meta: Don't write depth when decompressing tex-images
[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/colortab.h"
45 #include "main/condrender.h"
46 #include "main/depth.h"
47 #include "main/enable.h"
48 #include "main/fbobject.h"
49 #include "main/feedback.h"
50 #include "main/formats.h"
51 #include "main/format_unpack.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/scissor.h"
66 #include "main/shaderapi.h"
67 #include "main/shaderobj.h"
68 #include "main/state.h"
69 #include "main/stencil.h"
70 #include "main/texobj.h"
71 #include "main/texenv.h"
72 #include "main/texgetimage.h"
73 #include "main/teximage.h"
74 #include "main/texparam.h"
75 #include "main/texstate.h"
76 #include "main/texstore.h"
77 #include "main/transformfeedback.h"
78 #include "main/uniforms.h"
79 #include "main/varray.h"
80 #include "main/viewport.h"
81 #include "main/samplerobj.h"
82 #include "program/program.h"
83 #include "swrast/swrast.h"
84 #include "drivers/common/meta.h"
85 #include "main/enums.h"
86 #include "main/glformats.h"
87 #include "util/ralloc.h"
88
89 /** Return offset in bytes of the field within a vertex struct */
90 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
91
92 static void
93 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
94
95 static struct blit_shader *
96 choose_blit_shader(GLenum target, struct blit_shader_table *table);
97
98 static void cleanup_temp_texture(struct temp_texture *tex);
99 static void meta_glsl_clear_cleanup(struct clear_state *clear);
100 static void meta_decompress_cleanup(struct decompress_state *decompress);
101 static void meta_drawpix_cleanup(struct drawpix_state *drawpix);
102
103 void
104 _mesa_meta_bind_fbo_image(GLenum fboTarget, GLenum attachment,
105 struct gl_texture_image *texImage, GLuint layer)
106 {
107 struct gl_texture_object *texObj = texImage->TexObject;
108 int level = texImage->Level;
109 GLenum texTarget = texObj->Target;
110
111 switch (texTarget) {
112 case GL_TEXTURE_1D:
113 _mesa_FramebufferTexture1D(fboTarget,
114 attachment,
115 texTarget,
116 texObj->Name,
117 level);
118 break;
119 case GL_TEXTURE_1D_ARRAY:
120 case GL_TEXTURE_2D_ARRAY:
121 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
122 case GL_TEXTURE_CUBE_MAP_ARRAY:
123 case GL_TEXTURE_3D:
124 _mesa_FramebufferTextureLayer(fboTarget,
125 attachment,
126 texObj->Name,
127 level,
128 layer);
129 break;
130 default: /* 2D / cube */
131 if (texTarget == GL_TEXTURE_CUBE_MAP)
132 texTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
133
134 _mesa_FramebufferTexture2D(fboTarget,
135 attachment,
136 texTarget,
137 texObj->Name,
138 level);
139 }
140 }
141
142 GLuint
143 _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
144 const GLcharARB *source)
145 {
146 GLuint shader;
147 GLint ok, size;
148 GLchar *info;
149
150 shader = _mesa_CreateShader(target);
151 _mesa_ShaderSource(shader, 1, &source, NULL);
152 _mesa_CompileShader(shader);
153
154 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
155 if (ok)
156 return shader;
157
158 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
159 if (size == 0) {
160 _mesa_DeleteShader(shader);
161 return 0;
162 }
163
164 info = malloc(size);
165 if (!info) {
166 _mesa_DeleteShader(shader);
167 return 0;
168 }
169
170 _mesa_GetShaderInfoLog(shader, size, NULL, info);
171 _mesa_problem(ctx,
172 "meta program compile failed:\n%s\n"
173 "source:\n%s\n",
174 info, source);
175
176 free(info);
177 _mesa_DeleteShader(shader);
178
179 return 0;
180 }
181
182 GLuint
183 _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program)
184 {
185 GLint ok, size;
186 GLchar *info;
187
188 _mesa_LinkProgram(program);
189
190 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
191 if (ok)
192 return program;
193
194 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
195 if (size == 0)
196 return 0;
197
198 info = malloc(size);
199 if (!info)
200 return 0;
201
202 _mesa_GetProgramInfoLog(program, size, NULL, info);
203 _mesa_problem(ctx, "meta program link failed:\n%s", info);
204
205 free(info);
206
207 return 0;
208 }
209
210 void
211 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
212 const char *vs_source,
213 const char *fs_source,
214 const char *name,
215 GLuint *program)
216 {
217 GLuint vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
218 vs_source);
219 GLuint fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
220 fs_source);
221
222 *program = _mesa_CreateProgram();
223 _mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
224 _mesa_AttachShader(*program, fs);
225 _mesa_DeleteShader(fs);
226 _mesa_AttachShader(*program, vs);
227 _mesa_DeleteShader(vs);
228 _mesa_BindAttribLocation(*program, 0, "position");
229 _mesa_BindAttribLocation(*program, 1, "texcoords");
230 _mesa_meta_link_program_with_debug(ctx, *program);
231
232 _mesa_UseProgram(*program);
233 }
234
235 /**
236 * Generate a generic shader to blit from a texture to a framebuffer
237 *
238 * \param ctx Current GL context
239 * \param texTarget Texture target that will be the source of the blit
240 *
241 * \returns a handle to a shader program on success or zero on failure.
