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/bufferobj.h"
41 #include "main/buffers.h"
42 #include "main/colortab.h"
43 #include "main/condrender.h"
44 #include "main/depth.h"
45 #include "main/enable.h"
46 #include "main/fbobject.h"
47 #include "main/feedback.h"
48 #include "main/formats.h"
49 #include "main/glformats.h"
50 #include "main/image.h"
51 #include "main/macros.h"
52 #include "main/matrix.h"
53 #include "main/mipmap.h"
54 #include "main/pixel.h"
56 #include "main/polygon.h"
57 #include "main/queryobj.h"
58 #include "main/readpix.h"
59 #include "main/scissor.h"
60 #include "main/shaderapi.h"
61 #include "main/shaderobj.h"
62 #include "main/state.h"
63 #include "main/stencil.h"
64 #include "main/texobj.h"
65 #include "main/texenv.h"
66 #include "main/texgetimage.h"
67 #include "main/teximage.h"
68 #include "main/texparam.h"
69 #include "main/texstate.h"
70 #include "main/transformfeedback.h"
71 #include "main/uniforms.h"
72 #include "main/varray.h"
73 #include "main/viewport.h"
74 #include "main/samplerobj.h"
75 #include "program/program.h"
76 #include "swrast/swrast.h"
77 #include "drivers/common/meta.h"
78 #include "main/enums.h"
79 #include "main/glformats.h"
80 #include "../glsl/ralloc.h"
82 /** Return offset in bytes of the field within a vertex struct */
83 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
86 * State which we may save/restore across meta ops.
87 * XXX this may be incomplete...
91 GLbitfield SavedState
; /**< bitmask of MESA_META_* flags */
93 /** MESA_META_CLEAR (and others?) */
94 struct gl_query_object
*CurrentOcclusionObject
;
96 /** MESA_META_ALPHA_TEST */
97 GLboolean AlphaEnabled
;
101 /** MESA_META_BLEND */
102 GLbitfield BlendEnabled
;
103 GLboolean ColorLogicOpEnabled
;
105 /** MESA_META_COLOR_MASK */
106 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4];
108 /** MESA_META_DEPTH_TEST */
109 struct gl_depthbuffer_attrib Depth
;
114 /** MESA_META_PIXEL_STORE */
115 struct gl_pixelstore_attrib Pack
, Unpack
;
117 /** MESA_META_PIXEL_TRANSFER */
118 GLfloat RedBias
, RedScale
;
119 GLfloat GreenBias
, GreenScale
;
120 GLfloat BlueBias
, BlueScale
;
121 GLfloat AlphaBias
, AlphaScale
;
122 GLfloat DepthBias
, DepthScale
;
123 GLboolean MapColorFlag
;
125 /** MESA_META_RASTERIZATION */
126 GLenum FrontPolygonMode
, BackPolygonMode
;
127 GLboolean PolygonOffset
;
128 GLboolean PolygonSmooth
;
129 GLboolean PolygonStipple
;
130 GLboolean PolygonCull
;
132 /** MESA_META_SCISSOR */
133 struct gl_scissor_attrib Scissor
;
135 /** MESA_META_SHADER */
136 GLboolean VertexProgramEnabled
;
137 struct gl_vertex_program
*VertexProgram
;
138 GLboolean FragmentProgramEnabled
;
139 struct gl_fragment_program
*FragmentProgram
;
140 GLboolean ATIFragmentShaderEnabled
;
141 struct gl_shader_program
*Shader
[MESA_SHADER_STAGES
];
142 struct gl_shader_program
*ActiveShader
;
144 /** MESA_META_STENCIL_TEST */
145 struct gl_stencil_attrib Stencil
;
147 /** MESA_META_TRANSFORM */
149 GLfloat ModelviewMatrix
[16];
150 GLfloat ProjectionMatrix
[16];
151 GLfloat TextureMatrix
[16];
153 /** MESA_META_CLIP */
154 GLbitfield ClipPlanesEnabled
;
156 /** MESA_META_TEXTURE */
158 GLuint ClientActiveUnit
;
159 /** for unit[0] only */
160 struct gl_texture_object
*CurrentTexture
[NUM_TEXTURE_TARGETS
];
161 /** mask of TEXTURE_2D_BIT, etc */
162 GLbitfield TexEnabled
[MAX_TEXTURE_UNITS
];
163 GLbitfield TexGenEnabled
[MAX_TEXTURE_UNITS
];
164 GLuint EnvMode
; /* unit[0] only */
166 /** MESA_META_VERTEX */
167 struct gl_vertex_array_object
*VAO
;
168 struct gl_buffer_object
*ArrayBufferObj
;
170 /** MESA_META_VIEWPORT */
171 GLfloat ViewportX
, ViewportY
, ViewportW
, ViewportH
;
172 GLclampd DepthNear
, DepthFar
;
174 /** MESA_META_CLAMP_FRAGMENT_COLOR */
175 GLenum ClampFragmentColor
;
177 /** MESA_META_CLAMP_VERTEX_COLOR */
178 GLenum ClampVertexColor
;
180 /** MESA_META_CONDITIONAL_RENDER */
181 struct gl_query_object
*CondRenderQuery
;
182 GLenum CondRenderMode
;
184 /** MESA_META_SELECT_FEEDBACK */
186 struct gl_selection Select
;
187 struct gl_feedback Feedback
;
189 /** MESA_META_MULTISAMPLE */
190 GLboolean MultisampleEnabled
;
192 /** MESA_META_FRAMEBUFFER_SRGB */
193 GLboolean sRGBEnabled
;
195 /** Miscellaneous (always disabled) */
197 GLboolean RasterDiscard
;
198 GLboolean TransformFeedbackNeedsResume
;
202 * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
203 * This is currently shared by all the meta ops. But we could create a
204 * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
209 GLenum Target
; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
210 GLsizei MinSize
; /**< Min texture size to allocate */
211 GLsizei MaxSize
; /**< Max possible texture size */
212 GLboolean NPOT
; /**< Non-power of two size OK? */
213 GLsizei Width
, Height
; /**< Current texture size */
215 GLfloat Sright
, Ttop
; /**< right, top texcoords */
219 * State for GLSL texture sampler which is used to generate fragment
220 * shader in _mesa_meta_generate_mipmap().
222 struct glsl_sampler
{
225 const char *texcoords
;
230 * Table of all sampler types and shaders for accessing them.
232 struct sampler_table
{
233 struct glsl_sampler sampler_1d
;
234 struct glsl_sampler sampler_2d
;
235 struct glsl_sampler sampler_3d
;
236 struct glsl_sampler sampler_rect
;
237 struct glsl_sampler sampler_cubemap
;
238 struct glsl_sampler sampler_1d_array
;
239 struct glsl_sampler sampler_2d_array
;
240 struct glsl_sampler sampler_cubemap_array
;
244 * State for glBlitFramebufer()
251 struct sampler_table samplers
;
252 struct temp_texture depthTex
;
257 * State for glClear()
267 GLuint IntegerShaderProg
;
268 GLint IntegerColorLocation
;
269 GLint IntegerLayerLocation
;
274 * State for glCopyPixels()
284 * State for glDrawPixels()
291 GLuint StencilFP
; /**< Fragment program for drawing stencil images */
292 GLuint DepthFP
; /**< Fragment program for drawing depth images */
297 * State for glBitmap()
303 struct temp_texture Tex
; /**< separate texture from other meta ops */
307 * State for _mesa_meta_generate_mipmap()
309 struct gen_mipmap_state
316 struct sampler_table samplers
;
320 * State for texture decompression
322 struct decompress_state
325 GLuint VBO
, FBO
, RBO
, Sampler
;
328 struct sampler_table samplers
;
332 * State for glDrawTex()
340 #define MAX_META_OPS_DEPTH 8
342 * All per-context meta state.
346 /** Stack of state saved during meta-ops */
347 struct save_state Save
[MAX_META_OPS_DEPTH
];
348 /** Save stack depth */
349 GLuint SaveStackDepth
;
351 struct temp_texture TempTex
;
353 struct blit_state Blit
; /**< For _mesa_meta_BlitFramebuffer() */
354 struct clear_state Clear
; /**< For _mesa_meta_Clear() */
355 struct copypix_state CopyPix
; /**< For _mesa_meta_CopyPixels() */
356 struct drawpix_state DrawPix
; /**< For _mesa_meta_DrawPixels() */
357 struct bitmap_state Bitmap
; /**< For _mesa_meta_Bitmap() */
358 struct gen_mipmap_state Mipmap
; /**< For _mesa_meta_GenerateMipmap() */
359 struct decompress_state Decompress
; /**< For texture decompression */
360 struct drawtex_state DrawTex
; /**< For _mesa_meta_DrawTex() */
364 GLfloat x
, y
, z
, tex
[4];
368 static struct glsl_sampler
*
369 setup_texture_sampler(GLenum target
, struct sampler_table
*table
);
371 static void meta_glsl_blit_cleanup(struct blit_state
*blit
);
372 static void cleanup_temp_texture(struct temp_texture
*tex
);
373 static void meta_glsl_clear_cleanup(struct clear_state
*clear
);
374 static void meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state
*mipmap
);
375 static void meta_decompress_cleanup(struct decompress_state
*decompress
);
376 static void meta_drawpix_cleanup(struct drawpix_state
*drawpix
);
377 static void sampler_table_cleanup(struct sampler_table
*table
);
380 compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
, const GLcharARB
*source
)
386 shader
= _mesa_CreateShaderObjectARB(target
);
387 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
388 _mesa_CompileShader(shader
);
390 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
394 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
396 _mesa_DeleteObjectARB(shader
);
402 _mesa_DeleteObjectARB(shader
);
406 _mesa_GetShaderInfoLog(shader
, size
, NULL
, info
);
408 "meta program compile failed:\n%s\n"
413 _mesa_DeleteObjectARB(shader
);
419 link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
424 _mesa_LinkProgram(program
);
426 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
430 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
438 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
439 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
447 * Generate a generic shader to blit from a texture to a framebuffer
449 * \param ctx Current GL context
450 * \param texTarget Texture target that will be the source of the blit
452 * \returns a handle to a shader program on success or zero on failure.
455 setup_blit_shader(struct gl_context
*ctx
,
457 struct sampler_table
*table
)
459 const char *vs_source
;
462 void *const mem_ctx
= ralloc_context(NULL
);
463 struct glsl_sampler
*sampler
=
464 setup_texture_sampler(target
, table
);
466 assert(sampler
!= NULL
);
468 if (sampler
->shader_prog
!= 0) {
469 _mesa_UseProgram(sampler
->shader_prog
);
473 /* The version check is a little tricky. API is set to API_OPENGLES2 even
474 * for OpenGL ES 3.0 contexts, and GLSLVersion may be set to 140, for
475 * example, in an OpenGL ES 2.0 context.
477 if ((ctx
->API
== API_OPENGLES2
&& ctx
->Version
< 30)
478 || ctx
->Const
.GLSLVersion
< 130) {
480 "attribute vec2 position;\n"
481 "attribute vec3 textureCoords;\n"
482 "varying vec4 texCoords;\n"
485 " texCoords = textureCoords;\n"
486 " gl_Position = vec4(position, 0.0, 1.0);\n"
489 fs_source
= ralloc_asprintf(mem_ctx
,
490 "#extension GL_EXT_texture_array : enable\n"
491 "#extension GL_ARB_texture_cube_map_array: enable\n"
493 "precision highp float;\n"
495 "uniform %s texSampler;\n"
496 "varying vec4 texCoords;\n"
499 " gl_FragColor = %s(texSampler, %s);\n"
500 " gl_FragDepth = gl_FragColor.x;\n"
503 sampler
->func
, sampler
->texcoords
);
506 vs_source
= ralloc_asprintf(mem_ctx
,
508 "in vec2 position;\n"
509 "in vec4 textureCoords;\n"
510 "out vec4 texCoords;\n"
513 " texCoords = textureCoords;\n"
514 " gl_Position = vec4(position, 0.0, 1.0);\n"
516 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
517 fs_source
= ralloc_asprintf(mem_ctx
,
519 "#extension GL_ARB_texture_cube_map_array: enable\n"
521 "precision highp float;\n"
523 "uniform %s texSampler;\n"
524 "in vec4 texCoords;\n"
525 "out vec4 out_color;\n"
529 " out_color = texture(texSampler, %s);\n"
530 " gl_FragDepth = out_color.x;\n"
532 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es",
537 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_source
);
538 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_source
);
540 sampler
->shader_prog
= _mesa_CreateProgramObjectARB();
541 _mesa_AttachShader(sampler
->shader_prog
, fs
);
542 _mesa_DeleteObjectARB(fs
);
543 _mesa_AttachShader(sampler
->shader_prog
, vs
);
544 _mesa_DeleteObjectARB(vs
);
545 _mesa_BindAttribLocation(sampler
->shader_prog
, 0, "position");
546 _mesa_BindAttribLocation(sampler
->shader_prog
, 1, "texcoords");
547 link_program_with_debug(ctx
, sampler
->shader_prog
);
548 ralloc_free(mem_ctx
);
550 _mesa_UseProgram(sampler
->shader_prog
);
554 * Configure vertex buffer and vertex array objects for tests
556 * Regardless of whether a new VAO and new VBO are created, the objects
557 * referenced by \c VAO and \c VBO will be bound into the GL state vector
558 * when this function terminates.
560 * \param VAO Storage for vertex array object handle. If 0, a new VAO
562 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
563 * will be created. The new VBO will have storage for 4
564 * \c vertex structures.
565 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
566 * or should traditional, fixed-function color and texture
567 * coordinate be used?
568 * \param vertex_size Number of components for attribute 0 / vertex.
