f313f5645b42fafcf8d43c198569c7e971c92521
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/colortab.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/glformats.h"
51 #include "main/image.h"
52 #include "main/macros.h"
53 #include "main/matrix.h"
54 #include "main/mipmap.h"
55 #include "main/multisample.h"
56 #include "main/objectlabel.h"
57 #include "main/pipelineobj.h"
58 #include "main/pixel.h"
59 #include "main/pbo.h"
60 #include "main/polygon.h"
61 #include "main/queryobj.h"
62 #include "main/readpix.h"
63 #include "main/scissor.h"
64 #include "main/shaderapi.h"
65 #include "main/shaderobj.h"
66 #include "main/state.h"
67 #include "main/stencil.h"
68 #include "main/texobj.h"
69 #include "main/texenv.h"
70 #include "main/texgetimage.h"
71 #include "main/teximage.h"
72 #include "main/texparam.h"
73 #include "main/texstate.h"
74 #include "main/transformfeedback.h"
75 #include "main/uniforms.h"
76 #include "main/varray.h"
77 #include "main/viewport.h"
78 #include "main/samplerobj.h"
79 #include "program/program.h"
80 #include "swrast/swrast.h"
81 #include "drivers/common/meta.h"
82 #include "main/enums.h"
83 #include "main/glformats.h"
84 #include "../glsl/ralloc.h"
85
86 /** Return offset in bytes of the field within a vertex struct */
87 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
88
89 static void
90 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
91
92 static struct blit_shader *
93 choose_blit_shader(GLenum target, struct blit_shader_table *table);
94
95 static void cleanup_temp_texture(struct temp_texture *tex);
96 static void meta_glsl_clear_cleanup(struct clear_state *clear);
97 static void meta_decompress_cleanup(struct decompress_state *decompress);
98 static void meta_drawpix_cleanup(struct drawpix_state *drawpix);
99
100 void
101 _mesa_meta_bind_fbo_image(GLenum attachment,
102 struct gl_texture_image *texImage, GLuint layer)
103 {
104 struct gl_texture_object *texObj = texImage->TexObject;
105 int level = texImage->Level;
106 GLenum target = texObj->Target;
107
108 switch (target) {
109 case GL_TEXTURE_1D:
110 _mesa_FramebufferTexture1D(GL_FRAMEBUFFER,
111 attachment,
112 target,
113 texObj->Name,
114 level);
115 break;
116 case GL_TEXTURE_1D_ARRAY:
117 case GL_TEXTURE_2D_ARRAY:
118 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
119 case GL_TEXTURE_CUBE_MAP_ARRAY:
120 case GL_TEXTURE_3D:
121 _mesa_FramebufferTextureLayer(GL_FRAMEBUFFER,
122 attachment,
123 texObj->Name,
124 level,
125 layer);
126 break;
127 default: /* 2D / cube */
128 if (target == GL_TEXTURE_CUBE_MAP)
129 target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
130
131 _mesa_FramebufferTexture2D(GL_FRAMEBUFFER,
132 attachment,
133 target,
134 texObj->Name,
135 level);
136 }
137 }
138
139 GLuint
140 _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
141 const GLcharARB *source)
142 {
143 GLuint shader;
144 GLint ok, size;
145 GLchar *info;
146
147 shader = _mesa_CreateShader(target);
148 _mesa_ShaderSource(shader, 1, &source, NULL);
149 _mesa_CompileShader(shader);
150
151 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
152 if (ok)
153 return shader;
154
155 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
156 if (size == 0) {
157 _mesa_DeleteShader(shader);
158 return 0;
159 }
160
161 info = malloc(size);
162 if (!info) {
163 _mesa_DeleteShader(shader);
164 return 0;
165 }
166
167 _mesa_GetShaderInfoLog(shader, size, NULL, info);
168 _mesa_problem(ctx,
169 "meta program compile failed:\n%s\n"
170 "source:\n%s\n",
171 info, source);
172
173 free(info);
174 _mesa_DeleteShader(shader);
175
176 return 0;
177 }
178
179 GLuint
180 _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program)
181 {
182 GLint ok, size;
183 GLchar *info;
184
185 _mesa_LinkProgram(program);
186
187 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
188 if (ok)
189 return program;
190
191 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
192 if (size == 0)
193 return 0;
194
195 info = malloc(size);
196 if (!info)
197 return 0;
198
199 _mesa_GetProgramInfoLog(program, size, NULL, info);
200 _mesa_problem(ctx, "meta program link failed:\n%s", info);
201
202 free(info);
203
204 return 0;
205 }
206
207 void
208 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
209 const char *vs_source,
210 const char *fs_source,
211 const char *name,
212 GLuint *program)
213 {
214 GLuint vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
215 vs_source);
216 GLuint fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
217 fs_source);
218
219 *program = _mesa_CreateProgram();
220 _mesa_AttachShader(*program, fs);
221 _mesa_DeleteShader(fs);
222 _mesa_AttachShader(*program, vs);
223 _mesa_DeleteShader(vs);
224 _mesa_BindAttribLocation(*program, 0, "position");
225 _mesa_BindAttribLocation(*program, 1, "texcoords");
226 _mesa_meta_link_program_with_debug(ctx, *program);
227 _mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
228
229 _mesa_UseProgram(*program);
230 }
231
232 /**
233 * Generate a generic shader to blit from a texture to a framebuffer
234 *
235 * \param ctx Current GL context
236 * \param texTarget Texture target that will be the source of the blit
237 *
238 * \returns a handle to a shader program on success or zero on failure.
239 */
240 void
241 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
242 GLenum target,
243 struct blit_shader_table *table)
244 {
245 char *vs_source, *fs_source;
246 void *const mem_ctx = ralloc_context(NULL);
247 struct blit_shader *shader = choose_blit_shader(target, table);
248 const char *vs_input, *vs_output, *fs_input, *vs_preprocess, *fs_preprocess;
249
250 if (ctx->Const.GLSLVersion < 130) {
251 vs_preprocess = "";
252 vs_input = "attribute";
253 vs_output = "varying";
254 fs_preprocess = "#extension GL_EXT_texture_array : enable";
255 fs_input = "varying";
256 } else {
257 vs_preprocess = "#version 130";
258 vs_input = "in";
259 vs_output = "out";
260 fs_preprocess = "#version 130";
261 fs_input = "in";
262 shader->func = "texture";
263 }
264
265 assert(shader != NULL);
266
267 if (shader->shader_prog != 0) {
268 _mesa_UseProgram(shader->shader_prog);
269 return;
270 }
271
272 vs_source = ralloc_asprintf(mem_ctx,
273 "%s\n"
274 "%s vec2 position;\n"
275 "%s vec4 textureCoords;\n"
276 "%s vec4 texCoords;\n"
277 "void main()\n"
278 "{\n"
279 " texCoords = textureCoords;\n"
280 " gl_Position = vec4(position, 0.0, 1.0);\n"
281 "}\n",
282 vs_preprocess, vs_input, vs_input, vs_output);
283
284 fs_source = ralloc_asprintf(mem_ctx,
285 "%s\n"
286 "#extension GL_ARB_texture_cube_map_array: enable\n"
287 "uniform %s texSampler;\n"
288 "%s vec4 texCoords;\n"
289 "void main()\n"
290 "{\n"
291 " gl_FragColor = %s(texSampler, %s);\n"
292 " gl_FragDepth = gl_FragColor.x;\n"
293 "}\n",
294 fs_preprocess, shader->type, fs_input,
295 shader->func, shader->texcoords);
296
297 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
298 ralloc_asprintf(mem_ctx, "%s blit",
299 shader->type),
300 &shader->shader_prog);
301 ralloc_free(mem_ctx);
302 }
303
304 /**
305 * Configure vertex buffer and vertex array objects for tests
306 *
307 * Regardless of whether a new VAO and new VBO are created, the objects
308 * referenced by \c VAO and \c VBO will be bound into the GL state vector
309 * when this function terminates.
310 *
311 * \param VAO Storage for vertex array object handle. If 0, a new VAO
312 * will be created.
313 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
314 * will be created. The new VBO will have storage for 4
315 * \c vertex structures.
316 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
317 * or should traditional, fixed-function color and texture
318 * coordinate be used?
319 * \param vertex_size Number of components for attribute 0 / vertex.
320 * \param texcoord_size Number of components for attribute 1 / texture
321 * coordinate. If this is 0, attribute 1 will not be set or
322 * enabled.
323 * \param color_size Number of components for attribute 1 / primary color.
324 * If this is 0, attribute 1 will not be set or enabled.
325 *
326 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
327 * Use \c texcoord_size instead.
328 */
329 void
330 _mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO,
331 bool use_generic_attributes,
332 unsigned vertex_size, unsigned texcoord_size,
333 unsigned color_size)
334 {
335 if (*VAO == 0) {
336 assert(*VBO == 0);
337
338 /* create vertex array object */
339 _mesa_GenVertexArrays(1, VAO);
340 _mesa_BindVertexArray(*VAO);
341
342 /* create vertex array buffer */
343 _mesa_GenBuffers(1, VBO);
344 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
345 _mesa_BufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), NULL,
346 GL_DYNAMIC_DRAW);
347
348 /* setup vertex arrays */
349 if (use_generic_attributes) {
350 assert(color_size == 0);
351
352 _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE,
353 sizeof(struct vertex), OFFSET(x));
354 _mesa_EnableVertexAttribArray(0);
355
356 if (texcoord_size > 0) {
357 _mesa_VertexAttribPointer(1, texcoord_size, GL_FLOAT, GL_FALSE,
358 sizeof(struct vertex), OFFSET(tex));
359 _mesa_EnableVertexAttribArray(1);
360 }
361 } else {
362 _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex),
363 OFFSET(x));
364 _mesa_EnableClientState(GL_VERTEX_ARRAY);
365
366 if (texcoord_size > 0) {
367 _mesa_TexCoordPointer(texcoord_size, GL_FLOAT,
368 sizeof(struct vertex), OFFSET(tex));
369 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
370 }
371
372 if (color_size > 0) {
373 _mesa_ColorPointer(color_size, GL_FLOAT,
374 sizeof(struct vertex), OFFSET(r));
375 _mesa_EnableClientState(GL_COLOR_ARRAY);
376 }
377 }
378 } else {
379 _mesa_BindVertexArray(*VAO);
380 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
381 }
382 }
383
384 /**
385 * Initialize meta-ops for a context.
386 * To be called once during context creation.
387 */
388 void
389 _mesa_meta_init(struct gl_context *ctx)
390 {
391 ASSERT(!ctx->Meta);
392
393 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
394 }
395
396 static GLenum
397 gl_buffer_index_to_drawbuffers_enum(gl_buffer_index bufindex)
398 {
399 assert(bufindex < BUFFER_COUNT);
400
401 if (bufindex >= BUFFER_COLOR0)
402 return GL_COLOR_ATTACHMENT0 + bufindex - BUFFER_COLOR0;
403 else if (bufindex == BUFFER_FRONT_LEFT)
404 return GL_FRONT_LEFT;
405 else if (bufindex == BUFFER_FRONT_RIGHT)
406 return GL_FRONT_RIGHT;
407 else if (bufindex == BUFFER_BACK_LEFT)
408 return GL_BACK_LEFT;
409 else if (bufindex == BUFFER_BACK_RIGHT)
410 return GL_BACK_RIGHT;
411
412 return GL_NONE;
413 }
414
415 /**
416 * Free context meta-op state.
417 * To be called once during context destruction.
418 */
419 void
420 _mesa_meta_free(struct gl_context *ctx)
421 {
422 GET_CURRENT_CONTEXT(old_context);
423 _mesa_make_current(ctx, NULL, NULL);
424 _mesa_meta_glsl_blit_cleanup(&ctx->Meta->Blit);
425 meta_glsl_clear_cleanup(&ctx->Meta->Clear);
426 _mesa_meta_glsl_generate_mipmap_cleanup(&ctx->Meta->Mipmap);
427 cleanup_temp_texture(&ctx->Meta->TempTex);
428 meta_decompress_cleanup(&ctx->Meta->Decompress);
429 meta_drawpix_cleanup(&ctx->Meta->DrawPix);
430 if (old_context)
431 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
432 else
433 _mesa_make_current(NULL, NULL, NULL);
434 free(ctx->Meta);
435 ctx->Meta = NULL;
436 }
437
438
439 /**
440 * Enter meta state. This is like a light-weight version of glPushAttrib
441 * but it also resets most GL state back to default values.
442 *
443 * \param state bitmask of MESA_META_* flags indicating which attribute groups
444 * to save and reset to their defaults
445 */
446 void
447 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
448 {
449 struct save_state *save;
450
451 /* hope MAX_META_OPS_DEPTH is large enough */
452 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
453
454 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
455 memset(save, 0, sizeof(*save));
456 save->SavedState = state;
457
458 /* We always push into desktop GL mode and pop out at the end. No sense in
459 * writing our shaders varying based on the user's context choice, when
460 * Mesa can handle either.