242 */
243 void
244 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
245 GLenum target,
246 bool do_depth,
247 struct blit_shader_table *table)
248 {
249 char *vs_source, *fs_source;
250 void *const mem_ctx = ralloc_context(NULL);
251 struct blit_shader *shader = choose_blit_shader(target, table);
252 const char *vs_input, *vs_output, *fs_input, *vs_preprocess, *fs_preprocess;
253
254 if (ctx->Const.GLSLVersion < 130) {
255 vs_preprocess = "";
256 vs_input = "attribute";
257 vs_output = "varying";
258 fs_preprocess = "#extension GL_EXT_texture_array : enable";
259 fs_input = "varying";
260 } else {
261 vs_preprocess = "#version 130";
262 vs_input = "in";
263 vs_output = "out";
264 fs_preprocess = "#version 130";
265 fs_input = "in";
266 shader->func = "texture";
267 }
268
269 assert(shader != NULL);
270
271 if (shader->shader_prog != 0) {
272 _mesa_UseProgram(shader->shader_prog);
273 return;
274 }
275
276 vs_source = ralloc_asprintf(mem_ctx,
277 "%s\n"
278 "%s vec2 position;\n"
279 "%s vec4 textureCoords;\n"
280 "%s vec4 texCoords;\n"
281 "void main()\n"
282 "{\n"
283 " texCoords = textureCoords;\n"
284 " gl_Position = vec4(position, 0.0, 1.0);\n"
285 "}\n",
286 vs_preprocess, vs_input, vs_input, vs_output);
287
288 fs_source = ralloc_asprintf(mem_ctx,
289 "%s\n"
290 "#extension GL_ARB_texture_cube_map_array: enable\n"
291 "uniform %s texSampler;\n"
292 "%s vec4 texCoords;\n"
293 "void main()\n"
294 "{\n"
295 " gl_FragColor = %s(texSampler, %s);\n"
296 "%s"
297 "}\n",
298 fs_preprocess, shader->type, fs_input,
299 shader->func, shader->texcoords,
300 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
301
302 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
303 ralloc_asprintf(mem_ctx, "%s blit",
304 shader->type),
305 &shader->shader_prog);
306 ralloc_free(mem_ctx);
307 }
308
309 /**
310 * Configure vertex buffer and vertex array objects for tests
311 *
312 * Regardless of whether a new VAO and new VBO are created, the objects
313 * referenced by \c VAO and \c VBO will be bound into the GL state vector
314 * when this function terminates.
315 *
316 * \param VAO Storage for vertex array object handle. If 0, a new VAO
317 * will be created.
318 * \param VBO Storage for vertex buffer object handle. If 0, a new VBO
319 * will be created. The new VBO will have storage for 4
320 * \c vertex structures.
321 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
322 * or should traditional, fixed-function color and texture
323 * coordinate be used?
324 * \param vertex_size Number of components for attribute 0 / vertex.
325 * \param texcoord_size Number of components for attribute 1 / texture
326 * coordinate. If this is 0, attribute 1 will not be set or
327 * enabled.
328 * \param color_size Number of components for attribute 1 / primary color.
329 * If this is 0, attribute 1 will not be set or enabled.
330 *
331 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
332 * Use \c texcoord_size instead.