569 * \param texcoord_size Number of components for attribute 1 / texture
570 * coordinate. If this is 0, attribute 1 will not be set or
572 * \param color_size Number of components for attribute 1 / primary color.
573 * If this is 0, attribute 1 will not be set or enabled.
575 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
576 * Use \c texcoord_size instead.
579 setup_vertex_objects(GLuint
*VAO
, GLuint
*VBO
, bool use_generic_attributes
,
580 unsigned vertex_size
, unsigned texcoord_size
,
586 /* create vertex array object */
587 _mesa_GenVertexArrays(1, VAO
);
588 _mesa_BindVertexArray(*VAO
);
590 /* create vertex array buffer */
591 _mesa_GenBuffers(1, VBO
);
592 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
593 _mesa_BufferData(GL_ARRAY_BUFFER
, 4 * sizeof(struct vertex
), NULL
,
596 /* setup vertex arrays */
597 if (use_generic_attributes
) {
598 assert(color_size
== 0);
600 _mesa_VertexAttribPointer(0, vertex_size
, GL_FLOAT
, GL_FALSE
,
601 sizeof(struct vertex
), OFFSET(x
));
602 _mesa_EnableVertexAttribArray(0);
604 if (texcoord_size
> 0) {
605 _mesa_VertexAttribPointer(1, texcoord_size
, GL_FLOAT
, GL_FALSE
,
606 sizeof(struct vertex
), OFFSET(tex
));
607 _mesa_EnableVertexAttribArray(1);
610 _mesa_VertexPointer(vertex_size
, GL_FLOAT
, sizeof(struct vertex
),
612 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
614 if (texcoord_size
> 0) {
615 _mesa_TexCoordPointer(texcoord_size
, GL_FLOAT
,
616 sizeof(struct vertex
), OFFSET(tex
));
617 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
620 if (color_size
> 0) {
621 _mesa_ColorPointer(color_size
, GL_FLOAT
,
622 sizeof(struct vertex
), OFFSET(r
));
623 _mesa_EnableClientState(GL_COLOR_ARRAY
);
627 _mesa_BindVertexArray(*VAO
);
628 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
633 * Initialize meta-ops for a context.
634 * To be called once during context creation.
637 _mesa_meta_init(struct gl_context
*ctx
)
641 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
646 * Free context meta-op state.
647 * To be called once during context destruction.
650 _mesa_meta_free(struct gl_context
*ctx
)
652 GET_CURRENT_CONTEXT(old_context
);
653 _mesa_make_current(ctx
, NULL
, NULL
);
654 meta_glsl_blit_cleanup(&ctx
->Meta
->Blit
);
655 meta_glsl_clear_cleanup(&ctx
->Meta
->Clear
);
656 meta_glsl_generate_mipmap_cleanup(&ctx
->Meta
->Mipmap
);
657 cleanup_temp_texture(&ctx
->Meta
->TempTex
);
658 meta_decompress_cleanup(&ctx
->Meta
->Decompress
);
659 meta_drawpix_cleanup(&ctx
->Meta
->DrawPix
);
661 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
663 _mesa_make_current(NULL
, NULL
, NULL
);
670 * Enter meta state. This is like a light-weight version of glPushAttrib
671 * but it also resets most GL state back to default values.
673 * \param state bitmask of MESA_META_* flags indicating which attribute groups
674 * to save and reset to their defaults
677 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
679 struct save_state
*save
;
681 /* hope MAX_META_OPS_DEPTH is large enough */
682 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
684 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
685 memset(save
, 0, sizeof(*save
));
686 save
->SavedState
= state
;
688 /* Pausing transform feedback needs to be done early, or else we won't be
689 * able to change other state.
691 save
->TransformFeedbackNeedsResume
=
692 _mesa_is_xfb_active_and_unpaused(ctx
);
693 if (save
->TransformFeedbackNeedsResume
)
694 _mesa_PauseTransformFeedback();
696 /* After saving the current occlusion object, call EndQuery so that no
697 * occlusion querying will be active during the meta-operation.
699 if (state
& MESA_META_OCCLUSION_QUERY
) {
700 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
701 if (save
->CurrentOcclusionObject
)
702 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
705 if (state
& MESA_META_ALPHA_TEST
) {
706 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
707 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
708 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
709 if (ctx
->Color
.AlphaEnabled
)
710 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
713 if (state
& MESA_META_BLEND
) {
714 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
715 if (ctx
->Color
.BlendEnabled
) {
716 if (ctx
->Extensions
.EXT_draw_buffers2
) {
718 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
719 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
723 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
726 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
727 if (ctx
->Color
.ColorLogicOpEnabled
)
728 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
731 if (state
& MESA_META_COLOR_MASK
) {
732 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
733 sizeof(ctx
->Color
.ColorMask
));
734 if (!ctx
->Color
.ColorMask
[0][0] ||
735 !ctx
->Color
.ColorMask
[0][1] ||
736 !ctx
->Color
.ColorMask
[0][2] ||
737 !ctx
->Color
.ColorMask
[0][3])
738 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
741 if (state
& MESA_META_DEPTH_TEST
) {
742 save
->Depth
= ctx
->Depth
; /* struct copy */
744 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
747 if ((state
& MESA_META_FOG
)
748 && ctx
->API
!= API_OPENGL_CORE
749 && ctx
->API
!= API_OPENGLES2
) {
750 save
->Fog
= ctx
->Fog
.Enabled
;
751 if (ctx
->Fog
.Enabled
)
752 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
755 if (state
& MESA_META_PIXEL_STORE
) {
756 save
->Pack
= ctx
->Pack
;
757 save
->Unpack
= ctx
->Unpack
;
758 ctx
->Pack
= ctx
->DefaultPacking
;
759 ctx
->Unpack
= ctx
->DefaultPacking
;
762 if (state
& MESA_META_PIXEL_TRANSFER
) {
763 save
->RedScale
= ctx
->Pixel
.RedScale
;
764 save
->RedBias
= ctx
->Pixel
.RedBias
;
765 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
766 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
767 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
768 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
769 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
770 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
771 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
772 ctx
->Pixel
.RedScale
= 1.0F
;
773 ctx
->Pixel
.RedBias
= 0.0F
;
774 ctx
->Pixel
.GreenScale
= 1.0F
;
775 ctx
->Pixel
.GreenBias
= 0.0F
;
776 ctx
->Pixel
.BlueScale
= 1.0F
;
777 ctx
->Pixel
.BlueBias
= 0.0F
;
778 ctx
->Pixel
.AlphaScale
= 1.0F
;
779 ctx
->Pixel
.AlphaBias
= 0.0F
;
780 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
782 ctx
->NewState
|=_NEW_PIXEL
;
785 if (state
& MESA_META_RASTERIZATION
) {
786 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
787 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
788 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
789 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
790 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
791 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
792 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
793 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
794 if (ctx
->API
== API_OPENGL_COMPAT
) {
795 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
796 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
798 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
801 if (state
& MESA_META_SCISSOR
) {
802 save
->Scissor
= ctx
->Scissor
; /* struct copy */
803 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
806 if (state
& MESA_META_SHADER
) {
809 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
810 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
811 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
812 ctx
->VertexProgram
.Current
);
813 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
816 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
817 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
818 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
819 ctx
->FragmentProgram
.Current
);
820 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
823 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
824 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
825 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
828 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
829 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
830 ctx
->Shader
.CurrentProgram
[i
]);
832 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
833 ctx
->Shader
.ActiveProgram
);
838 if (state
& MESA_META_STENCIL_TEST
) {
839 save
->Stencil
= ctx
->Stencil
; /* struct copy */
840 if (ctx
->Stencil
.Enabled
)
841 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
842 /* NOTE: other stencil state not reset */
845 if (state
& MESA_META_TEXTURE
) {
848 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
849 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
850 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
852 /* Disable all texture units */
853 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
854 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
855 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
856 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
857 if (ctx
->Texture
.Unit
[u
].Enabled
||
858 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
859 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
860 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
861 if (ctx
->Extensions
.ARB_texture_cube_map
)
862 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
863 if (_mesa_is_gles(ctx
) &&
864 ctx
->Extensions
.OES_EGL_image_external
)
865 _mesa_set_enable(ctx
, GL_TEXTURE_EXTERNAL_OES
, GL_FALSE
);
867 if (ctx
->API
== API_OPENGL_COMPAT
) {
868 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
869 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
870 if (ctx
->Extensions
.NV_texture_rectangle
)
871 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
872 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
873 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
874 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
875 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
877 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_STR_OES
, GL_FALSE
);
883 /* save current texture objects for unit[0] only */
884 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
885 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
886 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
889 /* set defaults for unit[0] */
890 _mesa_ActiveTexture(GL_TEXTURE0
);
891 _mesa_ClientActiveTexture(GL_TEXTURE0
);
892 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
893 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
897 if (state
& MESA_META_TRANSFORM
) {
898 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
899 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
900 16 * sizeof(GLfloat
));
901 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
902 16 * sizeof(GLfloat
));
903 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
904 16 * sizeof(GLfloat
));
905 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
906 /* set 1:1 vertex:pixel coordinate transform */
907 _mesa_ActiveTexture(GL_TEXTURE0
);
908 _mesa_MatrixMode(GL_TEXTURE
);
909 _mesa_LoadIdentity();
910 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
911 _mesa_MatrixMode(GL_MODELVIEW
);
912 _mesa_LoadIdentity();
913 _mesa_MatrixMode(GL_PROJECTION
);
914 _mesa_LoadIdentity();
916 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
917 * This can occur when there is no draw buffer.
919 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
920 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
921 0.0, ctx
->DrawBuffer
->Height
,
925 if (state
& MESA_META_CLIP
) {
926 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
927 if (ctx
->Transform
.ClipPlanesEnabled
) {
929 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
930 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
935 if (state
& MESA_META_VERTEX
) {
936 /* save vertex array object state */
937 _mesa_reference_vao(ctx
, &save
->VAO
,
939 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
940 ctx
->Array
.ArrayBufferObj
);
941 /* set some default state? */
944 if (state
& MESA_META_VIEWPORT
) {
945 /* save viewport state */
946 save
->ViewportX
= ctx
->ViewportArray
[0].X
;
947 save
->ViewportY
= ctx
->ViewportArray
[0].Y
;
948 save
->ViewportW
= ctx
->ViewportArray
[0].Width
;
949 save
->ViewportH
= ctx
->ViewportArray
[0].Height
;
950 /* set viewport to match window size */
951 if (ctx
->ViewportArray
[0].X
!= 0 ||
952 ctx
->ViewportArray
[0].Y
!= 0 ||
953 ctx
->ViewportArray
[0].Width
!= (float) ctx
->DrawBuffer
->Width
||
954 ctx
->ViewportArray
[0].Height
!= (float) ctx
->DrawBuffer
->Height
) {
955 _mesa_set_viewport(ctx
, 0, 0, 0,
956 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
958 /* save depth range state */
959 save
->DepthNear
= ctx
->ViewportArray
[0].Near
;
960 save
->DepthFar
= ctx
->ViewportArray
[0].Far
;
961 /* set depth range to default */
962 _mesa_DepthRange(0.0, 1.0);
965 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
966 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
968 /* Generally in here we want to do clamping according to whether
969 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
970 * regardless of the internal implementation of the metaops.
972 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
973 ctx
->Extensions
.ARB_color_buffer_float
)
974 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
977 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
978 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
980 /* Generally in here we never want vertex color clamping --
981 * result clamping is only dependent on fragment clamping.
983 if (ctx
->Extensions
.ARB_color_buffer_float
)
984 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
987 if (state
& MESA_META_CONDITIONAL_RENDER
) {
988 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
989 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
991 if (ctx
->Query
.CondRenderQuery
)
992 _mesa_EndConditionalRender();
995 if (state
& MESA_META_SELECT_FEEDBACK
) {
996 save
->RenderMode
= ctx
->RenderMode
;
997 if (ctx
->RenderMode
== GL_SELECT
) {
998 save
->Select
= ctx
->Select
; /* struct copy */
999 _mesa_RenderMode(GL_RENDER
);
1000 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
1001 save
->Feedback
= ctx
->Feedback
; /* struct copy */
1002 _mesa_RenderMode(GL_RENDER
);
1006 if (state
& MESA_META_MULTISAMPLE
) {
1007 save
->MultisampleEnabled
= ctx
->Multisample
.Enabled
;
1008 if (ctx
->Multisample
.Enabled
)
1009 _mesa_set_multisample(ctx
, GL_FALSE
);
1012 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1013 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
1014 if (ctx
->Color
.sRGBEnabled
)
1015 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
1020 save
->Lighting
= ctx
->Light
.Enabled
;
1021 if (ctx
->Light
.Enabled
)
1022 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
1023 save
->RasterDiscard
= ctx
->RasterDiscard
;
1024 if (ctx
->RasterDiscard
)
1025 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
1031 * Leave meta state. This is like a light-weight version of glPopAttrib().