461 */
462 save->API = ctx->API;
463 ctx->API = API_OPENGL_COMPAT;
464
465 /* Pausing transform feedback needs to be done early, or else we won't be
466 * able to change other state.
467 */
468 save->TransformFeedbackNeedsResume =
469 _mesa_is_xfb_active_and_unpaused(ctx);
470 if (save->TransformFeedbackNeedsResume)
471 _mesa_PauseTransformFeedback();
472
473 /* After saving the current occlusion object, call EndQuery so that no
474 * occlusion querying will be active during the meta-operation.
475 */
476 if (state & MESA_META_OCCLUSION_QUERY) {
477 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
478 if (save->CurrentOcclusionObject)
479 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
480 }
481
482 if (state & MESA_META_ALPHA_TEST) {
483 save->AlphaEnabled = ctx->Color.AlphaEnabled;
484 save->AlphaFunc = ctx->Color.AlphaFunc;
485 save->AlphaRef = ctx->Color.AlphaRef;
486 if (ctx->Color.AlphaEnabled)
487 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
488 }
489
490 if (state & MESA_META_BLEND) {
491 save->BlendEnabled = ctx->Color.BlendEnabled;
492 if (ctx->Color.BlendEnabled) {
493 if (ctx->Extensions.EXT_draw_buffers2) {
494 GLuint i;
495 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
496 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
497 }
498 }
499 else {
500 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
501 }
502 }
503 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
504 if (ctx->Color.ColorLogicOpEnabled)
505 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
506 }
507
508 if (state & MESA_META_COLOR_MASK) {
509 memcpy(save->ColorMask, ctx->Color.ColorMask,
510 sizeof(ctx->Color.ColorMask));
511 if (!ctx->Color.ColorMask[0][0] ||
512 !ctx->Color.ColorMask[0][1] ||
513 !ctx->Color.ColorMask[0][2] ||
514 !ctx->Color.ColorMask[0][3])
515 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
516 }
517
518 if (state & MESA_META_DEPTH_TEST) {
519 save->Depth = ctx->Depth; /* struct copy */
520 if (ctx->Depth.Test)
521 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
522 }
523
524 if (state & MESA_META_FOG) {
525 save->Fog = ctx->Fog.Enabled;
526 if (ctx->Fog.Enabled)
527 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
528 }
529
530 if (state & MESA_META_PIXEL_STORE) {
531 save->Pack = ctx->Pack;
532 save->Unpack = ctx->Unpack;
533 ctx->Pack = ctx->DefaultPacking;
534 ctx->Unpack = ctx->DefaultPacking;
535 }
536
537 if (state & MESA_META_PIXEL_TRANSFER) {
538 save->RedScale = ctx->Pixel.RedScale;
539 save->RedBias = ctx->Pixel.RedBias;
540 save->GreenScale = ctx->Pixel.GreenScale;
541 save->GreenBias = ctx->Pixel.GreenBias;
542 save->BlueScale = ctx->Pixel.BlueScale;
543 save->BlueBias = ctx->Pixel.BlueBias;
544 save->AlphaScale = ctx->Pixel.AlphaScale;
545 save->AlphaBias = ctx->Pixel.AlphaBias;
546 save->MapColorFlag = ctx->Pixel.MapColorFlag;
547 ctx->Pixel.RedScale = 1.0F;
548 ctx->Pixel.RedBias = 0.0F;
549 ctx->Pixel.GreenScale = 1.0F;
550 ctx->Pixel.GreenBias = 0.0F;
551 ctx->Pixel.BlueScale = 1.0F;
552 ctx->Pixel.BlueBias = 0.0F;
553 ctx->Pixel.AlphaScale = 1.0F;
554 ctx->Pixel.AlphaBias = 0.0F;
555 ctx->Pixel.MapColorFlag = GL_FALSE;
556 /* XXX more state */
557 ctx->NewState |=_NEW_PIXEL;
558 }
559
560 if (state & MESA_META_RASTERIZATION) {
561 save->FrontPolygonMode = ctx->Polygon.FrontMode;
562 save->BackPolygonMode = ctx->Polygon.BackMode;
563 save->PolygonOffset = ctx->Polygon.OffsetFill;
564 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
565 save->PolygonStipple = ctx->Polygon.StippleFlag;
566 save->PolygonCull = ctx->Polygon.CullFlag;
567 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
568 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
569 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
570 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
571 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
572 }
573
574 if (state & MESA_META_SCISSOR) {
575 save->Scissor = ctx->Scissor; /* struct copy */
576 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
577 }
578
579 if (state & MESA_META_SHADER) {
580 int i;
581
582 if (ctx->Extensions.ARB_vertex_program) {
583 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
584 _mesa_reference_vertprog(ctx, &save->VertexProgram,
585 ctx->VertexProgram.Current);
586 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
587 }
588
589 if (ctx->Extensions.ARB_fragment_program) {
590 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
591 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
592 ctx->FragmentProgram.Current);
593 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
594 }
595
596 if (ctx->Extensions.ATI_fragment_shader) {
597 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
598 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
599 }
600
601 if (ctx->Pipeline.Current) {
602 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
603 ctx->Pipeline.Current);
604 _mesa_BindProgramPipeline(0);
605 }
606
607 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
608 * that we don't have to worry about the current pipeline state.
609 */
610 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
611 _mesa_reference_shader_program(ctx, &save->Shader[i],
612 ctx->Shader.CurrentProgram[i]);
613 }
614 _mesa_reference_shader_program(ctx, &save->ActiveShader,
615 ctx->Shader.ActiveProgram);
616
617 _mesa_UseProgram(0);
618 }
619
620 if (state & MESA_META_STENCIL_TEST) {
621 save->Stencil = ctx->Stencil; /* struct copy */
622 if (ctx->Stencil.Enabled)
623 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
624 /* NOTE: other stencil state not reset */
625 }
626
627 if (state & MESA_META_TEXTURE) {
628 GLuint u, tgt;
629
630 save->ActiveUnit = ctx->Texture.CurrentUnit;
631 save->ClientActiveUnit = ctx->Array.ActiveTexture;
632 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
633
634 /* Disable all texture units */
635 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
636 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
637 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
638 if (ctx->Texture.Unit[u].Enabled ||
639 ctx->Texture.Unit[u].TexGenEnabled) {
640 _mesa_ActiveTexture(GL_TEXTURE0 + u);
641 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
642 if (ctx->Extensions.ARB_texture_cube_map)
643 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
644
645 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
646 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
647 if (ctx->Extensions.NV_texture_rectangle)
648 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
649 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
650 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
651 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
652 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
653 }
654 }
655
656 /* save current texture objects for unit[0] only */
657 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
658 _mesa_reference_texobj(&save->CurrentTexture[tgt],
659 ctx->Texture.Unit[0].CurrentTex[tgt]);
660 }
661
662 /* set defaults for unit[0] */
663 _mesa_ActiveTexture(GL_TEXTURE0);
664 _mesa_ClientActiveTexture(GL_TEXTURE0);
665 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
666 }
667
668 if (state & MESA_META_TRANSFORM) {
669 GLuint activeTexture = ctx->Texture.CurrentUnit;
670 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
671 16 * sizeof(GLfloat));
672 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
673 16 * sizeof(GLfloat));
674 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
675 16 * sizeof(GLfloat));
676 save->MatrixMode = ctx->Transform.MatrixMode;
677 /* set 1:1 vertex:pixel coordinate transform */
678 _mesa_ActiveTexture(GL_TEXTURE0);
679 _mesa_MatrixMode(GL_TEXTURE);
680 _mesa_LoadIdentity();
681 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
682 _mesa_MatrixMode(GL_MODELVIEW);
683 _mesa_LoadIdentity();
684 _mesa_MatrixMode(GL_PROJECTION);
685 _mesa_LoadIdentity();
686
687 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
688 * This can occur when there is no draw buffer.
689 */
690 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
691 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
692 0.0, ctx->DrawBuffer->Height,
693 -1.0, 1.0);
694 }
695
696 if (state & MESA_META_CLIP) {
697 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
698 if (ctx->Transform.ClipPlanesEnabled) {
699 GLuint i;
700 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
701 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
702 }
703 }
704 }
705
706 if (state & MESA_META_VERTEX) {
707 /* save vertex array object state */
708 _mesa_reference_vao(ctx, &save->VAO,
709 ctx->Array.VAO);
710 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
711 ctx->Array.ArrayBufferObj);
712 /* set some default state? */
713 }
714
715 if (state & MESA_META_VIEWPORT) {
716 /* save viewport state */
717 save->ViewportX = ctx->ViewportArray[0].X;
718 save->ViewportY = ctx->ViewportArray[0].Y;
719 save->ViewportW = ctx->ViewportArray[0].Width;
720 save->ViewportH = ctx->ViewportArray[0].Height;
721 /* set viewport to match window size */
722 if (ctx->ViewportArray[0].X != 0 ||
723 ctx->ViewportArray[0].Y != 0 ||
724 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
725 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
726 _mesa_set_viewport(ctx, 0, 0, 0,
727 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
728 }
729 /* save depth range state */
730 save->DepthNear = ctx->ViewportArray[0].Near;
731 save->DepthFar = ctx->ViewportArray[0].Far;
732 /* set depth range to default */
733 _mesa_DepthRange(0.0, 1.0);
734 }
735
736 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
737 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
738
739 /* Generally in here we want to do clamping according to whether
740 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
741 * regardless of the internal implementation of the metaops.
742 */
743 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
744 ctx->Extensions.ARB_color_buffer_float)
745 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
746 }
747
748 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
749 save->ClampVertexColor = ctx->Light.ClampVertexColor;
750
751 /* Generally in here we never want vertex color clamping --
752 * result clamping is only dependent on fragment clamping.
753 */
754 if (ctx->Extensions.ARB_color_buffer_float)
755 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
756 }
757
758 if (state & MESA_META_CONDITIONAL_RENDER) {
759 save->CondRenderQuery = ctx->Query.CondRenderQuery;
760 save->CondRenderMode = ctx->Query.CondRenderMode;
761
762 if (ctx->Query.CondRenderQuery)
763 _mesa_EndConditionalRender();
764 }
765
766 if (state & MESA_META_SELECT_FEEDBACK) {
767 save->RenderMode = ctx->RenderMode;
768 if (ctx->RenderMode == GL_SELECT) {
769 save->Select = ctx->Select; /* struct copy */
770 _mesa_RenderMode(GL_RENDER);
771 } else if (ctx->RenderMode == GL_FEEDBACK) {
772 save->Feedback = ctx->Feedback; /* struct copy */
773 _mesa_RenderMode(GL_RENDER);
774 }
775 }
776
777 if (state & MESA_META_MULTISAMPLE) {
778 save->Multisample = ctx->Multisample; /* struct copy */
779
780 if (ctx->Multisample.Enabled)
781 _mesa_set_multisample(ctx, GL_FALSE);
782 if (ctx->Multisample.SampleCoverage)
783 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
784 if (ctx->Multisample.SampleAlphaToCoverage)
785 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
786 if (ctx->Multisample.SampleAlphaToOne)
787 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
788 if (ctx->Multisample.SampleShading)
789 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
790 if (ctx->Multisample.SampleMask)
791 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
792 }
793
794 if (state & MESA_META_FRAMEBUFFER_SRGB) {
795 save->sRGBEnabled = ctx->Color.sRGBEnabled;
796 if (ctx->Color.sRGBEnabled)
797 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
798 }
799
800 if (state & MESA_META_DRAW_BUFFERS) {
801 int buf, real_color_buffers = 0;
802 memset(save->ColorDrawBuffers, 0, sizeof(save->ColorDrawBuffers));
803
804 for (buf = 0; buf < ctx->Const.MaxDrawBuffers; buf++) {
805 int buf_index = ctx->DrawBuffer->_ColorDrawBufferIndexes[buf];
806 if (buf_index == -1)
807 continue;
808
809 save->ColorDrawBuffers[buf] =
810 gl_buffer_index_to_drawbuffers_enum(buf_index);
811
812 if (++real_color_buffers >= ctx->DrawBuffer->_NumColorDrawBuffers)
813 break;
814 }
815 }
816
817 /* misc */
818 {
819 save->Lighting = ctx->Light.Enabled;
820 if (ctx->Light.Enabled)
821 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
822 save->RasterDiscard = ctx->RasterDiscard;
823 if (ctx->RasterDiscard)
824 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
825
826 save->DrawBufferName = ctx->DrawBuffer->Name;
827 save->ReadBufferName = ctx->ReadBuffer->Name;
828 save->RenderbufferName = (ctx->CurrentRenderbuffer ?
829 ctx->CurrentRenderbuffer->Name : 0);
830 }
831 }
832
833
834 /**
835 * Leave meta state. This is like a light-weight version of glPopAttrib().
836 */
837 void
838 _mesa_meta_end(struct gl_context *ctx)
839 {
840 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
841 const GLbitfield state = save->SavedState;
842 int i;
843
844 /* After starting a new occlusion query, initialize the results to the
845 * values saved previously. The driver will then continue to increment
846 * these values.