333 */
334 void
335 _mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO,
336 bool use_generic_attributes,
337 unsigned vertex_size, unsigned texcoord_size,
338 unsigned color_size)
339 {
340 if (*VAO == 0) {
341 assert(*VBO == 0);
342
343 /* create vertex array object */
344 _mesa_GenVertexArrays(1, VAO);
345 _mesa_BindVertexArray(*VAO);
346
347 /* create vertex array buffer */
348 _mesa_GenBuffers(1, VBO);
349 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
350 _mesa_BufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), NULL,
351 GL_DYNAMIC_DRAW);
352
353 /* setup vertex arrays */
354 if (use_generic_attributes) {
355 assert(color_size == 0);
356
357 _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE,
358 sizeof(struct vertex), OFFSET(x));
359 _mesa_EnableVertexAttribArray(0);
360
361 if (texcoord_size > 0) {
362 _mesa_VertexAttribPointer(1, texcoord_size, GL_FLOAT, GL_FALSE,
363 sizeof(struct vertex), OFFSET(tex));
364 _mesa_EnableVertexAttribArray(1);
365 }
366 } else {
367 _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex),
368 OFFSET(x));
369 _mesa_EnableClientState(GL_VERTEX_ARRAY);
370
371 if (texcoord_size > 0) {
372 _mesa_TexCoordPointer(texcoord_size, GL_FLOAT,
373 sizeof(struct vertex), OFFSET(tex));
374 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
375 }
376
377 if (color_size > 0) {
378 _mesa_ColorPointer(color_size, GL_FLOAT,
379 sizeof(struct vertex), OFFSET(r));
380 _mesa_EnableClientState(GL_COLOR_ARRAY);
381 }
382 }
383 } else {
384 _mesa_BindVertexArray(*VAO);
385 _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
386 }
387 }
388
389 /**
390 * Initialize meta-ops for a context.
391 * To be called once during context creation.
392 */
393 void
394 _mesa_meta_init(struct gl_context *ctx)
395 {
396 ASSERT(!ctx->Meta);
397
398 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
399 }
400
401 /**
402 * Free context meta-op state.
403 * To be called once during context destruction.
404 */
405 void
406 _mesa_meta_free(struct gl_context *ctx)
407 {
408 GET_CURRENT_CONTEXT(old_context);
409 _mesa_make_current(ctx, NULL, NULL);
410 _mesa_meta_glsl_blit_cleanup(&ctx->Meta->Blit);
411 meta_glsl_clear_cleanup(&ctx->Meta->Clear);
412 _mesa_meta_glsl_generate_mipmap_cleanup(&ctx->Meta->Mipmap);
413 cleanup_temp_texture(&ctx->Meta->TempTex);
414 meta_decompress_cleanup(&ctx->Meta->Decompress);
415 meta_drawpix_cleanup(&ctx->Meta->DrawPix);
416 if (old_context)
417 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
418 else
419 _mesa_make_current(NULL, NULL, NULL);
420 free(ctx->Meta);
421 ctx->Meta = NULL;
422 }
423
424
425 /**
426 * Enter meta state. This is like a light-weight version of glPushAttrib
427 * but it also resets most GL state back to default values.
428 *
429 * \param state bitmask of MESA_META_* flags indicating which attribute groups
430 * to save and reset to their defaults
431 */
432 void
433 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
434 {
435 struct save_state *save;
436
437 /* hope MAX_META_OPS_DEPTH is large enough */
438 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
439
440 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
441 memset(save, 0, sizeof(*save));
442 save->SavedState = state;
443
444 /* We always push into desktop GL mode and pop out at the end. No sense in
445 * writing our shaders varying based on the user's context choice, when
446 * Mesa can handle either.
447 */
448 save->API = ctx->API;
449 ctx->API = API_OPENGL_COMPAT;
450
451 /* Pausing transform feedback needs to be done early, or else we won't be
452 * able to change other state.
453 */
454 save->TransformFeedbackNeedsResume =
455 _mesa_is_xfb_active_and_unpaused(ctx);
456 if (save->TransformFeedbackNeedsResume)
457 _mesa_PauseTransformFeedback();
458
459 /* After saving the current occlusion object, call EndQuery so that no
460 * occlusion querying will be active during the meta-operation.