1034 _mesa_meta_end(struct gl_context
*ctx
)
1036 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
1037 const GLbitfield state
= save
->SavedState
;
1040 /* After starting a new occlusion query, initialize the results to the
1041 * values saved previously. The driver will then continue to increment
1044 if (state
& MESA_META_OCCLUSION_QUERY
) {
1045 if (save
->CurrentOcclusionObject
) {
1046 _mesa_BeginQuery(save
->CurrentOcclusionObject
->Target
,
1047 save
->CurrentOcclusionObject
->Id
);
1048 ctx
->Query
.CurrentOcclusionObject
->Result
= save
->CurrentOcclusionObject
->Result
;
1052 if (state
& MESA_META_ALPHA_TEST
) {
1053 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
1054 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
1055 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
1058 if (state
& MESA_META_BLEND
) {
1059 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
1060 if (ctx
->Extensions
.EXT_draw_buffers2
) {
1062 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
1063 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
1067 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
1070 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
1071 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
1074 if (state
& MESA_META_COLOR_MASK
) {
1076 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
1077 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
1079 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
1080 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
1084 save
->ColorMask
[i
][0],
1085 save
->ColorMask
[i
][1],
1086 save
->ColorMask
[i
][2],
1087 save
->ColorMask
[i
][3]);
1093 if (state
& MESA_META_DEPTH_TEST
) {
1094 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
1095 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
1096 _mesa_DepthFunc(save
->Depth
.Func
);
1097 _mesa_DepthMask(save
->Depth
.Mask
);
1100 if ((state
& MESA_META_FOG
)
1101 && ctx
->API
!= API_OPENGL_CORE
1102 && ctx
->API
!= API_OPENGLES2
) {
1103 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
1106 if (state
& MESA_META_PIXEL_STORE
) {
1107 ctx
->Pack
= save
->Pack
;
1108 ctx
->Unpack
= save
->Unpack
;
1111 if (state
& MESA_META_PIXEL_TRANSFER
) {
1112 ctx
->Pixel
.RedScale
= save
->RedScale
;
1113 ctx
->Pixel
.RedBias
= save
->RedBias
;
1114 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
1115 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
1116 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
1117 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
1118 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
1119 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
1120 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
1121 /* XXX more state */
1122 ctx
->NewState
|=_NEW_PIXEL
;
1125 if (state
& MESA_META_RASTERIZATION
) {
1126 /* Core context requires that front and back mode be the same.
1128 if (ctx
->API
== API_OPENGL_CORE
) {
1129 _mesa_PolygonMode(GL_FRONT_AND_BACK
, save
->FrontPolygonMode
);
1131 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
1132 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
1134 if (ctx
->API
== API_OPENGL_COMPAT
) {
1135 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
1136 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
1138 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
1139 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
1142 if (state
& MESA_META_SCISSOR
) {
1145 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
1146 _mesa_set_scissor(ctx
, i
,
1147 save
->Scissor
.ScissorArray
[i
].X
,
1148 save
->Scissor
.ScissorArray
[i
].Y
,
1149 save
->Scissor
.ScissorArray
[i
].Width
,
1150 save
->Scissor
.ScissorArray
[i
].Height
);
1151 _mesa_set_enablei(ctx
, GL_SCISSOR_TEST
, i
,
1152 (save
->Scissor
.EnableFlags
>> i
) & 1);
1156 if (state
& MESA_META_SHADER
) {
1157 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_vertex_program
) {
1158 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
1159 save
->VertexProgramEnabled
);
1160 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
1161 save
->VertexProgram
);
1162 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
1165 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ARB_fragment_program
) {
1166 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
1167 save
->FragmentProgramEnabled
);
1168 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
1169 save
->FragmentProgram
);
1170 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
1173 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.ATI_fragment_shader
) {
1174 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
1175 save
->ATIFragmentShaderEnabled
);
1178 if (ctx
->Extensions
.ARB_vertex_shader
) {
1179 _mesa_use_shader_program(ctx
, GL_VERTEX_SHADER
,
1180 save
->Shader
[MESA_SHADER_VERTEX
]);
1183 if (_mesa_has_geometry_shaders(ctx
))
1184 _mesa_use_shader_program(ctx
, GL_GEOMETRY_SHADER_ARB
,
1185 save
->Shader
[MESA_SHADER_GEOMETRY
]);
1187 if (ctx
->Extensions
.ARB_fragment_shader
)
1188 _mesa_use_shader_program(ctx
, GL_FRAGMENT_SHADER
,
1189 save
->Shader
[MESA_SHADER_FRAGMENT
]);
1191 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1192 save
->ActiveShader
);
1194 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++)
1195 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
1196 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
1199 if (state
& MESA_META_STENCIL_TEST
) {
1200 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
1202 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1203 _mesa_ClearStencil(stencil
->Clear
);
1204 if (ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Extensions
.EXT_stencil_two_side
) {
1205 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1206 stencil
->TestTwoSide
);
1207 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1208 ? GL_BACK
: GL_FRONT
);
1211 _mesa_StencilFuncSeparate(GL_FRONT
,
1212 stencil
->Function
[0],
1214 stencil
->ValueMask
[0]);
1215 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1216 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1217 stencil
->ZFailFunc
[0],
1218 stencil
->ZPassFunc
[0]);
1220 _mesa_StencilFuncSeparate(GL_BACK
,
1221 stencil
->Function
[1],
1223 stencil
->ValueMask
[1]);
1224 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1225 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1226 stencil
->ZFailFunc
[1],
1227 stencil
->ZPassFunc
[1]);
1230 if (state
& MESA_META_TEXTURE
) {
1233 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
1235 /* restore texenv for unit[0] */
1236 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1237 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1240 /* restore texture objects for unit[0] only */
1241 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1242 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1243 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1244 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1245 save
->CurrentTexture
[tgt
]);
1247 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1250 /* Restore fixed function texture enables, texgen */
1251 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1252 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1253 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1254 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1255 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1258 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1259 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1260 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1265 /* restore current unit state */
1266 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1267 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
1270 if (state
& MESA_META_TRANSFORM
) {
1271 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1272 _mesa_ActiveTexture(GL_TEXTURE0
);
1273 _mesa_MatrixMode(GL_TEXTURE
);
1274 _mesa_LoadMatrixf(save
->TextureMatrix
);
1275 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1277 _mesa_MatrixMode(GL_MODELVIEW
);
1278 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1280 _mesa_MatrixMode(GL_PROJECTION
);
1281 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1283 _mesa_MatrixMode(save
->MatrixMode
);
1286 if (state
& MESA_META_CLIP
) {
1287 if (save
->ClipPlanesEnabled
) {
1289 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1290 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1291 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1297 if (state
& MESA_META_VERTEX
) {
1298 /* restore vertex buffer object */
1299 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, save
->ArrayBufferObj
->Name
);
1300 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
, NULL
);
1302 /* restore vertex array object */
1303 _mesa_BindVertexArray(save
->VAO
->Name
);
1304 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1307 if (state
& MESA_META_VIEWPORT
) {
1308 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1309 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1310 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1311 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1312 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1313 save
->ViewportW
, save
->ViewportH
);
1315 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1318 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1319 ctx
->Extensions
.ARB_color_buffer_float
) {
1320 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1323 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1324 ctx
->Extensions
.ARB_color_buffer_float
) {
1325 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1328 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1329 if (save
->CondRenderQuery
)
1330 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1331 save
->CondRenderMode
);
1334 if (state
& MESA_META_SELECT_FEEDBACK
) {
1335 if (save
->RenderMode
== GL_SELECT
) {
1336 _mesa_RenderMode(GL_SELECT
);
1337 ctx
->Select
= save
->Select
;
1338 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1339 _mesa_RenderMode(GL_FEEDBACK
);
1340 ctx
->Feedback
= save
->Feedback
;
1344 if (state
& MESA_META_MULTISAMPLE
) {
1345 if (ctx
->Multisample
.Enabled
!= save
->MultisampleEnabled
)
1346 _mesa_set_multisample(ctx
, save
->MultisampleEnabled
);
1349 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1350 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1351 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1355 if (save
->Lighting
) {
1356 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1358 if (save
->RasterDiscard
) {
1359 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1361 if (save
->TransformFeedbackNeedsResume
)
1362 _mesa_ResumeTransformFeedback();
1364 ctx
->Meta
->SaveStackDepth
--;
1369 * Determine whether Mesa is currently in a meta state.
1372 _mesa_meta_in_progress(struct gl_context
*ctx
)
1374 return ctx
->Meta
->SaveStackDepth
!= 0;
1379 * Convert Z from a normalized value in the range [0, 1] to an object-space
1380 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1381 * default/identity ortho projection results in the original Z value.
1382 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1383 * value comes from the clear value or raster position.
1385 static INLINE GLfloat
1386 invert_z(GLfloat normZ
)
1388 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1394 * One-time init for a temp_texture object.
1395 * Choose tex target, compute max tex size, etc.
1398 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1400 /* prefer texture rectangle */
1401 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1402 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1403 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1404 tex
->NPOT
= GL_TRUE
;
1407 /* use 2D texture, NPOT if possible */
1408 tex
->Target
= GL_TEXTURE_2D
;
1409 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1410 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1412 tex
->MinSize
= 16; /* 16 x 16 at least */
1413 assert(tex
->MaxSize
> 0);
1415 _mesa_GenTextures(1, &tex
->TexObj
);
1419 cleanup_temp_texture(struct temp_texture
*tex
)
1423 _mesa_DeleteTextures(1, &tex
->TexObj
);
1429 * Return pointer to temp_texture info for non-bitmap ops.
1430 * This does some one-time init if needed.
1432 static struct temp_texture
*
1433 get_temp_texture(struct gl_context
*ctx
)
1435 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1438 init_temp_texture(ctx
, tex
);
1446 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1447 * We use a separate texture for bitmaps to reduce texture
1448 * allocation/deallocation.
1450 static struct temp_texture
*
1451 get_bitmap_temp_texture(struct gl_context
*ctx
)
1453 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1456 init_temp_texture(ctx
, tex
);
1463 * Return pointer to depth temp_texture.
1464 * This does some one-time init if needed.
1466 static struct temp_texture
*
1467 get_temp_depth_texture(struct gl_context
*ctx
)
1469 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1472 init_temp_texture(ctx
, tex
);
1479 * Compute the width/height of texture needed to draw an image of the
1480 * given size. Return a flag indicating whether the current texture
1481 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1482 * allocated (glTexImage2D).
1483 * Also, compute s/t texcoords for drawing.
1485 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1488 alloc_texture(struct temp_texture
*tex
,
1489 GLsizei width
, GLsizei height
, GLenum intFormat
)
1491 GLboolean newTex
= GL_FALSE
;
1493 ASSERT(width
<= tex
->MaxSize
);
1494 ASSERT(height
<= tex
->MaxSize
);
1496 if (width
> tex
->Width
||
1497 height
> tex
->Height
||
1498 intFormat
!= tex
->IntFormat
) {
1499 /* alloc new texture (larger or different format) */
1502 /* use non-power of two size */
1503 tex
->Width
= MAX2(tex
->MinSize
, width
);
1504 tex
->Height
= MAX2(tex
->MinSize
, height
);
1507 /* find power of two size */
1509 w
= h
= tex
->MinSize
;
1518 tex
->IntFormat
= intFormat
;
1523 /* compute texcoords */
1524 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1525 tex
->Sright
= (GLfloat
) width
;
1526 tex
->Ttop
= (GLfloat
) height
;
1529 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1530 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1538 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1541 setup_copypix_texture(struct gl_context
*ctx
,
1542 struct temp_texture
*tex
,
1544 GLint srcX
, GLint srcY
,
1545 GLsizei width
, GLsizei height
, GLenum intFormat
,
1548 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1549 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1550 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1551 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1552 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1554 /* copy framebuffer image to texture */
1556 /* create new tex image */
1557 if (tex
->Width
== width
&& tex
->Height
== height
) {
1558 /* create new tex with framebuffer data */
1559 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1560 srcX
, srcY
, width
, height
, 0);
1563 /* create empty texture */
1564 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1565 tex
->Width
, tex
->Height
, 0,
1566 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1568 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1569 0, 0, srcX
, srcY
, width
, height
);
1573 /* replace existing tex image */
1574 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1575 0, 0, srcX
, srcY
, width
, height
);
1581 * Setup/load texture for glDrawPixels.
1584 setup_drawpix_texture(struct gl_context
*ctx
,
1585 struct temp_texture
*tex
,
1587 GLsizei width
, GLsizei height
,
1588 GLenum format
, GLenum type
,
1589 const GLvoid
*pixels
)
1591 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1592 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1593 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1594 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
1595 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1597 /* copy pixel data to texture */
1599 /* create new tex image */
1600 if (tex
->Width
== width
&& tex
->Height
== height
) {
1601 /* create new tex and load image data */
1602 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1603 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1606 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1608 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1609 ctx
->Unpack
.BufferObj
);
1610 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1611 /* create empty texture */
1612 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1613 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1614 if (save_unpack_obj
!= NULL
)
1615 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1616 save_unpack_obj
->Name
);
1618 _mesa_TexSubImage2D(tex
->Target
, 0,
1619 0, 0, width
, height
, format
, type
, pixels
);
1623 /* replace existing tex image */
1624 _mesa_TexSubImage2D(tex
->Target
, 0,
1625 0, 0, width
, height
, format
, type
, pixels
);
1632 * One-time init for drawing depth pixels.
1635 init_blit_depth_pixels(struct gl_context
*ctx
)
1637 static const char *program
=
1639 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
1642 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1643 struct temp_texture
*tex
= get_temp_texture(ctx
);
1644 const char *texTarget
;
1646 assert(blit
->DepthFP
== 0);
1648 /* replace %s with "RECT" or "2D" */
1649 assert(strlen(program
) + 4 < sizeof(program2
));
1650 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
1654 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
1656 _mesa_GenProgramsARB(1, &blit
->DepthFP
);
1657 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
1658 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
1659 strlen(program2
), (const GLubyte
*) program2
);
1663 setup_ff_tnl_for_blit(GLuint
*VAO
, GLuint
*VBO
, unsigned texcoord_size
)
1665 setup_vertex_objects(VAO
, VBO
, false, 2, texcoord_size
, 0);
1667 /* setup projection matrix */
1668 _mesa_MatrixMode(GL_PROJECTION
);
1669 _mesa_LoadIdentity();
1673 setup_glsl_blit_framebuffer(struct gl_context
*ctx
,
1674 struct blit_state
*blit
,
1677 /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
1678 assert(_mesa_is_desktop_gl(ctx
) || target
== GL_TEXTURE_2D
);
1680 setup_vertex_objects(&blit
->VAO
, &blit
->VBO
, true, 2, 2, 0);
1682 setup_blit_shader(ctx
, target
, &blit
->samplers
);
1686 * Try to do a glBlitFramebuffer using no-copy texturing.