847 */
848 if (state & MESA_META_OCCLUSION_QUERY) {
849 if (save->CurrentOcclusionObject) {
850 _mesa_BeginQuery(save->CurrentOcclusionObject->Target,
851 save->CurrentOcclusionObject->Id);
852 ctx->Query.CurrentOcclusionObject->Result = save->CurrentOcclusionObject->Result;
853 }
854 }
855
856 if (state & MESA_META_ALPHA_TEST) {
857 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
858 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
859 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
860 }
861
862 if (state & MESA_META_BLEND) {
863 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
864 if (ctx->Extensions.EXT_draw_buffers2) {
865 GLuint i;
866 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
867 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
868 }
869 }
870 else {
871 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
872 }
873 }
874 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
875 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
876 }
877
878 if (state & MESA_META_COLOR_MASK) {
879 GLuint i;
880 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
881 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
882 if (i == 0) {
883 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
884 save->ColorMask[i][2], save->ColorMask[i][3]);
885 }
886 else {
887 _mesa_ColorMaski(i,
888 save->ColorMask[i][0],
889 save->ColorMask[i][1],
890 save->ColorMask[i][2],
891 save->ColorMask[i][3]);
892 }
893 }
894 }
895 }
896
897 if (state & MESA_META_DEPTH_TEST) {
898 if (ctx->Depth.Test != save->Depth.Test)
899 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
900 _mesa_DepthFunc(save->Depth.Func);
901 _mesa_DepthMask(save->Depth.Mask);
902 }
903
904 if (state & MESA_META_FOG) {
905 _mesa_set_enable(ctx, GL_FOG, save->Fog);
906 }
907
908 if (state & MESA_META_PIXEL_STORE) {
909 ctx->Pack = save->Pack;
910 ctx->Unpack = save->Unpack;
911 }
912
913 if (state & MESA_META_PIXEL_TRANSFER) {
914 ctx->Pixel.RedScale = save->RedScale;
915 ctx->Pixel.RedBias = save->RedBias;
916 ctx->Pixel.GreenScale = save->GreenScale;
917 ctx->Pixel.GreenBias = save->GreenBias;
918 ctx->Pixel.BlueScale = save->BlueScale;
919 ctx->Pixel.BlueBias = save->BlueBias;
920 ctx->Pixel.AlphaScale = save->AlphaScale;
921 ctx->Pixel.AlphaBias = save->AlphaBias;
922 ctx->Pixel.MapColorFlag = save->MapColorFlag;
923 /* XXX more state */
924 ctx->NewState |=_NEW_PIXEL;
925 }
926
927 if (state & MESA_META_RASTERIZATION) {
928 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
929 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
930 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
931 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
932 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
933 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
934 }
935
936 if (state & MESA_META_SCISSOR) {
937 unsigned i;
938
939 for (i = 0; i < ctx->Const.MaxViewports; i++) {
940 _mesa_set_scissor(ctx, i,
941 save->Scissor.ScissorArray[i].X,
942 save->Scissor.ScissorArray[i].Y,
943 save->Scissor.ScissorArray[i].Width,
944 save->Scissor.ScissorArray[i].Height);
945 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
946 (save->Scissor.EnableFlags >> i) & 1);
947 }
948 }
949
950 if (state & MESA_META_SHADER) {
951 static const GLenum targets[] = {
952 GL_VERTEX_SHADER,
953 GL_GEOMETRY_SHADER,
954 GL_FRAGMENT_SHADER,
955 };
956
957 bool any_shader;
958
959 if (ctx->Extensions.ARB_vertex_program) {
960 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
961 save->VertexProgramEnabled);
962 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
963 save->VertexProgram);
964 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
965 }
966
967 if (ctx->Extensions.ARB_fragment_program) {
968 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
969 save->FragmentProgramEnabled);
970 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
971 save->FragmentProgram);
972 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
973 }
974
975 if (ctx->Extensions.ATI_fragment_shader) {
976 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
977 save->ATIFragmentShaderEnabled);
978 }
979
980 any_shader = false;
981 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
982 /* It is safe to call _mesa_use_shader_program even if the extension
983 * necessary for that program state is not supported. In that case,
984 * the saved program object must be NULL and the currently bound
985 * program object must be NULL. _mesa_use_shader_program is a no-op
986 * in that case.
987 */
988 _mesa_use_shader_program(ctx, targets[i],
989 save->Shader[i],
990 &ctx->Shader);
991
992 /* Do this *before* killing the reference. :)
993 */
994 if (save->Shader[i] != NULL)
995 any_shader = true;
996
997 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
998 }
999
1000 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
1001 save->ActiveShader);
1002 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
1003
1004 /* If there were any stages set with programs, use ctx->Shader as the
1005 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1006 * hasn't been restored yet, and that may modify ctx->_Shader further.
1007 */
1008 if (any_shader)
1009 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1010 &ctx->Shader);
1011 else
1012 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1013 ctx->Pipeline.Default);
1014
1015 if (save->Pipeline) {
1016 _mesa_bind_pipeline(ctx, save->Pipeline);
1017
1018 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1019 }
1020 }
1021
1022 if (state & MESA_META_STENCIL_TEST) {
1023 const struct gl_stencil_attrib *stencil = &save->Stencil;
1024
1025 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1026 _mesa_ClearStencil(stencil->Clear);
1027 if (ctx->Extensions.EXT_stencil_two_side) {
1028 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1029 stencil->TestTwoSide);
1030 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1031 ? GL_BACK : GL_FRONT);
1032 }
1033 /* front state */
1034 _mesa_StencilFuncSeparate(GL_FRONT,
1035 stencil->Function[0],
1036 stencil->Ref[0],
1037 stencil->ValueMask[0]);
1038 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1039 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1040 stencil->ZFailFunc[0],
1041 stencil->ZPassFunc[0]);
1042 /* back state */
1043 _mesa_StencilFuncSeparate(GL_BACK,
1044 stencil->Function[1],
1045 stencil->Ref[1],
1046 stencil->ValueMask[1]);
1047 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1048 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1049 stencil->ZFailFunc[1],
1050 stencil->ZPassFunc[1]);
1051 }
1052
1053 if (state & MESA_META_TEXTURE) {
1054 GLuint u, tgt;
1055
1056 ASSERT(ctx->Texture.CurrentUnit == 0);
1057
1058 /* restore texenv for unit[0] */
1059 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1060
1061 /* restore texture objects for unit[0] only */
1062 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1063 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1064 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1065 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1066 save->CurrentTexture[tgt]);
1067 }
1068 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1069 }
1070
1071 /* Restore fixed function texture enables, texgen */
1072 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1073 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1074 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1075 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1076 }
1077
1078 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1079 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1080 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1081 }
1082 }
1083
1084 /* restore current unit state */
1085 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1086 _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
1087 }
1088
1089 if (state & MESA_META_TRANSFORM) {
1090 GLuint activeTexture = ctx->Texture.CurrentUnit;
1091 _mesa_ActiveTexture(GL_TEXTURE0);
1092 _mesa_MatrixMode(GL_TEXTURE);
1093 _mesa_LoadMatrixf(save->TextureMatrix);
1094 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1095
1096 _mesa_MatrixMode(GL_MODELVIEW);
1097 _mesa_LoadMatrixf(save->ModelviewMatrix);
1098
1099 _mesa_MatrixMode(GL_PROJECTION);
1100 _mesa_LoadMatrixf(save->ProjectionMatrix);
1101
1102 _mesa_MatrixMode(save->MatrixMode);
1103 }
1104
1105 if (state & MESA_META_CLIP) {
1106 if (save->ClipPlanesEnabled) {
1107 GLuint i;
1108 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1109 if (save->ClipPlanesEnabled & (1 << i)) {
1110 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1111 }
1112 }
1113 }
1114 }
1115
1116 if (state & MESA_META_VERTEX) {
1117 /* restore vertex buffer object */
1118 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
1119 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
1120
1121 /* restore vertex array object */
1122 _mesa_BindVertexArray(save->VAO->Name);
1123 _mesa_reference_vao(ctx, &save->VAO, NULL);
1124 }
1125
1126 if (state & MESA_META_VIEWPORT) {
1127 if (save->ViewportX != ctx->ViewportArray[0].X ||
1128 save->ViewportY != ctx->ViewportArray[0].Y ||
1129 save->ViewportW != ctx->ViewportArray[0].Width ||
1130 save->ViewportH != ctx->ViewportArray[0].Height) {
1131 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1132 save->ViewportW, save->ViewportH);
1133 }
1134 _mesa_DepthRange(save->DepthNear, save->DepthFar);
1135 }
1136
1137 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1138 ctx->Extensions.ARB_color_buffer_float) {
1139 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1140 }
1141
1142 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1143 ctx->Extensions.ARB_color_buffer_float) {
1144 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1145 }
1146
1147 if (state & MESA_META_CONDITIONAL_RENDER) {
1148 if (save->CondRenderQuery)
1149 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1150 save->CondRenderMode);
1151 }
1152
1153 if (state & MESA_META_SELECT_FEEDBACK) {
1154 if (save->RenderMode == GL_SELECT) {
1155 _mesa_RenderMode(GL_SELECT);
1156 ctx->Select = save->Select;
1157 } else if (save->RenderMode == GL_FEEDBACK) {
1158 _mesa_RenderMode(GL_FEEDBACK);
1159 ctx->Feedback = save->Feedback;
1160 }
1161 }
1162
1163 if (state & MESA_META_MULTISAMPLE) {
1164 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1165 struct gl_multisample_attrib *save_ms = &save->Multisample;
1166
1167 if (ctx_ms->Enabled != save_ms->Enabled)
1168 _mesa_set_multisample(ctx, save_ms->Enabled);
1169 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1170 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1171 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1172 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1173 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1174 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1175 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1176 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1177 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1178 save_ms->SampleCoverageInvert);
1179 }
1180 if (ctx_ms->SampleShading != save_ms->SampleShading)
1181 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1182 if (ctx_ms->SampleMask != save_ms->SampleMask)
1183 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1184 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1185 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1186 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1187 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1188 }
1189
1190 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1191 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1192 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1193 }
1194
1195 /* misc */
1196 if (save->Lighting) {
1197 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1198 }
1199 if (save->RasterDiscard) {
1200 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1201 }
1202 if (save->TransformFeedbackNeedsResume)
1203 _mesa_ResumeTransformFeedback();
1204
1205 if (ctx->DrawBuffer->Name != save->DrawBufferName)
1206 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
1207
1208 if (ctx->ReadBuffer->Name != save->ReadBufferName)
1209 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
1210
1211 if (!ctx->CurrentRenderbuffer ||
1212 ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
1213 _mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
1214
1215 if (state & MESA_META_DRAW_BUFFERS) {
1216 _mesa_DrawBuffers(ctx->Const.MaxDrawBuffers, save->ColorDrawBuffers);
1217 }
1218
1219 ctx->Meta->SaveStackDepth--;
1220
1221 ctx->API = save->API;
1222 }
1223
1224
1225 /**
1226 * Determine whether Mesa is currently in a meta state.
1227 */
1228 GLboolean
1229 _mesa_meta_in_progress(struct gl_context *ctx)
1230 {
1231 return ctx->Meta->SaveStackDepth != 0;
1232 }
1233
1234
1235 /**
1236 * Convert Z from a normalized value in the range [0, 1] to an object-space
1237 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1238 * default/identity ortho projection results in the original Z value.
1239 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1240 * value comes from the clear value or raster position.
1241 */
1242 static INLINE GLfloat
1243 invert_z(GLfloat normZ)
1244 {
1245 GLfloat objZ = 1.0f - 2.0f * normZ;
1246 return objZ;
1247 }
1248
1249
1250 /**
1251 * One-time init for a temp_texture object.
1252 * Choose tex target, compute max tex size, etc.
1253 */
1254 static void
1255 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1256 {
1257 /* prefer texture rectangle */
1258 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1259 tex->Target = GL_TEXTURE_RECTANGLE;
1260 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1261 tex->NPOT = GL_TRUE;
1262 }
1263 else {
1264 /* use 2D texture, NPOT if possible */
1265 tex->Target = GL_TEXTURE_2D;
1266 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1267 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1268 }
1269 tex->MinSize = 16; /* 16 x 16 at least */
1270 assert(tex->MaxSize > 0);
1271
1272 _mesa_GenTextures(1, &tex->TexObj);
1273 }
1274
1275 static void
1276 cleanup_temp_texture(struct temp_texture *tex)
1277 {
1278 if (!tex->TexObj)
1279 return;
1280 _mesa_DeleteTextures(1, &tex->TexObj);
1281 tex->TexObj = 0;
1282 }
1283
1284
1285 /**
1286 * Return pointer to temp_texture info for non-bitmap ops.
1287 * This does some one-time init if needed.