461 */
462 if (state & MESA_META_OCCLUSION_QUERY) {
463 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
464 if (save->CurrentOcclusionObject)
465 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
466 }
467
468 if (state & MESA_META_ALPHA_TEST) {
469 save->AlphaEnabled = ctx->Color.AlphaEnabled;
470 save->AlphaFunc = ctx->Color.AlphaFunc;
471 save->AlphaRef = ctx->Color.AlphaRef;
472 if (ctx->Color.AlphaEnabled)
473 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_FALSE);
474 }
475
476 if (state & MESA_META_BLEND) {
477 save->BlendEnabled = ctx->Color.BlendEnabled;
478 if (ctx->Color.BlendEnabled) {
479 if (ctx->Extensions.EXT_draw_buffers2) {
480 GLuint i;
481 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
482 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
483 }
484 }
485 else {
486 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
487 }
488 }
489 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
490 if (ctx->Color.ColorLogicOpEnabled)
491 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
492 }
493
494 if (state & MESA_META_DITHER) {
495 save->DitherFlag = ctx->Color.DitherFlag;
496 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
497 }
498
499 if (state & MESA_META_COLOR_MASK) {
500 memcpy(save->ColorMask, ctx->Color.ColorMask,
501 sizeof(ctx->Color.ColorMask));
502 if (!ctx->Color.ColorMask[0][0] ||
503 !ctx->Color.ColorMask[0][1] ||
504 !ctx->Color.ColorMask[0][2] ||
505 !ctx->Color.ColorMask[0][3])
506 _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
507 }
508
509 if (state & MESA_META_DEPTH_TEST) {
510 save->Depth = ctx->Depth; /* struct copy */
511 if (ctx->Depth.Test)
512 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
513 }
514
515 if (state & MESA_META_FOG) {
516 save->Fog = ctx->Fog.Enabled;
517 if (ctx->Fog.Enabled)
518 _mesa_set_enable(ctx, GL_FOG, GL_FALSE);
519 }
520
521 if (state & MESA_META_PIXEL_STORE) {
522 save->Pack = ctx->Pack;
523 save->Unpack = ctx->Unpack;
524 ctx->Pack = ctx->DefaultPacking;
525 ctx->Unpack = ctx->DefaultPacking;
526 }
527
528 if (state & MESA_META_PIXEL_TRANSFER) {
529 save->RedScale = ctx->Pixel.RedScale;
530 save->RedBias = ctx->Pixel.RedBias;
531 save->GreenScale = ctx->Pixel.GreenScale;
532 save->GreenBias = ctx->Pixel.GreenBias;
533 save->BlueScale = ctx->Pixel.BlueScale;
534 save->BlueBias = ctx->Pixel.BlueBias;
535 save->AlphaScale = ctx->Pixel.AlphaScale;
536 save->AlphaBias = ctx->Pixel.AlphaBias;
537 save->MapColorFlag = ctx->Pixel.MapColorFlag;
538 ctx->Pixel.RedScale = 1.0F;
539 ctx->Pixel.RedBias = 0.0F;
540 ctx->Pixel.GreenScale = 1.0F;
541 ctx->Pixel.GreenBias = 0.0F;
542 ctx->Pixel.BlueScale = 1.0F;
543 ctx->Pixel.BlueBias = 0.0F;
544 ctx->Pixel.AlphaScale = 1.0F;
545 ctx->Pixel.AlphaBias = 0.0F;
546 ctx->Pixel.MapColorFlag = GL_FALSE;
547 /* XXX more state */
548 ctx->NewState |=_NEW_PIXEL;
549 }
550
551 if (state & MESA_META_RASTERIZATION) {
552 save->FrontPolygonMode = ctx->Polygon.FrontMode;
553 save->BackPolygonMode = ctx->Polygon.BackMode;
554 save->PolygonOffset = ctx->Polygon.OffsetFill;
555 save->PolygonSmooth = ctx->Polygon.SmoothFlag;
556 save->PolygonStipple = ctx->Polygon.StippleFlag;
557 save->PolygonCull = ctx->Polygon.CullFlag;
558 _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
559 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, GL_FALSE);
560 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, GL_FALSE);
561 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, GL_FALSE);
562 _mesa_set_enable(ctx, GL_CULL_FACE, GL_FALSE);
563 }
564
565 if (state & MESA_META_SCISSOR) {
566 save->Scissor = ctx->Scissor; /* struct copy */
567 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
568 }
569
570 if (state & MESA_META_SHADER) {
571 int i;
572
573 if (ctx->Extensions.ARB_vertex_program) {
574 save->VertexProgramEnabled = ctx->VertexProgram.Enabled;
575 _mesa_reference_vertprog(ctx, &save->VertexProgram,
576 ctx->VertexProgram.Current);
577 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB, GL_FALSE);
578 }
579
580 if (ctx->Extensions.ARB_fragment_program) {
581 save->FragmentProgramEnabled = ctx->FragmentProgram.Enabled;
582 _mesa_reference_fragprog(ctx, &save->FragmentProgram,
583 ctx->FragmentProgram.Current);
584 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
585 }
586
587 if (ctx->Extensions.ATI_fragment_shader) {
588 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
589 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
590 }
591
592 if (ctx->Pipeline.Current) {
593 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
594 ctx->Pipeline.Current);
595 _mesa_BindProgramPipeline(0);
596 }
597
598 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
599 * that we don't have to worry about the current pipeline state.
