mesa: separate legacy stuff from gl_texture_unit into gl_fixedfunc_texture_unit
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/framebuffer.h"
52 #include "main/glformats.h"
53 #include "main/image.h"
54 #include "main/macros.h"
55 #include "main/matrix.h"
56 #include "main/mipmap.h"
57 #include "main/multisample.h"
58 #include "main/objectlabel.h"
59 #include "main/pipelineobj.h"
60 #include "main/pixel.h"
61 #include "main/pbo.h"
62 #include "main/polygon.h"
63 #include "main/queryobj.h"
64 #include "main/readpix.h"
65 #include "main/renderbuffer.h"
66 #include "main/scissor.h"
67 #include "main/shaderapi.h"
68 #include "main/shaderobj.h"
69 #include "main/state.h"
70 #include "main/stencil.h"
71 #include "main/texobj.h"
72 #include "main/texenv.h"
73 #include "main/texgetimage.h"
74 #include "main/teximage.h"
75 #include "main/texparam.h"
76 #include "main/texstate.h"
77 #include "main/texstore.h"
78 #include "main/transformfeedback.h"
79 #include "main/uniforms.h"
80 #include "main/varray.h"
81 #include "main/viewport.h"
82 #include "main/samplerobj.h"
83 #include "program/program.h"
84 #include "swrast/swrast.h"
85 #include "drivers/common/meta.h"
86 #include "main/enums.h"
87 #include "main/glformats.h"
88 #include "util/bitscan.h"
89 #include "util/ralloc.h"
90 #include "compiler/nir/nir.h"
91
92 /** Return offset in bytes of the field within a vertex struct */
93 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
94
95 static void
96 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
97
98 static struct blit_shader *
99 choose_blit_shader(GLenum target, struct blit_shader_table *table);
100
101 static void cleanup_temp_texture(struct gl_context *ctx,
102 struct temp_texture *tex);
103 static void meta_glsl_clear_cleanup(struct gl_context *ctx,
104 struct clear_state *clear);
105 static void meta_decompress_cleanup(struct gl_context *ctx,
106 struct decompress_state *decompress);
107 static void meta_drawpix_cleanup(struct gl_context *ctx,
108 struct drawpix_state *drawpix);
109
110 void
111 _mesa_meta_framebuffer_texture_image(struct gl_context *ctx,
112 struct gl_framebuffer *fb,
113 GLenum attachment,
114 struct gl_texture_image *texImage,
115 GLuint layer)
116 {
117 struct gl_texture_object *texObj = texImage->TexObject;
118 int level = texImage->Level;
119 const GLenum texTarget = texObj->Target == GL_TEXTURE_CUBE_MAP
120 ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face
121 : texObj->Target;
122
123 struct gl_renderbuffer_attachment *att =
124 _mesa_get_and_validate_attachment(ctx, fb, attachment, __func__);
125 assert(att);
126
127 _mesa_framebuffer_texture(ctx, fb, attachment, att, texObj, texTarget,
128 level, layer, false);
129 }
130
131 static struct gl_shader *
132 meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage,
133 const GLcharARB *source)
134 {
135 const GLuint name = ~0;
136 struct gl_shader *sh;
137
138 sh = _mesa_new_shader(name, stage);
139 sh->Source = strdup(source);
140 sh->CompileStatus = COMPILE_FAILURE;
141 _mesa_compile_shader(ctx, sh);
142
143 if (!sh->CompileStatus) {
144 if (sh->InfoLog) {
145 _mesa_problem(ctx,
146 "meta program compile failed:\n%s\nsource:\n%s\n",
147 sh->InfoLog, source);
148 }
149
150 _mesa_reference_shader(ctx, &sh, NULL);
151 }
152
153 return sh;
154 }
155
156 void
157 _mesa_meta_link_program_with_debug(struct gl_context *ctx,
158 struct gl_shader_program *sh_prog)
159 {
160 _mesa_link_program(ctx, sh_prog);
161
162 if (!sh_prog->data->LinkStatus) {
163 _mesa_problem(ctx, "meta program link failed:\n%s",
164 sh_prog->data->InfoLog);
165 }
166 }
167
168 void
169 _mesa_meta_use_program(struct gl_context *ctx,
170 struct gl_shader_program *sh_prog)
171 {
172 /* Attach shader state to the binding point */
173 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
174
175 /* Update the program */
176 _mesa_use_shader_program(ctx, sh_prog);
177 }
178
179 void
180 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
181 const char *vs_source,
182 const char *fs_source,
183 const char *name,
184 struct gl_shader_program **out_sh_prog)
185 {
186 struct gl_shader_program *sh_prog;
187 const GLuint id = ~0;
188
189 sh_prog = _mesa_new_shader_program(id);
190 sh_prog->Label = strdup(name);
191 sh_prog->NumShaders = 2;
192 sh_prog->Shaders = malloc(2 * sizeof(struct gl_shader *));
193 sh_prog->Shaders[0] =
194 meta_compile_shader_with_debug(ctx, MESA_SHADER_VERTEX, vs_source);
195 sh_prog->Shaders[1] =
196 meta_compile_shader_with_debug(ctx, MESA_SHADER_FRAGMENT, fs_source);
197
198 _mesa_meta_link_program_with_debug(ctx, sh_prog);
199
200 struct gl_program *fp =
201 sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
202
203 /* texelFetch() can break GL_SKIP_DECODE_EXT, but many meta passes want
204 * to use both together; pretend that we're not using texelFetch to hack
205 * around this bad interaction. This is a bit fragile as it may break
206 * if you re-run the pass that gathers this info, but we probably won't...
207 */
208 fp->info.textures_used_by_txf = 0;
209 if (fp->nir)
210 fp->nir->info.textures_used_by_txf = 0;
211
212 _mesa_meta_use_program(ctx, sh_prog);
213
214 *out_sh_prog = sh_prog;
215 }
216
217 /**
218 * Generate a generic shader to blit from a texture to a framebuffer
219 *
220 * \param ctx Current GL context
221 * \param texTarget Texture target that will be the source of the blit
222 *
223 * \returns a handle to a shader program on success or zero on failure.
224 */
225 void
226 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
227 GLenum target,
228 bool do_depth,
229 struct blit_shader_table *table)
230 {
231 char *vs_source, *fs_source;
232 struct blit_shader *shader = choose_blit_shader(target, table);
233 const char *fs_input, *vs_preprocess, *fs_preprocess;
234 void *mem_ctx;
235
236 if (ctx->Const.GLSLVersion < 130) {
237 vs_preprocess = "";
238 fs_preprocess = "#extension GL_EXT_texture_array : enable";
239 fs_input = "varying";
240 } else {
241 vs_preprocess = "#version 130";
242 fs_preprocess = "#version 130";
243 fs_input = "in";
244 shader->func = "texture";
245 }
246
247 assert(shader != NULL);
248
249 if (shader->shader_prog != NULL) {
250 _mesa_meta_use_program(ctx, shader->shader_prog);
251 return;
252 }
253
254 mem_ctx = ralloc_context(NULL);
255
256 vs_source = ralloc_asprintf(mem_ctx,
257 "%s\n"
258 "#extension GL_ARB_explicit_attrib_location: enable\n"
259 "layout(location = 0) in vec2 position;\n"
260 "layout(location = 1) in vec4 textureCoords;\n"
261 "out vec4 texCoords;\n"
262 "void main()\n"
263 "{\n"
264 " texCoords = textureCoords;\n"
265 " gl_Position = vec4(position, 0.0, 1.0);\n"
266 "}\n",
267 vs_preprocess);
268
269 fs_source = ralloc_asprintf(mem_ctx,
270 "%s\n"
271 "#extension GL_ARB_texture_cube_map_array: enable\n"
272 "uniform %s texSampler;\n"
273 "%s vec4 texCoords;\n"
274 "void main()\n"
275 "{\n"
276 " gl_FragColor = %s(texSampler, %s);\n"
277 "%s"
278 "}\n",
279 fs_preprocess, shader->type, fs_input,
280 shader->func, shader->texcoords,
281 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
282
283 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
284 ralloc_asprintf(mem_ctx, "%s blit",
285 shader->type),
286 &shader->shader_prog);
287 ralloc_free(mem_ctx);
288 }
289
290 /**
291 * Configure vertex buffer and vertex array objects for tests
292 *
293 * Regardless of whether a new VAO is created, the object referenced by \c VAO
294 * will be bound into the GL state vector when this function terminates. The
295 * object referenced by \c VBO will \b not be bound.
296 *
297 * \param VAO Storage for vertex array object handle. If 0, a new VAO
298 * will be created.
299 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
300 * will be created. The new VBO will have storage for 4
301 * \c vertex structures.
302 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
303 * or should traditional, fixed-function color and texture
304 * coordinate be used?
305 * \param vertex_size Number of components for attribute 0 / vertex.
306 * \param texcoord_size Number of components for attribute 1 / texture
307 * coordinate. If this is 0, attribute 1 will not be set or
308 * enabled.
309 * \param color_size Number of components for attribute 1 / primary color.
310 * If this is 0, attribute 1 will not be set or enabled.
311 *
312 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
313 * Use \c texcoord_size instead.
314 */
315 void
316 _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
317 GLuint *VAO, struct gl_buffer_object **buf_obj,
318 bool use_generic_attributes,
319 unsigned vertex_size, unsigned texcoord_size,
320 unsigned color_size)
321 {
322 if (*VAO == 0) {
323 struct gl_vertex_array_object *array_obj;
324 assert(*buf_obj == NULL);
325
326 /* create vertex array object */
327 _mesa_GenVertexArrays(1, VAO);
328 _mesa_BindVertexArray(*VAO);
329
330 array_obj = _mesa_lookup_vao(ctx, *VAO);
331 assert(array_obj != NULL);
332
333 /* create vertex array buffer */
334 *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
335 if (*buf_obj == NULL)
336 return;
337
338 _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
339 GL_DYNAMIC_DRAW, __func__);
340
341 /* setup vertex arrays */
342 FLUSH_VERTICES(ctx, 0);
343 if (use_generic_attributes) {
344 assert(color_size == 0);
345
346 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
347 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
348 GL_FALSE, GL_FALSE,
349 offsetof(struct vertex, x));
350 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
351 *buf_obj, 0, sizeof(struct vertex));
352 _mesa_enable_vertex_array_attrib(ctx, array_obj,
353 VERT_ATTRIB_GENERIC(0));
354 if (texcoord_size > 0) {
355 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
356 texcoord_size, GL_FLOAT, GL_RGBA,
357 GL_FALSE, GL_FALSE, GL_FALSE,
358 offsetof(struct vertex, tex));
359 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
360 *buf_obj, 0, sizeof(struct vertex));
361 _mesa_enable_vertex_array_attrib(ctx, array_obj,
362 VERT_ATTRIB_GENERIC(1));
363 }
364 } else {
365 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
366 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
367 GL_FALSE, GL_FALSE,
368 offsetof(struct vertex, x));
369 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
370 *buf_obj, 0, sizeof(struct vertex));
371 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
372
373 if (texcoord_size > 0) {
374 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
375 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
376 GL_FALSE, GL_FALSE,
377 offsetof(struct vertex, tex));
378 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
379 *buf_obj, 0, sizeof(struct vertex));
380 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(0));
381 }
382
383 if (color_size > 0) {
384 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
385 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
386 GL_FALSE, GL_FALSE,
387 offsetof(struct vertex, r));
388 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
389 *buf_obj, 0, sizeof(struct vertex));
390 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_COLOR0);
391 }
392 }
393 } else {
394 _mesa_BindVertexArray(*VAO);
395 }
396 }
397
398 /**
399 * Initialize meta-ops for a context.
400 * To be called once during context creation.
401 */
402 void
403 _mesa_meta_init(struct gl_context *ctx)
404 {
405 assert(!ctx->Meta);
406
407 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
408 }
409
410 /**
411 * Free context meta-op state.
412 * To be called once during context destruction.
413 */
414 void
415 _mesa_meta_free(struct gl_context *ctx)
416 {
417 GET_CURRENT_CONTEXT(old_context);
418 _mesa_make_current(ctx, NULL, NULL);
419 _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
420 meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
421 _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
422 cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
423 meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
424 meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
425 if (old_context)
426 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
427 else
428 _mesa_make_current(NULL, NULL, NULL);
429 free(ctx->Meta);
430 ctx->Meta = NULL;
431 }
432
433
434 /**
435 * Enter meta state. This is like a light-weight version of glPushAttrib
436 * but it also resets most GL state back to default values.
437 *
438 * \param state bitmask of MESA_META_* flags indicating which attribute groups
439 * to save and reset to their defaults
440 */
441 void
442 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
443 {
444 struct save_state *save;
445
446 /* hope MAX_META_OPS_DEPTH is large enough */
447 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
448
449 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
450 memset(save, 0, sizeof(*save));
451 save->SavedState = state;
452
453 /* We always push into desktop GL mode and pop out at the end. No sense in
454 * writing our shaders varying based on the user's context choice, when
455 * Mesa can handle either.
456 */
457 save->API = ctx->API;
458 ctx->API = API_OPENGL_COMPAT;
459
460 /* Mesa's extension helper functions use the current context's API to look up
461 * the version required by an extension as a step in determining whether or
462 * not it has been advertised. Since meta aims to only be restricted by the
463 * driver capability (and not by whether or not an extension has been
464 * advertised), set the helper functions' Version variable to a value that
465 * will make the checks on the context API and version unconditionally pass.
466 */
467 save->ExtensionsVersion = ctx->Extensions.Version;
468 ctx->Extensions.Version = ~0;
469
470 /* Pausing transform feedback needs to be done early, or else we won't be
471 * able to change other state.
472 */
473 save->TransformFeedbackNeedsResume =
474 _mesa_is_xfb_active_and_unpaused(ctx);
475 if (save->TransformFeedbackNeedsResume)
476 _mesa_PauseTransformFeedback();
477
478 /* After saving the current occlusion object, call EndQuery so that no
479 * occlusion querying will be active during the meta-operation.
