->VAO
);
3311 array_obj
= _mesa_lookup_vao(ctx
, drawtex
->VAO
);
3312 assert(array_obj
!= NULL
);
3314 /* create vertex array buffer */
3315 drawtex
->buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
3316 if (drawtex
->buf_obj
== NULL
)
3319 _mesa_buffer_data(ctx
, drawtex
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
3320 GL_DYNAMIC_DRAW
, __func__
);
3322 /* setup vertex arrays */
3323 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
3324 3, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
3326 offsetof(struct vertex
, x
), true);
3327 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_POS
,
3328 drawtex
->buf_obj
, 0, sizeof(struct vertex
));
3329 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_POS
);
3332 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3333 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_TEX(i
),
3334 2, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
3336 offsetof(struct vertex
, st
[i
]), true);
3337 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_TEX(i
),
3338 drawtex
->buf_obj
, 0, sizeof(struct vertex
));
3339 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_TEX(i
));
3343 _mesa_BindVertexArray(drawtex
->VAO
);
3346 /* vertex positions, texcoords */
3348 const GLfloat x1
= x
+ width
;
3349 const GLfloat y1
= y
+ height
;
3351 z
= CLAMP(z
, 0.0f
, 1.0f
);
3370 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3371 const struct gl_texture_object
*texObj
;
3372 const struct gl_texture_image
*texImage
;
3373 GLfloat s
, t
, s1
, t1
;
3376 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3378 for (j
= 0; j
< 4; j
++) {
3379 verts
[j
].st
[i
][0] = 0.0f
;
3380 verts
[j
].st
[i
][1] = 0.0f
;
3385 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3386 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3387 tw
= texImage
->Width2
;
3388 th
= texImage
->Height2
;
3390 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
3391 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
3392 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
3393 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
3395 verts
[0].st
[i
][0] = s
;
3396 verts
[0].st
[i
][1] = t
;
3398 verts
[1].st
[i
][0] = s1
;
3399 verts
[1].st
[i
][1] = t
;
3401 verts
[2].st
[i
][0] = s1
;
3402 verts
[2].st
[i
][1] = t1
;
3404 verts
[3].st
[i
][0] = s
;
3405 verts
[3].st
[i
][1] = t1
;
3408 _mesa_buffer_sub_data(ctx
, drawtex
->buf_obj
, 0, sizeof(verts
), verts
,
3412 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3414 _mesa_meta_end(ctx
);
3418 cleartexsubimage_color(struct gl_context
*ctx
,
3419 struct gl_texture_image
*texImage
,
3420 const GLvoid
*clearValue
,
3424 union gl_color_union colorValue
;
3428 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3429 GL_COLOR_ATTACHMENT0
,
3432 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3433 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3436 /* We don't want to apply an sRGB conversion so override the format */
3437 format
= _mesa_get_srgb_format_linear(texImage
->TexFormat
);
3438 datatype
= _mesa_get_format_datatype(format
);
3441 case GL_UNSIGNED_INT
:
3444 _mesa_unpack_uint_rgba_row(format
, 1, clearValue
,
3445 (GLuint (*)[4]) colorValue
.ui
);
3447 memset(&colorValue
, 0, sizeof colorValue
);
3448 if (datatype
== GL_INT
)
3449 _mesa_ClearBufferiv(GL_COLOR
, 0, colorValue
.i
);
3451 _mesa_ClearBufferuiv(GL_COLOR
, 0, colorValue
.ui
);
3455 _mesa_unpack_rgba_row(format
, 1, clearValue
,
3456 (GLfloat (*)[4]) colorValue
.f
);
3458 memset(&colorValue
, 0, sizeof colorValue
);
3459 _mesa_ClearBufferfv(GL_COLOR
, 0, colorValue
.f
);
3467 cleartexsubimage_depth_stencil(struct gl_context
*ctx
,
3468 struct gl_texture_image
*texImage
,
3469 const GLvoid
*clearValue
,
3476 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3477 GL_DEPTH_ATTACHMENT
,
3480 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3481 _mesa_meta_framebuffer_texture_image(ctx
, ctx
->DrawBuffer
,
3482 GL_STENCIL_ATTACHMENT
,
3485 status
= _mesa_check_framebuffer_status(ctx
, ctx
->DrawBuffer
);
3486 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3490 GLuint depthStencilValue
[2];
3492 /* Convert the clearValue from whatever format it's in to a floating
3493 * point value for the depth and an integer value for the stencil index
3495 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage
->TexFormat
,
3499 /* We need a memcpy here instead of a cast because we need to
3500 * reinterpret the bytes as a float rather than converting it
3502 memcpy(&depthValue
, depthStencilValue
, sizeof depthValue
);
3503 stencilValue
= depthStencilValue
[1] & 0xff;
3509 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3510 _mesa_ClearBufferfi(GL_DEPTH_STENCIL
, 0, depthValue
, stencilValue
);
3512 _mesa_ClearBufferfv(GL_DEPTH
, 0, &depthValue
);
3518 cleartexsubimage_for_zoffset(struct gl_context
*ctx
,
3519 struct gl_texture_image
*texImage
,
3521 const GLvoid
*clearValue
)
3523 struct gl_framebuffer
*drawFb
;
3526 drawFb
= ctx
->Driver
.NewFramebuffer(ctx
, 0xDEADBEEF);
3530 _mesa_bind_framebuffers(ctx
, drawFb
, ctx
->ReadBuffer
);
3532 switch(texImage
->_BaseFormat
) {
3533 case GL_DEPTH_STENCIL
:
3534 case GL_DEPTH_COMPONENT
:
3535 success
= cleartexsubimage_depth_stencil(ctx
, texImage
,
3536 clearValue
, zoffset
);
3539 success
= cleartexsubimage_color(ctx
, texImage
, clearValue
, zoffset
);
3543 _mesa_reference_framebuffer(&drawFb
, NULL
);
3549 cleartexsubimage_using_fbo(struct gl_context
*ctx
,
3550 struct gl_texture_image
*texImage
,
3551 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3552 GLsizei width
, GLsizei height
, GLsizei depth
,
3553 const GLvoid
*clearValue
)
3555 bool success
= true;
3558 _mesa_meta_begin(ctx
,
3560 MESA_META_COLOR_MASK
|
3562 MESA_META_FRAMEBUFFER_SRGB
);
3564 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3565 _mesa_set_enable(ctx
, GL_DITHER
, GL_FALSE
);
3567 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_TRUE
);
3568 _mesa_Scissor(xoffset
, yoffset
, width
, height
);
3570 for (z
= zoffset
; z
< zoffset
+ depth
; z
++) {
3571 if (!cleartexsubimage_for_zoffset(ctx
, texImage
, z
, clearValue
)) {
3577 _mesa_meta_end(ctx
);
3583 _mesa_meta_ClearTexSubImage(struct gl_context
*ctx
,
3584 struct gl_texture_image
*texImage
,
3585 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3586 GLsizei width
, GLsizei height
, GLsizei depth
,
3587 const GLvoid
*clearValue
)
3591 res
= cleartexsubimage_using_fbo(ctx
, texImage
,
3592 xoffset
, yoffset
, zoffset
,
3593 width
, height
, depth
,
3600 "Falling back to mapping the texture in "
3601 "glClearTexSubImage\n");
3603 _mesa_store_cleartexsubimage(ctx
, texImage
,
3604 xoffset
, yoffset
, zoffset
,
3605 width
, height
, depth
,