600 */
601 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
602 _mesa_reference_shader_program(ctx, &save->Shader[i],
603 ctx->Shader.CurrentProgram[i]);
604 }
605 _mesa_reference_shader_program(ctx, &save->ActiveShader,
606 ctx->Shader.ActiveProgram);
607
608 _mesa_UseProgram(0);
609 }
610
611 if (state & MESA_META_STENCIL_TEST) {
612 save->Stencil = ctx->Stencil; /* struct copy */
613 if (ctx->Stencil.Enabled)
614 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
615 /* NOTE: other stencil state not reset */
616 }
617
618 if (state & MESA_META_TEXTURE) {
619 GLuint u, tgt;
620
621 save->ActiveUnit = ctx->Texture.CurrentUnit;
622 save->ClientActiveUnit = ctx->Array.ActiveTexture;
623 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
624
625 /* Disable all texture units */
626 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
627 save->TexEnabled[u] = ctx->Texture.Unit[u].Enabled;
628 save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled;
629 if (ctx->Texture.Unit[u].Enabled ||
630 ctx->Texture.Unit[u].TexGenEnabled) {
631 _mesa_ActiveTexture(GL_TEXTURE0 + u);
632 _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE);
633 if (ctx->Extensions.ARB_texture_cube_map)
634 _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
635
636 _mesa_set_enable(ctx, GL_TEXTURE_1D, GL_FALSE);
637 _mesa_set_enable(ctx, GL_TEXTURE_3D, GL_FALSE);
638 if (ctx->Extensions.NV_texture_rectangle)
639 _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);
640 _mesa_set_enable(ctx, GL_TEXTURE_GEN_S, GL_FALSE);
641 _mesa_set_enable(ctx, GL_TEXTURE_GEN_T, GL_FALSE);
642 _mesa_set_enable(ctx, GL_TEXTURE_GEN_R, GL_FALSE);
643 _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q, GL_FALSE);
644 }
645 }
646
647 /* save current texture objects for unit[0] only */
648 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
649 _mesa_reference_texobj(&save->CurrentTexture[tgt],
650 ctx->Texture.Unit[0].CurrentTex[tgt]);
651 }
652
653 /* set defaults for unit[0] */
654 _mesa_ActiveTexture(GL_TEXTURE0);
655 _mesa_ClientActiveTexture(GL_TEXTURE0);
656 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
657 }
658
659 if (state & MESA_META_TRANSFORM) {
660 GLuint activeTexture = ctx->Texture.CurrentUnit;
661 memcpy(save->ModelviewMatrix, ctx->ModelviewMatrixStack.Top->m,
662 16 * sizeof(GLfloat));
663 memcpy(save->ProjectionMatrix, ctx->ProjectionMatrixStack.Top->m,
664 16 * sizeof(GLfloat));
665 memcpy(save->TextureMatrix, ctx->TextureMatrixStack[0].Top->m,
666 16 * sizeof(GLfloat));
667 save->MatrixMode = ctx->Transform.MatrixMode;
668 /* set 1:1 vertex:pixel coordinate transform */
669 _mesa_ActiveTexture(GL_TEXTURE0);
670 _mesa_MatrixMode(GL_TEXTURE);
671 _mesa_LoadIdentity();
672 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
673 _mesa_MatrixMode(GL_MODELVIEW);
674 _mesa_LoadIdentity();
675 _mesa_MatrixMode(GL_PROJECTION);
676 _mesa_LoadIdentity();
677
678 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
679 * This can occur when there is no draw buffer.