480 */
481 if (state & MESA_META_OCCLUSION_QUERY) {
482 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
483 if (save->CurrentOcclusionObject)
484 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
485 }
486
487 if (state & MESA_META_ALPHA_TEST) {
488 save->AlphaEnabled = ctx->Color.AlphaEnabled;
489 save->AlphaFunc = ctx->Color.AlphaFunc;
490 save->AlphaRef = ctx->Color.AlphaRef;
491 if (ctx->Color.AlphaEnabled)
492 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
493 }
494
495 if (state & MESA_META_BLEND) {
496 save->BlendEnabled = ctx->Color.BlendEnabled;
497 if (ctx->Color.BlendEnabled) {
498 if (ctx->Extensions.EXT_draw_buffers2) {
499 GLuint i;
500 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
501 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
502 }
503 }
504 else {
505 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
506 }
507 }
508 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
509 if (ctx->Color.ColorLogicOpEnabled)
510 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
511 }
512
513 if (state & MESA_META_DITHER) {
514 save->DitherFlag = ctx->Color.DitherFlag;
515 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
516 }
517
518 if (state & MESA_META_COLOR_MASK)
519 save->ColorMask = ctx->Color.ColorMask;
520
521 if (state & MESA_META_DEPTH_TEST) {
522 save->Depth = ctx->Depth; /* struct copy */
523 if (ctx->Depth.Test)
524 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
525 }
526
527 if (state & MESA_META_FOG) {
528 save->Fog = ctx->Fog.Enabled;
529 if (ctx->Fog.Enabled)
530 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
531 }
532
533 if (state & MESA_META_PIXEL_STORE) {
534 save->Pack = ctx->Pack;
535 save->Unpack = ctx->Unpack;
536 ctx->Pack = ctx->DefaultPacking;
537 ctx->Unpack = ctx->DefaultPacking;
538 }
539
540 if (state & MESA_META_PIXEL_TRANSFER) {
541 save->RedScale = ctx->Pixel.RedScale;
542 save->RedBias = ctx->Pixel.RedBias;
543 save->GreenScale = ctx->Pixel.GreenScale;
544 save->GreenBias = ctx->Pixel.GreenBias;
545 save->BlueScale = ctx->Pixel.BlueScale;
546 save->BlueBias = ctx->Pixel.BlueBias;
547 save->AlphaScale = ctx->Pixel.AlphaScale;
548 save->AlphaBias = ctx->Pixel.AlphaBias;
549 save->MapColorFlag = ctx->Pixel.MapColorFlag;
550 ctx->Pixel.RedScale = 1.0F;
551 ctx->Pixel.RedBias = 0.0F;
552 ctx->Pixel.GreenScale = 1.0F;
553 ctx->Pixel.GreenBias = 0.0F;
554 ctx->Pixel.BlueScale = 1.0F;
555 ctx->Pixel.BlueBias = 0.0F;
556 ctx->Pixel.AlphaScale = 1.0F;
557 ctx->Pixel.AlphaBias = 0.0F;
558 ctx->Pixel.MapColorFlag = GL_FALSE;
559 /* XXX more state */
560 ctx->NewState |=_NEW_PIXEL;
561 }
562
563 if (state & MESA_META_RASTERIZATION) {
564 save->FrontPolygonMode = ctx->Polygon.FrontMode;
565 save->BackPolygonMode = ctx->Polygon.BackMode;
566 save->PolygonOffset = ctx->Polygon.OffsetFill;
567 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
568 save->PolygonStipple = ctx->Polygon.StippleFlag;
569 save->PolygonCull = ctx->Polygon.CullFlag;
570 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
571 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
572 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
573 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
574 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
575 }
576
577 if (state & MESA_META_SCISSOR) {
578 save->Scissor = ctx->Scissor; /* struct copy */
579 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
580 }
581
582 if (state & MESA_META_SHADER) {
583 int i;
584
585 if (ctx->Extensions.ARB_vertex_program) {
586 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
587 _mesa_reference_program(ctx, &save->VertexProgram,
588 ctx->VertexProgram.Current);
589 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
590 }
591
592 if (ctx->Extensions.ARB_fragment_program) {
593 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
594 _mesa_reference_program(ctx, &save->FragmentProgram,
595 ctx->FragmentProgram.Current);
596 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
597 }
598
599 if (ctx->Extensions.ATI_fragment_shader) {
600 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
601 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
602 }
603
604 if (ctx->Pipeline.Current) {
605 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
606 ctx->Pipeline.Current);
607 _mesa_BindProgramPipeline(0);
608 }
609
610 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
611 * that we don't have to worry about the current pipeline state.
612 */
613 for (i = 0; i < MESA_SHADER_STAGES; i++) {
614 _mesa_reference_program(ctx, &save->Program[i],
615 ctx->Shader.CurrentProgram[i]);
616 }
617 _mesa_reference_shader_program(ctx, &save->ActiveShader,
618 ctx->Shader.ActiveProgram);
619
620 _mesa_UseProgram(0);
621 }
622
623 if (state & MESA_META_STENCIL_TEST) {
624 save->Stencil = ctx->Stencil; /* struct copy */
625 if (ctx->Stencil.Enabled)
626 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
627 /* NOTE: other stencil state not reset */
628 }
629
630 if (state & MESA_META_TEXTURE) {
631 GLuint u, tgt;
632
633 save->ActiveUnit = ctx->Texture.CurrentUnit;
634 save->EnvMode = ctx->Texture.FixedFuncUnit[0].EnvMode;
635
636 /* Disable all texture units */
637 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
638 save->TexEnabled[u] = ctx->Texture.FixedFuncUnit[u].Enabled;
639 save->TexGenEnabled[u] = ctx->Texture.FixedFuncUnit[u].TexGenEnabled;
640 if (ctx->Texture.FixedFuncUnit[u].Enabled ||
641 ctx->Texture.FixedFuncUnit[u].TexGenEnabled) {
642 _mesa_ActiveTexture(GL_TEXTURE0 + u);
643 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
644 if (ctx->Extensions.ARB_texture_cube_map)
645 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
646
647 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
648 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
649 if (ctx->Extensions.NV_texture_rectangle)
650 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
651 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
652 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
653 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
654 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
655 }
656 }
657
658 /* save current texture objects for unit[0] only */
659 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
660 _mesa_reference_texobj(&save->CurrentTexture[tgt],
661 ctx->Texture.Unit[0].CurrentTex[tgt]);
662 }
663
664 /* set defaults for unit[0] */
665 _mesa_ActiveTexture(GL_TEXTURE0);
666 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
667 }
668
669 if (state & MESA_META_TRANSFORM) {
670 GLuint activeTexture = ctx->Texture.CurrentUnit;
671 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
672 16 * sizeof(GLfloat));
673 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
674 16 * sizeof(GLfloat));
675 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
676 16 * sizeof(GLfloat));
677 save->MatrixMode = ctx->Transform.MatrixMode;
678 /* set 1:1 vertex:pixel coordinate transform */
679 _mesa_ActiveTexture(GL_TEXTURE0);
680 _mesa_MatrixMode(GL_TEXTURE);
681 _mesa_LoadIdentity();
682 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
683 _mesa_MatrixMode(GL_MODELVIEW);
684 _mesa_LoadIdentity();
685 _mesa_MatrixMode(GL_PROJECTION);
686 _mesa_LoadIdentity();
687
688 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
689 * This can occur when there is no draw buffer.
690 */
691 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
692 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
693 0.0, ctx->DrawBuffer->Height,
694 -1.0, 1.0);
695
696 if (ctx->Extensions.ARB_clip_control) {
697 save->ClipOrigin = ctx->Transform.ClipOrigin;
698 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
699 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
700 }
701 }
702
703 if (state & MESA_META_CLIP) {
704 GLbitfield mask;
705 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
706 mask = ctx->Transform.ClipPlanesEnabled;
707 while (mask) {
708 const int i = u_bit_scan(&mask);
709 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
710 }
711 }
712
713 if (state & MESA_META_VERTEX) {
714 /* save vertex array object state */
715 _mesa_reference_vao(ctx, &save->VAO,
716 ctx->Array.VAO);
717 /* set some default state? */
718 }
719
720 if (state & MESA_META_VIEWPORT) {
721 /* save viewport state */
722 save->ViewportX = ctx->ViewportArray[0].X;
723 save->ViewportY = ctx->ViewportArray[0].Y;
724 save->ViewportW = ctx->ViewportArray[0].Width;
725 save->ViewportH = ctx->ViewportArray[0].Height;
726 /* set viewport to match window size */
727 if (ctx->ViewportArray[0].X != 0 ||
728 ctx->ViewportArray[0].Y != 0 ||
729 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
730 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
731 _mesa_set_viewport(ctx, 0, 0, 0,
732 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
733 }
734 /* save depth range state */
735 save->DepthNear = ctx->ViewportArray[0].Near;
736 save->DepthFar = ctx->ViewportArray[0].Far;
737 /* set depth range to default */
738 _mesa_set_depth_range(ctx, 0, 0.0, 1.0);
739 }
740
741 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
742 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
743
744 /* Generally in here we want to do clamping according to whether
745 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
746 * regardless of the internal implementation of the metaops.
747 */
748 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
749 ctx->Extensions.ARB_color_buffer_float)
750 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
751 }
752
753 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
754 save->ClampVertexColor = ctx->Light.ClampVertexColor;
755
756 /* Generally in here we never want vertex color clamping --
757 * result clamping is only dependent on fragment clamping.
758 */
759 if (ctx->Extensions.ARB_color_buffer_float)
760 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
761 }
762
763 if (state & MESA_META_CONDITIONAL_RENDER) {
764 save->CondRenderQuery = ctx->Query.CondRenderQuery;
765 save->CondRenderMode = ctx->Query.CondRenderMode;
766
767 if (ctx->Query.CondRenderQuery)
768 _mesa_EndConditionalRender();
769 }
770
771 if (state & MESA_META_SELECT_FEEDBACK) {
772 save->RenderMode = ctx->RenderMode;
773 if (ctx->RenderMode == GL_SELECT) {
774 save->Select = ctx->Select; /* struct copy */
775 _mesa_RenderMode(GL_RENDER);
776 } else if (ctx->RenderMode == GL_FEEDBACK) {
777 save->Feedback = ctx->Feedback; /* struct copy */
778 _mesa_RenderMode(GL_RENDER);
779 }
780 }
781
782 if (state & MESA_META_MULTISAMPLE) {
783 save->Multisample = ctx->Multisample; /* struct copy */
784
785 if (ctx->Multisample.Enabled)
786 _mesa_set_multisample(ctx, GL_FALSE);
787 if (ctx->Multisample.SampleCoverage)
788 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
789 if (ctx->Multisample.SampleAlphaToCoverage)
790 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
791 if (ctx->Multisample.SampleAlphaToOne)
792 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
793 if (ctx->Multisample.SampleShading)
794 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
795 if (ctx->Multisample.SampleMask)
796 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
797 }
798
799 if (state & MESA_META_FRAMEBUFFER_SRGB) {
800 save->sRGBEnabled = ctx->Color.sRGBEnabled;
801 if (ctx->Color.sRGBEnabled)
802 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
803 }
804
805 if (state & MESA_META_DRAW_BUFFERS) {
806 struct gl_framebuffer *fb = ctx->DrawBuffer;
807 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
808 sizeof(save->ColorDrawBuffers));
809 }
810
811 /* misc */
812 {
813 save->Lighting = ctx->Light.Enabled;
814 if (ctx->Light.Enabled)
815 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
816 save->RasterDiscard = ctx->RasterDiscard;
817 if (ctx->RasterDiscard)
818 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
819
820 _mesa_reference_framebuffer(&save->DrawBuffer, ctx->DrawBuffer);
821 _mesa_reference_framebuffer(&save->ReadBuffer, ctx->ReadBuffer);
822 }
823 }
824
825
826 /**
827 * Leave meta state. This is like a light-weight version of glPopAttrib().