1288 */
1289 struct temp_texture *
1290 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1291 {
1292 struct temp_texture *tex = &ctx->Meta->TempTex;
1293
1294 if (!tex->TexObj) {
1295 init_temp_texture(ctx, tex);
1296 }
1297
1298 return tex;
1299 }
1300
1301
1302 /**
1303 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1304 * We use a separate texture for bitmaps to reduce texture
1305 * allocation/deallocation.
1306 */
1307 static struct temp_texture *
1308 get_bitmap_temp_texture(struct gl_context *ctx)
1309 {
1310 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1311
1312 if (!tex->TexObj) {
1313 init_temp_texture(ctx, tex);
1314 }
1315
1316 return tex;
1317 }
1318
1319 /**
1320 * Return pointer to depth temp_texture.
1321 * This does some one-time init if needed.
1322 */
1323 struct temp_texture *
1324 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1325 {
1326 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1327
1328 if (!tex->TexObj) {
1329 init_temp_texture(ctx, tex);
1330 }
1331
1332 return tex;
1333 }
1334
1335 /**
1336 * Compute the width/height of texture needed to draw an image of the
1337 * given size. Return a flag indicating whether the current texture
1338 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1339 * allocated (glTexImage2D).
1340 * Also, compute s/t texcoords for drawing.
1341 *
1342 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1343 */
1344 GLboolean
1345 _mesa_meta_alloc_texture(struct temp_texture *tex,
1346 GLsizei width, GLsizei height, GLenum intFormat)
1347 {
1348 GLboolean newTex = GL_FALSE;
1349
1350 ASSERT(width <= tex->MaxSize);
1351 ASSERT(height <= tex->MaxSize);
1352
1353 if (width > tex->Width ||
1354 height > tex->Height ||
1355 intFormat != tex->IntFormat) {
1356 /* alloc new texture (larger or different format) */
1357
1358 if (tex->NPOT) {
1359 /* use non-power of two size */
1360 tex->Width = MAX2(tex->MinSize, width);
1361 tex->Height = MAX2(tex->MinSize, height);
1362 }
1363 else {
1364 /* find power of two size */
1365 GLsizei w, h;
1366 w = h = tex->MinSize;
1367 while (w < width)
1368 w *= 2;
1369 while (h < height)
1370 h *= 2;
1371 tex->Width = w;
1372 tex->Height = h;
1373 }
1374
1375 tex->IntFormat = intFormat;
1376
1377 newTex = GL_TRUE;
1378 }
1379
1380 /* compute texcoords */
1381 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1382 tex->Sright = (GLfloat) width;
1383 tex->Ttop = (GLfloat) height;
1384 }
1385 else {
1386 tex->Sright = (GLfloat) width / tex->Width;
1387 tex->Ttop = (GLfloat) height / tex->Height;
1388 }
1389
1390 return newTex;
1391 }
1392
1393
1394 /**
1395 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1396 */
1397 void
1398 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1399 struct temp_texture *tex,
1400 GLint srcX, GLint srcY,
1401 GLsizei width, GLsizei height,
1402 GLenum intFormat,
1403 GLenum filter)
1404 {
1405 bool newTex;
1406
1407 _mesa_BindTexture(tex->Target, tex->TexObj);
1408 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1409 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1410 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1411
1412 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1413
1414 /* copy framebuffer image to texture */
1415 if (newTex) {
1416 /* create new tex image */
1417 if (tex->Width == width && tex->Height == height) {
1418 /* create new tex with framebuffer data */
1419 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1420 srcX, srcY, width, height, 0);
1421 }
1422 else {
1423 /* create empty texture */
1424 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1425 tex->Width, tex->Height, 0,
1426 intFormat, GL_UNSIGNED_BYTE, NULL);
1427 /* load image */
1428 _mesa_CopyTexSubImage2D(tex->Target, 0,
1429 0, 0, srcX, srcY, width, height);
1430 }
1431 }
1432 else {
1433 /* replace existing tex image */
1434 _mesa_CopyTexSubImage2D(tex->Target, 0,
1435 0, 0, srcX, srcY, width, height);
1436 }
1437 }
1438
1439
1440 /**
1441 * Setup/load texture for glDrawPixels.
1442 */
1443 void
1444 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1445 struct temp_texture *tex,
1446 GLboolean newTex,
1447 GLsizei width, GLsizei height,
1448 GLenum format, GLenum type,
1449 const GLvoid *pixels)
1450 {
1451 _mesa_BindTexture(tex->Target, tex->TexObj);
1452 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1453 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1454 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1455
1456 /* copy pixel data to texture */
1457 if (newTex) {
1458 /* create new tex image */
1459 if (tex->Width == width && tex->Height == height) {
1460 /* create new tex and load image data */
1461 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1462 tex->Width, tex->Height, 0, format, type, pixels);
1463 }
1464 else {
1465 struct gl_buffer_object *save_unpack_obj = NULL;
1466
1467 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1468 ctx->Unpack.BufferObj);
1469 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1470 /* create empty texture */
1471 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1472 tex->Width, tex->Height, 0, format, type, NULL);
1473 if (save_unpack_obj != NULL)
1474 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1475 save_unpack_obj->Name);
1476 /* load image */
1477 _mesa_TexSubImage2D(tex->Target, 0,
1478 0, 0, width, height, format, type, pixels);
1479 }
1480 }
1481 else {
1482 /* replace existing tex image */
1483 _mesa_TexSubImage2D(tex->Target, 0,
1484 0, 0, width, height, format, type, pixels);
1485 }
1486 }
1487
1488 void
1489 _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO,
1490 unsigned texcoord_size)
1491 {
1492 _mesa_meta_setup_vertex_objects(VAO, VBO, false, 2, texcoord_size, 0);
1493
1494 /* setup projection matrix */
1495 _mesa_MatrixMode(GL_PROJECTION);
1496 _mesa_LoadIdentity();
1497 }
1498
1499 /**
1500 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1501 */
1502 void
1503 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1504 {
1505 meta_clear(ctx, buffers, false);
1506 }
1507
1508 void
1509 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1510 {
1511 meta_clear(ctx, buffers, true);
1512 }
1513
1514 static void
1515 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1516 {
1517 const char *vs_source =
1518 "#extension GL_AMD_vertex_shader_layer : enable\n"
1519 "attribute vec4 position;\n"
1520 "uniform int layer;\n"
1521 "void main()\n"
1522 "{\n"
1523 "#ifdef GL_AMD_vertex_shader_layer\n"
1524 " gl_Layer = layer;\n"
1525 "#endif\n"
1526 " gl_Position = position;\n"
1527 "}\n";
1528 const char *fs_source =
1529 "uniform vec4 color;\n"
1530 "void main()\n"
1531 "{\n"
1532 " gl_FragColor = color;\n"
1533 "}\n";
1534 GLuint vs, fs;
1535 bool has_integer_textures;
1536
1537 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, true, 3, 0, 0);
1538
1539 if (clear->ShaderProg != 0)
1540 return;
1541
1542 vs = _mesa_CreateShader(GL_VERTEX_SHADER);
1543 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
1544 _mesa_CompileShader(vs);
1545
1546 fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
1547 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
1548 _mesa_CompileShader(fs);
1549
1550 clear->ShaderProg = _mesa_CreateProgram();
1551 _mesa_AttachShader(clear->ShaderProg, fs);
1552 _mesa_DeleteShader(fs);
1553 _mesa_AttachShader(clear->ShaderProg, vs);
1554 _mesa_DeleteShader(vs);
1555 _mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
1556 _mesa_ObjectLabel(GL_PROGRAM, clear->ShaderProg, -1, "meta clear");
1557 _mesa_LinkProgram(clear->ShaderProg);
1558
1559 clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg, "color");
1560 clear->LayerLocation = _mesa_GetUniformLocation(clear->ShaderProg, "layer");
1561
1562 has_integer_textures = _mesa_is_gles3(ctx) ||
1563 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1564
1565 if (has_integer_textures) {
1566 void *shader_source_mem_ctx = ralloc_context(NULL);
1567 const char *vs_int_source =
1568 ralloc_asprintf(shader_source_mem_ctx,
1569 "#version 130\n"
1570 "#extension GL_AMD_vertex_shader_layer : enable\n"
1571 "in vec4 position;\n"
1572 "uniform int layer;\n"
1573 "void main()\n"
1574 "{\n"
1575 "#ifdef GL_AMD_vertex_shader_layer\n"
1576 " gl_Layer = layer;\n"
1577 "#endif\n"
1578 " gl_Position = position;\n"
1579 "}\n");
1580 const char *fs_int_source =
1581 ralloc_asprintf(shader_source_mem_ctx,
1582 "#version 130\n"
1583 "uniform ivec4 color;\n"
1584 "out ivec4 out_color;\n"
1585 "\n"
1586 "void main()\n"
1587 "{\n"
1588 " out_color = color;\n"
1589 "}\n");
1590
1591 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
1592 vs_int_source);
1593 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
1594 fs_int_source);
1595 ralloc_free(shader_source_mem_ctx);
1596
1597 clear->IntegerShaderProg = _mesa_CreateProgram();
1598 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1599 _mesa_DeleteShader(fs);
1600 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1601 _mesa_DeleteShader(vs);
1602 _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
1603
1604 /* Note that user-defined out attributes get automatically assigned
1605 * locations starting from 0, so we don't need to explicitly
1606 * BindFragDataLocation to 0.
1607 */
1608
1609 _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
1610 "integer clear");
1611 _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
1612
1613 clear->IntegerColorLocation =
1614 _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
1615 clear->IntegerLayerLocation =
1616 _mesa_GetUniformLocation(clear->IntegerShaderProg, "layer");
1617 }
1618 }
1619
1620 static void
1621 meta_glsl_clear_cleanup(struct clear_state *clear)
1622 {
1623 if (clear->VAO == 0)
1624 return;
1625 _mesa_DeleteVertexArrays(1, &clear->VAO);
1626 clear->VAO = 0;
1627 _mesa_DeleteBuffers(1, &clear->VBO);
1628 clear->VBO = 0;
1629 _mesa_DeleteProgram(clear->ShaderProg);
1630 clear->ShaderProg = 0;
1631
1632 if (clear->IntegerShaderProg) {
1633 _mesa_DeleteProgram(clear->IntegerShaderProg);
1634 clear->IntegerShaderProg = 0;
1635 }
1636 }
1637
1638 /**
1639 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1640 * set GL to only draw to those buffers.
1641 *
1642 * Since the bitfield has no associated order, the assignment of draw buffer
1643 * indices to color attachment indices is rather arbitrary.