1687 * We can do this when the src renderbuffer is actually a texture.
1688 * But if the src buffer == dst buffer we cannot do this.
1690 * \return new buffer mask indicating the buffers left to blit using the
1694 blitframebuffer_texture(struct gl_context
*ctx
,
1695 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1696 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1697 GLbitfield mask
, GLenum filter
, GLint flipX
,
1698 GLint flipY
, GLboolean glsl_version
)
1700 if (mask
& GL_COLOR_BUFFER_BIT
) {
1701 const struct gl_framebuffer
*drawFb
= ctx
->DrawBuffer
;
1702 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1703 const struct gl_renderbuffer_attachment
*drawAtt
;
1704 const struct gl_renderbuffer_attachment
*readAtt
=
1705 &readFb
->Attachment
[readFb
->_ColorReadBufferIndex
];
1707 if (readAtt
&& readAtt
->Texture
) {
1708 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1709 const GLint dstX
= MIN2(dstX0
, dstX1
);
1710 const GLint dstY
= MIN2(dstY0
, dstY1
);
1711 const GLint dstW
= abs(dstX1
- dstX0
);
1712 const GLint dstH
= abs(dstY1
- dstY0
);
1713 const struct gl_texture_object
*texObj
= readAtt
->Texture
;
1714 const GLuint srcLevel
= readAtt
->TextureLevel
;
1715 const GLint baseLevelSave
= texObj
->BaseLevel
;
1716 const GLint maxLevelSave
= texObj
->MaxLevel
;
1717 const GLenum target
= texObj
->Target
;
1718 GLuint sampler
, samplerSave
=
1719 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
1720 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
1723 /* Iterate through all draw buffers */
1724 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
1725 int idx
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
1728 drawAtt
= &drawFb
->Attachment
[idx
];
1730 if (drawAtt
->Texture
== readAtt
->Texture
) {
1731 /* Can't use same texture as both the source and dest. We need
1732 * to handle overlapping blits and besides, some hw may not
1739 if (target
!= GL_TEXTURE_2D
&& target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1740 /* Can't handle other texture types at this time */
1744 /* Choose between glsl version and fixed function version of
1745 * BlitFramebuffer function.
1748 setup_glsl_blit_framebuffer(ctx
, blit
, target
);
1751 setup_ff_tnl_for_blit(&ctx
->Meta
->Blit
.VAO
,
1752 &ctx
->Meta
->Blit
.VBO
,
1756 _mesa_GenSamplers(1, &sampler
);
1757 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, sampler
);
1760 printf("Blit from texture!\n");
1761 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
1762 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
1765 /* Prepare src texture state */
1766 _mesa_BindTexture(target
, texObj
->Name
);
1767 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MIN_FILTER
, filter
);
1768 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_MAG_FILTER
, filter
);
1769 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1770 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, srcLevel
);
1771 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
1773 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
1774 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
1776 /* Always do our blits with no sRGB decode or encode. Note that
1777 * GL_FRAMEBUFFER_SRGB has already been disabled by
1778 * _mesa_meta_begin().
1780 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
1781 _mesa_SamplerParameteri(sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
1782 GL_SKIP_DECODE_EXT
);
1785 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
) {
1786 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1787 _mesa_set_enable(ctx
, target
, GL_TRUE
);
1790 /* Prepare vertex data (the VBO was previously created and bound) */
1792 struct vertex verts
[4];
1793 GLfloat s0
, t0
, s1
, t1
;
1795 if (target
== GL_TEXTURE_2D
) {
1796 const struct gl_texture_image
*texImage
1797 = _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
1798 s0
= srcX0
/ (float) texImage
->Width
;
1799 s1
= srcX1
/ (float) texImage
->Width
;
1800 t0
= srcY0
/ (float) texImage
->Height
;
1801 t1
= srcY1
/ (float) texImage
->Height
;
1804 assert(target
== GL_TEXTURE_RECTANGLE_ARB
);
1811 /* Silence valgrind warnings about reading uninitialized stack. */
1812 memset(verts
, 0, sizeof(verts
));
1814 /* setup vertex positions */
1815 verts
[0].x
= -1.0F
* flipX
;
1816 verts
[0].y
= -1.0F
* flipY
;
1817 verts
[1].x
= 1.0F
* flipX
;
1818 verts
[1].y
= -1.0F
* flipY
;
1819 verts
[2].x
= 1.0F
* flipX
;
1820 verts
[2].y
= 1.0F
* flipY
;
1821 verts
[3].x
= -1.0F
* flipX
;
1822 verts
[3].y
= 1.0F
* flipY
;
1824 verts
[0].tex
[0] = s0
;
1825 verts
[0].tex
[1] = t0
;
1826 verts
[1].tex
[0] = s1
;
1827 verts
[1].tex
[1] = t0
;
1828 verts
[2].tex
[0] = s1
;
1829 verts
[2].tex
[1] = t1
;
1830 verts
[3].tex
[0] = s0
;
1831 verts
[3].tex
[1] = t1
;
1833 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1836 /* setup viewport */
1837 _mesa_set_viewport(ctx
, 0, dstX
, dstY
, dstW
, dstH
);
1838 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1839 _mesa_DepthMask(GL_FALSE
);
1840 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1842 /* Restore texture object state, the texture binding will
1843 * be restored by _mesa_meta_end().
1845 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
1846 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
1847 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
1850 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
1851 _mesa_DeleteSamplers(1, &sampler
);
1853 /* Done with color buffer */
1854 mask
&= ~GL_COLOR_BUFFER_BIT
;
1863 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
1864 * of texture mapping and polygon rendering.
1867 _mesa_meta_BlitFramebuffer(struct gl_context
*ctx
,
1868 GLint srcX0
, GLint srcY0
, GLint srcX1
, GLint srcY1
,
1869 GLint dstX0
, GLint dstY0
, GLint dstX1
, GLint dstY1
,
1870 GLbitfield mask
, GLenum filter
)
1872 struct blit_state
*blit
= &ctx
->Meta
->Blit
;
1873 struct temp_texture
*tex
= get_temp_texture(ctx
);
1874 struct temp_texture
*depthTex
= get_temp_depth_texture(ctx
);
1875 const GLsizei maxTexSize
= tex
->MaxSize
;
1876 const GLint srcX
= MIN2(srcX0
, srcX1
);
1877 const GLint srcY
= MIN2(srcY0
, srcY1
);
1878 const GLint srcW
= abs(srcX1
- srcX0
);
1879 const GLint srcH
= abs(srcY1
- srcY0
);
1880 const GLint dstX
= MIN2(dstX0
, dstX1
);
1881 const GLint dstY
= MIN2(dstY0
, dstY1
);
1882 const GLint dstW
= abs(dstX1
- dstX0
);
1883 const GLint dstH
= abs(dstY1
- dstY0
);
1884 const GLint srcFlipX
= (srcX1
- srcX0
) / srcW
;
1885 const GLint srcFlipY
= (srcY1
- srcY0
) / srcH
;
1886 const GLint dstFlipX
= (dstX1
- dstX0
) / dstW
;
1887 const GLint dstFlipY
= (dstY1
- dstY0
) / dstH
;
1888 const GLint flipX
= srcFlipX
* dstFlipX
;
1889 const GLint flipY
= srcFlipY
* dstFlipY
;
1891 struct vertex verts
[4];
1893 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
1894 ctx
->Extensions
.ARB_fragment_shader
&&
1895 (ctx
->API
!= API_OPENGLES
);
1897 /* In addition to falling back if the blit size is larger than the maximum
1898 * texture size, fallback if the source is multisampled. This fallback can
1899 * be removed once Mesa gets support ARB_texture_multisample.
1901 if (srcW
> maxTexSize
|| srcH
> maxTexSize
1902 || ctx
->ReadBuffer
->Visual
.samples
> 0) {
1903 /* XXX avoid this fallback */
1904 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1905 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
1909 /* only scissor effects blit so save/clear all other relevant state */
1910 _mesa_meta_begin(ctx
, ~MESA_META_SCISSOR
);
1912 /* Try faster, direct texture approach first */
1913 mask
= blitframebuffer_texture(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
1914 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
,
1915 dstFlipX
, dstFlipY
, use_glsl_version
);
1917 _mesa_meta_end(ctx
);
1921 /* Choose between glsl version and fixed function version of
1922 * BlitFramebuffer function.
1924 if (use_glsl_version
) {
1925 setup_glsl_blit_framebuffer(ctx
, blit
, tex
->Target
);
1928 setup_ff_tnl_for_blit(&blit
->VAO
, &blit
->VBO
, 2);
1931 /* Silence valgrind warnings about reading uninitialized stack. */
1932 memset(verts
, 0, sizeof(verts
));
1934 /* Continue with "normal" approach which involves copying the src rect
1935 * into a temporary texture and is "blitted" by drawing a textured quad.
1938 /* setup vertex positions */
1939 verts
[0].x
= -1.0F
* flipX
;
1940 verts
[0].y
= -1.0F
* flipY
;
1941 verts
[1].x
= 1.0F
* flipX
;
1942 verts
[1].y
= -1.0F
* flipY
;
1943 verts
[2].x
= 1.0F
* flipX
;
1944 verts
[2].y
= 1.0F
* flipY
;
1945 verts
[3].x
= -1.0F
* flipX
;
1946 verts
[3].y
= 1.0F
* flipY
;
1950 /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
1953 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
1954 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1956 if (mask
& GL_COLOR_BUFFER_BIT
) {
1957 const struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
1958 const struct gl_renderbuffer
*colorReadRb
= readFb
->_ColorReadBuffer
;
1959 const GLenum rb_base_format
=
1960 _mesa_base_tex_format(ctx
, colorReadRb
->InternalFormat
);
1962 /* Using the exact source rectangle to create the texture does incorrect
1963 * linear filtering along the edges. So, allocate the texture extended along
1964 * edges by one pixel in x, y directions.