680 */
681 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
682 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
683 0.0, ctx->DrawBuffer->Height,
684 -1.0, 1.0);
685
686 if (ctx->Extensions.ARB_clip_control) {
687 save->ClipOrigin = ctx->Transform.ClipOrigin;
688 save->ClipDepthMode = ctx->Transform.ClipDepthMode;
689 _mesa_ClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
690 }
691 }
692
693 if (state & MESA_META_CLIP) {
694 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
695 if (ctx->Transform.ClipPlanesEnabled) {
696 GLuint i;
697 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
698 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
699 }
700 }
701 }
702
703 if (state & MESA_META_VERTEX) {
704 /* save vertex array object state */
705 _mesa_reference_vao(ctx, &save->VAO,
706 ctx->Array.VAO);
707 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
708 ctx->Array.ArrayBufferObj);
709 /* set some default state? */
710 }
711
712 if (state & MESA_META_VIEWPORT) {
713 /* save viewport state */
714 save->ViewportX = ctx->ViewportArray[0].X;
715 save->ViewportY = ctx->ViewportArray[0].Y;
716 save->ViewportW = ctx->ViewportArray[0].Width;
717 save->ViewportH = ctx->ViewportArray[0].Height;
718 /* set viewport to match window size */
719 if (ctx->ViewportArray[0].X != 0 ||
720 ctx->ViewportArray[0].Y != 0 ||
721 ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
722 ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
723 _mesa_set_viewport(ctx, 0, 0, 0,
724 ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
725 }
726 /* save depth range state */
727 save->DepthNear = ctx->ViewportArray[0].Near;
728 save->DepthFar = ctx->ViewportArray[0].Far;
729 /* set depth range to default */
730 _mesa_DepthRange(0.0, 1.0);
731 }
732
733 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
734 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
735
736 /* Generally in here we want to do clamping according to whether
737 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
738 * regardless of the internal implementation of the metaops.
739 */
740 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
741 ctx->Extensions.ARB_color_buffer_float)
742 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
743 }
744
745 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
746 save->ClampVertexColor = ctx->Light.ClampVertexColor;
747
748 /* Generally in here we never want vertex color clamping --
749 * result clamping is only dependent on fragment clamping.
750 */
751 if (ctx->Extensions.ARB_color_buffer_float)
752 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
753 }
754
755 if (state & MESA_META_CONDITIONAL_RENDER) {
756 save->CondRenderQuery = ctx->Query.CondRenderQuery;
757 save->CondRenderMode = ctx->Query.CondRenderMode;
758
759 if (ctx->Query.CondRenderQuery)
760 _mesa_EndConditionalRender();
761 }
762
763 if (state & MESA_META_SELECT_FEEDBACK) {
764 save->RenderMode = ctx->RenderMode;
765 if (ctx->RenderMode == GL_SELECT) {
766 save->Select = ctx->Select; /* struct copy */
767 _mesa_RenderMode(GL_RENDER);
768 } else if (ctx->RenderMode == GL_FEEDBACK) {
769 save->Feedback = ctx->Feedback; /* struct copy */
770 _mesa_RenderMode(GL_RENDER);
771 }
772 }
773
774 if (state & MESA_META_MULTISAMPLE) {
775 save->Multisample = ctx->Multisample; /* struct copy */
776
777 if (ctx->Multisample.Enabled)
778 _mesa_set_multisample(ctx, GL_FALSE);
779 if (ctx->Multisample.SampleCoverage)
780 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, GL_FALSE);
781 if (ctx->Multisample.SampleAlphaToCoverage)
782 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_FALSE);
783 if (ctx->Multisample.SampleAlphaToOne)
784 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, GL_FALSE);
785 if (ctx->Multisample.SampleShading)
786 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_FALSE);
787 if (ctx->Multisample.SampleMask)
788 _mesa_set_enable(ctx, GL_SAMPLE_MASK, GL_FALSE);
789 }
790
791 if (state & MESA_META_FRAMEBUFFER_SRGB) {
792 save->sRGBEnabled = ctx->Color.sRGBEnabled;
793 if (ctx->Color.sRGBEnabled)
794 _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
795 }
796
797 if (state & MESA_META_DRAW_BUFFERS) {
798 struct gl_framebuffer *fb = ctx->DrawBuffer;
799 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
800 sizeof(save->ColorDrawBuffers));
801 }
802
803 /* misc */
804 {
805 save->Lighting = ctx->Light.Enabled;
806 if (ctx->Light.Enabled)
807 _mesa_set_enable(ctx, GL_LIGHTING, GL_FALSE);
808 save->RasterDiscard = ctx->RasterDiscard;
809 if (ctx->RasterDiscard)
810 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_FALSE);
811
812 save->DrawBufferName = ctx->DrawBuffer->Name;
813 save->ReadBufferName = ctx->ReadBuffer->Name;
814 save->RenderbufferName = (ctx->CurrentRenderbuffer ?
815 ctx->CurrentRenderbuffer->Name : 0);
816 }
817 }
818
819
820 /**
821 * Leave meta state. This is like a light-weight version of glPopAttrib().
822 */
823 void
824 _mesa_meta_end(struct gl_context *ctx)
825 {
826 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
827 const GLbitfield state = save->SavedState;
828 int i;
829
830 /* After starting a new occlusion query, initialize the results to the
831 * values saved previously. The driver will then continue to increment
832 * these values.