828 */
829 void
830 _mesa_meta_end(struct gl_context *ctx)
831 {
832 assert(ctx->Meta->SaveStackDepth > 0);
833
834 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
835 const GLbitfield state = save->SavedState;
836 int i;
837
838 /* Grab the result of the old occlusion query before starting it again. The
839 * old result is added to the result of the new query so the driver will
840 * continue adding where it left off. */
841 if (state & MESA_META_OCCLUSION_QUERY) {
842 if (save->CurrentOcclusionObject) {
843 struct gl_query_object *q = save->CurrentOcclusionObject;
844 GLuint64EXT result;
845 if (!q->Ready)
846 ctx->Driver.WaitQuery(ctx, q);
847 result = q->Result;
848 _mesa_BeginQuery(q->Target, q->Id);
849 ctx->Query.CurrentOcclusionObject->Result += result;
850 }
851 }
852
853 if (state & MESA_META_ALPHA_TEST) {
854 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
855 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
856 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
857 }
858
859 if (state & MESA_META_BLEND) {
860 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
861 if (ctx->Extensions.EXT_draw_buffers2) {
862 GLuint i;
863 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
864 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
865 }
866 }
867 else {
868 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
869 }
870 }
871 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
872 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
873 }
874
875 if (state & MESA_META_DITHER)
876 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
877
878 if (state & MESA_META_COLOR_MASK) {
879 GLuint i;
880 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
881 if (GET_COLORMASK(ctx->Color.ColorMask, i) !=
882 GET_COLORMASK(save->ColorMask, i)) {
883 if (i == 0) {
884 _mesa_ColorMask(GET_COLORMASK_BIT(save->ColorMask, i, 0),
885 GET_COLORMASK_BIT(save->ColorMask, i, 1),
886 GET_COLORMASK_BIT(save->ColorMask, i, 2),
887 GET_COLORMASK_BIT(save->ColorMask, i, 3));
888 }
889 else {
890 _mesa_ColorMaski(i,
891 GET_COLORMASK_BIT(save->ColorMask, i, 0),
892 GET_COLORMASK_BIT(save->ColorMask, i, 1),
893 GET_COLORMASK_BIT(save->ColorMask, i, 2),
894 GET_COLORMASK_BIT(save->ColorMask, i, 3));
895 }
896 }
897 }
898 }
899
900 if (state & MESA_META_DEPTH_TEST) {
901 if (ctx->Depth.Test != save->Depth.Test)
902 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
903 _mesa_DepthFunc(save->Depth.Func);
904 _mesa_DepthMask(save->Depth.Mask);
905 }
906
907 if (state & MESA_META_FOG) {
908 _mesa_set_enable(ctx, GL_FOG, save->Fog);
909 }
910
911 if (state & MESA_META_PIXEL_STORE) {
912 ctx->Pack = save->Pack;
913 ctx->Unpack = save->Unpack;
914 }
915
916 if (state & MESA_META_PIXEL_TRANSFER) {
917 ctx->Pixel.RedScale = save->RedScale;
918 ctx->Pixel.RedBias = save->RedBias;
919 ctx->Pixel.GreenScale = save->GreenScale;
920 ctx->Pixel.GreenBias = save->GreenBias;
921 ctx->Pixel.BlueScale = save->BlueScale;
922 ctx->Pixel.BlueBias = save->BlueBias;
923 ctx->Pixel.AlphaScale = save->AlphaScale;
924 ctx->Pixel.AlphaBias = save->AlphaBias;
925 ctx->Pixel.MapColorFlag = save->MapColorFlag;
926 /* XXX more state */
927 ctx->NewState |=_NEW_PIXEL;
928 }
929
930 if (state & MESA_META_RASTERIZATION) {
931 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
932 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
933 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
934 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
935 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
936 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
937 }
938
939 if (state & MESA_META_SCISSOR) {
940 unsigned i;
941
942 for (i = 0; i < ctx->Const.MaxViewports; i++) {
943 _mesa_set_scissor(ctx, i,
944 save->Scissor.ScissorArray[i].X,
945 save->Scissor.ScissorArray[i].Y,
946 save->Scissor.ScissorArray[i].Width,
947 save->Scissor.ScissorArray[i].Height);
948 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
949 (save->Scissor.EnableFlags >> i) & 1);
950 }
951 }
952
953 if (state & MESA_META_SHADER) {
954 bool any_shader;
955
956 if (ctx->Extensions.ARB_vertex_program) {
957 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
958 save->VertexProgramEnabled);
959 _mesa_reference_program(ctx, &ctx->VertexProgram.Current,
960 save->VertexProgram);
961 _mesa_reference_program(ctx, &save->VertexProgram, NULL);
962 }
963
964 if (ctx->Extensions.ARB_fragment_program) {
965 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
966 save->FragmentProgramEnabled);
967 _mesa_reference_program(ctx, &ctx->FragmentProgram.Current,
968 save->FragmentProgram);
969 _mesa_reference_program(ctx, &save->FragmentProgram, NULL);
970 }
971
972 if (ctx->Extensions.ATI_fragment_shader) {
973 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
974 save->ATIFragmentShaderEnabled);
975 }
976
977 any_shader = false;
978 for (i = 0; i < MESA_SHADER_STAGES; i++) {
979 /* It is safe to call _mesa_use_program even if the extension
980 * necessary for that program state is not supported. In that case,
981 * the saved program object must be NULL and the currently bound
982 * program object must be NULL. _mesa_use_program is a no-op
983 * in that case.
984 */
985 _mesa_use_program(ctx, i, NULL, save->Program[i], &ctx->Shader);
986
987 /* Do this *before* killing the reference. :)
988 */
989 if (save->Program[i] != NULL)
990 any_shader = true;
991
992 _mesa_reference_program(ctx, &save->Program[i], NULL);
993 }
994
995 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
996 save->ActiveShader);
997 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
998
999 /* If there were any stages set with programs, use ctx->Shader as the
1000 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1001 * hasn't been restored yet, and that may modify ctx->_Shader further.
1002 */
1003 if (any_shader)
1004 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1005 &ctx->Shader);
1006 else
1007 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1008 ctx->Pipeline.Default);
1009
1010 if (save->Pipeline) {
1011 _mesa_bind_pipeline(ctx, save->Pipeline);
1012
1013 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1014 }
1015 }
1016
1017 if (state & MESA_META_STENCIL_TEST) {
1018 const struct gl_stencil_attrib *stencil = &save->Stencil;
1019
1020 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1021 _mesa_ClearStencil(stencil->Clear);
1022 if (ctx->Extensions.EXT_stencil_two_side) {
1023 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1024 stencil->TestTwoSide);
1025 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1026 ? GL_BACK : GL_FRONT);
1027 }
1028 /* front state */
1029 _mesa_StencilFuncSeparate(GL_FRONT,
1030 stencil->Function[0],
1031 stencil->Ref[0],
1032 stencil->ValueMask[0]);
1033 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1034 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1035 stencil->ZFailFunc[0],
1036 stencil->ZPassFunc[0]);
1037 /* back state */
1038 _mesa_StencilFuncSeparate(GL_BACK,
1039 stencil->Function[1],
1040 stencil->Ref[1],
1041 stencil->ValueMask[1]);
1042 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1043 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1044 stencil->ZFailFunc[1],
1045 stencil->ZPassFunc[1]);
1046 }
1047
1048 if (state & MESA_META_TEXTURE) {
1049 GLuint u, tgt;
1050
1051 assert(ctx->Texture.CurrentUnit == 0);
1052
1053 /* restore texenv for unit[0] */
1054 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1055
1056 /* restore texture objects for unit[0] only */
1057 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1058 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1059 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1060 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1061 save->CurrentTexture[tgt]);
1062 }
1063 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1064 }
1065
1066 /* Restore fixed function texture enables, texgen */
1067 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1068 if (ctx->Texture.FixedFuncUnit[u].Enabled != save->TexEnabled[u]) {
1069 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1070 ctx->Texture.FixedFuncUnit[u].Enabled = save->TexEnabled[u];
1071 }
1072
1073 if (ctx->Texture.FixedFuncUnit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1074 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1075 ctx->Texture.FixedFuncUnit[u].TexGenEnabled = save->TexGenEnabled[u];
1076 }
1077 }
1078
1079 /* restore current unit state */
1080 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1081 }
1082
1083 if (state & MESA_META_TRANSFORM) {
1084 GLuint activeTexture = ctx->Texture.CurrentUnit;
1085 _mesa_ActiveTexture(GL_TEXTURE0);
1086 _mesa_MatrixMode(GL_TEXTURE);
1087 _mesa_LoadMatrixf(save->TextureMatrix);
1088 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1089
1090 _mesa_MatrixMode(GL_MODELVIEW);
1091 _mesa_LoadMatrixf(save->ModelviewMatrix);
1092
1093 _mesa_MatrixMode(GL_PROJECTION);
1094 _mesa_LoadMatrixf(save->ProjectionMatrix);
1095
1096 _mesa_MatrixMode(save->MatrixMode);
1097
1098 if (ctx->Extensions.ARB_clip_control)
1099 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1100 }
1101
1102 if (state & MESA_META_CLIP) {
1103 GLbitfield mask = save->ClipPlanesEnabled;
1104 while (mask) {
1105 const int i = u_bit_scan(&mask);
1106 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1107 }
1108 }
1109
1110 if (state & MESA_META_VERTEX) {
1111 /* restore vertex array object */
1112 _mesa_BindVertexArray(save->VAO->Name);
1113 _mesa_reference_vao(ctx, &save->VAO, NULL);
1114 }
1115
1116 if (state & MESA_META_VIEWPORT) {
1117 if (save->ViewportX != ctx->ViewportArray[0].X ||
1118 save->ViewportY != ctx->ViewportArray[0].Y ||
1119 save->ViewportW != ctx->ViewportArray[0].Width ||
1120 save->ViewportH != ctx->ViewportArray[0].Height) {
1121 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1122 save->ViewportW, save->ViewportH);
1123 }
1124 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1125 }
1126
1127 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1128 ctx->Extensions.ARB_color_buffer_float) {
1129 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1130 }
1131
1132 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1133 ctx->Extensions.ARB_color_buffer_float) {
1134 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1135 }
1136
1137 if (state & MESA_META_CONDITIONAL_RENDER) {
1138 if (save->CondRenderQuery)
1139 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1140 save->CondRenderMode);
1141 }
1142
1143 if (state & MESA_META_SELECT_FEEDBACK) {
1144 if (save->RenderMode == GL_SELECT) {
1145 _mesa_RenderMode(GL_SELECT);
1146 ctx->Select = save->Select;
1147 } else if (save->RenderMode == GL_FEEDBACK) {
1148 _mesa_RenderMode(GL_FEEDBACK);
1149 ctx->Feedback = save->Feedback;
1150 }
1151 }
1152
1153 if (state & MESA_META_MULTISAMPLE) {
1154 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1155 struct gl_multisample_attrib *save_ms = &save->Multisample;
1156
1157 if (ctx_ms->Enabled != save_ms->Enabled)
1158 _mesa_set_multisample(ctx, save_ms->Enabled);
1159 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1160 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1161 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1162 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1163 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1164 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1165 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1166 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1167 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1168 save_ms->SampleCoverageInvert);
1169 }
1170 if (ctx_ms->SampleShading != save_ms->SampleShading)
1171 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1172 if (ctx_ms->SampleMask != save_ms->SampleMask)
1173 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1174 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1175 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1176 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1177 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1178 }
1179
1180 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1181 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1182 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1183 }
1184
1185 /* misc */
1186 if (save->Lighting) {
1187 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1188 }
1189 if (save->RasterDiscard) {
1190 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1191 }
1192 if (save->TransformFeedbackNeedsResume)
1193 _mesa_ResumeTransformFeedback();
1194
1195 _mesa_bind_framebuffers(ctx, save->DrawBuffer, save->ReadBuffer);
1196 _mesa_reference_framebuffer(&save->DrawBuffer, NULL);
1197 _mesa_reference_framebuffer(&save->ReadBuffer, NULL);
1198
1199 if (state & MESA_META_DRAW_BUFFERS) {
1200 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1201 save->ColorDrawBuffers, NULL);
1202 }
1203
1204 ctx->Meta->SaveStackDepth--;
1205
1206 ctx->API = save->API;
1207 ctx->Extensions.Version = save->ExtensionsVersion;
1208 }
1209
1210
1211 /**
1212 * Convert Z from a normalized value in the range [0, 1] to an object-space
1213 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1214 * default/identity ortho projection results in the original Z value.
1215 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1216 * value comes from the clear value or raster position.
1217 */
1218 static inline GLfloat
1219 invert_z(GLfloat normZ)
1220 {
1221 GLfloat objZ = 1.0f - 2.0f * normZ;
1222 return objZ;
1223 }
1224
1225
1226 /**
1227 * One-time init for a temp_texture object.
1228 * Choose tex target, compute max tex size, etc.
1229 */
1230 static void
1231 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1232 {
1233 /* prefer texture rectangle */
1234 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1235 tex->Target = GL_TEXTURE_RECTANGLE;
1236 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1237 tex->NPOT = GL_TRUE;
1238 }
1239 else {
1240 /* use 2D texture, NPOT if possible */
1241 tex->Target = GL_TEXTURE_2D;
1242 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1243 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1244 }
1245 tex->MinSize = 16; /* 16 x 16 at least */
1246 assert(tex->MaxSize > 0);
1247
1248 tex->tex_obj = ctx->Driver.NewTextureObject(ctx, 0xDEADBEEF, tex->Target);
1249 }
1250
1251 static void
1252 cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1253 {
1254 _mesa_delete_nameless_texture(ctx, tex->tex_obj);
1255 tex->tex_obj = NULL;
1256 }
1257
1258
1259 /**
1260 * Return pointer to temp_texture info for non-bitmap ops.
1261 * This does some one-time init if needed.
1262 */
1263 struct temp_texture *
1264 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1265 {
1266 struct temp_texture *tex = &ctx->Meta->TempTex;
1267
1268 if (tex->tex_obj == NULL) {
1269 init_temp_texture(ctx, tex);
1270 }
1271
1272 return tex;
1273 }
1274
1275
1276 /**
1277 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1278 * We use a separate texture for bitmaps to reduce texture
1279 * allocation/deallocation.
1280 */
1281 static struct temp_texture *
1282 get_bitmap_temp_texture(struct gl_context *ctx)
1283 {
1284 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1285
1286 if (tex->tex_obj == NULL) {
1287 init_temp_texture(ctx, tex);
1288 }
1289
1290 return tex;
1291 }
1292
1293 /**
1294 * Return pointer to depth temp_texture.
1295 * This does some one-time init if needed.
1296 */
1297 struct temp_texture *
1298 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1299 {
1300 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1301
1302 if (tex->tex_obj == NULL) {
1303 init_temp_texture(ctx, tex);
1304 }
1305
1306 return tex;
1307 }
1308
1309 /**
1310 * Compute the width/height of texture needed to draw an image of the
1311 * given size. Return a flag indicating whether the current texture
1312 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1313 * allocated (glTexImage2D).
1314 * Also, compute s/t texcoords for drawing.
1315 *
1316 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1317 */
1318 GLboolean
1319 _mesa_meta_alloc_texture(struct temp_texture *tex,
1320 GLsizei width, GLsizei height, GLenum intFormat)
1321 {
1322 GLboolean newTex = GL_FALSE;
1323
1324 assert(width <= tex->MaxSize);
1325 assert(height <= tex->MaxSize);
1326
1327 if (width > tex->Width ||
1328 height > tex->Height ||
1329 intFormat != tex->IntFormat) {
1330 /* alloc new texture (larger or different format) */
1331
1332 if (tex->NPOT) {
1333 /* use non-power of two size */
1334 tex->Width = MAX2(tex->MinSize, width);
1335 tex->Height = MAX2(tex->MinSize, height);
1336 }
1337 else {
1338 /* find power of two size */
1339 GLsizei w, h;
1340 w = h = tex->MinSize;
1341 while (w < width)
1342 w *= 2;
1343 while (h < height)
1344 h *= 2;
1345 tex->Width = w;
1346 tex->Height = h;
1347 }
1348
1349 tex->IntFormat = intFormat;
1350
1351 newTex = GL_TRUE;
1352 }
1353
1354 /* compute texcoords */
1355 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1356 tex->Sright = (GLfloat) width;
1357 tex->Ttop = (GLfloat) height;
1358 }
1359 else {
1360 tex->Sright = (GLfloat) width / tex->Width;
1361 tex->Ttop = (GLfloat) height / tex->Height;
1362 }
1363
1364 return newTex;
1365 }
1366
1367
1368 /**
1369 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1370 */
1371 void
1372 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1373 struct temp_texture *tex,
1374 GLint srcX, GLint srcY,
1375 GLsizei width, GLsizei height,
1376 GLenum intFormat,
1377 GLenum filter)
1378 {
1379 bool newTex;
1380
1381 _mesa_bind_texture(ctx, tex->Target, tex->tex_obj);
1382 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MIN_FILTER,
1383 (GLint *) &filter, false);
1384 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MAG_FILTER,
1385 (GLint *) &filter, false);
1386 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1387
1388 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1389
1390 /* copy framebuffer image to texture */
1391 if (newTex) {
1392 /* create new tex image */
1393 if (tex->Width == width && tex->Height == height) {
1394 /* create new tex with framebuffer data */
1395 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1396 srcX, srcY, width, height, 0);
1397 }
1398 else {
1399 /* create empty texture */
1400 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1401 tex->Width, tex->Height, 0,
1402 intFormat, GL_UNSIGNED_BYTE, NULL);
1403 /* load image */
1404 _mesa_CopyTexSubImage2D(tex->Target, 0,
1405 0, 0, srcX, srcY, width, height);
1406 }
1407 }
1408 else {
1409 /* replace existing tex image */
1410 _mesa_CopyTexSubImage2D(tex->Target, 0,
1411 0, 0, srcX, srcY, width, height);
1412 }
1413 }
1414
1415
1416 /**
1417 * Setup/load texture for glDrawPixels.