1966 newTex
= alloc_texture(tex
, srcW
+ 2, srcH
+ 2, rb_base_format
);
1967 setup_copypix_texture(ctx
, tex
, newTex
,
1968 srcX
- 1, srcY
- 1, srcW
+ 2, srcH
+ 2,
1969 rb_base_format
, filter
);
1970 /* texcoords (after texture allocation!) */
1972 verts
[0].tex
[0] = 1.0F
;
1973 verts
[0].tex
[1] = 1.0F
;
1974 verts
[1].tex
[0] = tex
->Sright
- 1.0F
;
1975 verts
[1].tex
[1] = 1.0F
;
1976 verts
[2].tex
[0] = tex
->Sright
- 1.0F
;
1977 verts
[2].tex
[1] = tex
->Ttop
- 1.0F
;
1978 verts
[3].tex
[0] = 1.0F
;
1979 verts
[3].tex
[1] = tex
->Ttop
- 1.0F
;
1981 /* upload new vertex data */
1982 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1985 _mesa_set_viewport(ctx
, 0, dstX
, dstY
, dstW
, dstH
);
1986 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
1987 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
1988 _mesa_DepthMask(GL_FALSE
);
1989 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1990 mask
&= ~GL_COLOR_BUFFER_BIT
;
1993 if ((mask
& GL_DEPTH_BUFFER_BIT
) &&
1994 _mesa_is_desktop_gl(ctx
) &&
1995 ctx
->Extensions
.ARB_depth_texture
&&
1996 ctx
->Extensions
.ARB_fragment_program
) {
1998 GLuint
*tmp
= malloc(srcW
* srcH
* sizeof(GLuint
));
2002 newTex
= alloc_texture(depthTex
, srcW
, srcH
, GL_DEPTH_COMPONENT
);
2003 _mesa_ReadPixels(srcX
, srcY
, srcW
, srcH
, GL_DEPTH_COMPONENT
,
2004 GL_UNSIGNED_INT
, tmp
);
2005 setup_drawpix_texture(ctx
, depthTex
, newTex
,
2006 srcW
, srcH
, GL_DEPTH_COMPONENT
,
2007 GL_UNSIGNED_INT
, tmp
);
2009 /* texcoords (after texture allocation!) */
2011 verts
[0].tex
[0] = 0.0F
;
2012 verts
[0].tex
[1] = 0.0F
;
2013 verts
[1].tex
[0] = depthTex
->Sright
;
2014 verts
[1].tex
[1] = 0.0F
;
2015 verts
[2].tex
[0] = depthTex
->Sright
;
2016 verts
[2].tex
[1] = depthTex
->Ttop
;
2017 verts
[3].tex
[0] = 0.0F
;
2018 verts
[3].tex
[1] = depthTex
->Ttop
;
2020 /* upload new vertex data */
2021 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2025 init_blit_depth_pixels(ctx
);
2027 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, blit
->DepthFP
);
2028 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2029 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2030 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2031 _mesa_DepthFunc(GL_ALWAYS
);
2032 _mesa_DepthMask(GL_TRUE
);
2034 _mesa_set_viewport(ctx
, 0, dstX
, dstY
, dstW
, dstH
);
2035 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2036 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2037 mask
&= ~GL_DEPTH_BUFFER_BIT
;
2043 if (mask
& GL_STENCIL_BUFFER_BIT
) {
2044 /* XXX can't easily do stencil */
2047 if (_mesa_is_desktop_gl(ctx
) || ctx
->API
== API_OPENGLES
)
2048 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2050 _mesa_meta_end(ctx
);
2053 _swrast_BlitFramebuffer(ctx
, srcX0
, srcY0
, srcX1
, srcY1
,
2054 dstX0
, dstY0
, dstX1
, dstY1
, mask
, filter
);
2059 meta_glsl_blit_cleanup(struct blit_state
*blit
)
2062 _mesa_DeleteVertexArrays(1, &blit
->VAO
);
2064 _mesa_DeleteBuffers(1, &blit
->VBO
);
2067 if (blit
->DepthFP
) {
2068 _mesa_DeleteProgramsARB(1, &blit
->DepthFP
);
2072 sampler_table_cleanup(&blit
->samplers
);
2074 _mesa_DeleteTextures(1, &blit
->depthTex
.TexObj
);
2075 blit
->depthTex
.TexObj
= 0;
2080 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2083 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2085 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2086 struct vertex verts
[4];
2087 /* save all state but scissor, pixel pack/unpack */
2088 GLbitfield metaSave
= (MESA_META_ALL
-
2090 MESA_META_PIXEL_STORE
-
2091 MESA_META_CONDITIONAL_RENDER
-
2092 MESA_META_FRAMEBUFFER_SRGB
);
2093 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2095 if (buffers
& BUFFER_BITS_COLOR
) {
2096 /* if clearing color buffers, don't save/restore colormask */
2097 metaSave
-= MESA_META_COLOR_MASK
;
2100 _mesa_meta_begin(ctx
, metaSave
);
2102 setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, false, 3, 0, 4);
2104 /* GL_COLOR_BUFFER_BIT */
2105 if (buffers
& BUFFER_BITS_COLOR
) {
2106 /* leave colormask, glDrawBuffer state as-is */
2108 /* Clears never have the color clamped. */
2109 if (ctx
->Extensions
.ARB_color_buffer_float
)
2110 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2113 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2114 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2117 /* GL_DEPTH_BUFFER_BIT */
2118 if (buffers
& BUFFER_BIT_DEPTH
) {
2119 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2120 _mesa_DepthFunc(GL_ALWAYS
);
2121 _mesa_DepthMask(GL_TRUE
);
2124 assert(!ctx
->Depth
.Test
);
2127 /* GL_STENCIL_BUFFER_BIT */
2128 if (buffers
& BUFFER_BIT_STENCIL
) {
2129 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2130 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2131 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2132 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2133 ctx
->Stencil
.Clear
& stencilMax
,
2134 ctx
->Stencil
.WriteMask
[0]);
2137 assert(!ctx
->Stencil
.Enabled
);
2140 /* vertex positions/colors */
2142 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
;
2143 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
;
2144 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
;
2145 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
;
2146 const GLfloat z
= invert_z(ctx
->Depth
.Clear
);
2163 for (i
= 0; i
< 4; i
++) {
2164 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
2165 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
2166 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
2167 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
2170 /* upload new vertex data */
2171 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2172 GL_DYNAMIC_DRAW_ARB
);
2176 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2178 _mesa_meta_end(ctx
);
2182 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
2184 const char *vs_source
=
2185 "attribute vec4 position;\n"
2188 " gl_Position = position;\n"
2190 const char *gs_source
=
2192 "layout(triangles) in;\n"
2193 "layout(triangle_strip, max_vertices = 4) out;\n"
2194 "uniform int layer;\n"
2197 " for (int i = 0; i < 3; i++) {\n"
2198 " gl_Layer = layer;\n"
2199 " gl_Position = gl_in[i].gl_Position;\n"
2203 const char *fs_source
=
2205 "precision highp float;\n"
2207 "uniform vec4 color;\n"
2210 " gl_FragColor = color;\n"
2212 GLuint vs
, gs
= 0, fs
;
2213 bool has_integer_textures
;
2215 setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, true, 3, 0, 0);
2217 if (clear
->ShaderProg
!= 0)
2220 vs
= _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER
);
2221 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
2222 _mesa_CompileShader(vs
);
2224 if (_mesa_has_geometry_shaders(ctx
)) {
2225 gs
= _mesa_CreateShaderObjectARB(GL_GEOMETRY_SHADER
);
2226 _mesa_ShaderSource(gs
, 1, &gs_source
, NULL
);
2227 _mesa_CompileShader(gs
);
2230 fs
= _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER
);
2231 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
2232 _mesa_CompileShader(fs
);
2234 clear
->ShaderProg
= _mesa_CreateProgramObjectARB();
2235 _mesa_AttachShader(clear
->ShaderProg
, fs
);
2236 _mesa_DeleteObjectARB(fs
);
2238 _mesa_AttachShader(clear
->ShaderProg
, gs
);
2239 _mesa_AttachShader(clear
->ShaderProg
, vs
);
2240 _mesa_DeleteObjectARB(vs
);
2241 _mesa_BindAttribLocation(clear
->ShaderProg
, 0, "position");
2242 _mesa_LinkProgram(clear
->ShaderProg
);
2244 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
2247 clear
->LayerLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
,
2251 has_integer_textures
= _mesa_is_gles3(ctx
) ||
2252 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
2254 if (has_integer_textures
) {
2255 void *shader_source_mem_ctx
= ralloc_context(NULL
);
2256 const char *vs_int_source
=
2257 ralloc_asprintf(shader_source_mem_ctx
,
2259 "in vec4 position;\n"
2262 " gl_Position = position;\n"
2264 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2265 const char *fs_int_source
=
2266 ralloc_asprintf(shader_source_mem_ctx
,
2269 "precision highp float;\n"
2271 "uniform ivec4 color;\n"
2272 "out ivec4 out_color;\n"
2276 " out_color = color;\n"
2278 _mesa_is_desktop_gl(ctx
) ? "130" : "300 es");
2280 vs
= compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
, vs_int_source
);
2281 fs
= compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
, fs_int_source
);
2282 ralloc_free(shader_source_mem_ctx
);
2284 clear
->IntegerShaderProg
= _mesa_CreateProgramObjectARB();
2285 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
2286 _mesa_DeleteObjectARB(fs
);
2288 _mesa_AttachShader(clear
->IntegerShaderProg
, gs
);
2289 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
2290 _mesa_DeleteObjectARB(vs
);
2291 _mesa_BindAttribLocation(clear
->IntegerShaderProg
, 0, "position");
2293 /* Note that user-defined out attributes get automatically assigned
2294 * locations starting from 0, so we don't need to explicitly
2295 * BindFragDataLocation to 0.
2298 link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
2300 clear
->IntegerColorLocation
=
2301 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
2303 clear
->IntegerLayerLocation
=
2304 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "layer");
2308 _mesa_DeleteObjectARB(gs
);
2312 meta_glsl_clear_cleanup(struct clear_state
*clear
)
2314 if (clear
->VAO
== 0)
2316 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
2318 _mesa_DeleteBuffers(1, &clear
->VBO
);
2320 _mesa_DeleteObjectARB(clear
->ShaderProg
);
2321 clear
->ShaderProg
= 0;
2323 if (clear
->IntegerShaderProg
) {
2324 _mesa_DeleteObjectARB(clear
->IntegerShaderProg
);
2325 clear
->IntegerShaderProg
= 0;
2330 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
2333 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
2335 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
2336 GLbitfield metaSave
;
2337 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
2338 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
2339 const float x0
= ((float)fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
2340 const float y0
= ((float)fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
2341 const float x1
= ((float)fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
2342 const float y1
= ((float)fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
2343 const float z
= -invert_z(ctx
->Depth
.Clear
);
2344 struct vertex verts
[4];
2346 metaSave
= (MESA_META_ALPHA_TEST
|
2348 MESA_META_DEPTH_TEST
|
2349 MESA_META_RASTERIZATION
|
2351 MESA_META_STENCIL_TEST
|
2353 MESA_META_VIEWPORT
|
2355 MESA_META_CLAMP_FRAGMENT_COLOR
|
2356 MESA_META_MULTISAMPLE
|
2357 MESA_META_OCCLUSION_QUERY
);
2359 if (!(buffers
& BUFFER_BITS_COLOR
)) {
2360 /* We'll use colormask to disable color writes. Otherwise,
2361 * respect color mask
2363 metaSave
|= MESA_META_COLOR_MASK
;
2366 _mesa_meta_begin(ctx
, metaSave
);
2368 meta_glsl_clear_init(ctx
, clear
);
2370 if (fb
->_IntegerColor
) {
2371 _mesa_UseProgram(clear
->IntegerShaderProg
);
2372 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
2373 ctx
->Color
.ClearColor
.i
);
2375 _mesa_UseProgram(clear
->ShaderProg
);
2376 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
2377 ctx
->Color
.ClearColor
.f
);
2380 /* GL_COLOR_BUFFER_BIT */
2381 if (buffers
& BUFFER_BITS_COLOR
) {
2382 /* leave colormask, glDrawBuffer state as-is */
2384 /* Clears never have the color clamped. */
2385 if (ctx
->Extensions
.ARB_color_buffer_float
)
2386 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
2389 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
2390 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2393 /* GL_DEPTH_BUFFER_BIT */
2394 if (buffers
& BUFFER_BIT_DEPTH
) {
2395 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
2396 _mesa_DepthFunc(GL_ALWAYS
);
2397 _mesa_DepthMask(GL_TRUE
);
2400 assert(!ctx
->Depth
.Test
);
2403 /* GL_STENCIL_BUFFER_BIT */
2404 if (buffers
& BUFFER_BIT_STENCIL
) {
2405 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2406 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
2407 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2408 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
2409 ctx
->Stencil
.Clear
& stencilMax
,
2410 ctx
->Stencil
.WriteMask
[0]);
2413 assert(!ctx
->Stencil
.Enabled
);
2416 /* vertex positions */
2430 /* upload new vertex data */
2431 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
2432 GL_DYNAMIC_DRAW_ARB
);
2435 if (fb
->MaxNumLayers
> 0) {
2437 for (layer
= 0; layer
< fb
->MaxNumLayers
; layer
++) {
2438 if (fb
->_IntegerColor
)
2439 _mesa_Uniform1i(clear
->IntegerLayerLocation
, layer
);
2441 _mesa_Uniform1i(clear
->LayerLocation
, layer
);
2442 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2445 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2448 _mesa_meta_end(ctx
);
2452 * Meta implementation of ctx->Driver.CopyPixels() in terms
2453 * of texture mapping and polygon rendering and GLSL shaders.
2456 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
2457 GLsizei width
, GLsizei height
,
2458 GLint dstX
, GLint dstY
, GLenum type
)
2460 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
2461 struct temp_texture
*tex
= get_temp_texture(ctx
);
2462 struct vertex verts
[4];
2464 GLenum intFormat
= GL_RGBA
;
2466 if (type
!= GL_COLOR
||
2467 ctx
->_ImageTransferState
||
2469 width
> tex
->MaxSize
||
2470 height
> tex
->MaxSize
) {
2471 /* XXX avoid this fallback */
2472 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
2476 /* Most GL state applies to glCopyPixels, but a there's a few things
2477 * we need to override:
2479 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2482 MESA_META_TRANSFORM
|
2485 MESA_META_VIEWPORT
));
2487 setup_vertex_objects(©pix
->VAO
, ©pix
->VBO
, false, 3, 2, 0);
2489 newTex
= alloc_texture(tex
, width
, height
, intFormat
);
2491 /* Silence valgrind warnings about reading uninitialized stack. */
2492 memset(verts
, 0, sizeof(verts
));
2494 /* vertex positions, texcoords (after texture allocation!) */
2496 const GLfloat dstX0
= (GLfloat
) dstX
;
2497 const GLfloat dstY0
= (GLfloat
) dstY
;
2498 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
2499 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
2500 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2505 verts
[0].tex
[0] = 0.0F
;
2506 verts
[0].tex
[1] = 0.0F
;
2510 verts
[1].tex
[0] = tex
->Sright
;
2511 verts
[1].tex
[1] = 0.0F
;
2515 verts
[2].tex
[0] = tex
->Sright
;
2516 verts
[2].tex
[1] = tex
->Ttop
;
2520 verts
[3].tex
[0] = 0.0F
;
2521 verts
[3].tex
[1] = tex
->Ttop
;
2523 /* upload new vertex data */
2524 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2527 /* Alloc/setup texture */
2528 setup_copypix_texture(ctx
, tex
, newTex
, srcX
, srcY
, width
, height
,
2529 GL_RGBA
, GL_NEAREST
);
2531 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2533 /* draw textured quad */
2534 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2536 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2538 _mesa_meta_end(ctx
);
2542 meta_drawpix_cleanup(struct drawpix_state
*drawpix
)
2544 if (drawpix
->VAO
!= 0) {
2545 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
2548 _mesa_DeleteBuffers(1, &drawpix
->VBO
);
2552 if (drawpix
->StencilFP
!= 0) {
2553 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
2554 drawpix
->StencilFP
= 0;
2557 if (drawpix
->DepthFP
!= 0) {
2558 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
2559 drawpix
->DepthFP
= 0;
2564 * When the glDrawPixels() image size is greater than the max rectangle
2565 * texture size we use this function to break the glDrawPixels() image
2566 * into tiles which fit into the max texture size.
2569 tiled_draw_pixels(struct gl_context
*ctx
,
2571 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2572 GLenum format
, GLenum type
,
2573 const struct gl_pixelstore_attrib
*unpack
,
2574 const GLvoid
*pixels
)
2576 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
2579 if (tileUnpack
.RowLength
== 0)
2580 tileUnpack
.RowLength
= width
;
2582 for (i
= 0; i
< width
; i
+= tileSize
) {
2583 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
2584 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
2586 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
2588 for (j
= 0; j
< height
; j
+= tileSize
) {
2589 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
2590 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
2592 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
2594 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
2595 format
, type
, &tileUnpack
, pixels
);
2602 * One-time init for drawing stencil pixels.