833 */
834 if (state & MESA_META_OCCLUSION_QUERY) {
835 if (save->CurrentOcclusionObject) {
836 _mesa_BeginQuery(save->CurrentOcclusionObject->Target,
837 save->CurrentOcclusionObject->Id);
838 ctx->Query.CurrentOcclusionObject->Result = save->CurrentOcclusionObject->Result;
839 }
840 }
841
842 if (state & MESA_META_ALPHA_TEST) {
843 if (ctx->Color.AlphaEnabled != save->AlphaEnabled)
844 _mesa_set_enable(ctx, GL_ALPHA_TEST, save->AlphaEnabled);
845 _mesa_AlphaFunc(save->AlphaFunc, save->AlphaRef);
846 }
847
848 if (state & MESA_META_BLEND) {
849 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
850 if (ctx->Extensions.EXT_draw_buffers2) {
851 GLuint i;
852 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
853 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
854 }
855 }
856 else {
857 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
858 }
859 }
860 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
861 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
862 }
863
864 if (state & MESA_META_DITHER)
865 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
866
867 if (state & MESA_META_COLOR_MASK) {
868 GLuint i;
869 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
870 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
871 if (i == 0) {
872 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
873 save->ColorMask[i][2], save->ColorMask[i][3]);
874 }
875 else {
876 _mesa_ColorMaski(i,
877 save->ColorMask[i][0],
878 save->ColorMask[i][1],
879 save->ColorMask[i][2],
880 save->ColorMask[i][3]);
881 }
882 }
883 }
884 }
885
886 if (state & MESA_META_DEPTH_TEST) {
887 if (ctx->Depth.Test != save->Depth.Test)
888 _mesa_set_enable(ctx, GL_DEPTH_TEST, save->Depth.Test);
889 _mesa_DepthFunc(save->Depth.Func);
890 _mesa_DepthMask(save->Depth.Mask);
891 }
892
893 if (state & MESA_META_FOG) {
894 _mesa_set_enable(ctx, GL_FOG, save->Fog);
895 }
896
897 if (state & MESA_META_PIXEL_STORE) {
898 ctx->Pack = save->Pack;
899 ctx->Unpack = save->Unpack;
900 }
901
902 if (state & MESA_META_PIXEL_TRANSFER) {
903 ctx->Pixel.RedScale = save->RedScale;
904 ctx->Pixel.RedBias = save->RedBias;
905 ctx->Pixel.GreenScale = save->GreenScale;
906 ctx->Pixel.GreenBias = save->GreenBias;
907 ctx->Pixel.BlueScale = save->BlueScale;
908 ctx->Pixel.BlueBias = save->BlueBias;
909 ctx->Pixel.AlphaScale = save->AlphaScale;
910 ctx->Pixel.AlphaBias = save->AlphaBias;
911 ctx->Pixel.MapColorFlag = save->MapColorFlag;
912 /* XXX more state */
913 ctx->NewState |=_NEW_PIXEL;
914 }
915
916 if (state & MESA_META_RASTERIZATION) {
917 _mesa_PolygonMode(GL_FRONT, save->FrontPolygonMode);
918 _mesa_PolygonMode(GL_BACK, save->BackPolygonMode);
919 _mesa_set_enable(ctx, GL_POLYGON_STIPPLE, save->PolygonStipple);
920 _mesa_set_enable(ctx, GL_POLYGON_SMOOTH, save->PolygonSmooth);
921 _mesa_set_enable(ctx, GL_POLYGON_OFFSET_FILL, save->PolygonOffset);
922 _mesa_set_enable(ctx, GL_CULL_FACE, save->PolygonCull);
923 }
924
925 if (state & MESA_META_SCISSOR) {
926 unsigned i;
927
928 for (i = 0; i < ctx->Const.MaxViewports; i++) {
929 _mesa_set_scissor(ctx, i,
930 save->Scissor.ScissorArray[i].X,
931 save->Scissor.ScissorArray[i].Y,
932 save->Scissor.ScissorArray[i].Width,
933 save->Scissor.ScissorArray[i].Height);
934 _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
935 (save->Scissor.EnableFlags >> i) & 1);
936 }
937 }
938
939 if (state & MESA_META_SHADER) {
940 static const GLenum targets[] = {
941 GL_VERTEX_SHADER,
942 GL_GEOMETRY_SHADER,
943 GL_FRAGMENT_SHADER,
944 };
945
946 bool any_shader;
947
948 if (ctx->Extensions.ARB_vertex_program) {
949 _mesa_set_enable(ctx, GL_VERTEX_PROGRAM_ARB,
950 save->VertexProgramEnabled);
951 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
952 save->VertexProgram);
953 _mesa_reference_vertprog(ctx, &save->VertexProgram, NULL);
954 }
955
956 if (ctx->Extensions.ARB_fragment_program) {
957 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB,
958 save->FragmentProgramEnabled);
959 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
960 save->FragmentProgram);
961 _mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
962 }
963
964 if (ctx->Extensions.ATI_fragment_shader) {
965 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
966 save->ATIFragmentShaderEnabled);
967 }
968
969 any_shader = false;
970 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
971 /* It is safe to call _mesa_use_shader_program even if the extension
972 * necessary for that program state is not supported. In that case,
973 * the saved program object must be NULL and the currently bound
974 * program object must be NULL. _mesa_use_shader_program is a no-op
975 * in that case.