1644 */
1645 static void
1646 drawbuffers_from_bitfield(GLbitfield bits)
1647 {
1648 GLenum enums[MAX_DRAW_BUFFERS];
1649 int i = 0;
1650 int n;
1651
1652 /* This function is only legal for color buffer bitfields. */
1653 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1654
1655 /* Make sure we don't overflow any arrays. */
1656 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1657
1658 enums[0] = GL_NONE;
1659
1660 if (bits & BUFFER_BIT_FRONT_LEFT)
1661 enums[i++] = GL_FRONT_LEFT;
1662
1663 if (bits & BUFFER_BIT_FRONT_RIGHT)
1664 enums[i++] = GL_FRONT_RIGHT;
1665
1666 if (bits & BUFFER_BIT_BACK_LEFT)
1667 enums[i++] = GL_BACK_LEFT;
1668
1669 if (bits & BUFFER_BIT_BACK_RIGHT)
1670 enums[i++] = GL_BACK_RIGHT;
1671
1672 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1673 if (bits & (1 << (BUFFER_COLOR0 + n)))
1674 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1675 }
1676
1677 _mesa_DrawBuffers(i, enums);
1678 }
1679
1680 /**
1681 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1682 */
1683 static void
1684 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1685 {
1686 struct clear_state *clear = &ctx->Meta->Clear;
1687 GLbitfield metaSave;
1688 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1689 struct gl_framebuffer *fb = ctx->DrawBuffer;
1690 float x0, y0, x1, y1, z;
1691 struct vertex verts[4];
1692 int i;
1693
1694 metaSave = (MESA_META_ALPHA_TEST |
1695 MESA_META_BLEND |
1696 MESA_META_DEPTH_TEST |
1697 MESA_META_RASTERIZATION |
1698 MESA_META_SHADER |
1699 MESA_META_STENCIL_TEST |
1700 MESA_META_VERTEX |
1701 MESA_META_VIEWPORT |
1702 MESA_META_CLIP |
1703 MESA_META_CLAMP_FRAGMENT_COLOR |
1704 MESA_META_MULTISAMPLE |
1705 MESA_META_OCCLUSION_QUERY);
1706
1707 if (!glsl) {
1708 metaSave |= MESA_META_FOG |
1709 MESA_META_PIXEL_TRANSFER |
1710 MESA_META_TRANSFORM |
1711 MESA_META_TEXTURE |
1712 MESA_META_CLAMP_VERTEX_COLOR |
1713 MESA_META_SELECT_FEEDBACK;
1714 }
1715
1716 if (buffers & BUFFER_BITS_COLOR) {
1717 metaSave |= MESA_META_DRAW_BUFFERS;
1718 } else {
1719 /* We'll use colormask to disable color writes. Otherwise,
1720 * respect color mask
1721 */
1722 metaSave |= MESA_META_COLOR_MASK;
1723 }
1724
1725 _mesa_meta_begin(ctx, metaSave);
1726
1727 if (glsl) {
1728 meta_glsl_clear_init(ctx, clear);
1729
1730 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1731 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1732 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1733 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1734 z = -invert_z(ctx->Depth.Clear);
1735 } else {
1736 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4);
1737
1738 x0 = (float) fb->_Xmin;
1739 y0 = (float) fb->_Ymin;
1740 x1 = (float) fb->_Xmax;
1741 y1 = (float) fb->_Ymax;
1742 z = invert_z(ctx->Depth.Clear);
1743 }
1744
1745 if (fb->_IntegerColor) {
1746 assert(glsl);
1747 _mesa_UseProgram(clear->IntegerShaderProg);
1748 _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
1749 ctx->Color.ClearColor.i);
1750 } else if (glsl) {
1751 _mesa_UseProgram(clear->ShaderProg);
1752 _mesa_Uniform4fv(clear->ColorLocation, 1,
1753 ctx->Color.ClearColor.f);
1754 }
1755
1756 /* GL_COLOR_BUFFER_BIT */
1757 if (buffers & BUFFER_BITS_COLOR) {
1758 /* Only draw to the buffers we were asked to clear. */
1759 drawbuffers_from_bitfield(buffers & BUFFER_BITS_COLOR);
1760
1761 /* leave colormask state as-is */
1762
1763 /* Clears never have the color clamped. */
1764 if (ctx->Extensions.ARB_color_buffer_float)
1765 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1766 }
1767 else {
1768 ASSERT(metaSave & MESA_META_COLOR_MASK);
1769 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1770 }
1771
1772 /* GL_DEPTH_BUFFER_BIT */
1773 if (buffers & BUFFER_BIT_DEPTH) {
1774 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1775 _mesa_DepthFunc(GL_ALWAYS);
1776 _mesa_DepthMask(GL_TRUE);
1777 }
1778 else {
1779 assert(!ctx->Depth.Test);
1780 }
1781
1782 /* GL_STENCIL_BUFFER_BIT */
1783 if (buffers & BUFFER_BIT_STENCIL) {
1784 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1785 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1786 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1787 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1788 ctx->Stencil.Clear & stencilMax,
1789 ctx->Stencil.WriteMask[0]);
1790 }
1791 else {
1792 assert(!ctx->Stencil.Enabled);
1793 }
1794
1795 /* vertex positions */
1796 verts[0].x = x0;
1797 verts[0].y = y0;
1798 verts[0].z = z;
1799 verts[1].x = x1;
1800 verts[1].y = y0;
1801 verts[1].z = z;
1802 verts[2].x = x1;
1803 verts[2].y = y1;
1804 verts[2].z = z;
1805 verts[3].x = x0;
1806 verts[3].y = y1;
1807 verts[3].z = z;
1808
1809 if (!glsl) {
1810 for (i = 0; i < 4; i++) {
1811 verts[i].r = ctx->Color.ClearColor.f[0];
1812 verts[i].g = ctx->Color.ClearColor.f[1];
1813 verts[i].b = ctx->Color.ClearColor.f[2];
1814 verts[i].a = ctx->Color.ClearColor.f[3];
1815 }
1816 }
1817
1818 /* upload new vertex data */
1819 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1820 GL_DYNAMIC_DRAW_ARB);
1821
1822 /* draw quad(s) */
1823 if (fb->MaxNumLayers > 0) {
1824 unsigned layer;
1825 assert(glsl && clear->LayerLocation != -1);
1826 for (layer = 0; layer < fb->MaxNumLayers; layer++) {
1827 if (fb->_IntegerColor)
1828 _mesa_Uniform1i(clear->IntegerLayerLocation, layer);
1829 else
1830 _mesa_Uniform1i(clear->LayerLocation, layer);
1831 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1832 }
1833 } else {
1834 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1835 }
1836
1837 _mesa_meta_end(ctx);
1838 }
1839
1840 /**
1841 * Meta implementation of ctx->Driver.CopyPixels() in terms
1842 * of texture mapping and polygon rendering and GLSL shaders.
1843 */
1844 void
1845 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1846 GLsizei width, GLsizei height,
1847 GLint dstX, GLint dstY, GLenum type)
1848 {
1849 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1850 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1851 struct vertex verts[4];
1852
1853 if (type != GL_COLOR ||
1854 ctx->_ImageTransferState ||
1855 ctx->Fog.Enabled ||
1856 width > tex->MaxSize ||
1857 height > tex->MaxSize) {
1858 /* XXX avoid this fallback */
1859 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1860 return;
1861 }
1862
1863 /* Most GL state applies to glCopyPixels, but a there's a few things
1864 * we need to override:
1865 */
1866 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1867 MESA_META_SHADER |
1868 MESA_META_TEXTURE |
1869 MESA_META_TRANSFORM |
1870 MESA_META_CLIP |
1871 MESA_META_VERTEX |
1872 MESA_META_VIEWPORT));
1873
1874 _mesa_meta_setup_vertex_objects(&copypix->VAO, &copypix->VBO, false,
1875 3, 2, 0);
1876
1877 /* Silence valgrind warnings about reading uninitialized stack. */
1878 memset(verts, 0, sizeof(verts));
1879
1880 /* Alloc/setup texture */
1881 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1882 GL_RGBA, GL_NEAREST);
1883
1884 /* vertex positions, texcoords (after texture allocation!) */
1885 {
1886 const GLfloat dstX0 = (GLfloat) dstX;
1887 const GLfloat dstY0 = (GLfloat) dstY;
1888 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1889 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1890 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1891
1892 verts[0].x = dstX0;
1893 verts[0].y = dstY0;
1894 verts[0].z = z;
1895 verts[0].tex[0] = 0.0F;
1896 verts[0].tex[1] = 0.0F;
1897 verts[1].x = dstX1;
1898 verts[1].y = dstY0;
1899 verts[1].z = z;
1900 verts[1].tex[0] = tex->Sright;
1901 verts[1].tex[1] = 0.0F;
1902 verts[2].x = dstX1;
1903 verts[2].y = dstY1;
1904 verts[2].z = z;
1905 verts[2].tex[0] = tex->Sright;
1906 verts[2].tex[1] = tex->Ttop;
1907 verts[3].x = dstX0;
1908 verts[3].y = dstY1;
1909 verts[3].z = z;
1910 verts[3].tex[0] = 0.0F;
1911 verts[3].tex[1] = tex->Ttop;
1912
1913 /* upload new vertex data */
1914 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1915 }
1916
1917 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1918
1919 /* draw textured quad */
1920 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1921
1922 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1923
1924 _mesa_meta_end(ctx);
1925 }
1926
1927 static void
1928 meta_drawpix_cleanup(struct drawpix_state *drawpix)
1929 {
1930 if (drawpix->VAO != 0) {
1931 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1932 drawpix->VAO = 0;
1933
1934 _mesa_DeleteBuffers(1, &drawpix->VBO);
1935 drawpix->VBO = 0;
1936 }
1937
1938 if (drawpix->StencilFP != 0) {
1939 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1940 drawpix->StencilFP = 0;
1941 }
1942
1943 if (drawpix->DepthFP != 0) {
1944 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1945 drawpix->DepthFP = 0;
1946 }
1947 }
1948
1949 /**
1950 * When the glDrawPixels() image size is greater than the max rectangle
1951 * texture size we use this function to break the glDrawPixels() image
1952 * into tiles which fit into the max texture size.
1953 */
1954 static void
1955 tiled_draw_pixels(struct gl_context *ctx,
1956 GLint tileSize,
1957 GLint x, GLint y, GLsizei width, GLsizei height,
1958 GLenum format, GLenum type,
1959 const struct gl_pixelstore_attrib *unpack,
1960 const GLvoid *pixels)
1961 {
1962 struct gl_pixelstore_attrib tileUnpack = *unpack;
1963 GLint i, j;
1964
1965 if (tileUnpack.RowLength == 0)
1966 tileUnpack.RowLength = width;
1967
1968 for (i = 0; i < width; i += tileSize) {
1969 const GLint tileWidth = MIN2(tileSize, width - i);
1970 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1971
1972 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1973
1974 for (j = 0; j < height; j += tileSize) {
1975 const GLint tileHeight = MIN2(tileSize, height - j);
1976 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1977
1978 tileUnpack.SkipRows = unpack->SkipRows + j;
1979
1980 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1981 format, type, &tileUnpack, pixels);
1982 }
1983 }
1984 }
1985
1986
1987 /**
1988 * One-time init for drawing stencil pixels.
1989 */
1990 static void
1991 init_draw_stencil_pixels(struct gl_context *ctx)
1992 {
1993 /* This program is run eight times, once for each stencil bit.
1994 * The stencil values to draw are found in an 8-bit alpha texture.
1995 * We read the texture/stencil value and test if bit 'b' is set.
1996 * If the bit is not set, use KIL to kill the fragment.
1997 * Finally, we use the stencil test to update the stencil buffer.
1998 *
1999 * The basic algorithm for checking if a bit is set is:
2000 * if (is_odd(value / (1 << bit)))
2001 * result is one (or non-zero).
2002 * else
2003 * result is zero.
2004 * The program parameter contains three values:
2005 * parm.x = 255 / (1 << bit)
2006 * parm.y = 0.5
2007 * parm.z = 0.0
2008 */
2009 static const char *program =
2010 "!!ARBfp1.0\n"
2011 "PARAM parm = program.local[0]; \n"
2012 "TEMP t; \n"
2013 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2014 "# t = t * 255 / bit \n"
2015 "MUL t.x, t.a, parm.x; \n"
2016 "# t = (int) t \n"
2017 "FRC t.y, t.x; \n"
2018 "SUB t.x, t.x, t.y; \n"
2019 "# t = t * 0.5 \n"
2020 "MUL t.x, t.x, parm.y; \n"
2021 "# t = fract(t.x) \n"
2022 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2023 "# t.x = (t.x == 0 ? 1 : 0) \n"
2024 "SGE t.x, -t.x, parm.z; \n"
2025 "KIL -t.x; \n"
2026 "# for debug only \n"
2027 "#MOV result.color, t.x; \n"
2028 "END \n";
2029 char program2[1000];
2030 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2031 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2032 const char *texTarget;
2033
2034 assert(drawpix->StencilFP == 0);
2035
2036 /* replace %s with "RECT" or "2D" */
2037 assert(strlen(program) + 4 < sizeof(program2));
2038 if (tex->Target == GL_TEXTURE_RECTANGLE)
2039 texTarget = "RECT";
2040 else
2041 texTarget = "2D";
2042 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2043
2044 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2045 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2046 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2047 strlen(program2), (const GLubyte *) program2);
2048 }
2049
2050
2051 /**
2052 * One-time init for drawing depth pixels.
2053 */
2054 static void
2055 init_draw_depth_pixels(struct gl_context *ctx)
2056 {
2057 static const char *program =
2058 "!!ARBfp1.0\n"
2059 "PARAM color = program.local[0]; \n"
2060 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2061 "MOV result.color, color; \n"
2062 "END \n";
2063 char program2[200];
2064 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2065 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2066 const char *texTarget;
2067
2068 assert(drawpix->DepthFP == 0);
2069
2070 /* replace %s with "RECT" or "2D" */
2071 assert(strlen(program) + 4 < sizeof(program2));
2072 if (tex->Target == GL_TEXTURE_RECTANGLE)
2073 texTarget = "RECT";
2074 else
2075 texTarget = "2D";
2076 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2077
2078 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2079 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2080 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2081 strlen(program2), (const GLubyte *) program2);
2082 }
2083
2084
2085 /**
2086 * Meta implementation of ctx->Driver.DrawPixels() in terms
2087 * of texture mapping and polygon rendering.
2088 */
2089 void
2090 _mesa_meta_DrawPixels(struct gl_context *ctx,
2091 GLint x, GLint y, GLsizei width, GLsizei height,
2092 GLenum format, GLenum type,
2093 const struct gl_pixelstore_attrib *unpack,
2094 const GLvoid *pixels)
2095 {
2096 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2097 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2098 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2099 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2100 struct vertex verts[4];
2101 GLenum texIntFormat;
2102 GLboolean fallback, newTex;
2103 GLbitfield metaExtraSave = 0x0;
2104
2105 /*
2106 * Determine if we can do the glDrawPixels with texture mapping.
2107 */
2108 fallback = GL_FALSE;
2109 if (ctx->Fog.Enabled) {
2110 fallback = GL_TRUE;
2111 }
2112
2113 if (_mesa_is_color_format(format)) {
2114 /* use more compact format when possible */
2115 /* XXX disable special case for GL_LUMINANCE for now to work around
2116 * apparent i965 driver bug (see bug #23670).