1418 */
1419 void
1420 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1421 struct temp_texture *tex,
1422 GLboolean newTex,
1423 GLsizei width, GLsizei height,
1424 GLenum format, GLenum type,
1425 const GLvoid *pixels)
1426 {
1427 /* GLint so the compiler won't complain about type signedness mismatch in
1428 * the call to _mesa_texture_parameteriv below.
1429 */
1430 static const GLint filter = GL_NEAREST;
1431
1432 _mesa_bind_texture(ctx, tex->Target, tex->tex_obj);
1433 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MIN_FILTER, &filter,
1434 false);
1435 _mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MAG_FILTER, &filter,
1436 false);
1437 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1438
1439 /* copy pixel data to texture */
1440 if (newTex) {
1441 /* create new tex image */
1442 if (tex->Width == width && tex->Height == height) {
1443 /* create new tex and load image data */
1444 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1445 tex->Width, tex->Height, 0, format, type, pixels);
1446 }
1447 else {
1448 struct gl_buffer_object *save_unpack_obj = NULL;
1449
1450 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1451 ctx->Unpack.BufferObj);
1452 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1453 /* create empty texture */
1454 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1455 tex->Width, tex->Height, 0, format, type, NULL);
1456 if (save_unpack_obj != NULL)
1457 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1458 save_unpack_obj->Name);
1459 /* load image */
1460 _mesa_TexSubImage2D(tex->Target, 0,
1461 0, 0, width, height, format, type, pixels);
1462 }
1463 }
1464 else {
1465 /* replace existing tex image */
1466 _mesa_TexSubImage2D(tex->Target, 0,
1467 0, 0, width, height, format, type, pixels);
1468 }
1469 }
1470
1471 void
1472 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
1473 GLuint *VAO, struct gl_buffer_object **buf_obj,
1474 unsigned texcoord_size)
1475 {
1476 _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
1477 0);
1478
1479 /* setup projection matrix */
1480 _mesa_MatrixMode(GL_PROJECTION);
1481 _mesa_LoadIdentity();
1482 }
1483
1484 /**
1485 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1486 */
1487 void
1488 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1489 {
1490 meta_clear(ctx, buffers, false);
1491 }
1492
1493 void
1494 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1495 {
1496 meta_clear(ctx, buffers, true);
1497 }
1498
1499 static void
1500 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1501 {
1502 const char *vs_source =
1503 "#extension GL_AMD_vertex_shader_layer : enable\n"
1504 "#extension GL_ARB_draw_instanced : enable\n"
1505 "#extension GL_ARB_explicit_attrib_location :enable\n"
1506 "layout(location = 0) in vec4 position;\n"
1507 "void main()\n"
1508 "{\n"
1509 "#ifdef GL_AMD_vertex_shader_layer\n"
1510 " gl_Layer = gl_InstanceID;\n"
1511 "#endif\n"
1512 " gl_Position = position;\n"
1513 "}\n";
1514 const char *fs_source =
1515 "#extension GL_ARB_explicit_attrib_location :enable\n"
1516 "#extension GL_ARB_explicit_uniform_location :enable\n"
1517 "layout(location = 0) uniform vec4 color;\n"
1518 "void main()\n"
1519 "{\n"
1520 " gl_FragColor = color;\n"
1521 "}\n";
1522 bool has_integer_textures;
1523
1524 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
1525 3, 0, 0);
1526
1527 if (clear->ShaderProg != 0)
1528 return;
1529
1530 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, "meta clear",
1531 &clear->ShaderProg);
1532
1533 has_integer_textures = _mesa_is_gles3(ctx) ||
1534 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1535
1536 if (has_integer_textures) {
1537 void *shader_source_mem_ctx = ralloc_context(NULL);
1538 const char *vs_int_source =
1539 ralloc_asprintf(shader_source_mem_ctx,
1540 "#version 130\n"
1541 "#extension GL_AMD_vertex_shader_layer : enable\n"
1542 "#extension GL_ARB_draw_instanced : enable\n"
1543 "#extension GL_ARB_explicit_attrib_location :enable\n"
1544 "layout(location = 0) in vec4 position;\n"
1545 "void main()\n"
1546 "{\n"
1547 "#ifdef GL_AMD_vertex_shader_layer\n"
1548 " gl_Layer = gl_InstanceID;\n"
1549 "#endif\n"
1550 " gl_Position = position;\n"
1551 "}\n");
1552 const char *fs_int_source =
1553 ralloc_asprintf(shader_source_mem_ctx,
1554 "#version 130\n"
1555 "#extension GL_ARB_explicit_attrib_location :enable\n"
1556 "#extension GL_ARB_explicit_uniform_location :enable\n"
1557 "layout(location = 0) uniform ivec4 color;\n"
1558 "out ivec4 out_color;\n"
1559 "\n"
1560 "void main()\n"
1561 "{\n"
1562 " out_color = color;\n"
1563 "}\n");
1564
1565 _mesa_meta_compile_and_link_program(ctx, vs_int_source, fs_int_source,
1566 "integer clear",
1567 &clear->IntegerShaderProg);
1568 ralloc_free(shader_source_mem_ctx);
1569
1570 /* Note that user-defined out attributes get automatically assigned
1571 * locations starting from 0, so we don't need to explicitly
1572 * BindFragDataLocation to 0.
1573 */
1574 }
1575 }
1576
1577 static void
1578 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1579 {
1580 if (clear->VAO == 0)
1581 return;
1582 _mesa_DeleteVertexArrays(1, &clear->VAO);
1583 clear->VAO = 0;
1584 _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
1585 _mesa_reference_shader_program(ctx, &clear->ShaderProg, NULL);
1586
1587 if (clear->IntegerShaderProg) {
1588 _mesa_reference_shader_program(ctx, &clear->IntegerShaderProg, NULL);
1589 }
1590 }
1591
1592 /**
1593 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1594 * set GL to only draw to those buffers.
1595 *
1596 * Since the bitfield has no associated order, the assignment of draw buffer
1597 * indices to color attachment indices is rather arbitrary.
1598 */
1599 void
1600 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1601 {
1602 GLenum enums[MAX_DRAW_BUFFERS];
1603 int i = 0;
1604 int n;
1605
1606 /* This function is only legal for color buffer bitfields. */
1607 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1608
1609 /* Make sure we don't overflow any arrays. */
1610 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1611
1612 enums[0] = GL_NONE;
1613
1614 if (bits & BUFFER_BIT_FRONT_LEFT)
1615 enums[i++] = GL_FRONT_LEFT;
1616
1617 if (bits & BUFFER_BIT_FRONT_RIGHT)
1618 enums[i++] = GL_FRONT_RIGHT;
1619
1620 if (bits & BUFFER_BIT_BACK_LEFT)
1621 enums[i++] = GL_BACK_LEFT;
1622
1623 if (bits & BUFFER_BIT_BACK_RIGHT)
1624 enums[i++] = GL_BACK_RIGHT;
1625
1626 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1627 if (bits & (1 << (BUFFER_COLOR0 + n)))
1628 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1629 }
1630
1631 _mesa_DrawBuffers(i, enums);
1632 }
1633
1634 /**
1635 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1636 * set GL to only draw to those buffers. Also, update color masks to
1637 * reflect the new draw buffer ordering.
1638 */
1639 static void
1640 _mesa_meta_drawbuffers_and_colormask(struct gl_context *ctx, GLbitfield mask)
1641 {
1642 GLenum enums[MAX_DRAW_BUFFERS];
1643 GLubyte colormask[MAX_DRAW_BUFFERS][4];
1644 int num_bufs = 0;
1645
1646 /* This function is only legal for color buffer bitfields. */
1647 assert((mask & ~BUFFER_BITS_COLOR) == 0);
1648
1649 /* Make sure we don't overflow any arrays. */
1650 assert(_mesa_bitcount(mask) <= MAX_DRAW_BUFFERS);
1651
1652 enums[0] = GL_NONE;
1653
1654 for (int i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
1655 gl_buffer_index b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
1656 int colormask_idx = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
1657
1658 if (b < 0 || !(mask & (1 << b)) ||
1659 GET_COLORMASK(ctx->Color.ColorMask, colormask_idx) == 0)
1660 continue;
1661
1662 switch (b) {
1663 case BUFFER_FRONT_LEFT:
1664 enums[num_bufs] = GL_FRONT_LEFT;
1665 break;
1666 case BUFFER_FRONT_RIGHT:
1667 enums[num_bufs] = GL_FRONT_RIGHT;
1668 break;
1669 case BUFFER_BACK_LEFT:
1670 enums[num_bufs] = GL_BACK_LEFT;
1671 break;
1672 case BUFFER_BACK_RIGHT:
1673 enums[num_bufs] = GL_BACK_RIGHT;
1674 break;
1675 default:
1676 assert(b >= BUFFER_COLOR0 && b <= BUFFER_COLOR7);
1677 enums[num_bufs] = GL_COLOR_ATTACHMENT0 + (b - BUFFER_COLOR0);
1678 break;
1679 }
1680
1681 for (int k = 0; k < 4; k++)
1682 colormask[num_bufs][k] = GET_COLORMASK_BIT(ctx->Color.ColorMask,
1683 colormask_idx, k);
1684
1685 num_bufs++;
1686 }
1687
1688 _mesa_DrawBuffers(num_bufs, enums);
1689
1690 for (int i = 0; i < num_bufs; i++) {
1691 _mesa_ColorMaski(i, colormask[i][0], colormask[i][1],
1692 colormask[i][2], colormask[i][3]);
1693 }
1694 }
1695
1696
1697 /**
1698 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1699 */
1700 static void
1701 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1702 {
1703 struct clear_state *clear = &ctx->Meta->Clear;
1704 GLbitfield metaSave;
1705 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1706 struct gl_framebuffer *fb = ctx->DrawBuffer;
1707 float x0, y0, x1, y1, z;
1708 struct vertex verts[4];
1709 int i;
1710
1711 metaSave = (MESA_META_ALPHA_TEST |
1712 MESA_META_BLEND |
1713 MESA_META_COLOR_MASK |
1714 MESA_META_DEPTH_TEST |
1715 MESA_META_RASTERIZATION |
1716 MESA_META_SHADER |
1717 MESA_META_STENCIL_TEST |
1718 MESA_META_VERTEX |
1719 MESA_META_VIEWPORT |
1720 MESA_META_CLIP |
1721 MESA_META_CLAMP_FRAGMENT_COLOR |
1722 MESA_META_MULTISAMPLE |
1723 MESA_META_OCCLUSION_QUERY);
1724
1725 if (!glsl) {
1726 metaSave |= MESA_META_FOG |
1727 MESA_META_PIXEL_TRANSFER |
1728 MESA_META_TRANSFORM |
1729 MESA_META_TEXTURE |
1730 MESA_META_CLAMP_VERTEX_COLOR |
1731 MESA_META_SELECT_FEEDBACK;
1732 }
1733
1734 if (buffers & BUFFER_BITS_COLOR) {
1735 metaSave |= MESA_META_DRAW_BUFFERS;
1736 }
1737
1738 _mesa_meta_begin(ctx, metaSave);
1739
1740 if (glsl) {
1741 meta_glsl_clear_init(ctx, clear);
1742
1743 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1744 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1745 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1746 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1747 z = -invert_z(ctx->Depth.Clear);
1748 } else {
1749 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
1750 3, 0, 4);
1751
1752 x0 = (float) fb->_Xmin;
1753 y0 = (float) fb->_Ymin;
1754 x1 = (float) fb->_Xmax;
1755 y1 = (float) fb->_Ymax;
1756 z = invert_z(ctx->Depth.Clear);
1757 }
1758
1759 if (fb->_IntegerBuffers) {
1760 assert(glsl);
1761 _mesa_meta_use_program(ctx, clear->IntegerShaderProg);
1762 _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i);
1763 } else if (glsl) {
1764 _mesa_meta_use_program(ctx, clear->ShaderProg);
1765 _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f);
1766 }
1767
1768 /* GL_COLOR_BUFFER_BIT */
1769 if (buffers & BUFFER_BITS_COLOR) {
1770 /* Only draw to the buffers we were asked to clear. */
1771 _mesa_meta_drawbuffers_and_colormask(ctx, buffers & BUFFER_BITS_COLOR);
1772
1773 /* leave colormask state as-is */
1774
1775 /* Clears never have the color clamped. */
1776 if (ctx->Extensions.ARB_color_buffer_float)
1777 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1778 }
1779 else {
1780 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1781 }
1782
1783 /* GL_DEPTH_BUFFER_BIT */
1784 if (buffers & BUFFER_BIT_DEPTH) {
1785 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1786 _mesa_DepthFunc(GL_ALWAYS);
1787 _mesa_DepthMask(GL_TRUE);
1788 }
1789 else {
1790 assert(!ctx->Depth.Test);
1791 }
1792
1793 /* GL_STENCIL_BUFFER_BIT */
1794 if (buffers & BUFFER_BIT_STENCIL) {
1795 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1796 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1797 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1798 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1799 ctx->Stencil.Clear & stencilMax,
1800 ctx->Stencil.WriteMask[0]);
1801 }
1802 else {
1803 assert(!ctx->Stencil.Enabled);
1804 }
1805
1806 /* vertex positions */
1807 verts[0].x = x0;
1808 verts[0].y = y0;
1809 verts[0].z = z;
1810 verts[1].x = x1;
1811 verts[1].y = y0;
1812 verts[1].z = z;
1813 verts[2].x = x1;
1814 verts[2].y = y1;
1815 verts[2].z = z;
1816 verts[3].x = x0;
1817 verts[3].y = y1;
1818 verts[3].z = z;
1819
1820 if (!glsl) {
1821 for (i = 0; i < 4; i++) {
1822 verts[i].r = ctx->Color.ClearColor.f[0];
1823 verts[i].g = ctx->Color.ClearColor.f[1];
1824 verts[i].b = ctx->Color.ClearColor.f[2];
1825 verts[i].a = ctx->Color.ClearColor.f[3];
1826 }
1827 }
1828
1829 /* upload new vertex data */
1830 _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
1831 GL_DYNAMIC_DRAW, __func__);
1832
1833 /* draw quad(s) */
1834 if (fb->MaxNumLayers > 0) {
1835 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1836 } else {
1837 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1838 }
1839
1840 _mesa_meta_end(ctx);
1841 }
1842
1843 /**
1844 * Meta implementation of ctx->Driver.CopyPixels() in terms
1845 * of texture mapping and polygon rendering and GLSL shaders.