2605 init_draw_stencil_pixels(struct gl_context
*ctx
)
2607 /* This program is run eight times, once for each stencil bit.
2608 * The stencil values to draw are found in an 8-bit alpha texture.
2609 * We read the texture/stencil value and test if bit 'b' is set.
2610 * If the bit is not set, use KIL to kill the fragment.
2611 * Finally, we use the stencil test to update the stencil buffer.
2613 * The basic algorithm for checking if a bit is set is:
2614 * if (is_odd(value / (1 << bit)))
2615 * result is one (or non-zero).
2618 * The program parameter contains three values:
2619 * parm.x = 255 / (1 << bit)
2623 static const char *program
=
2625 "PARAM parm = program.local[0]; \n"
2627 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2628 "# t = t * 255 / bit \n"
2629 "MUL t.x, t.a, parm.x; \n"
2632 "SUB t.x, t.x, t.y; \n"
2634 "MUL t.x, t.x, parm.y; \n"
2635 "# t = fract(t.x) \n"
2636 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2637 "# t.x = (t.x == 0 ? 1 : 0) \n"
2638 "SGE t.x, -t.x, parm.z; \n"
2640 "# for debug only \n"
2641 "#MOV result.color, t.x; \n"
2643 char program2
[1000];
2644 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2645 struct temp_texture
*tex
= get_temp_texture(ctx
);
2646 const char *texTarget
;
2648 assert(drawpix
->StencilFP
== 0);
2650 /* replace %s with "RECT" or "2D" */
2651 assert(strlen(program
) + 4 < sizeof(program2
));
2652 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2656 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2658 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2659 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2660 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2661 strlen(program2
), (const GLubyte
*) program2
);
2666 * One-time init for drawing depth pixels.
2669 init_draw_depth_pixels(struct gl_context
*ctx
)
2671 static const char *program
=
2673 "PARAM color = program.local[0]; \n"
2674 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2675 "MOV result.color, color; \n"
2678 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2679 struct temp_texture
*tex
= get_temp_texture(ctx
);
2680 const char *texTarget
;
2682 assert(drawpix
->DepthFP
== 0);
2684 /* replace %s with "RECT" or "2D" */
2685 assert(strlen(program
) + 4 < sizeof(program2
));
2686 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2690 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2692 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2693 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2694 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2695 strlen(program2
), (const GLubyte
*) program2
);
2700 * Meta implementation of ctx->Driver.DrawPixels() in terms
2701 * of texture mapping and polygon rendering.
2704 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2705 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2706 GLenum format
, GLenum type
,
2707 const struct gl_pixelstore_attrib
*unpack
,
2708 const GLvoid
*pixels
)
2710 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2711 struct temp_texture
*tex
= get_temp_texture(ctx
);
2712 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2713 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2714 struct vertex verts
[4];
2715 GLenum texIntFormat
;
2716 GLboolean fallback
, newTex
;
2717 GLbitfield metaExtraSave
= 0x0;
2720 * Determine if we can do the glDrawPixels with texture mapping.
2722 fallback
= GL_FALSE
;
2723 if (ctx
->Fog
.Enabled
) {
2727 if (_mesa_is_color_format(format
)) {
2728 /* use more compact format when possible */
2729 /* XXX disable special case for GL_LUMINANCE for now to work around
2730 * apparent i965 driver bug (see bug #23670).
2732 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2733 texIntFormat
= format
;
2735 texIntFormat
= GL_RGBA
;
2737 /* If we're not supposed to clamp the resulting color, then just
2738 * promote our texture to fully float. We could do better by
2739 * just going for the matching set of channels, in floating
2742 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2743 ctx
->Extensions
.ARB_texture_float
)
2744 texIntFormat
= GL_RGBA32F
;
2746 else if (_mesa_is_stencil_format(format
)) {
2747 if (ctx
->Extensions
.ARB_fragment_program
&&
2748 ctx
->Pixel
.IndexShift
== 0 &&
2749 ctx
->Pixel
.IndexOffset
== 0 &&
2750 type
== GL_UNSIGNED_BYTE
) {
2751 /* We'll store stencil as alpha. This only works for GLubyte
2752 * image data because of how incoming values are mapped to alpha
2755 texIntFormat
= GL_ALPHA
;
2756 metaExtraSave
= (MESA_META_COLOR_MASK
|
2757 MESA_META_DEPTH_TEST
|
2758 MESA_META_PIXEL_TRANSFER
|
2760 MESA_META_STENCIL_TEST
);
2766 else if (_mesa_is_depth_format(format
)) {
2767 if (ctx
->Extensions
.ARB_depth_texture
&&
2768 ctx
->Extensions
.ARB_fragment_program
) {
2769 texIntFormat
= GL_DEPTH_COMPONENT
;
2770 metaExtraSave
= (MESA_META_SHADER
);
2781 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2782 format
, type
, unpack
, pixels
);
2787 * Check image size against max texture size, draw as tiles if needed.
2789 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2790 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2791 format
, type
, unpack
, pixels
);
2795 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2796 * but a there's a few things we need to override:
2798 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2801 MESA_META_TRANSFORM
|
2804 MESA_META_VIEWPORT
|
2807 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
2809 setup_vertex_objects(&drawpix
->VAO
, &drawpix
->VBO
, false, 3, 2, 0);
2811 /* Silence valgrind warnings about reading uninitialized stack. */
2812 memset(verts
, 0, sizeof(verts
));
2814 /* vertex positions, texcoords (after texture allocation!) */
2816 const GLfloat x0
= (GLfloat
) x
;
2817 const GLfloat y0
= (GLfloat
) y
;
2818 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2819 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2820 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2825 verts
[0].tex
[0] = 0.0F
;
2826 verts
[0].tex
[1] = 0.0F
;
2830 verts
[1].tex
[0] = tex
->Sright
;
2831 verts
[1].tex
[1] = 0.0F
;
2835 verts
[2].tex
[0] = tex
->Sright
;
2836 verts
[2].tex
[1] = tex
->Ttop
;
2840 verts
[3].tex
[0] = 0.0F
;
2841 verts
[3].tex
[1] = tex
->Ttop
;
2844 /* upload new vertex data */
2845 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2846 verts
, GL_DYNAMIC_DRAW_ARB
);
2848 /* set given unpack params */
2849 ctx
->Unpack
= *unpack
;
2851 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2853 if (_mesa_is_stencil_format(format
)) {
2854 /* Drawing stencil */
2857 if (!drawpix
->StencilFP
)
2858 init_draw_stencil_pixels(ctx
);
2860 setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2861 GL_ALPHA
, type
, pixels
);
2863 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2865 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2867 /* set all stencil bits to 0 */
2868 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2869 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2870 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2872 /* set stencil bits to 1 where needed */
2873 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2875 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2876 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2878 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2879 const GLuint mask
= 1 << bit
;
2880 if (mask
& origStencilMask
) {
2881 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2882 _mesa_StencilMask(mask
);
2884 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2885 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2887 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2891 else if (_mesa_is_depth_format(format
)) {
2893 if (!drawpix
->DepthFP
)
2894 init_draw_depth_pixels(ctx
);
2896 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2897 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2899 /* polygon color = current raster color */
2900 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2901 ctx
->Current
.RasterColor
);
2903 setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2904 format
, type
, pixels
);
2906 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2910 setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2911 format
, type
, pixels
);
2912 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2915 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2917 /* restore unpack params */
2918 ctx
->Unpack
= unpackSave
;
2920 _mesa_meta_end(ctx
);
2924 alpha_test_raster_color(struct gl_context
*ctx
)
2926 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2927 GLfloat ref
= ctx
->Color
.AlphaRef
;
2929 switch (ctx
->Color
.AlphaFunc
) {
2935 return alpha
== ref
;
2937 return alpha
<= ref
;
2941 return alpha
!= ref
;
2943 return alpha
>= ref
;
2953 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2954 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2955 * tracker would improve performance a lot.
2958 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2959 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2960 const struct gl_pixelstore_attrib
*unpack
,
2961 const GLubyte
*bitmap1
)
2963 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2964 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2965 const GLenum texIntFormat
= GL_ALPHA
;
2966 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2968 struct vertex verts
[4];
2973 * Check if swrast fallback is needed.
2975 if (ctx
->_ImageTransferState
||
2976 ctx
->FragmentProgram
._Enabled
||
2978 ctx
->Texture
._EnabledUnits
||
2979 width
> tex
->MaxSize
||
2980 height
> tex
->MaxSize
) {
2981 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2985 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2988 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2989 * but a there's a few things we need to override:
2991 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2992 MESA_META_PIXEL_STORE
|
2993 MESA_META_RASTERIZATION
|
2996 MESA_META_TRANSFORM
|
2999 MESA_META_VIEWPORT
));
3001 setup_vertex_objects(&bitmap
->VAO
, &bitmap
->VBO
, false, 3, 2, 4);
3003 newTex
= alloc_texture(tex
, width
, height
, texIntFormat
);
3005 /* Silence valgrind warnings about reading uninitialized stack. */
3006 memset(verts
, 0, sizeof(verts
));
3008 /* vertex positions, texcoords, colors (after texture allocation!) */
3010 const GLfloat x0
= (GLfloat
) x
;
3011 const GLfloat y0
= (GLfloat
) y
;
3012 const GLfloat x1
= (GLfloat
) (x
+ width
);
3013 const GLfloat y1
= (GLfloat
) (y
+ height
);
3014 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
3020 verts
[0].tex
[0] = 0.0F
;
3021 verts
[0].tex
[1] = 0.0F
;
3025 verts
[1].tex
[0] = tex
->Sright
;
3026 verts
[1].tex
[1] = 0.0F
;
3030 verts
[2].tex
[0] = tex
->Sright
;
3031 verts
[2].tex
[1] = tex
->Ttop
;
3035 verts
[3].tex
[0] = 0.0F
;
3036 verts
[3].tex
[1] = tex
->Ttop
;
3038 for (i
= 0; i
< 4; i
++) {
3039 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
3040 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
3041 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
3042 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
3045 /* upload new vertex data */
3046 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3049 /* choose different foreground/background alpha values */
3050 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
3051 bg
= (fg
> 127 ? 0 : 255);
3053 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
3055 _mesa_meta_end(ctx
);
3059 bitmap8
= malloc(width
* height
);
3061 memset(bitmap8
, bg
, width
* height
);
3062 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
3063 bitmap8
, width
, fg
);
3065 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
3067 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
3068 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
3070 setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
3071 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
3073 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3075 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
3080 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
3082 _mesa_meta_end(ctx
);
3087 * Check if the call to _mesa_meta_GenerateMipmap() will require a
3088 * software fallback. The fallback path will require that the texture
3089 * images are mapped.
3090 * \return GL_TRUE if a fallback is needed, GL_FALSE otherwise
3093 _mesa_meta_check_generate_mipmap_fallback(struct gl_context
*ctx
, GLenum target
,
3094 struct gl_texture_object
*texObj
)
3096 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3097 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3098 struct gl_texture_image
*baseImage
;
3102 /* check for fallbacks */
3103 if (target
== GL_TEXTURE_3D
||
3104 target
== GL_TEXTURE_1D_ARRAY
||
3105 target
== GL_TEXTURE_2D_ARRAY
) {
3106 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3107 "glGenerateMipmap() to %s target\n",
3108 _mesa_lookup_enum_by_nr(target
));
3112 srcLevel
= texObj
->BaseLevel
;
3113 baseImage
= _mesa_select_tex_image(ctx
, texObj
, target
, srcLevel
);
3115 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3116 "glGenerateMipmap() couldn't find base teximage\n");
3120 if (_mesa_is_format_compressed(baseImage
->TexFormat
)) {
3121 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3122 "glGenerateMipmap() with %s format\n",
3123 _mesa_get_format_name(baseImage
->TexFormat
));
3127 if (_mesa_get_format_color_encoding(baseImage
->TexFormat
) == GL_SRGB
&&
3128 !ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3129 /* The texture format is sRGB but we can't turn off sRGB->linear
3130 * texture sample conversion. So we won't be able to generate the
3131 * right colors when rendering. Need to use a fallback.
3133 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3134 "glGenerateMipmap() of sRGB texture without "
3140 * Test that we can actually render in the texture's format.
3143 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3144 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3146 if (target
== GL_TEXTURE_1D
) {
3147 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3148 GL_COLOR_ATTACHMENT0_EXT
,
3149 target
, texObj
->Name
, srcLevel
);
3152 /* other work is needed to enable 3D mipmap generation */
3153 else if (target
== GL_TEXTURE_3D
) {
3155 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3156 GL_COLOR_ATTACHMENT0_EXT
,
3157 target
, texObj
->Name
, srcLevel
, zoffset
);
3162 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3163 GL_COLOR_ATTACHMENT0_EXT
,
3164 target
, texObj
->Name
, srcLevel
);
3167 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3169 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3171 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3172 _mesa_perf_debug(ctx
, MESA_DEBUG_SEVERITY_HIGH
,
3173 "glGenerateMipmap() got incomplete FBO\n");
3182 * Compute the texture coordinates for the four vertices of a quad for
3183 * drawing a 2D texture image or slice of a cube/3D texture.
3184 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
3185 * \param slice slice of a 1D/2D array texture or 3D texture
3186 * \param width width of the texture image
3187 * \param height height of the texture image
3188 * \param coords0/1/2/3 returns the computed texcoords
3191 setup_texture_coords(GLenum faceTarget
,
3201 static const GLfloat st
[4][2] = {
3202 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
3207 /* Currently all texture targets want the W component to be 1.0.