2117 */
2118 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2119 texIntFormat = format;
2120 else
2121 texIntFormat = GL_RGBA;
2122
2123 /* If we're not supposed to clamp the resulting color, then just
2124 * promote our texture to fully float. We could do better by
2125 * just going for the matching set of channels, in floating
2126 * point.
2127 */
2128 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2129 ctx->Extensions.ARB_texture_float)
2130 texIntFormat = GL_RGBA32F;
2131 }
2132 else if (_mesa_is_stencil_format(format)) {
2133 if (ctx->Extensions.ARB_fragment_program &&
2134 ctx->Pixel.IndexShift == 0 &&
2135 ctx->Pixel.IndexOffset == 0 &&
2136 type == GL_UNSIGNED_BYTE) {
2137 /* We'll store stencil as alpha. This only works for GLubyte
2138 * image data because of how incoming values are mapped to alpha
2139 * in [0,1].
2140 */
2141 texIntFormat = GL_ALPHA;
2142 metaExtraSave = (MESA_META_COLOR_MASK |
2143 MESA_META_DEPTH_TEST |
2144 MESA_META_PIXEL_TRANSFER |
2145 MESA_META_SHADER |
2146 MESA_META_STENCIL_TEST);
2147 }
2148 else {
2149 fallback = GL_TRUE;
2150 }
2151 }
2152 else if (_mesa_is_depth_format(format)) {
2153 if (ctx->Extensions.ARB_depth_texture &&
2154 ctx->Extensions.ARB_fragment_program) {
2155 texIntFormat = GL_DEPTH_COMPONENT;
2156 metaExtraSave = (MESA_META_SHADER);
2157 }
2158 else {
2159 fallback = GL_TRUE;
2160 }
2161 }
2162 else {
2163 fallback = GL_TRUE;
2164 }
2165
2166 if (fallback) {
2167 _swrast_DrawPixels(ctx, x, y, width, height,
2168 format, type, unpack, pixels);
2169 return;
2170 }
2171
2172 /*
2173 * Check image size against max texture size, draw as tiles if needed.
2174 */
2175 if (width > tex->MaxSize || height > tex->MaxSize) {
2176 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2177 format, type, unpack, pixels);
2178 return;
2179 }
2180
2181 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2182 * but a there's a few things we need to override:
2183 */
2184 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2185 MESA_META_SHADER |
2186 MESA_META_TEXTURE |
2187 MESA_META_TRANSFORM |
2188 MESA_META_CLIP |
2189 MESA_META_VERTEX |
2190 MESA_META_VIEWPORT |
2191 metaExtraSave));
2192
2193 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2194
2195 _mesa_meta_setup_vertex_objects(&drawpix->VAO, &drawpix->VBO, false,
2196 3, 2, 0);
2197
2198 /* Silence valgrind warnings about reading uninitialized stack. */
2199 memset(verts, 0, sizeof(verts));
2200
2201 /* vertex positions, texcoords (after texture allocation!) */
2202 {
2203 const GLfloat x0 = (GLfloat) x;
2204 const GLfloat y0 = (GLfloat) y;
2205 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2206 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2207 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2208
2209 verts[0].x = x0;
2210 verts[0].y = y0;
2211 verts[0].z = z;
2212 verts[0].tex[0] = 0.0F;
2213 verts[0].tex[1] = 0.0F;
2214 verts[1].x = x1;
2215 verts[1].y = y0;
2216 verts[1].z = z;
2217 verts[1].tex[0] = tex->Sright;
2218 verts[1].tex[1] = 0.0F;
2219 verts[2].x = x1;
2220 verts[2].y = y1;
2221 verts[2].z = z;
2222 verts[2].tex[0] = tex->Sright;
2223 verts[2].tex[1] = tex->Ttop;
2224 verts[3].x = x0;
2225 verts[3].y = y1;
2226 verts[3].z = z;
2227 verts[3].tex[0] = 0.0F;
2228 verts[3].tex[1] = tex->Ttop;
2229 }
2230
2231 /* upload new vertex data */
2232 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2233 verts, GL_DYNAMIC_DRAW_ARB);
2234
2235 /* set given unpack params */
2236 ctx->Unpack = *unpack;
2237
2238 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2239
2240 if (_mesa_is_stencil_format(format)) {
2241 /* Drawing stencil */
2242 GLint bit;
2243
2244 if (!drawpix->StencilFP)
2245 init_draw_stencil_pixels(ctx);
2246
2247 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2248 GL_ALPHA, type, pixels);
2249
2250 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2251
2252 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2253
2254 /* set all stencil bits to 0 */
2255 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2256 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2257 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2258
2259 /* set stencil bits to 1 where needed */
2260 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2261
2262 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2263 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2264
2265 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2266 const GLuint mask = 1 << bit;
2267 if (mask & origStencilMask) {
2268 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2269 _mesa_StencilMask(mask);
2270
2271 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2272 255.0f / mask, 0.5f, 0.0f, 0.0f);
2273
2274 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2275 }
2276 }
2277 }
2278 else if (_mesa_is_depth_format(format)) {
2279 /* Drawing depth */
2280 if (!drawpix->DepthFP)
2281 init_draw_depth_pixels(ctx);
2282
2283 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2284 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2285
2286 /* polygon color = current raster color */
2287 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2288 ctx->Current.RasterColor);
2289
2290 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2291 format, type, pixels);
2292
2293 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2294 }
2295 else {
2296 /* Drawing RGBA */
2297 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2298 format, type, pixels);
2299 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2300 }
2301
2302 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2303
2304 /* restore unpack params */
2305 ctx->Unpack = unpackSave;
2306
2307 _mesa_meta_end(ctx);
2308 }
2309
2310 static GLboolean
2311 alpha_test_raster_color(struct gl_context *ctx)
2312 {
2313 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2314 GLfloat ref = ctx->Color.AlphaRef;
2315
2316 switch (ctx->Color.AlphaFunc) {
2317 case GL_NEVER:
2318 return GL_FALSE;
2319 case GL_LESS:
2320 return alpha < ref;
2321 case GL_EQUAL:
2322 return alpha == ref;
2323 case GL_LEQUAL:
2324 return alpha <= ref;
2325 case GL_GREATER:
2326 return alpha > ref;
2327 case GL_NOTEQUAL:
2328 return alpha != ref;
2329 case GL_GEQUAL:
2330 return alpha >= ref;
2331 case GL_ALWAYS:
2332 return GL_TRUE;
2333 default:
2334 assert(0);
2335 return GL_FALSE;
2336 }
2337 }
2338
2339 /**
2340 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2341 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2342 * tracker would improve performance a lot.
2343 */
2344 void
2345 _mesa_meta_Bitmap(struct gl_context *ctx,
2346 GLint x, GLint y, GLsizei width, GLsizei height,
2347 const struct gl_pixelstore_attrib *unpack,
2348 const GLubyte *bitmap1)
2349 {
2350 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2351 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2352 const GLenum texIntFormat = GL_ALPHA;
2353 const struct gl_pixelstore_attrib unpackSave = *unpack;
2354 GLubyte fg, bg;
2355 struct vertex verts[4];
2356 GLboolean newTex;
2357 GLubyte *bitmap8;
2358
2359 /*
2360 * Check if swrast fallback is needed.
2361 */
2362 if (ctx->_ImageTransferState ||
2363 ctx->FragmentProgram._Enabled ||
2364 ctx->Fog.Enabled ||
2365 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2366 width > tex->MaxSize ||
2367 height > tex->MaxSize) {
2368 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2369 return;
2370 }
2371
2372 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2373 return;
2374
2375 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2376 * but a there's a few things we need to override:
2377 */
2378 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2379 MESA_META_PIXEL_STORE |
2380 MESA_META_RASTERIZATION |
2381 MESA_META_SHADER |
2382 MESA_META_TEXTURE |
2383 MESA_META_TRANSFORM |
2384 MESA_META_CLIP |
2385 MESA_META_VERTEX |
2386 MESA_META_VIEWPORT));
2387
2388 _mesa_meta_setup_vertex_objects(&bitmap->VAO, &bitmap->VBO, false, 3, 2, 4);
2389
2390 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2391
2392 /* Silence valgrind warnings about reading uninitialized stack. */
2393 memset(verts, 0, sizeof(verts));
2394
2395 /* vertex positions, texcoords, colors (after texture allocation!) */
2396 {
2397 const GLfloat x0 = (GLfloat) x;
2398 const GLfloat y0 = (GLfloat) y;
2399 const GLfloat x1 = (GLfloat) (x + width);
2400 const GLfloat y1 = (GLfloat) (y + height);
2401 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2402 GLuint i;
2403
2404 verts[0].x = x0;
2405 verts[0].y = y0;
2406 verts[0].z = z;
2407 verts[0].tex[0] = 0.0F;
2408 verts[0].tex[1] = 0.0F;
2409 verts[1].x = x1;
2410 verts[1].y = y0;
2411 verts[1].z = z;
2412 verts[1].tex[0] = tex->Sright;
2413 verts[1].tex[1] = 0.0F;
2414 verts[2].x = x1;
2415 verts[2].y = y1;
2416 verts[2].z = z;
2417 verts[2].tex[0] = tex->Sright;
2418 verts[2].tex[1] = tex->Ttop;
2419 verts[3].x = x0;
2420 verts[3].y = y1;
2421 verts[3].z = z;
2422 verts[3].tex[0] = 0.0F;
2423 verts[3].tex[1] = tex->Ttop;
2424
2425 for (i = 0; i < 4; i++) {
2426 verts[i].r = ctx->Current.RasterColor[0];
2427 verts[i].g = ctx->Current.RasterColor[1];
2428 verts[i].b = ctx->Current.RasterColor[2];
2429 verts[i].a = ctx->Current.RasterColor[3];
2430 }
2431
2432 /* upload new vertex data */
2433 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2434 }
2435
2436 /* choose different foreground/background alpha values */
2437 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2438 bg = (fg > 127 ? 0 : 255);
2439
2440 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2441 if (!bitmap1) {
2442 _mesa_meta_end(ctx);
2443 return;
2444 }
2445
2446 bitmap8 = malloc(width * height);
2447 if (bitmap8) {
2448 memset(bitmap8, bg, width * height);
2449 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2450 bitmap8, width, fg);
2451
2452 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2453
2454 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2455 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2456
2457 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2458 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2459
2460 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2461
2462 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2463
2464 free(bitmap8);
2465 }
2466
2467 _mesa_unmap_pbo_source(ctx, &unpackSave);
2468
2469 _mesa_meta_end(ctx);
2470 }
2471
2472 /**
2473 * Compute the texture coordinates for the four vertices of a quad for
2474 * drawing a 2D texture image or slice of a cube/3D texture.
2475 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2476 * \param slice slice of a 1D/2D array texture or 3D texture
2477 * \param width width of the texture image
2478 * \param height height of the texture image
2479 * \param coords0/1/2/3 returns the computed texcoords
2480 */
2481 void
2482 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2483 GLint slice,
2484 GLint width,
2485 GLint height,
2486 GLint depth,
2487 GLfloat coords0[4],
2488 GLfloat coords1[4],
2489 GLfloat coords2[4],
2490 GLfloat coords3[4])
2491 {
2492 static const GLfloat st[4][2] = {
2493 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2494 };
2495 GLuint i;
2496 GLfloat r;
2497
2498 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2499 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2500
2501 /* Currently all texture targets want the W component to be 1.0.
2502 */
2503 coords0[3] = 1.0F;
2504 coords1[3] = 1.0F;
2505 coords2[3] = 1.0F;
2506 coords3[3] = 1.0F;
2507
2508 switch (faceTarget) {
2509 case GL_TEXTURE_1D:
2510 case GL_TEXTURE_2D:
2511 case GL_TEXTURE_3D:
2512 case GL_TEXTURE_2D_ARRAY:
2513 if (faceTarget == GL_TEXTURE_3D) {
2514 assert(slice < depth);
2515 assert(depth >= 1);
2516 r = (slice + 0.5f) / depth;
2517 }
2518 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2519 r = (float) slice;
2520 else
2521 r = 0.0F;
2522 coords0[0] = 0.0F; /* s */
2523 coords0[1] = 0.0F; /* t */
2524 coords0[2] = r; /* r */
2525 coords1[0] = 1.0F;
2526 coords1[1] = 0.0F;
2527 coords1[2] = r;
2528 coords2[0] = 1.0F;
2529 coords2[1] = 1.0F;
2530 coords2[2] = r;
2531 coords3[0] = 0.0F;
2532 coords3[1] = 1.0F;
2533 coords3[2] = r;
2534 break;
2535 case GL_TEXTURE_RECTANGLE_ARB:
2536 coords0[0] = 0.0F; /* s */
2537 coords0[1] = 0.0F; /* t */
2538 coords0[2] = 0.0F; /* r */
2539 coords1[0] = (float) width;
2540 coords1[1] = 0.0F;
2541 coords1[2] = 0.0F;
2542 coords2[0] = (float) width;
2543 coords2[1] = (float) height;
2544 coords2[2] = 0.0F;
2545 coords3[0] = 0.0F;
2546 coords3[1] = (float) height;
2547 coords3[2] = 0.0F;
2548 break;
2549 case GL_TEXTURE_1D_ARRAY:
2550 coords0[0] = 0.0F; /* s */
2551 coords0[1] = (float) slice; /* t */
2552 coords0[2] = 0.0F; /* r */
2553 coords1[0] = 1.0f;
2554 coords1[1] = (float) slice;
2555 coords1[2] = 0.0F;
2556 coords2[0] = 1.0F;
2557 coords2[1] = (float) slice;
2558 coords2[2] = 0.0F;
2559 coords3[0] = 0.0F;
2560 coords3[1] = (float) slice;
2561 coords3[2] = 0.0F;
2562 break;
2563
2564 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2565 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2566 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2567 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2568 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2569 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2570 /* loop over quad verts */
2571 for (i = 0; i < 4; i++) {
2572 /* Compute sc = +/-scale and tc = +/-scale.