1846 */
1847 void
1848 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1849 GLsizei width, GLsizei height,
1850 GLint dstX, GLint dstY, GLenum type)
1851 {
1852 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1853 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1854 struct vertex verts[4];
1855
1856 if (type != GL_COLOR ||
1857 ctx->_ImageTransferState ||
1858 ctx->Fog.Enabled ||
1859 width > tex->MaxSize ||
1860 height > tex->MaxSize) {
1861 /* XXX avoid this fallback */
1862 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1863 return;
1864 }
1865
1866 /* Most GL state applies to glCopyPixels, but a there's a few things
1867 * we need to override:
1868 */
1869 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1870 MESA_META_SHADER |
1871 MESA_META_TEXTURE |
1872 MESA_META_TRANSFORM |
1873 MESA_META_CLIP |
1874 MESA_META_VERTEX |
1875 MESA_META_VIEWPORT));
1876
1877 _mesa_meta_setup_vertex_objects(ctx, &copypix->VAO, &copypix->buf_obj, false,
1878 3, 2, 0);
1879
1880 /* Silence valgrind warnings about reading uninitialized stack. */
1881 memset(verts, 0, sizeof(verts));
1882
1883 /* Alloc/setup texture */
1884 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1885 GL_RGBA, GL_NEAREST);
1886
1887 /* vertex positions, texcoords (after texture allocation!) */
1888 {
1889 const GLfloat dstX0 = (GLfloat) dstX;
1890 const GLfloat dstY0 = (GLfloat) dstY;
1891 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1892 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1893 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1894
1895 verts[0].x = dstX0;
1896 verts[0].y = dstY0;
1897 verts[0].z = z;
1898 verts[0].tex[0] = 0.0F;
1899 verts[0].tex[1] = 0.0F;
1900 verts[1].x = dstX1;
1901 verts[1].y = dstY0;
1902 verts[1].z = z;
1903 verts[1].tex[0] = tex->Sright;
1904 verts[1].tex[1] = 0.0F;
1905 verts[2].x = dstX1;
1906 verts[2].y = dstY1;
1907 verts[2].z = z;
1908 verts[2].tex[0] = tex->Sright;
1909 verts[2].tex[1] = tex->Ttop;
1910 verts[3].x = dstX0;
1911 verts[3].y = dstY1;
1912 verts[3].z = z;
1913 verts[3].tex[0] = 0.0F;
1914 verts[3].tex[1] = tex->Ttop;
1915
1916 /* upload new vertex data */
1917 _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts);
1918 }
1919
1920 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1921
1922 /* draw textured quad */
1923 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1924
1925 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1926
1927 _mesa_meta_end(ctx);
1928 }
1929
1930 static void
1931 meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
1932 {
1933 if (drawpix->VAO != 0) {
1934 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1935 drawpix->VAO = 0;
1936
1937 _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
1938 }
1939
1940 if (drawpix->StencilFP != 0) {
1941 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1942 drawpix->StencilFP = 0;
1943 }
1944
1945 if (drawpix->DepthFP != 0) {
1946 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1947 drawpix->DepthFP = 0;
1948 }
1949 }
1950
1951 /**
1952 * When the glDrawPixels() image size is greater than the max rectangle
1953 * texture size we use this function to break the glDrawPixels() image
1954 * into tiles which fit into the max texture size.
1955 */
1956 static void
1957 tiled_draw_pixels(struct gl_context *ctx,
1958 GLint tileSize,
1959 GLint x, GLint y, GLsizei width, GLsizei height,
1960 GLenum format, GLenum type,
1961 const struct gl_pixelstore_attrib *unpack,
1962 const GLvoid *pixels)
1963 {
1964 struct gl_pixelstore_attrib tileUnpack = *unpack;
1965 GLint i, j;
1966
1967 if (tileUnpack.RowLength == 0)
1968 tileUnpack.RowLength = width;
1969
1970 for (i = 0; i < width; i += tileSize) {
1971 const GLint tileWidth = MIN2(tileSize, width - i);
1972 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1973
1974 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1975
1976 for (j = 0; j < height; j += tileSize) {
1977 const GLint tileHeight = MIN2(tileSize, height - j);
1978 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1979
1980 tileUnpack.SkipRows = unpack->SkipRows + j;
1981
1982 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1983 format, type, &tileUnpack, pixels);
1984 }
1985 }
1986 }
1987
1988
1989 /**
1990 * One-time init for drawing stencil pixels.
1991 */
1992 static void
1993 init_draw_stencil_pixels(struct gl_context *ctx)
1994 {
1995 /* This program is run eight times, once for each stencil bit.
1996 * The stencil values to draw are found in an 8-bit alpha texture.
1997 * We read the texture/stencil value and test if bit 'b' is set.
1998 * If the bit is not set, use KIL to kill the fragment.
1999 * Finally, we use the stencil test to update the stencil buffer.
2000 *
2001 * The basic algorithm for checking if a bit is set is:
2002 * if (is_odd(value / (1 << bit)))
2003 * result is one (or non-zero).
2004 * else
2005 * result is zero.
2006 * The program parameter contains three values:
2007 * parm.x = 255 / (1 << bit)
2008 * parm.y = 0.5
2009 * parm.z = 0.0
2010 */
2011 static const char *program =
2012 "!!ARBfp1.0\n"
2013 "PARAM parm = program.local[0]; \n"
2014 "TEMP t; \n"
2015 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2016 "# t = t * 255 / bit \n"
2017 "MUL t.x, t.a, parm.x; \n"
2018 "# t = (int) t \n"
2019 "FRC t.y, t.x; \n"
2020 "SUB t.x, t.x, t.y; \n"
2021 "# t = t * 0.5 \n"
2022 "MUL t.x, t.x, parm.y; \n"
2023 "# t = fract(t.x) \n"
2024 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2025 "# t.x = (t.x == 0 ? 1 : 0) \n"
2026 "SGE t.x, -t.x, parm.z; \n"
2027 "KIL -t.x; \n"
2028 "# for debug only \n"
2029 "#MOV result.color, t.x; \n"
2030 "END \n";
2031 char program2[1000];
2032 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2033 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2034 const char *texTarget;
2035
2036 assert(drawpix->StencilFP == 0);
2037
2038 /* replace %s with "RECT" or "2D" */
2039 assert(strlen(program) + 4 < sizeof(program2));
2040 if (tex->Target == GL_TEXTURE_RECTANGLE)
2041 texTarget = "RECT";
2042 else
2043 texTarget = "2D";
2044 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2045
2046 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2047 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2048 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2049 strlen(program2), (const GLubyte *) program2);
2050 }
2051
2052
2053 /**
2054 * One-time init for drawing depth pixels.
2055 */
2056 static void
2057 init_draw_depth_pixels(struct gl_context *ctx)
2058 {
2059 static const char *program =
2060 "!!ARBfp1.0\n"
2061 "PARAM color = program.local[0]; \n"
2062 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2063 "MOV result.color, color; \n"
2064 "END \n";
2065 char program2[200];
2066 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2067 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2068 const char *texTarget;
2069
2070 assert(drawpix->DepthFP == 0);
2071
2072 /* replace %s with "RECT" or "2D" */
2073 assert(strlen(program) + 4 < sizeof(program2));
2074 if (tex->Target == GL_TEXTURE_RECTANGLE)
2075 texTarget = "RECT";
2076 else
2077 texTarget = "2D";
2078 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2079
2080 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2081 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2082 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2083 strlen(program2), (const GLubyte *) program2);
2084 }
2085
2086
2087 /**
2088 * Meta implementation of ctx->Driver.DrawPixels() in terms
2089 * of texture mapping and polygon rendering.
2090 */
2091 void
2092 _mesa_meta_DrawPixels(struct gl_context *ctx,
2093 GLint x, GLint y, GLsizei width, GLsizei height,
2094 GLenum format, GLenum type,
2095 const struct gl_pixelstore_attrib *unpack,
2096 const GLvoid *pixels)
2097 {
2098 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2099 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2100 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2101 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2102 struct vertex verts[4];
2103 GLenum texIntFormat;
2104 GLboolean fallback, newTex;
2105 GLbitfield metaExtraSave = 0x0;
2106
2107 /*
2108 * Determine if we can do the glDrawPixels with texture mapping.
2109 */
2110 fallback = GL_FALSE;
2111 if (ctx->Fog.Enabled) {
2112 fallback = GL_TRUE;
2113 }
2114
2115 if (_mesa_is_color_format(format)) {
2116 /* use more compact format when possible */
2117 /* XXX disable special case for GL_LUMINANCE for now to work around
2118 * apparent i965 driver bug (see bug #23670).
2119 */
2120 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2121 texIntFormat = format;
2122 else
2123 texIntFormat = GL_RGBA;
2124
2125 /* If we're not supposed to clamp the resulting color, then just
2126 * promote our texture to fully float. We could do better by
2127 * just going for the matching set of channels, in floating
2128 * point.
2129 */
2130 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2131 ctx->Extensions.ARB_texture_float)
2132 texIntFormat = GL_RGBA32F;
2133 }
2134 else if (_mesa_is_stencil_format(format)) {
2135 if (ctx->Extensions.ARB_fragment_program &&
2136 ctx->Pixel.IndexShift == 0 &&
2137 ctx->Pixel.IndexOffset == 0 &&
2138 type == GL_UNSIGNED_BYTE) {
2139 /* We'll store stencil as alpha. This only works for GLubyte
2140 * image data because of how incoming values are mapped to alpha
2141 * in [0,1].
2142 */
2143 texIntFormat = GL_ALPHA;
2144 metaExtraSave = (MESA_META_COLOR_MASK |
2145 MESA_META_DEPTH_TEST |
2146 MESA_META_PIXEL_TRANSFER |
2147 MESA_META_SHADER |
2148 MESA_META_STENCIL_TEST);
2149 }
2150 else {
2151 fallback = GL_TRUE;
2152 }
2153 }
2154 else if (_mesa_is_depth_format(format)) {
2155 if (ctx->Extensions.ARB_depth_texture &&
2156 ctx->Extensions.ARB_fragment_program) {
2157 texIntFormat = GL_DEPTH_COMPONENT;
2158 metaExtraSave = (MESA_META_SHADER);
2159 }
2160 else {
2161 fallback = GL_TRUE;
2162 }
2163 }
2164 else {
2165 fallback = GL_TRUE;
2166 }
2167
2168 if (fallback) {
2169 _swrast_DrawPixels(ctx, x, y, width, height,
2170 format, type, unpack, pixels);
2171 return;
2172 }
2173
2174 /*
2175 * Check image size against max texture size, draw as tiles if needed.