3214 switch (faceTarget
) {
3218 case GL_TEXTURE_2D_ARRAY
:
3219 if (faceTarget
== GL_TEXTURE_3D
) {
3220 assert(slice
< depth
);
3222 r
= (slice
+ 0.5f
) / depth
;
3224 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
3228 coords0
[0] = 0.0F
; /* s */
3229 coords0
[1] = 0.0F
; /* t */
3230 coords0
[2] = r
; /* r */
3241 case GL_TEXTURE_RECTANGLE_ARB
:
3242 coords0
[0] = 0.0F
; /* s */
3243 coords0
[1] = 0.0F
; /* t */
3244 coords0
[2] = 0.0F
; /* r */
3245 coords1
[0] = (float) width
;
3248 coords2
[0] = (float) width
;
3249 coords2
[1] = (float) height
;
3252 coords3
[1] = (float) height
;
3255 case GL_TEXTURE_1D_ARRAY
:
3256 coords0
[0] = 0.0F
; /* s */
3257 coords0
[1] = (float) slice
; /* t */
3258 coords0
[2] = 0.0F
; /* r */
3260 coords1
[1] = (float) slice
;
3263 coords2
[1] = (float) slice
;
3266 coords3
[1] = (float) slice
;
3270 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3271 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3272 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3273 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3274 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3275 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3276 /* loop over quad verts */
3277 for (i
= 0; i
< 4; i
++) {
3278 /* Compute sc = +/-scale and tc = +/-scale.
3279 * Not +/-1 to avoid cube face selection ambiguity near the edges,
3280 * though that can still sometimes happen with this scale factor...
3282 const GLfloat scale
= 0.9999f
;
3283 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
3284 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
3304 coord
[3] = (float) (slice
/ 6);
3306 switch (faceTarget
) {
3307 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
3312 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
3317 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
3322 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
3327 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
3332 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
3343 assert(0 && "unexpected target in meta setup_texture_coords()");
3347 static struct glsl_sampler
*
3348 setup_texture_sampler(GLenum target
, struct sampler_table
*table
)
3352 table
->sampler_1d
.type
= "sampler1D";
3353 table
->sampler_1d
.func
= "texture1D";
3354 table
->sampler_1d
.texcoords
= "texCoords.x";
3355 return &table
->sampler_1d
;
3357 table
->sampler_2d
.type
= "sampler2D";
3358 table
->sampler_2d
.func
= "texture2D";
3359 table
->sampler_2d
.texcoords
= "texCoords.xy";
3360 return &table
->sampler_2d
;
3361 case GL_TEXTURE_RECTANGLE
:
3362 table
->sampler_rect
.type
= "sampler2DRect";
3363 table
->sampler_rect
.func
= "texture2DRect";
3364 table
->sampler_rect
.texcoords
= "texCoords.xy";
3365 return &table
->sampler_rect
;
3367 /* Code for mipmap generation with 3D textures is not used yet.
3368 * It's a sw fallback.
3370 table
->sampler_3d
.type
= "sampler3D";
3371 table
->sampler_3d
.func
= "texture3D";
3372 table
->sampler_3d
.texcoords
= "texCoords.xyz";
3373 return &table
->sampler_3d
;
3374 case GL_TEXTURE_CUBE_MAP
:
3375 table
->sampler_cubemap
.type
= "samplerCube";
3376 table
->sampler_cubemap
.func
= "textureCube";
3377 table
->sampler_cubemap
.texcoords
= "texCoords.xyz";
3378 return &table
->sampler_cubemap
;
3379 case GL_TEXTURE_1D_ARRAY
:
3380 table
->sampler_1d_array
.type
= "sampler1DArray";
3381 table
->sampler_1d_array
.func
= "texture1DArray";
3382 table
->sampler_1d_array
.texcoords
= "texCoords.xy";
3383 return &table
->sampler_1d_array
;
3384 case GL_TEXTURE_2D_ARRAY
:
3385 table
->sampler_2d_array
.type
= "sampler2DArray";
3386 table
->sampler_2d_array
.func
= "texture2DArray";
3387 table
->sampler_2d_array
.texcoords
= "texCoords.xyz";
3388 return &table
->sampler_2d_array
;
3389 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3390 table
->sampler_cubemap_array
.type
= "samplerCubeArray";
3391 table
->sampler_cubemap_array
.func
= "textureCubeArray";
3392 table
->sampler_cubemap_array
.texcoords
= "texCoords.xyzw";
3393 return &table
->sampler_cubemap_array
;
3395 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
3396 " setup_texture_sampler()\n", target
);
3402 sampler_table_cleanup(struct sampler_table
*table
)
3404 _mesa_DeleteObjectARB(table
->sampler_1d
.shader_prog
);
3405 _mesa_DeleteObjectARB(table
->sampler_2d
.shader_prog
);
3406 _mesa_DeleteObjectARB(table
->sampler_3d
.shader_prog
);
3407 _mesa_DeleteObjectARB(table
->sampler_rect
.shader_prog
);
3408 _mesa_DeleteObjectARB(table
->sampler_cubemap
.shader_prog
);
3409 _mesa_DeleteObjectARB(table
->sampler_1d_array
.shader_prog
);
3410 _mesa_DeleteObjectARB(table
->sampler_2d_array
.shader_prog
);
3411 _mesa_DeleteObjectARB(table
->sampler_cubemap_array
.shader_prog
);
3413 table
->sampler_1d
.shader_prog
= 0;
3414 table
->sampler_2d
.shader_prog
= 0;
3415 table
->sampler_3d
.shader_prog
= 0;
3416 table
->sampler_rect
.shader_prog
= 0;
3417 table
->sampler_cubemap
.shader_prog
= 0;
3418 table
->sampler_1d_array
.shader_prog
= 0;
3419 table
->sampler_2d_array
.shader_prog
= 0;
3420 table
->sampler_cubemap_array
.shader_prog
= 0;
3424 setup_glsl_generate_mipmap(struct gl_context
*ctx
,
3425 struct gen_mipmap_state
*mipmap
,
3428 setup_vertex_objects(&mipmap
->VAO
, &mipmap
->VBO
, true, 2, 3, 0);
3430 setup_blit_shader(ctx
, target
, &mipmap
->samplers
);
3435 meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state
*mipmap
)
3437 if (mipmap
->VAO
== 0)
3439 _mesa_DeleteVertexArrays(1, &mipmap
->VAO
);
3441 _mesa_DeleteBuffers(1, &mipmap
->VBO
);
3444 sampler_table_cleanup(&mipmap
->samplers
);
3449 * Called via ctx->Driver.GenerateMipmap()
3450 * Note: We don't yet support 3D textures, 1D/2D array textures or texture
3454 _mesa_meta_GenerateMipmap(struct gl_context
*ctx
, GLenum target
,
3455 struct gl_texture_object
*texObj
)
3457 struct gen_mipmap_state
*mipmap
= &ctx
->Meta
->Mipmap
;
3458 struct vertex verts
[4];
3459 const GLuint baseLevel
= texObj
->BaseLevel
;
3460 const GLuint maxLevel
= texObj
->MaxLevel
;
3461 const GLint maxLevelSave
= texObj
->MaxLevel
;
3462 const GLboolean genMipmapSave
= texObj
->GenerateMipmap
;
3463 const GLuint fboSave
= ctx
->DrawBuffer
->Name
;
3464 const GLuint currentTexUnitSave
= ctx
->Texture
.CurrentUnit
;
3465 const GLboolean use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3466 ctx
->Extensions
.ARB_fragment_shader
&&
3467 (ctx
->API
!= API_OPENGLES
);
3470 const GLint slice
= 0;
3473 if (_mesa_meta_check_generate_mipmap_fallback(ctx
, target
, texObj
)) {
3474 _mesa_generate_mipmap(ctx
, target
, texObj
);
3478 if (target
>= GL_TEXTURE_CUBE_MAP_POSITIVE_X
&&
3479 target
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
) {
3480 faceTarget
= target
;
3481 target
= GL_TEXTURE_CUBE_MAP
;
3484 faceTarget
= target
;
3487 _mesa_meta_begin(ctx
, MESA_META_ALL
);
3489 /* Choose between glsl version and fixed function version of
3490 * GenerateMipmap function.
3492 if (use_glsl_version
) {
3493 setup_glsl_generate_mipmap(ctx
, mipmap
, target
);
3496 setup_ff_tnl_for_blit(&mipmap
->VAO
, &mipmap
->VBO
, 3);
3497 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3500 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3501 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3503 if (currentTexUnitSave
!= 0)
3504 _mesa_BindTexture(target
, texObj
->Name
);
3507 _mesa_GenFramebuffers(1, &mipmap
->FBO
);
3510 if (!mipmap
->Sampler
) {
3511 _mesa_GenSamplers(1, &mipmap
->Sampler
);
3512 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3514 _mesa_SamplerParameteri(mipmap
->Sampler
,
3515 GL_TEXTURE_MIN_FILTER
,
3516 GL_LINEAR_MIPMAP_LINEAR
);
3517 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
3518 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
3519 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
3520 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
3522 /* We don't want to encode or decode sRGB values; treat them as linear.
3523 * This is not technically correct for GLES3 but we don't get any API
3524 * error at the moment.
3526 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3527 _mesa_SamplerParameteri(mipmap
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3528 GL_SKIP_DECODE_EXT
);
3532 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, mipmap
->Sampler
);
3535 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, mipmap
->FBO
);
3537 if (ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGLES
)
3538 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, GL_FALSE
);
3540 assert(!genMipmapSave
);
3542 /* Silence valgrind warnings about reading uninitialized stack. */
3543 memset(verts
, 0, sizeof(verts
));
3545 /* Setup texture coordinates */
3546 setup_texture_coords(faceTarget
,
3548 0, 0, 1, /* width, height never used here */
3554 /* setup vertex positions */
3564 /* upload vertex data */
3565 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
3566 verts
, GL_DYNAMIC_DRAW_ARB
);
3568 /* texture is already locked, unlock now */
3569 _mesa_unlock_texture(ctx
, texObj
);
3571 for (dstLevel
= baseLevel
+ 1; dstLevel
<= maxLevel
; dstLevel
++) {
3572 const struct gl_texture_image
*srcImage
;
3573 const GLuint srcLevel
= dstLevel
- 1;
3574 GLsizei srcWidth
, srcHeight
, srcDepth
;
3575 GLsizei dstWidth
, dstHeight
, dstDepth
;
3578 srcImage
= _mesa_select_tex_image(ctx
, texObj
, faceTarget
, srcLevel
);
3579 assert(srcImage
->Border
== 0);
3582 srcWidth
= srcImage
->Width
;
3583 srcHeight
= srcImage
->Height
;
3584 srcDepth
= srcImage
->Depth
;
3587 dstWidth
= MAX2(1, srcWidth
/ 2);
3588 dstHeight
= MAX2(1, srcHeight
/ 2);
3589 dstDepth
= MAX2(1, srcDepth
/ 2);
3591 if (dstWidth
== srcImage
->Width
&&
3592 dstHeight
== srcImage
->Height
&&
3593 dstDepth
== srcImage
->Depth
) {
3598 /* Allocate storage for the destination mipmap image(s) */
3600 /* Set MaxLevel large enough to hold the new level when we allocate it */
3601 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, dstLevel
);
3603 if (!_mesa_prepare_mipmap_level(ctx
, texObj
, dstLevel
,
3604 dstWidth
, dstHeight
, dstDepth
,
3606 srcImage
->InternalFormat
,
3607 srcImage
->TexFormat
)) {
3608 /* All done. We either ran out of memory or we would go beyond the
3609 * last valid level of an immutable texture if we continued.
3614 /* limit minification to src level */
3615 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, srcLevel
);
3617 /* Set to draw into the current dstLevel */
3618 if (target
== GL_TEXTURE_1D
) {
3619 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT
,
3620 GL_COLOR_ATTACHMENT0_EXT
,
3625 else if (target
== GL_TEXTURE_3D
) {
3626 GLint zoffset
= 0; /* XXX unfinished */
3627 _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT
,
3628 GL_COLOR_ATTACHMENT0_EXT
,
3635 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT
,
3636 GL_COLOR_ATTACHMENT0_EXT
,
3642 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
3645 status
= _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT
);
3646 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
3647 _mesa_problem(ctx
, "Unexpected incomplete framebuffer in "
3648 "_mesa_meta_GenerateMipmap()");
3652 assert(dstWidth
== ctx
->DrawBuffer
->Width
);
3653 assert(dstHeight
== ctx
->DrawBuffer
->Height
);
3655 /* setup viewport */
3656 _mesa_set_viewport(ctx
, 0, 0, 0, dstWidth
, dstHeight
);
3658 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3661 _mesa_lock_texture(ctx
, texObj
); /* relock */
3663 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3665 _mesa_meta_end(ctx
);
3667 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
3669 _mesa_TexParameteri(target
, GL_GENERATE_MIPMAP
, genMipmapSave
);
3671 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboSave
);
3676 * Determine the GL data type to use for the temporary image read with
3677 * ReadPixels() and passed to Tex[Sub]Image().
3680 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
3684 baseFormat
= _mesa_get_format_base_format(format
);
3686 switch (baseFormat
) {
3693 case GL_LUMINANCE_ALPHA
:
3695 if (ctx
->DrawBuffer
->Visual
.redBits
<= 8) {
3696 return GL_UNSIGNED_BYTE
;
3697 } else if (ctx
->DrawBuffer
->Visual
.redBits
<= 16) {
3698 return GL_UNSIGNED_SHORT
;
3700 GLenum datatype
= _mesa_get_format_datatype(format
);
3701 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
)
3705 case GL_DEPTH_COMPONENT
: {
3706 GLenum datatype
= _mesa_get_format_datatype(format
);
3707 if (datatype
== GL_FLOAT
)
3710 return GL_UNSIGNED_INT
;
3712 case GL_DEPTH_STENCIL
: {
3713 GLenum datatype
= _mesa_get_format_datatype(format
);
3714 if (datatype
== GL_FLOAT
)
3715 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
3717 return GL_UNSIGNED_INT_24_8
;
3720 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
3728 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
3729 * Have to be careful with locking and meta state for pixel transfer.