2573 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2574 * though that can still sometimes happen with this scale factor...
2575 */
2576 const GLfloat scale = 0.9999f;
2577 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2578 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2579 GLfloat *coord;
2580
2581 switch (i) {
2582 case 0:
2583 coord = coords0;
2584 break;
2585 case 1:
2586 coord = coords1;
2587 break;
2588 case 2:
2589 coord = coords2;
2590 break;
2591 case 3:
2592 coord = coords3;
2593 break;
2594 default:
2595 assert(0);
2596 unreachable();
2597 }
2598
2599 coord[3] = (float) (slice / 6);
2600
2601 switch (faceTarget) {
2602 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2603 coord[0] = 1.0f;
2604 coord[1] = -tc;
2605 coord[2] = -sc;
2606 break;
2607 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2608 coord[0] = -1.0f;
2609 coord[1] = -tc;
2610 coord[2] = sc;
2611 break;
2612 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2613 coord[0] = sc;
2614 coord[1] = 1.0f;
2615 coord[2] = tc;
2616 break;
2617 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2618 coord[0] = sc;
2619 coord[1] = -1.0f;
2620 coord[2] = -tc;
2621 break;
2622 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2623 coord[0] = sc;
2624 coord[1] = -tc;
2625 coord[2] = 1.0f;
2626 break;
2627 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2628 coord[0] = -sc;
2629 coord[1] = -tc;
2630 coord[2] = -1.0f;
2631 break;
2632 default:
2633 assert(0);
2634 }
2635 }
2636 break;
2637 default:
2638 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2639 }
2640 }
2641
2642 static struct blit_shader *
2643 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2644 {
2645 switch(target) {
2646 case GL_TEXTURE_1D:
2647 table->sampler_1d.type = "sampler1D";
2648 table->sampler_1d.func = "texture1D";
2649 table->sampler_1d.texcoords = "texCoords.x";
2650 return &table->sampler_1d;
2651 case GL_TEXTURE_2D:
2652 table->sampler_2d.type = "sampler2D";
2653 table->sampler_2d.func = "texture2D";
2654 table->sampler_2d.texcoords = "texCoords.xy";
2655 return &table->sampler_2d;
2656 case GL_TEXTURE_RECTANGLE:
2657 table->sampler_rect.type = "sampler2DRect";
2658 table->sampler_rect.func = "texture2DRect";
2659 table->sampler_rect.texcoords = "texCoords.xy";
2660 return &table->sampler_rect;
2661 case GL_TEXTURE_3D:
2662 /* Code for mipmap generation with 3D textures is not used yet.
2663 * It's a sw fallback.
2664 */
2665 table->sampler_3d.type = "sampler3D";
2666 table->sampler_3d.func = "texture3D";
2667 table->sampler_3d.texcoords = "texCoords.xyz";
2668 return &table->sampler_3d;
2669 case GL_TEXTURE_CUBE_MAP:
2670 table->sampler_cubemap.type = "samplerCube";
2671 table->sampler_cubemap.func = "textureCube";
2672 table->sampler_cubemap.texcoords = "texCoords.xyz";
2673 return &table->sampler_cubemap;
2674 case GL_TEXTURE_1D_ARRAY:
2675 table->sampler_1d_array.type = "sampler1DArray";
2676 table->sampler_1d_array.func = "texture1DArray";
2677 table->sampler_1d_array.texcoords = "texCoords.xy";
2678 return &table->sampler_1d_array;
2679 case GL_TEXTURE_2D_ARRAY:
2680 table->sampler_2d_array.type = "sampler2DArray";
2681 table->sampler_2d_array.func = "texture2DArray";
2682 table->sampler_2d_array.texcoords = "texCoords.xyz";
2683 return &table->sampler_2d_array;
2684 case GL_TEXTURE_CUBE_MAP_ARRAY:
2685 table->sampler_cubemap_array.type = "samplerCubeArray";
2686 table->sampler_cubemap_array.func = "textureCubeArray";
2687 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2688 return &table->sampler_cubemap_array;
2689 default:
2690 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2691 " setup_texture_sampler()\n", target);
2692 return NULL;
2693 }
2694 }
2695
2696 void
2697 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
2698 {
2699 _mesa_DeleteProgram(table->sampler_1d.shader_prog);
2700 _mesa_DeleteProgram(table->sampler_2d.shader_prog);
2701 _mesa_DeleteProgram(table->sampler_3d.shader_prog);
2702 _mesa_DeleteProgram(table->sampler_rect.shader_prog);
2703 _mesa_DeleteProgram(table->sampler_cubemap.shader_prog);
2704 _mesa_DeleteProgram(table->sampler_1d_array.shader_prog);
2705 _mesa_DeleteProgram(table->sampler_2d_array.shader_prog);
2706 _mesa_DeleteProgram(table->sampler_cubemap_array.shader_prog);
2707
2708 table->sampler_1d.shader_prog = 0;
2709 table->sampler_2d.shader_prog = 0;
2710 table->sampler_3d.shader_prog = 0;
2711 table->sampler_rect.shader_prog = 0;
2712 table->sampler_cubemap.shader_prog = 0;
2713 table->sampler_1d_array.shader_prog = 0;
2714 table->sampler_2d_array.shader_prog = 0;
2715 table->sampler_cubemap_array.shader_prog = 0;
2716 }
2717
2718 /**
2719 * Determine the GL data type to use for the temporary image read with
2720 * ReadPixels() and passed to Tex[Sub]Image().
2721 */
2722 static GLenum
2723 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2724 {
2725 GLenum baseFormat;
2726
2727 baseFormat = _mesa_get_format_base_format(format);
2728
2729 switch (baseFormat) {
2730 case GL_RGBA:
2731 case GL_RGB:
2732 case GL_RG:
2733 case GL_RED:
2734 case GL_ALPHA:
2735 case GL_LUMINANCE:
2736 case GL_LUMINANCE_ALPHA:
2737 case GL_INTENSITY:
2738 if (ctx->DrawBuffer->Visual.redBits <= 8) {
2739 return GL_UNSIGNED_BYTE;
2740 } else if (ctx->DrawBuffer->Visual.redBits <= 16) {
2741 return GL_UNSIGNED_SHORT;
2742 } else {
2743 GLenum datatype = _mesa_get_format_datatype(format);
2744 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT)
2745 return datatype;
2746 return GL_FLOAT;
2747 }
2748 case GL_DEPTH_COMPONENT: {
2749 GLenum datatype = _mesa_get_format_datatype(format);
2750 if (datatype == GL_FLOAT)
2751 return GL_FLOAT;
2752 else
2753 return GL_UNSIGNED_INT;
2754 }
2755 case GL_DEPTH_STENCIL: {
2756 GLenum datatype = _mesa_get_format_datatype(format);
2757 if (datatype == GL_FLOAT)
2758 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2759 else
2760 return GL_UNSIGNED_INT_24_8;
2761 }
2762 default:
2763 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2764 baseFormat);
2765 return 0;
2766 }
2767 }
2768
2769 /**
2770 * Attempts to wrap the destination texture in an FBO and use
2771 * glBlitFramebuffer() to implement glCopyTexSubImage().
2772 */
2773 static bool
2774 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2775 struct gl_texture_image *texImage,
2776 GLint xoffset,
2777 GLint yoffset,
2778 GLint zoffset,
2779 struct gl_renderbuffer *rb,
2780 GLint x, GLint y,
2781 GLsizei width, GLsizei height)
2782 {
2783 struct gl_texture_object *texObj = texImage->TexObject;
2784 GLuint fbo;
2785 bool success = false;
2786 GLbitfield mask;
2787 GLenum status;
2788
2789 if (!ctx->Extensions.ARB_framebuffer_object)
2790 return false;
2791
2792 _mesa_unlock_texture(ctx, texObj);
2793
2794 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2795
2796 _mesa_GenFramebuffers(1, &fbo);
2797 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
2798
2799 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2800 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2801 _mesa_meta_bind_fbo_image(GL_DEPTH_ATTACHMENT, texImage, zoffset);
2802 mask = GL_DEPTH_BUFFER_BIT;
2803
2804 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2805 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2806 _mesa_meta_bind_fbo_image(GL_STENCIL_ATTACHMENT, texImage, zoffset);
2807 mask |= GL_STENCIL_BUFFER_BIT;
2808 }
2809 _mesa_DrawBuffer(GL_NONE);
2810 } else {
2811 _mesa_meta_bind_fbo_image(GL_COLOR_ATTACHMENT0, texImage, zoffset);
2812 mask = GL_COLOR_BUFFER_BIT;
2813 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2814 }
2815
2816 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
2817 if (status != GL_FRAMEBUFFER_COMPLETE)
2818 goto out;
2819
2820 ctx->Meta->Blit.no_ctsi_fallback = true;
2821
2822 /* Since we've bound a new draw framebuffer, we need to update
2823 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2824 * be correct.
2825 */
2826 _mesa_update_state(ctx);
2827
2828 /* We skip the core BlitFramebuffer checks for format consistency, which
2829 * are too strict for CopyTexImage. We know meta will be fine with format
2830 * changes.
2831 */
2832 mask = _mesa_meta_BlitFramebuffer(ctx, x, y,
2833 x + width, y + height,
2834 xoffset, yoffset,
2835 xoffset + width, yoffset + height,
2836 mask, GL_NEAREST);
2837 ctx->Meta->Blit.no_ctsi_fallback = false;
2838 success = mask == 0x0;
2839
2840 out:
2841 _mesa_lock_texture(ctx, texObj);
2842 _mesa_DeleteFramebuffers(1, &fbo);
2843 _mesa_meta_end(ctx);
2844 return success;
2845 }
2846
2847 /**
2848 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2849 * Have to be careful with locking and meta state for pixel transfer.
2850 */
2851 void
2852 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2853 struct gl_texture_image *texImage,
2854 GLint xoffset, GLint yoffset, GLint zoffset,
2855 struct gl_renderbuffer *rb,
2856 GLint x, GLint y,
2857 GLsizei width, GLsizei height)
2858 {
2859 struct gl_texture_object *texObj = texImage->TexObject;
2860 GLenum format, type;
2861 GLint bpp;
2862 void *buf;
2863
2864 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2865 texImage,
2866 xoffset, yoffset, zoffset,
2867 rb,
2868 x, y,
2869 width, height)) {
2870 return;
2871 }
2872
2873 /* Choose format/type for temporary image buffer */
2874 format = _mesa_get_format_base_format(texImage->TexFormat);
2875 if (format == GL_LUMINANCE ||
2876 format == GL_LUMINANCE_ALPHA ||
2877 format == GL_INTENSITY) {
2878 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2879 * temp image buffer because glReadPixels will do L=R+G+B which is
2880 * not what we want (should be L=R).
2881 */
2882 format = GL_RGBA;
2883 }
2884
2885 type = get_temp_image_type(ctx, texImage->TexFormat);
2886 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2887 format = _mesa_base_format_to_integer_format(format);
2888 }
2889 bpp = _mesa_bytes_per_pixel(format, type);
2890 if (bpp <= 0) {
2891 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2892 return;
2893 }
2894
2895 /*
2896 * Alloc image buffer (XXX could use a PBO)
2897 */
2898 buf = malloc(width * height * bpp);
2899 if (!buf) {
2900 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2901 return;
2902 }
2903
2904 _mesa_unlock_texture(ctx, texObj); /* need to unlock first */
2905
2906 /*
2907 * Read image from framebuffer (disable pixel transfer ops)
2908 */
2909 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2910 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2911 format, type, &ctx->Pack, buf);
2912 _mesa_meta_end(ctx);
2913
2914 _mesa_update_state(ctx); /* to update pixel transfer state */
2915
2916 /*
2917 * Store texture data (with pixel transfer ops)
2918 */
2919 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2920
2921 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2922 assert(yoffset == 0);
2923 ctx->Driver.TexSubImage(ctx, dims, texImage,
2924 xoffset, zoffset, 0, width, 1, 1,
2925 format, type, buf, &ctx->Unpack);
2926 } else {
2927 ctx->Driver.TexSubImage(ctx, dims, texImage,
2928 xoffset, yoffset, zoffset, width, height, 1,
2929 format, type, buf, &ctx->Unpack);
2930 }
2931
2932 _mesa_meta_end(ctx);
2933
2934 _mesa_lock_texture(ctx, texObj); /* re-lock */
2935
2936 free(buf);
2937 }
2938
2939
2940 static void
2941 meta_decompress_cleanup(struct decompress_state *decompress)
2942 {
2943 if (decompress->FBO != 0) {
2944 _mesa_DeleteFramebuffers(1, &decompress->FBO);
2945 _mesa_DeleteRenderbuffers(1, &decompress->RBO);
2946 }
2947
2948 if (decompress->VAO != 0) {
2949 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2950 _mesa_DeleteBuffers(1, &decompress->VBO);
2951 }
2952
2953 if (decompress->Sampler != 0)
2954 _mesa_DeleteSamplers(1, &decompress->Sampler);
2955
2956 memset(decompress, 0, sizeof(*decompress));
2957 }
2958
2959 /**
2960 * Decompress a texture image by drawing a quad with the compressed
2961 * texture and reading the pixels out of the color buffer.