2176 */
2177 if (width > tex->MaxSize || height > tex->MaxSize) {
2178 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2179 format, type, unpack, pixels);
2180 return;
2181 }
2182
2183 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2184 * but a there's a few things we need to override:
2185 */
2186 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2187 MESA_META_SHADER |
2188 MESA_META_TEXTURE |
2189 MESA_META_TRANSFORM |
2190 MESA_META_CLIP |
2191 MESA_META_VERTEX |
2192 MESA_META_VIEWPORT |
2193 metaExtraSave));
2194
2195 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2196
2197 _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false,
2198 3, 2, 0);
2199
2200 /* Silence valgrind warnings about reading uninitialized stack. */
2201 memset(verts, 0, sizeof(verts));
2202
2203 /* vertex positions, texcoords (after texture allocation!) */
2204 {
2205 const GLfloat x0 = (GLfloat) x;
2206 const GLfloat y0 = (GLfloat) y;
2207 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2208 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2209 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2210
2211 verts[0].x = x0;
2212 verts[0].y = y0;
2213 verts[0].z = z;
2214 verts[0].tex[0] = 0.0F;
2215 verts[0].tex[1] = 0.0F;
2216 verts[1].x = x1;
2217 verts[1].y = y0;
2218 verts[1].z = z;
2219 verts[1].tex[0] = tex->Sright;
2220 verts[1].tex[1] = 0.0F;
2221 verts[2].x = x1;
2222 verts[2].y = y1;
2223 verts[2].z = z;
2224 verts[2].tex[0] = tex->Sright;
2225 verts[2].tex[1] = tex->Ttop;
2226 verts[3].x = x0;
2227 verts[3].y = y1;
2228 verts[3].z = z;
2229 verts[3].tex[0] = 0.0F;
2230 verts[3].tex[1] = tex->Ttop;
2231 }
2232
2233 /* upload new vertex data */
2234 _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
2235 GL_DYNAMIC_DRAW, __func__);
2236
2237 /* set given unpack params */
2238 ctx->Unpack = *unpack;
2239
2240 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2241
2242 if (_mesa_is_stencil_format(format)) {
2243 /* Drawing stencil */
2244 GLint bit;
2245
2246 if (!drawpix->StencilFP)
2247 init_draw_stencil_pixels(ctx);
2248
2249 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2250 GL_ALPHA, type, pixels);
2251
2252 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2253
2254 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2255
2256 /* set all stencil bits to 0 */
2257 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2258 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2259 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2260
2261 /* set stencil bits to 1 where needed */
2262 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2263
2264 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2265 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2266
2267 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2268 const GLuint mask = 1 << bit;
2269 if (mask & origStencilMask) {
2270 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2271 _mesa_StencilMask(mask);
2272
2273 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2274 255.0f / mask, 0.5f, 0.0f, 0.0f);
2275
2276 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2277 }
2278 }
2279 }
2280 else if (_mesa_is_depth_format(format)) {
2281 /* Drawing depth */
2282 if (!drawpix->DepthFP)
2283 init_draw_depth_pixels(ctx);
2284
2285 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2286 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2287
2288 /* polygon color = current raster color */
2289 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2290 ctx->Current.RasterColor);
2291
2292 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2293 format, type, pixels);
2294
2295 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2296 }
2297 else {
2298 /* Drawing RGBA */
2299 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2300 format, type, pixels);
2301 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2302 }
2303
2304 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2305
2306 /* restore unpack params */
2307 ctx->Unpack = unpackSave;
2308
2309 _mesa_meta_end(ctx);
2310 }
2311
2312 static GLboolean
2313 alpha_test_raster_color(struct gl_context *ctx)
2314 {
2315 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2316 GLfloat ref = ctx->Color.AlphaRef;
2317
2318 switch (ctx->Color.AlphaFunc) {
2319 case GL_NEVER:
2320 return GL_FALSE;
2321 case GL_LESS:
2322 return alpha < ref;
2323 case GL_EQUAL:
2324 return alpha == ref;
2325 case GL_LEQUAL:
2326 return alpha <= ref;
2327 case GL_GREATER:
2328 return alpha > ref;
2329 case GL_NOTEQUAL:
2330 return alpha != ref;
2331 case GL_GEQUAL:
2332 return alpha >= ref;
2333 case GL_ALWAYS:
2334 return GL_TRUE;
2335 default:
2336 assert(0);
2337 return GL_FALSE;
2338 }
2339 }
2340
2341 /**
2342 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2343 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2344 * tracker would improve performance a lot.
2345 */
2346 void
2347 _mesa_meta_Bitmap(struct gl_context *ctx,
2348 GLint x, GLint y, GLsizei width, GLsizei height,
2349 const struct gl_pixelstore_attrib *unpack,
2350 const GLubyte *bitmap1)
2351 {
2352 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2353 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2354 const GLenum texIntFormat = GL_ALPHA;
2355 const struct gl_pixelstore_attrib unpackSave = *unpack;
2356 GLubyte fg, bg;
2357 struct vertex verts[4];
2358 GLboolean newTex;
2359 GLubyte *bitmap8;
2360
2361 /*
2362 * Check if swrast fallback is needed.
2363 */
2364 if (ctx->_ImageTransferState ||
2365 _mesa_arb_fragment_program_enabled(ctx) ||
2366 ctx->Fog.Enabled ||
2367 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2368 width > tex->MaxSize ||
2369 height > tex->MaxSize) {
2370 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2371 return;
2372 }
2373
2374 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2375 return;
2376
2377 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2378 * but a there's a few things we need to override:
2379 */
2380 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2381 MESA_META_PIXEL_STORE |
2382 MESA_META_RASTERIZATION |
2383 MESA_META_SHADER |
2384 MESA_META_TEXTURE |
2385 MESA_META_TRANSFORM |
2386 MESA_META_CLIP |
2387 MESA_META_VERTEX |
2388 MESA_META_VIEWPORT));
2389
2390 _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
2391 3, 2, 4);
2392
2393 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2394
2395 /* Silence valgrind warnings about reading uninitialized stack. */
2396 memset(verts, 0, sizeof(verts));
2397
2398 /* vertex positions, texcoords, colors (after texture allocation!) */
2399 {
2400 const GLfloat x0 = (GLfloat) x;
2401 const GLfloat y0 = (GLfloat) y;
2402 const GLfloat x1 = (GLfloat) (x + width);
2403 const GLfloat y1 = (GLfloat) (y + height);
2404 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2405 GLuint i;
2406
2407 verts[0].x = x0;
2408 verts[0].y = y0;
2409 verts[0].z = z;
2410 verts[0].tex[0] = 0.0F;
2411 verts[0].tex[1] = 0.0F;
2412 verts[1].x = x1;
2413 verts[1].y = y0;
2414 verts[1].z = z;
2415 verts[1].tex[0] = tex->Sright;
2416 verts[1].tex[1] = 0.0F;
2417 verts[2].x = x1;
2418 verts[2].y = y1;
2419 verts[2].z = z;
2420 verts[2].tex[0] = tex->Sright;
2421 verts[2].tex[1] = tex->Ttop;
2422 verts[3].x = x0;
2423 verts[3].y = y1;
2424 verts[3].z = z;
2425 verts[3].tex[0] = 0.0F;
2426 verts[3].tex[1] = tex->Ttop;
2427
2428 for (i = 0; i < 4; i++) {
2429 verts[i].r = ctx->Current.RasterColor[0];
2430 verts[i].g = ctx->Current.RasterColor[1];
2431 verts[i].b = ctx->Current.RasterColor[2];
2432 verts[i].a = ctx->Current.RasterColor[3];
2433 }
2434
2435 /* upload new vertex data */
2436 _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts);
2437 }
2438
2439 /* choose different foreground/background alpha values */
2440 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2441 bg = (fg > 127 ? 0 : 255);
2442
2443 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2444 if (!bitmap1) {
2445 _mesa_meta_end(ctx);
2446 return;
2447 }
2448
2449 bitmap8 = malloc(width * height);
2450 if (bitmap8) {
2451 memset(bitmap8, bg, width * height);
2452 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2453 bitmap8, width, fg);
2454
2455 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2456
2457 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2458 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2459
2460 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2461 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2462
2463 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2464
2465 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2466
2467 free(bitmap8);
2468 }
2469
2470 _mesa_unmap_pbo_source(ctx, &unpackSave);
2471
2472 _mesa_meta_end(ctx);
2473 }
2474
2475 /**
2476 * Compute the texture coordinates for the four vertices of a quad for
2477 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2478 * and width, height specify a sub-region of the 2D image.
2479 *
2480 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2481 * \param slice slice of a 1D/2D array texture or 3D texture
2482 * \param xoffset X position of sub texture
2483 * \param yoffset Y position of sub texture
2484 * \param width width of the sub texture image
2485 * \param height height of the sub texture image
2486 * \param total_width total width of the texture image
2487 * \param total_height total height of the texture image
2488 * \param total_depth total depth of the texture image
2489 * \param coords0/1/2/3 returns the computed texcoords
2490 */
2491 void
2492 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2493 GLint slice,
2494 GLint xoffset,
2495 GLint yoffset,
2496 GLint width,
2497 GLint height,
2498 GLint total_width,
2499 GLint total_height,
2500 GLint total_depth,
2501 GLfloat coords0[4],
2502 GLfloat coords1[4],
2503 GLfloat coords2[4],
2504 GLfloat coords3[4])
2505 {
2506 float st[4][2];
2507 GLuint i;
2508 const float s0 = (float) xoffset / (float) total_width;
2509 const float s1 = (float) (xoffset + width) / (float) total_width;
2510 const float t0 = (float) yoffset / (float) total_height;
2511 const float t1 = (float) (yoffset + height) / (float) total_height;
2512 GLfloat r;
2513
2514 /* setup the reference texcoords */
2515 st[0][0] = s0;
2516 st[0][1] = t0;
2517 st[1][0] = s1;
2518 st[1][1] = t0;
2519 st[2][0] = s1;
2520 st[2][1] = t1;
2521 st[3][0] = s0;
2522 st[3][1] = t1;
2523
2524 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2525 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2526
2527 /* Currently all texture targets want the W component to be 1.0.
2528 */
2529 coords0[3] = 1.0F;
2530 coords1[3] = 1.0F;
2531 coords2[3] = 1.0F;
2532 coords3[3] = 1.0F;
2533
2534 switch (faceTarget) {
2535 case GL_TEXTURE_1D:
2536 case GL_TEXTURE_2D:
2537 case GL_TEXTURE_3D:
2538 case GL_TEXTURE_2D_ARRAY:
2539 if (faceTarget == GL_TEXTURE_3D) {
2540 assert(slice < total_depth);
2541 assert(total_depth >= 1);
2542 r = (slice + 0.5f) / total_depth;
2543 }
2544 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2545 r = (float) slice;
2546 else
2547 r = 0.0F;
2548 coords0[0] = st[0][0]; /* s */
2549 coords0[1] = st[0][1]; /* t */
2550 coords0[2] = r; /* r */
2551 coords1[0] = st[1][0];
2552 coords1[1] = st[1][1];
2553 coords1[2] = r;
2554 coords2[0] = st[2][0];
2555 coords2[1] = st[2][1];
2556 coords2[2] = r;
2557 coords3[0] = st[3][0];
2558 coords3[1] = st[3][1];
2559 coords3[2] = r;
2560 break;
2561 case GL_TEXTURE_RECTANGLE_ARB:
2562 coords0[0] = (float) xoffset; /* s */
2563 coords0[1] = (float) yoffset; /* t */
2564 coords0[2] = 0.0F; /* r */
2565 coords1[0] = (float) (xoffset + width);
2566 coords1[1] = (float) yoffset;
2567 coords1[2] = 0.0F;
2568 coords2[0] = (float) (xoffset + width);
2569 coords2[1] = (float) (yoffset + height);
2570 coords2[2] = 0.0F;
2571 coords3[0] = (float) xoffset;
2572 coords3[1] = (float) (yoffset + height);
2573 coords3[2] = 0.0F;
2574 break;
2575 case GL_TEXTURE_1D_ARRAY:
2576 coords0[0] = st[0][0]; /* s */
2577 coords0[1] = (float) slice; /* t */
2578 coords0[2] = 0.0F; /* r */
2579 coords1[0] = st[1][0];
2580 coords1[1] = (float) slice;
2581 coords1[2] = 0.0F;
2582 coords2[0] = st[2][0];
2583 coords2[1] = (float) slice;
2584 coords2[2] = 0.0F;
2585 coords3[0] = st[3][0];
2586 coords3[1] = (float) slice;
2587 coords3[2] = 0.0F;
2588 break;
2589
2590 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2591 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2592 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2593 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2594 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2595 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2596 /* loop over quad verts */
2597 for (i = 0; i < 4; i++) {
2598 /* Compute sc = +/-scale and tc = +/-scale.
2599 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2600 * though that can still sometimes happen with this scale factor...
2601 */
2602 const GLfloat scale = 0.9999f;
2603 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2604 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2605 GLfloat *coord;
2606
2607 switch (i) {
2608 case 0:
2609 coord = coords0;
2610 break;
2611 case 1:
2612 coord = coords1;
2613 break;
2614 case 2:
2615 coord = coords2;
2616 break;
2617 case 3:
2618 coord = coords3;
2619 break;
2620 default:
2621 unreachable("not reached");
2622 }
2623
2624 coord[3] = (float) (slice / 6);
2625
2626 switch (faceTarget) {
2627 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2628 coord[0] = 1.0f;
2629 coord[1] = -tc;
2630 coord[2] = -sc;
2631 break;
2632 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2633 coord[0] = -1.0f;
2634 coord[1] = -tc;
2635 coord[2] = sc;
2636 break;
2637 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2638 coord[0] = sc;
2639 coord[1] = 1.0f;
2640 coord[2] = tc;
2641 break;
2642 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2643 coord[0] = sc;
2644 coord[1] = -1.0f;
2645 coord[2] = -tc;
2646 break;
2647 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2648 coord[0] = sc;
2649 coord[1] = -tc;
2650 coord[2] = 1.0f;
2651 break;
2652 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2653 coord[0] = -sc;
2654 coord[1] = -tc;
2655 coord[2] = -1.0f;
2656 break;
2657 default:
2658 assert(0);
2659 }
2660 }
2661 break;
2662 default:
2663 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2664 }
2665 }
2666
2667 static struct blit_shader *
2668 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2669 {
2670 switch(target) {
2671 case GL_TEXTURE_1D:
2672 table->sampler_1d.type = "sampler1D";
2673 table->sampler_1d.func = "texture1D";
2674 table->sampler_1d.texcoords = "texCoords.x";
2675 return &table->sampler_1d;
2676 case GL_TEXTURE_2D:
2677 table->sampler_2d.type = "sampler2D";
2678 table->sampler_2d.func = "texture2D";
2679 table->sampler_2d.texcoords = "texCoords.xy";
2680 return &table->sampler_2d;
2681 case GL_TEXTURE_RECTANGLE:
2682 table->sampler_rect.type = "sampler2DRect";
2683 table->sampler_rect.func = "texture2DRect";
2684 table->sampler_rect.texcoords = "texCoords.xy";
2685 return &table->sampler_rect;
2686 case GL_TEXTURE_3D:
2687 /* Code for mipmap generation with 3D textures is not used yet.
2688 * It's a sw fallback.