3732 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
3733 struct gl_texture_image
*texImage
,
3734 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3735 struct gl_renderbuffer
*rb
,
3737 GLsizei width
, GLsizei height
)
3739 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3740 GLenum format
, type
;
3744 /* The gl_renderbuffer is part of the interface for
3745 * dd_function_table::CopyTexSubImage, but this implementation does not use
3750 /* Choose format/type for temporary image buffer */
3751 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
3752 if (format
== GL_LUMINANCE
||
3753 format
== GL_LUMINANCE_ALPHA
||
3754 format
== GL_INTENSITY
) {
3755 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
3756 * temp image buffer because glReadPixels will do L=R+G+B which is
3757 * not what we want (should be L=R).
3762 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
3763 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
3764 format
= _mesa_base_format_to_integer_format(format
);
3766 bpp
= _mesa_bytes_per_pixel(format
, type
);
3768 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
3773 * Alloc image buffer (XXX could use a PBO)
3775 buf
= malloc(width
* height
* bpp
);
3777 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
3781 _mesa_unlock_texture(ctx
, texObj
); /* need to unlock first */
3784 * Read image from framebuffer (disable pixel transfer ops)
3786 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
3787 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
3788 format
, type
, &ctx
->Pack
, buf
);
3789 _mesa_meta_end(ctx
);
3791 _mesa_update_state(ctx
); /* to update pixel transfer state */
3794 * Store texture data (with pixel transfer ops)
3796 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
3798 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
3799 assert(yoffset
== 0);
3800 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3801 xoffset
, zoffset
, 0, width
, 1, 1,
3802 format
, type
, buf
, &ctx
->Unpack
);
3804 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
3805 xoffset
, yoffset
, zoffset
, width
, height
, 1,
3806 format
, type
, buf
, &ctx
->Unpack
);
3809 _mesa_meta_end(ctx
);
3811 _mesa_lock_texture(ctx
, texObj
); /* re-lock */
3818 meta_decompress_cleanup(struct decompress_state
*decompress
)
3820 if (decompress
->FBO
!= 0) {
3821 _mesa_DeleteFramebuffers(1, &decompress
->FBO
);
3822 _mesa_DeleteRenderbuffers(1, &decompress
->RBO
);
3825 if (decompress
->VAO
!= 0) {
3826 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
3827 _mesa_DeleteBuffers(1, &decompress
->VBO
);
3830 if (decompress
->Sampler
!= 0)
3831 _mesa_DeleteSamplers(1, &decompress
->Sampler
);
3833 memset(decompress
, 0, sizeof(*decompress
));
3837 * Decompress a texture image by drawing a quad with the compressed
3838 * texture and reading the pixels out of the color buffer.
3839 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
3840 * \param destFormat format, ala glReadPixels
3841 * \param destType type, ala glReadPixels
3842 * \param dest destination buffer
3843 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
3846 decompress_texture_image(struct gl_context
*ctx
,
3847 struct gl_texture_image
*texImage
,
3849 GLenum destFormat
, GLenum destType
,
3852 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3853 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3854 const GLint width
= texImage
->Width
;
3855 const GLint height
= texImage
->Height
;
3856 const GLint depth
= texImage
->Height
;
3857 const GLenum target
= texObj
->Target
;
3859 struct vertex verts
[4];
3860 GLuint fboDrawSave
, fboReadSave
;
3863 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3864 ctx
->Extensions
.ARB_fragment_shader
&&
3865 (ctx
->API
!= API_OPENGLES
);
3868 assert(target
== GL_TEXTURE_3D
||
3869 target
== GL_TEXTURE_2D_ARRAY
||
3870 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3875 case GL_TEXTURE_1D_ARRAY
:
3876 assert(!"No compressed 1D textures.");
3880 assert(!"No compressed 3D textures.");
3883 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3884 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3887 case GL_TEXTURE_CUBE_MAP
:
3888 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3892 faceTarget
= target
;
3896 /* save fbo bindings (not saved by _mesa_meta_begin()) */
3897 fboDrawSave
= ctx
->DrawBuffer
->Name
;
3898 fboReadSave
= ctx
->ReadBuffer
->Name
;
3899 rbSave
= ctx
->CurrentRenderbuffer
? ctx
->CurrentRenderbuffer
->Name
: 0;
3901 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_PIXEL_STORE
);
3903 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3904 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
3906 /* Create/bind FBO/renderbuffer */
3907 if (decompress
->FBO
== 0) {
3908 _mesa_GenFramebuffers(1, &decompress
->FBO
);
3909 _mesa_GenRenderbuffers(1, &decompress
->RBO
);
3910 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3911 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3912 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT
,
3913 GL_COLOR_ATTACHMENT0_EXT
,
3914 GL_RENDERBUFFER_EXT
,
3918 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress
->FBO
);
3921 /* alloc dest surface */
3922 if (width
> decompress
->Width
|| height
> decompress
->Height
) {
3923 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, decompress
->RBO
);
3924 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT
, GL_RGBA
,
3926 decompress
->Width
= width
;
3927 decompress
->Height
= height
;
3930 if (use_glsl_version
) {
3931 setup_vertex_objects(&decompress
->VAO
, &decompress
->VBO
, true,
3934 setup_blit_shader(ctx
, target
, &decompress
->samplers
);
3936 setup_ff_tnl_for_blit(&decompress
->VAO
, &decompress
->VBO
, 3);
3939 if (!decompress
->Sampler
) {
3940 _mesa_GenSamplers(1, &decompress
->Sampler
);
3941 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3942 /* nearest filtering */
3943 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3944 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3945 /* No sRGB decode or encode.*/
3946 if (ctx
->Extensions
.EXT_texture_sRGB_decode
) {
3947 _mesa_SamplerParameteri(decompress
->Sampler
, GL_TEXTURE_SRGB_DECODE_EXT
,
3948 GL_SKIP_DECODE_EXT
);
3952 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3955 /* Silence valgrind warnings about reading uninitialized stack. */
3956 memset(verts
, 0, sizeof(verts
));
3958 setup_texture_coords(faceTarget
, slice
, width
, height
, depth
,
3964 /* setup vertex positions */
3974 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3976 /* upload new vertex data */
3977 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3979 /* setup texture state */
3980 _mesa_BindTexture(target
, texObj
->Name
);
3982 if (!use_glsl_version
)
3983 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3986 /* save texture object state */
3987 const GLint baseLevelSave
= texObj
->BaseLevel
;
3988 const GLint maxLevelSave
= texObj
->MaxLevel
;
3990 /* restrict sampling to the texture level of interest */
3991 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3992 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, texImage
->Level
);
3993 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, texImage
->Level
);
3996 /* render quad w/ texture into renderbuffer */
3997 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3999 /* Restore texture object state, the texture binding will
4000 * be restored by _mesa_meta_end().
4002 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
4003 _mesa_TexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, baseLevelSave
);
4004 _mesa_TexParameteri(target
, GL_TEXTURE_MAX_LEVEL
, maxLevelSave
);
4009 /* read pixels from renderbuffer */
4011 GLenum baseTexFormat
= texImage
->_BaseFormat
;
4012 GLenum destBaseFormat
= _mesa_base_tex_format(ctx
, destFormat
);
4014 /* The pixel transfer state will be set to default values at this point
4015 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
4016 * turned off (as required by glGetTexImage) but we need to handle some
4017 * special cases. In particular, single-channel texture values are
4018 * returned as red and two-channel texture values are returned as
4021 if ((baseTexFormat
== GL_LUMINANCE
||
4022 baseTexFormat
== GL_LUMINANCE_ALPHA
||
4023 baseTexFormat
== GL_INTENSITY
) ||
4024 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
4025 * luminance then we need to return L=tex(R).
4027 ((baseTexFormat
== GL_RGBA
||
4028 baseTexFormat
== GL_RGB
||
4029 baseTexFormat
== GL_RG
) &&
4030 (destBaseFormat
== GL_LUMINANCE
||
4031 destBaseFormat
== GL_LUMINANCE_ALPHA
||
4032 destBaseFormat
== GL_LUMINANCE_INTEGER_EXT
||
4033 destBaseFormat
== GL_LUMINANCE_ALPHA_INTEGER_EXT
))) {
4034 /* Green and blue must be zero */
4035 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
4036 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
4039 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
4042 /* disable texture unit */
4043 if (!use_glsl_version
)
4044 _mesa_set_enable(ctx
, target
, GL_FALSE
);
4046 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
4048 _mesa_meta_end(ctx
);
4050 /* restore fbo bindings */
4051 if (fboDrawSave
== fboReadSave
) {
4052 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, fboDrawSave
);
4055 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT
, fboDrawSave
);
4056 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER_EXT
, fboReadSave
);
4058 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT
, rbSave
);
4063 * This is just a wrapper around _mesa_get_tex_image() and
4064 * decompress_texture_image(). Meta functions should not be directly called
4068 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
4069 GLenum format
, GLenum type
, GLvoid
*pixels
,
4070 struct gl_texture_image
*texImage
)
4072 /* We can only use the decompress-with-blit method here if the texels are
4073 * unsigned, normalized values. We could handle signed and unnormalized
4074 * with floating point renderbuffers...
4076 if (_mesa_is_format_compressed(texImage
->TexFormat
) &&
4077 _mesa_get_format_datatype(texImage
->TexFormat
)
4078 == GL_UNSIGNED_NORMALIZED
) {
4079 struct gl_texture_object
*texObj
= texImage
->TexObject
;
4081 /* Need to unlock the texture here to prevent deadlock... */
4082 _mesa_unlock_texture(ctx
, texObj
);
4083 for (slice
= 0; slice
< texImage
->Depth
; slice
++) {
4085 if (texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
4086 || texImage
->TexObject
->Target
== GL_TEXTURE_CUBE_MAP_ARRAY
) {
4087 /* Setup pixel packing. SkipPixels and SkipRows will be applied
4088 * in the decompress_texture_image() function's call to
4089 * glReadPixels but we need to compute the dest slice's address
4090 * here (according to SkipImages and ImageHeight).
4092 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
4093 packing
.SkipPixels
= 0;
4094 packing
.SkipRows
= 0;
4095 dst
= _mesa_image_address3d(&packing
, pixels
, texImage
->Width
,
4096 texImage
->Height
, format
, type
,
4102 decompress_texture_image(ctx
, texImage
, slice
, format
, type
, dst
);
4104 /* ... and relock it */
4105 _mesa_lock_texture(ctx
, texObj
);
4108 _mesa_get_teximage(ctx
, format
, type
, pixels
, texImage
);
4114 * Meta implementation of ctx->Driver.DrawTex() in terms
4115 * of polygon rendering.
4118 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
4119 GLfloat width
, GLfloat height
)
4121 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
4123 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
4125 struct vertex verts
[4];
4128 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
4130 MESA_META_TRANSFORM
|
4132 MESA_META_VIEWPORT
));
4134 if (drawtex
->VAO
== 0) {
4135 /* one-time setup */
4136 GLint active_texture
;
4138 /* create vertex array object */
4139 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
4140 _mesa_BindVertexArray(drawtex
->VAO
);
4142 /* create vertex array buffer */
4143 _mesa_GenBuffers(1, &drawtex
->VBO
);
4144 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4145 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
4146 NULL
, GL_DYNAMIC_DRAW_ARB
);
4148 /* client active texture is not part of the array object */
4149 active_texture
= ctx
->Array
.ActiveTexture
;
4151 /* setup vertex arrays */
4152 _mesa_VertexPointer(3, GL_FLOAT
, sizeof(struct vertex
), OFFSET(x
));
4153 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
4154 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4155 _mesa_ClientActiveTexture(GL_TEXTURE0
+ i
);
4156 _mesa_TexCoordPointer(2, GL_FLOAT
, sizeof(struct vertex
), OFFSET(st
[i
]));
4157 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY
);
4160 /* restore client active texture */
4161 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
4164 _mesa_BindVertexArray(drawtex
->VAO
);
4165 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
4168 /* vertex positions, texcoords */
4170 const GLfloat x1
= x
+ width
;
4171 const GLfloat y1
= y
+ height
;
4173 z
= CLAMP(z
, 0.0f
, 1.0f
);
4192 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
4193 const struct gl_texture_object
*texObj
;
4194 const struct gl_texture_image
*texImage
;
4195 GLfloat s
, t
, s1
, t1
;
4198 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
) {
4200 for (j
= 0; j
< 4; j
++) {
4201 verts
[j
].st
[i
][0] = 0.0f
;
4202 verts
[j
].st
[i
][1] = 0.0f
;
4207 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
4208 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
4209 tw
= texImage
->Width2
;
4210 th
= texImage
->Height2
;
4212 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
4213 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
4214 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
4215 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
4217 verts
[0].st
[i
][0] = s
;
4218 verts
[0].st
[i
][1] = t
;
4220 verts
[1].st
[i
][0] = s1
;
4221 verts
[1].st
[i
][1] = t
;
4223 verts
[2].st
[i
][0] = s1
;
4224 verts
[2].st
[i
][1] = t1
;
4226 verts
[3].st
[i
][0] = s
;
4227 verts
[3].st
[i
][1] = t1
;
4230 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
4233 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
4235 _mesa_meta_end(ctx
);