2962 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2963 * \param destFormat format, ala glReadPixels
2964 * \param destType type, ala glReadPixels
2965 * \param dest destination buffer
2966 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2967 */
2968 static void
2969 decompress_texture_image(struct gl_context *ctx,
2970 struct gl_texture_image *texImage,
2971 GLuint slice,
2972 GLenum destFormat, GLenum destType,
2973 GLvoid *dest)
2974 {
2975 struct decompress_state *decompress = &ctx->Meta->Decompress;
2976 struct gl_texture_object *texObj = texImage->TexObject;
2977 const GLint width = texImage->Width;
2978 const GLint height = texImage->Height;
2979 const GLint depth = texImage->Height;
2980 const GLenum target = texObj->Target;
2981 GLenum faceTarget;
2982 struct vertex verts[4];
2983 GLuint samplerSave;
2984 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
2985 ctx->Extensions.ARB_fragment_shader;
2986
2987 if (slice > 0) {
2988 assert(target == GL_TEXTURE_3D ||
2989 target == GL_TEXTURE_2D_ARRAY ||
2990 target == GL_TEXTURE_CUBE_MAP_ARRAY);
2991 }
2992
2993 switch (target) {
2994 case GL_TEXTURE_1D:
2995 case GL_TEXTURE_1D_ARRAY:
2996 assert(!"No compressed 1D textures.");
2997 return;
2998
2999 case GL_TEXTURE_3D:
3000 assert(!"No compressed 3D textures.");
3001 return;
3002
3003 case GL_TEXTURE_CUBE_MAP_ARRAY:
3004 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3005 break;
3006
3007 case GL_TEXTURE_CUBE_MAP:
3008 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3009 break;
3010
3011 default:
3012 faceTarget = target;
3013 break;
3014 }
3015
3016 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3017 MESA_META_DRAW_BUFFERS));
3018
3019 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3020 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3021
3022 /* Create/bind FBO/renderbuffer */
3023 if (decompress->FBO == 0) {
3024 _mesa_GenFramebuffers(1, &decompress->FBO);
3025 _mesa_GenRenderbuffers(1, &decompress->RBO);
3026 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO);
3027 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO);
3028 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
3029 GL_COLOR_ATTACHMENT0_EXT,
3030 GL_RENDERBUFFER_EXT,
3031 decompress->RBO);
3032 }
3033 else {
3034 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO);
3035 }
3036
3037 /* alloc dest surface */
3038 if (width > decompress->Width || height > decompress->Height) {
3039 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO);
3040 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, GL_RGBA,
3041 width, height);
3042 decompress->Width = width;
3043 decompress->Height = height;
3044 }
3045
3046 if (use_glsl_version) {
3047 _mesa_meta_setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
3048 2, 4, 0);
3049
3050 _mesa_meta_setup_blit_shader(ctx, target, &decompress->shaders);
3051 } else {
3052 _mesa_meta_setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
3053 }
3054
3055 if (!decompress->Sampler) {
3056 _mesa_GenSamplers(1, &decompress->Sampler);
3057 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3058 /* nearest filtering */
3059 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3060 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3061 /* No sRGB decode or encode.*/
3062 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3063 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3064 GL_SKIP_DECODE_EXT);
3065 }
3066
3067 } else {
3068 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3069 }
3070
3071 /* Silence valgrind warnings about reading uninitialized stack. */
3072 memset(verts, 0, sizeof(verts));
3073
3074 _mesa_meta_setup_texture_coords(faceTarget, slice, width, height, depth,
3075 verts[0].tex,
3076 verts[1].tex,
3077 verts[2].tex,
3078 verts[3].tex);
3079
3080 /* setup vertex positions */
3081 verts[0].x = -1.0F;
3082 verts[0].y = -1.0F;
3083 verts[1].x = 1.0F;
3084 verts[1].y = -1.0F;
3085 verts[2].x = 1.0F;
3086 verts[2].y = 1.0F;
3087 verts[3].x = -1.0F;
3088 verts[3].y = 1.0F;
3089
3090 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3091
3092 /* upload new vertex data */
3093 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3094
3095 /* setup texture state */
3096 _mesa_BindTexture(target, texObj->Name);
3097
3098 if (!use_glsl_version)
3099 _mesa_set_enable(ctx, target, GL_TRUE);
3100
3101 {
3102 /* save texture object state */
3103 const GLint baseLevelSave = texObj->BaseLevel;
3104 const GLint maxLevelSave = texObj->MaxLevel;
3105
3106 /* restrict sampling to the texture level of interest */
3107 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3108 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
3109 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
3110 }
3111
3112 /* render quad w/ texture into renderbuffer */
3113 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3114
3115 /* Restore texture object state, the texture binding will
3116 * be restored by _mesa_meta_end().
3117 */
3118 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3119 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
3120 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3121 }
3122
3123 }
3124
3125 /* read pixels from renderbuffer */
3126 {
3127 GLenum baseTexFormat = texImage->_BaseFormat;
3128 GLenum destBaseFormat = _mesa_base_tex_format(ctx, destFormat);
3129
3130 /* The pixel transfer state will be set to default values at this point
3131 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3132 * turned off (as required by glGetTexImage) but we need to handle some
3133 * special cases. In particular, single-channel texture values are
3134 * returned as red and two-channel texture values are returned as
3135 * red/alpha.
3136 */
3137 if ((baseTexFormat == GL_LUMINANCE ||
3138 baseTexFormat == GL_LUMINANCE_ALPHA ||
3139 baseTexFormat == GL_INTENSITY) ||
3140 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3141 * luminance then we need to return L=tex(R).
3142 */
3143 ((baseTexFormat == GL_RGBA ||
3144 baseTexFormat == GL_RGB ||
3145 baseTexFormat == GL_RG) &&
3146 (destBaseFormat == GL_LUMINANCE ||
3147 destBaseFormat == GL_LUMINANCE_ALPHA ||
3148 destBaseFormat == GL_LUMINANCE_INTEGER_EXT ||
3149 destBaseFormat == GL_LUMINANCE_ALPHA_INTEGER_EXT))) {
3150 /* Green and blue must be zero */
3151 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3152 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3153 }
3154
3155 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3156 }
3157
3158 /* disable texture unit */
3159 if (!use_glsl_version)
3160 _mesa_set_enable(ctx, target, GL_FALSE);
3161
3162 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3163
3164 _mesa_meta_end(ctx);
3165 }
3166
3167
3168 /**
3169 * This is just a wrapper around _mesa_get_tex_image() and
3170 * decompress_texture_image(). Meta functions should not be directly called
3171 * from core Mesa.
3172 */
3173 void
3174 _mesa_meta_GetTexImage(struct gl_context *ctx,
3175 GLenum format, GLenum type, GLvoid *pixels,
3176 struct gl_texture_image *texImage)
3177 {
3178 /* We can only use the decompress-with-blit method here if the texels are
3179 * unsigned, normalized values. We could handle signed and unnormalized
3180 * with floating point renderbuffers...
3181 */
3182 if (_mesa_is_format_compressed(texImage->TexFormat) &&
3183 _mesa_get_format_datatype(texImage->TexFormat)
3184 == GL_UNSIGNED_NORMALIZED) {
3185 struct gl_texture_object *texObj = texImage->TexObject;
3186 GLuint slice;
3187 /* Need to unlock the texture here to prevent deadlock... */
3188 _mesa_unlock_texture(ctx, texObj);
3189 for (slice = 0; slice < texImage->Depth; slice++) {
3190 void *dst;
3191 if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY
3192 || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
3193 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3194 * in the decompress_texture_image() function's call to
3195 * glReadPixels but we need to compute the dest slice's address
3196 * here (according to SkipImages and ImageHeight).
3197 */
3198 struct gl_pixelstore_attrib packing = ctx->Pack;
3199 packing.SkipPixels = 0;
3200 packing.SkipRows = 0;
3201 dst = _mesa_image_address3d(&packing, pixels, texImage->Width,
3202 texImage->Height, format, type,
3203 slice, 0, 0);
3204 }
3205 else {
3206 dst = pixels;
3207 }
3208 decompress_texture_image(ctx, texImage, slice, format, type, dst);
3209 }
3210 /* ... and relock it */
3211 _mesa_lock_texture(ctx, texObj);
3212 }
3213 else {
3214 _mesa_get_teximage(ctx, format, type, pixels, texImage);
3215 }
3216 }
3217
3218
3219 /**
3220 * Meta implementation of ctx->Driver.DrawTex() in terms
3221 * of polygon rendering.
3222 */
3223 void
3224 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3225 GLfloat width, GLfloat height)
3226 {
3227 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3228 struct vertex {
3229 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3230 };
3231 struct vertex verts[4];
3232 GLuint i;
3233
3234 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3235 MESA_META_SHADER |
3236 MESA_META_TRANSFORM |
3237 MESA_META_VERTEX |
3238 MESA_META_VIEWPORT));
3239
3240 if (drawtex->VAO == 0) {
3241 /* one-time setup */
3242 GLint active_texture;
3243
3244 /* create vertex array object */
3245 _mesa_GenVertexArrays(1, &drawtex->VAO);
3246 _mesa_BindVertexArray(drawtex->VAO);
3247
3248 /* create vertex array buffer */
3249 _mesa_GenBuffers(1, &drawtex->VBO);
3250 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3251 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3252 NULL, GL_DYNAMIC_DRAW_ARB);
3253
3254 /* client active texture is not part of the array object */
3255 active_texture = ctx->Array.ActiveTexture;
3256
3257 /* setup vertex arrays */
3258 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3259 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3260 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3261 _mesa_ClientActiveTexture(GL_TEXTURE0 + i);
3262 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
3263 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3264 }
3265
3266 /* restore client active texture */
3267 _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture);
3268 }
3269 else {
3270 _mesa_BindVertexArray(drawtex->VAO);
3271 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3272 }
3273
3274 /* vertex positions, texcoords */
3275 {
3276 const GLfloat x1 = x + width;
3277 const GLfloat y1 = y + height;
3278
3279 z = CLAMP(z, 0.0f, 1.0f);
3280 z = invert_z(z);
3281
3282 verts[0].x = x;
3283 verts[0].y = y;
3284 verts[0].z = z;
3285
3286 verts[1].x = x1;
3287 verts[1].y = y;
3288 verts[1].z = z;
3289
3290 verts[2].x = x1;
3291 verts[2].y = y1;
3292 verts[2].z = z;
3293
3294 verts[3].x = x;
3295 verts[3].y = y1;
3296 verts[3].z = z;
3297
3298 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3299 const struct gl_texture_object *texObj;
3300 const struct gl_texture_image *texImage;
3301 GLfloat s, t, s1, t1;
3302 GLuint tw, th;
3303
3304 if (!ctx->Texture.Unit[i]._Current) {
3305 GLuint j;
3306 for (j = 0; j < 4; j++) {
3307 verts[j].st[i][0] = 0.0f;
3308 verts[j].st[i][1] = 0.0f;
3309 }
3310 continue;
3311 }
3312
3313 texObj = ctx->Texture.Unit[i]._Current;
3314 texImage = texObj->Image[0][texObj->BaseLevel];
3315 tw = texImage->Width2;
3316 th = texImage->Height2;
3317
3318 s = (GLfloat) texObj->CropRect[0] / tw;
3319 t = (GLfloat) texObj->CropRect[1] / th;
3320 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3321 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3322
3323 verts[0].st[i][0] = s;
3324 verts[0].st[i][1] = t;
3325
3326 verts[1].st[i][0] = s1;
3327 verts[1].st[i][1] = t;
3328
3329 verts[2].st[i][0] = s1;
3330 verts[2].st[i][1] = t1;
3331
3332 verts[3].st[i][0] = s;
3333 verts[3].st[i][1] = t1;
3334 }
3335
3336 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3337 }
3338
3339 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3340
3341 _mesa_meta_end(ctx);
3342 }