2689 */
2690 table->sampler_3d.type = "sampler3D";
2691 table->sampler_3d.func = "texture3D";
2692 table->sampler_3d.texcoords = "texCoords.xyz";
2693 return &table->sampler_3d;
2694 case GL_TEXTURE_CUBE_MAP:
2695 table->sampler_cubemap.type = "samplerCube";
2696 table->sampler_cubemap.func = "textureCube";
2697 table->sampler_cubemap.texcoords = "texCoords.xyz";
2698 return &table->sampler_cubemap;
2699 case GL_TEXTURE_1D_ARRAY:
2700 table->sampler_1d_array.type = "sampler1DArray";
2701 table->sampler_1d_array.func = "texture1DArray";
2702 table->sampler_1d_array.texcoords = "texCoords.xy";
2703 return &table->sampler_1d_array;
2704 case GL_TEXTURE_2D_ARRAY:
2705 table->sampler_2d_array.type = "sampler2DArray";
2706 table->sampler_2d_array.func = "texture2DArray";
2707 table->sampler_2d_array.texcoords = "texCoords.xyz";
2708 return &table->sampler_2d_array;
2709 case GL_TEXTURE_CUBE_MAP_ARRAY:
2710 table->sampler_cubemap_array.type = "samplerCubeArray";
2711 table->sampler_cubemap_array.func = "textureCubeArray";
2712 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2713 return &table->sampler_cubemap_array;
2714 default:
2715 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2716 " setup_texture_sampler()\n", target);
2717 return NULL;
2718 }
2719 }
2720
2721 void
2722 _mesa_meta_blit_shader_table_cleanup(struct gl_context *ctx,
2723 struct blit_shader_table *table)
2724 {
2725 _mesa_reference_shader_program(ctx, &table->sampler_1d.shader_prog, NULL);
2726 _mesa_reference_shader_program(ctx, &table->sampler_2d.shader_prog, NULL);
2727 _mesa_reference_shader_program(ctx, &table->sampler_3d.shader_prog, NULL);
2728 _mesa_reference_shader_program(ctx, &table->sampler_rect.shader_prog, NULL);
2729 _mesa_reference_shader_program(ctx, &table->sampler_cubemap.shader_prog, NULL);
2730 _mesa_reference_shader_program(ctx, &table->sampler_1d_array.shader_prog, NULL);
2731 _mesa_reference_shader_program(ctx, &table->sampler_2d_array.shader_prog, NULL);
2732 _mesa_reference_shader_program(ctx, &table->sampler_cubemap_array.shader_prog, NULL);
2733 }
2734
2735 /**
2736 * Determine the GL data type to use for the temporary image read with
2737 * ReadPixels() and passed to Tex[Sub]Image().
2738 */
2739 static GLenum
2740 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2741 {
2742 const GLenum baseFormat = _mesa_get_format_base_format(format);
2743 const GLenum datatype = _mesa_get_format_datatype(format);
2744 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2745
2746 switch (baseFormat) {
2747 case GL_RGBA:
2748 case GL_RGB:
2749 case GL_RG:
2750 case GL_RED:
2751 case GL_ALPHA:
2752 case GL_LUMINANCE:
2753 case GL_LUMINANCE_ALPHA:
2754 case GL_INTENSITY:
2755 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2756 return datatype;
2757 } else if (format_red_bits <= 8) {
2758 return GL_UNSIGNED_BYTE;
2759 } else if (format_red_bits <= 16) {
2760 return GL_UNSIGNED_SHORT;
2761 }
2762 return GL_FLOAT;
2763 case GL_DEPTH_COMPONENT:
2764 if (datatype == GL_FLOAT)
2765 return GL_FLOAT;
2766 else
2767 return GL_UNSIGNED_INT;
2768 case GL_DEPTH_STENCIL:
2769 if (datatype == GL_FLOAT)
2770 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2771 else
2772 return GL_UNSIGNED_INT_24_8;
2773 default:
2774 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2775 baseFormat);
2776 return 0;
2777 }
2778 }
2779
2780 /**
2781 * Attempts to wrap the destination texture in an FBO and use
2782 * glBlitFramebuffer() to implement glCopyTexSubImage().
2783 */
2784 static bool
2785 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx,
2786 struct gl_texture_image *texImage,
2787 GLint xoffset,
2788 GLint yoffset,
2789 GLint zoffset,
2790 struct gl_renderbuffer *rb,
2791 GLint x, GLint y,
2792 GLsizei width, GLsizei height)
2793 {
2794 struct gl_framebuffer *drawFb;
2795 bool success = false;
2796 GLbitfield mask;
2797 GLenum status;
2798
2799 if (!ctx->Extensions.ARB_framebuffer_object)
2800 return false;
2801
2802 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
2803 if (drawFb == NULL)
2804 return false;
2805
2806 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2807 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
2808
2809 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2810 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2811 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2812 GL_DEPTH_ATTACHMENT,
2813 texImage, zoffset);
2814 mask = GL_DEPTH_BUFFER_BIT;
2815
2816 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2817 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2818 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2819 GL_STENCIL_ATTACHMENT,
2820 texImage, zoffset);
2821 mask |= GL_STENCIL_BUFFER_BIT;
2822 }
2823 _mesa_DrawBuffer(GL_NONE);
2824 } else {
2825 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
2826 GL_COLOR_ATTACHMENT0,
2827 texImage, zoffset);
2828 mask = GL_COLOR_BUFFER_BIT;
2829 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2830 }
2831
2832 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
2833 if (status != GL_FRAMEBUFFER_COMPLETE)
2834 goto out;
2835
2836 ctx->Meta->Blit.no_ctsi_fallback = true;
2837
2838 /* Since we've bound a new draw framebuffer, we need to update
2839 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2840 * be correct.
2841 */
2842 _mesa_update_state(ctx);
2843
2844 /* We skip the core BlitFramebuffer checks for format consistency, which
2845 * are too strict for CopyTexImage. We know meta will be fine with format
2846 * changes.
2847 */
2848 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2849 x, y,
2850 x + width, y + height,
2851 xoffset, yoffset,
2852 xoffset + width, yoffset + height,
2853 mask, GL_NEAREST);
2854 ctx->Meta->Blit.no_ctsi_fallback = false;
2855 success = mask == 0x0;
2856
2857 out:
2858 _mesa_reference_framebuffer(&drawFb, NULL);
2859 _mesa_meta_end(ctx);
2860 return success;
2861 }
2862
2863 /**
2864 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2865 * Have to be careful with locking and meta state for pixel transfer.
2866 */
2867 void
2868 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2869 struct gl_texture_image *texImage,
2870 GLint xoffset, GLint yoffset, GLint zoffset,
2871 struct gl_renderbuffer *rb,
2872 GLint x, GLint y,
2873 GLsizei width, GLsizei height)
2874 {
2875 GLenum format, type;
2876 GLint bpp;
2877 void *buf;
2878
2879 if (copytexsubimage_using_blit_framebuffer(ctx,
2880 texImage,
2881 xoffset, yoffset, zoffset,
2882 rb,
2883 x, y,
2884 width, height)) {
2885 return;
2886 }
2887
2888 /* Choose format/type for temporary image buffer */
2889 format = _mesa_get_format_base_format(texImage->TexFormat);
2890 if (format == GL_LUMINANCE ||
2891 format == GL_LUMINANCE_ALPHA ||
2892 format == GL_INTENSITY) {
2893 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2894 * temp image buffer because glReadPixels will do L=R+G+B which is
2895 * not what we want (should be L=R).
2896 */
2897 format = GL_RGBA;
2898 }
2899
2900 type = get_temp_image_type(ctx, texImage->TexFormat);
2901 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2902 format = _mesa_base_format_to_integer_format(format);
2903 }
2904 bpp = _mesa_bytes_per_pixel(format, type);
2905 if (bpp <= 0) {
2906 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2907 return;
2908 }
2909
2910 /*
2911 * Alloc image buffer (XXX could use a PBO)
2912 */
2913 buf = malloc(width * height * bpp);
2914 if (!buf) {
2915 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2916 return;
2917 }
2918
2919 /*
2920 * Read image from framebuffer (disable pixel transfer ops)
2921 */
2922 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2923 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2924 format, type, &ctx->Pack, buf);
2925 _mesa_meta_end(ctx);
2926
2927 _mesa_update_state(ctx); /* to update pixel transfer state */
2928
2929 /*
2930 * Store texture data (with pixel transfer ops)
2931 */
2932 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2933
2934 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2935 assert(yoffset == 0);
2936 ctx->Driver.TexSubImage(ctx, dims, texImage,
2937 xoffset, zoffset, 0, width, 1, 1,
2938 format, type, buf, &ctx->Unpack);
2939 } else {
2940 ctx->Driver.TexSubImage(ctx, dims, texImage,
2941 xoffset, yoffset, zoffset, width, height, 1,
2942 format, type, buf, &ctx->Unpack);
2943 }
2944
2945 _mesa_meta_end(ctx);
2946
2947 free(buf);
2948 }
2949
2950 static void
2951 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2952 {
2953 if (decompress_fbo->fb != NULL) {
2954 _mesa_reference_framebuffer(&decompress_fbo->fb, NULL);
2955 _mesa_reference_renderbuffer(&decompress_fbo->rb, NULL);
2956 }
2957
2958 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2959 }
2960
2961 static void
2962 meta_decompress_cleanup(struct gl_context *ctx,
2963 struct decompress_state *decompress)
2964 {
2965 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2966 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2967
2968 if (decompress->VAO != 0) {
2969 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2970 _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
2971 }
2972
2973 _mesa_reference_sampler_object(ctx, &decompress->samp_obj, NULL);
2974
2975 memset(decompress, 0, sizeof(*decompress));
2976 }
2977
2978 /**
2979 * Decompress a texture image by drawing a quad with the compressed
2980 * texture and reading the pixels out of the color buffer.
2981 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2982 * \param destFormat format, ala glReadPixels
2983 * \param destType type, ala glReadPixels
2984 * \param dest destination buffer
2985 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2986 */
2987 static bool
2988 decompress_texture_image(struct gl_context *ctx,
2989 struct gl_texture_image *texImage,
2990 GLuint slice,
2991 GLint xoffset, GLint yoffset,
2992 GLsizei width, GLsizei height,
2993 GLenum destFormat, GLenum destType,
2994 GLvoid *dest)
2995 {
2996 struct decompress_state *decompress = &ctx->Meta->Decompress;
2997 struct decompress_fbo_state *decompress_fbo;
2998 struct gl_texture_object *texObj = texImage->TexObject;
2999 const GLenum target = texObj->Target;
3000 GLenum rbFormat;
3001 GLenum faceTarget;
3002 struct vertex verts[4];
3003 struct gl_sampler_object *samp_obj_save = NULL;
3004 GLenum status;
3005 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3006 ctx->Extensions.ARB_fragment_shader;
3007
3008 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
3009 case GL_FLOAT:
3010 decompress_fbo = &decompress->floatFBO;
3011 rbFormat = GL_RGBA32F;
3012 break;
3013 case GL_UNSIGNED_NORMALIZED:
3014 decompress_fbo = &decompress->byteFBO;
3015 rbFormat = GL_RGBA;
3016 break;
3017 default:
3018 return false;
3019 }
3020
3021 if (slice > 0) {
3022 assert(target == GL_TEXTURE_3D ||
3023 target == GL_TEXTURE_2D_ARRAY ||
3024 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3025 }
3026
3027 switch (target) {
3028 case GL_TEXTURE_1D:
3029 case GL_TEXTURE_1D_ARRAY:
3030 assert(!"No compressed 1D textures.");
3031 return false;
3032
3033 case GL_TEXTURE_CUBE_MAP_ARRAY:
3034 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3035 break;
3036
3037 case GL_TEXTURE_CUBE_MAP:
3038 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3039 break;
3040
3041 default:
3042 faceTarget = target;
3043 break;
3044 }
3045
3046 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3047 MESA_META_DRAW_BUFFERS));
3048 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3049
3050 _mesa_reference_sampler_object(ctx, &samp_obj_save,
3051 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
3052
3053 /* Create/bind FBO/renderbuffer */
3054 if (decompress_fbo->fb == NULL) {
3055 decompress_fbo->rb = ctx->Driver.NewRenderbuffer(ctx, 0xDEADBEEF);
3056 if (decompress_fbo->rb == NULL) {
3057 _mesa_meta_end(ctx);
3058 return false;
3059 }
3060
3061 decompress_fbo->fb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3062 if (decompress_fbo->fb == NULL) {
3063 _mesa_meta_end(ctx);
3064 return false;
3065 }
3066
3067 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3068 _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
3069 decompress_fbo->rb);
3070 }
3071 else {
3072 _mesa_bind_framebuffers(ctx, decompress_fbo->fb, decompress_fbo->fb);
3073 }
3074
3075 /* alloc dest surface */
3076 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3077 _mesa_renderbuffer_storage(ctx, decompress_fbo->rb, rbFormat,
3078 width, height, 0);
3079
3080 /* Do the full completeness check to recompute
3081 * ctx->DrawBuffer->Width/Height.
3082 */
3083 ctx->DrawBuffer->_Status = GL_FRAMEBUFFER_UNDEFINED;
3084 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3085 if (status != GL_FRAMEBUFFER_COMPLETE) {
3086 /* If the framebuffer isn't complete then we'll leave
3087 * decompress_fbo->Width as zero so that it will fail again next time
3088 * too */
3089 _mesa_meta_end(ctx);
3090 return false;
3091 }
3092 decompress_fbo->Width = width;
3093 decompress_fbo->Height = height;
3094 }
3095
3096 if (use_glsl_version) {
3097 _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO,
3098 &decompress->buf_obj, true,
3099 2, 4, 0);
3100
3101 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3102 } else {
3103 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
3104 &decompress->buf_obj, 3);
3105 }
3106
3107 if (decompress->samp_obj == NULL) {
3108 decompress->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
3109 if (decompress->samp_obj == NULL) {
3110 _mesa_meta_end(ctx);
3111
3112 /* This is a bit lazy. Flag out of memory, and then don't bother to
3113 * clean up. Once out of memory is flagged, the only realistic next
3114 * move is to destroy the context. That will trigger all the right
3115 * clean up.
3116 *
3117 * Returning true prevents other GetTexImage methods from attempting
3118 * anything since they will likely fail too.
3119 */
3120 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage");
3121 return true;
3122 }
3123
3124 /* nearest filtering */
3125 _mesa_set_sampler_filters(ctx, decompress->samp_obj, GL_NEAREST, GL_NEAREST);
3126
3127 /* We don't want to encode or decode sRGB values; treat them as linear. */
3128 _mesa_set_sampler_srgb_decode(ctx, decompress->samp_obj, GL_SKIP_DECODE_EXT);
3129 }
3130
3131 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, decompress->samp_obj);
3132
3133 /* Silence valgrind warnings about reading uninitialized stack. */
3134 memset(verts, 0, sizeof(verts));
3135
3136 _mesa_meta_setup_texture_coords(faceTarget, slice,
3137 xoffset, yoffset, width, height,
3138 texImage->Width, texImage->Height,
3139 texImage->Depth,
3140 verts[0].tex,
3141 verts[1].tex,
3142 verts[2].tex,
3143 verts[3].tex);
3144
3145 /* setup vertex positions */
3146 verts[0].x = -1.0F;
3147 verts[0].y = -1.0F;
3148 verts[1].x = 1.0F;
3149 verts[1].y = -1.0F;
3150 verts[2].x = 1.0F;
3151 verts[2].y = 1.0F;
3152 verts[3].x = -1.0F;
3153 verts[3].y = 1.0F;
3154
3155 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3156
3157 /* upload new vertex data */
3158 _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts);
3159
3160 /* setup texture state */
3161 _mesa_bind_texture(ctx, target, texObj);
3162
3163 if (!use_glsl_version)
3164 _mesa_set_enable(ctx, target, GL_TRUE);
3165
3166 {
3167 /* save texture object state */
3168 const GLint baseLevelSave = texObj->BaseLevel;
3169 const GLint maxLevelSave = texObj->MaxLevel;
3170
3171 /* restrict sampling to the texture level of interest */
3172 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3173 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3174 (GLint *) &texImage->Level, false);
3175 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3176 (GLint *) &texImage->Level, false);
3177 }
3178
3179 /* render quad w/ texture into renderbuffer */
3180 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3181
3182 /* Restore texture object state, the texture binding will
3183 * be restored by _mesa_meta_end().
3184 */
3185 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3186 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
3187 &baseLevelSave, false);
3188 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
3189 &maxLevelSave, false);
3190 }
3191
3192 }
3193
3194 /* read pixels from renderbuffer */
3195 {
3196 GLenum baseTexFormat = texImage->_BaseFormat;
3197 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3198
3199 /* The pixel transfer state will be set to default values at this point
3200 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3201 * turned off (as required by glGetTexImage) but we need to handle some
3202 * special cases. In particular, single-channel texture values are
3203 * returned as red and two-channel texture values are returned as
3204 * red/alpha.
3205 */
3206 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3207 destBaseFormat) ||
3208 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3209 * luminance then we need to return L=tex(R).
3210 */
3211 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3212 destBaseFormat)) {
3213 /* Green and blue must be zero */
3214 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3215 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3216 }
3217
3218 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3219 }
3220
3221 /* disable texture unit */
3222 if (!use_glsl_version)
3223 _mesa_set_enable(ctx, target, GL_FALSE);
3224
3225 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
3226 _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
3227
3228 _mesa_meta_end(ctx);
3229
3230 return true;
3231 }
3232
3233
3234 /**
3235 * This is just a wrapper around _mesa_get_tex_image() and
3236 * decompress_texture_image(). Meta functions should not be directly called
3237 * from core Mesa.
3238 */
3239 void
3240 _mesa_meta_GetTexSubImage(struct gl_context *ctx,
3241 GLint xoffset, GLint yoffset, GLint zoffset,
3242 GLsizei width, GLsizei height, GLsizei depth,
3243 GLenum format, GLenum type, GLvoid *pixels,
3244 struct gl_texture_image *texImage)
3245 {
3246 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3247 GLuint slice;
3248 bool result = true;
3249
3250 for (slice = 0; slice < depth; slice++) {
3251 void *dst;
3252 /* Section 8.11.4 (Texture Image Queries) of the GL 4.5 spec says:
3253 *
3254 * "For three-dimensional, two-dimensional array, cube map array,
3255 * and cube map textures pixel storage operations are applied as
3256 * if the image were two-dimensional, except that the additional
3257 * pixel storage state values PACK_IMAGE_HEIGHT and
3258 * PACK_SKIP_IMAGES are applied. The correspondence of texels to
3259 * memory locations is as defined for TexImage3D in section 8.5."
3260 */
3261 switch (texImage->TexObject->Target) {
3262 case GL_TEXTURE_3D:
3263 case GL_TEXTURE_2D_ARRAY:
3264 case GL_TEXTURE_CUBE_MAP:
3265 case GL_TEXTURE_CUBE_MAP_ARRAY: {
3266 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3267 * in the decompress_texture_image() function's call to
3268 * glReadPixels but we need to compute the dest slice's address
3269 * here (according to SkipImages and ImageHeight).
3270 */
3271 struct gl_pixelstore_attrib packing = ctx->Pack;
3272 packing.SkipPixels = 0;
3273 packing.SkipRows = 0;
3274 dst = _mesa_image_address3d(&packing, pixels, width, height,
3275 format, type, slice, 0, 0);
3276 break;
3277 }
3278 default:
3279 dst = pixels;
3280 break;
3281 }
3282 result = decompress_texture_image(ctx, texImage, slice,
3283 xoffset, yoffset, width, height,
3284 format, type, dst);
3285 if (!result)
3286 break;
3287 }
3288
3289 if (result)
3290 return;
3291 }
3292
3293 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3294 width, height, depth, format, type, pixels, texImage);
3295 }
3296
3297
3298 /**
3299 * Meta implementation of ctx->Driver.DrawTex() in terms
3300 * of polygon rendering.
3301 */
3302 void
3303 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3304 GLfloat width, GLfloat height)
3305 {
3306 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3307 struct vertex {
3308 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3309 };
3310 struct vertex verts[4];
3311 GLuint i;
3312
3313 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3314 MESA_META_SHADER |
3315 MESA_META_TRANSFORM |
3316 MESA_META_VERTEX |
3317 MESA_META_VIEWPORT));
3318
3319 if (drawtex->VAO == 0) {
3320 /* one-time setup */
3321 struct gl_vertex_array_object *array_obj;
3322
3323 /* create vertex array object */
3324 _mesa_GenVertexArrays(1, &drawtex->VAO);
3325 _mesa_BindVertexArray(drawtex->VAO);
3326
3327 array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
3328 assert(array_obj != NULL);
3329
3330 /* create vertex array buffer */
3331 drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
3332 if (drawtex->buf_obj == NULL)
3333 return;
3334
3335 _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
3336 GL_DYNAMIC_DRAW, __func__);
3337
3338 /* setup vertex arrays */
3339 FLUSH_VERTICES(ctx, 0);
3340 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
3341 3, GL_FLOAT, GL_RGBA, GL_FALSE,
3342 GL_FALSE, GL_FALSE,
3343 offsetof(struct vertex, x));
3344 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
3345 drawtex->buf_obj, 0, sizeof(struct vertex));
3346 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
3347
3348
3349 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3350 FLUSH_VERTICES(ctx, 0);
3351 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i),
3352 2, GL_FLOAT, GL_RGBA, GL_FALSE,
3353 GL_FALSE, GL_FALSE,
3354 offsetof(struct vertex, st[i]));
3355 _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i),
3356 drawtex->buf_obj, 0, sizeof(struct vertex));
3357 _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(i));
3358 }
3359 }
3360 else {
3361 _mesa_BindVertexArray(drawtex->VAO);
3362 }
3363
3364 /* vertex positions, texcoords */
3365 {
3366 const GLfloat x1 = x + width;
3367 const GLfloat y1 = y + height;
3368
3369 z = CLAMP(z, 0.0f, 1.0f);
3370 z = invert_z(z);
3371
3372 verts[0].x = x;
3373 verts[0].y = y;
3374 verts[0].z = z;
3375
3376 verts[1].x = x1;
3377 verts[1].y = y;
3378 verts[1].z = z;
3379
3380 verts[2].x = x1;
3381 verts[2].y = y1;
3382 verts[2].z = z;
3383
3384 verts[3].x = x;
3385 verts[3].y = y1;
3386 verts[3].z = z;
3387
3388 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3389 const struct gl_texture_object *texObj;
3390 const struct gl_texture_image *texImage;
3391 GLfloat s, t, s1, t1;
3392 GLuint tw, th;
3393
3394 if (!ctx->Texture.Unit[i]._Current) {
3395 GLuint j;
3396 for (j = 0; j < 4; j++) {
3397 verts[j].st[i][0] = 0.0f;
3398 verts[j].st[i][1] = 0.0f;
3399 }
3400 continue;
3401 }
3402
3403 texObj = ctx->Texture.Unit[i]._Current;
3404 texImage = texObj->Image[0][texObj->BaseLevel];
3405 tw = texImage->Width2;
3406 th = texImage->Height2;
3407
3408 s = (GLfloat) texObj->CropRect[0] / tw;
3409 t = (GLfloat) texObj->CropRect[1] / th;
3410 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3411 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3412
3413 verts[0].st[i][0] = s;
3414 verts[0].st[i][1] = t;
3415
3416 verts[1].st[i][0] = s1;
3417 verts[1].st[i][1] = t;
3418
3419 verts[2].st[i][0] = s1;
3420 verts[2].st[i][1] = t1;
3421
3422 verts[3].st[i][0] = s;
3423 verts[3].st[i][1] = t1;
3424 }
3425
3426 _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts);
3427 }
3428
3429 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3430
3431 _mesa_meta_end(ctx);
3432 }
3433
3434 static bool
3435 cleartexsubimage_color(struct gl_context *ctx,
3436 struct gl_texture_image *texImage,
3437 const GLvoid *clearValue,
3438 GLint zoffset)
3439 {
3440 mesa_format format;
3441 union gl_color_union colorValue;
3442 GLenum datatype;
3443 GLenum status;
3444
3445 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3446 GL_COLOR_ATTACHMENT0,
3447 texImage, zoffset);
3448
3449 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3450 if (status != GL_FRAMEBUFFER_COMPLETE)
3451 return false;
3452
3453 /* We don't want to apply an sRGB conversion so override the format */
3454 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3455 datatype = _mesa_get_format_datatype(format);
3456
3457 switch (datatype) {
3458 case GL_UNSIGNED_INT:
3459 case GL_INT:
3460 if (clearValue)
3461 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3462 (GLuint (*)[4]) colorValue.ui);
3463 else
3464 memset(&colorValue, 0, sizeof colorValue);
3465 if (datatype == GL_INT)
3466 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3467 else
3468 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3469 break;
3470 default:
3471 if (clearValue)
3472 _mesa_unpack_rgba_row(format, 1, clearValue,
3473 (GLfloat (*)[4]) colorValue.f);
3474 else
3475 memset(&colorValue, 0, sizeof colorValue);
3476 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3477 break;
3478 }
3479
3480 return true;
3481 }
3482
3483 static bool
3484 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3485 struct gl_texture_image *texImage,
3486 const GLvoid *clearValue,
3487 GLint zoffset)
3488 {
3489 GLint stencilValue = 0;
3490 GLfloat depthValue = 0.0f;
3491 GLenum status;
3492
3493 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3494 GL_DEPTH_ATTACHMENT,
3495 texImage, zoffset);
3496
3497 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3498 _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
3499 GL_STENCIL_ATTACHMENT,
3500 texImage, zoffset);
3501
3502 status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer);
3503 if (status != GL_FRAMEBUFFER_COMPLETE)
3504 return false;
3505
3506 if (clearValue) {
3507 GLuint depthStencilValue[2];
3508
3509 /* Convert the clearValue from whatever format it's in to a floating
3510 * point value for the depth and an integer value for the stencil index
3511 */
3512 if (texImage->_BaseFormat == GL_DEPTH_STENCIL) {
3513 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3514 1, /* n */
3515 clearValue,
3516 depthStencilValue);
3517 /* We need a memcpy here instead of a cast because we need to
3518 * reinterpret the bytes as a float rather than converting it
3519 */
3520 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3521 stencilValue = depthStencilValue[1] & 0xff;
3522 } else {
3523 _mesa_unpack_float_z_row(texImage->TexFormat, 1 /* n */,
3524 clearValue, &depthValue);
3525 }
3526 }
3527
3528 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3529 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3530 else
3531 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3532
3533 return true;
3534 }
3535
3536 static bool
3537 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3538 struct gl_texture_image *texImage,
3539 GLint zoffset,
3540 const GLvoid *clearValue)
3541 {
3542 struct gl_framebuffer *drawFb;
3543 bool success;
3544
3545 drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
3546 if (drawFb == NULL)
3547 return false;
3548
3549 _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
3550
3551 switch(texImage->_BaseFormat) {
3552 case GL_DEPTH_STENCIL:
3553 case GL_DEPTH_COMPONENT:
3554 success = cleartexsubimage_depth_stencil(ctx, texImage,
3555 clearValue, zoffset);
3556 break;
3557 default:
3558 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3559 break;
3560 }
3561
3562 _mesa_reference_framebuffer(&drawFb, NULL);
3563
3564 return success;
3565 }
3566
3567 static bool
3568 cleartexsubimage_using_fbo(struct gl_context *ctx,
3569 struct gl_texture_image *texImage,
3570 GLint xoffset, GLint yoffset, GLint zoffset,
3571 GLsizei width, GLsizei height, GLsizei depth,
3572 const GLvoid *clearValue)
3573 {
3574 bool success = true;
3575 GLint z;
3576
3577 _mesa_meta_begin(ctx,
3578 MESA_META_SCISSOR |
3579 MESA_META_COLOR_MASK |
3580 MESA_META_DITHER |
3581 MESA_META_FRAMEBUFFER_SRGB);
3582
3583 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3584 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3585
3586 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3587 _mesa_Scissor(xoffset, yoffset, width, height);
3588
3589 for (z = zoffset; z < zoffset + depth; z++) {
3590 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3591 success = false;
3592 break;
3593 }
3594 }
3595
3596 _mesa_meta_end(ctx);
3597
3598 return success;
3599 }
3600
3601 extern void
3602 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3603 struct gl_texture_image *texImage,
3604 GLint xoffset, GLint yoffset, GLint zoffset,
3605 GLsizei width, GLsizei height, GLsizei depth,
3606 const GLvoid *clearValue)
3607 {
3608 bool res;
3609
3610 res = cleartexsubimage_using_fbo(ctx, texImage,
3611 xoffset, yoffset, zoffset,
3612 width, height, depth,
3613 clearValue);
3614
3615 if (res)
3616 return;
3617
3618 _mesa_warning(ctx,
3619 "Falling back to mapping the texture in "
3620 "glClearTexSubImage\n");
3621
3622 _mesa_store_cleartexsubimage(ctx, texImage,
3623 xoffset, yoffset, zoffset,
3624 width, height, depth,
3625 clearValue);
3626 }