976 */
977 _mesa_use_shader_program(ctx, targets[i],
978 save->Shader[i],
979 &ctx->Shader);
980
981 /* Do this *before* killing the reference. :)
982 */
983 if (save->Shader[i] != NULL)
984 any_shader = true;
985
986 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
987 }
988
989 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
990 save->ActiveShader);
991 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
992
993 /* If there were any stages set with programs, use ctx->Shader as the
994 * current shader state. Otherwise, use Pipeline.Default. The pipeline
995 * hasn't been restored yet, and that may modify ctx->_Shader further.
996 */
997 if (any_shader)
998 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
999 &ctx->Shader);
1000 else
1001 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1002 ctx->Pipeline.Default);
1003
1004 if (save->Pipeline) {
1005 _mesa_bind_pipeline(ctx, save->Pipeline);
1006
1007 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1008 }
1009 }
1010
1011 if (state & MESA_META_STENCIL_TEST) {
1012 const struct gl_stencil_attrib *stencil = &save->Stencil;
1013
1014 _mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
1015 _mesa_ClearStencil(stencil->Clear);
1016 if (ctx->Extensions.EXT_stencil_two_side) {
1017 _mesa_set_enable(ctx, GL_STENCIL_TEST_TWO_SIDE_EXT,
1018 stencil->TestTwoSide);
1019 _mesa_ActiveStencilFaceEXT(stencil->ActiveFace
1020 ? GL_BACK : GL_FRONT);
1021 }
1022 /* front state */
1023 _mesa_StencilFuncSeparate(GL_FRONT,
1024 stencil->Function[0],
1025 stencil->Ref[0],
1026 stencil->ValueMask[0]);
1027 _mesa_StencilMaskSeparate(GL_FRONT, stencil->WriteMask[0]);
1028 _mesa_StencilOpSeparate(GL_FRONT, stencil->FailFunc[0],
1029 stencil->ZFailFunc[0],
1030 stencil->ZPassFunc[0]);
1031 /* back state */
1032 _mesa_StencilFuncSeparate(GL_BACK,
1033 stencil->Function[1],
1034 stencil->Ref[1],
1035 stencil->ValueMask[1]);
1036 _mesa_StencilMaskSeparate(GL_BACK, stencil->WriteMask[1]);
1037 _mesa_StencilOpSeparate(GL_BACK, stencil->FailFunc[1],
1038 stencil->ZFailFunc[1],
1039 stencil->ZPassFunc[1]);
1040 }
1041
1042 if (state & MESA_META_TEXTURE) {
1043 GLuint u, tgt;
1044
1045 ASSERT(ctx->Texture.CurrentUnit == 0);
1046
1047 /* restore texenv for unit[0] */
1048 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1049
1050 /* restore texture objects for unit[0] only */
1051 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1052 if (ctx->Texture.Unit[0].CurrentTex[tgt] != save->CurrentTexture[tgt]) {
1053 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1054 _mesa_reference_texobj(&ctx->Texture.Unit[0].CurrentTex[tgt],
1055 save->CurrentTexture[tgt]);
1056 }
1057 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1058 }
1059
1060 /* Restore fixed function texture enables, texgen */
1061 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
1062 if (ctx->Texture.Unit[u].Enabled != save->TexEnabled[u]) {
1063 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1064 ctx->Texture.Unit[u].Enabled = save->TexEnabled[u];
1065 }
1066
1067 if (ctx->Texture.Unit[u].TexGenEnabled != save->TexGenEnabled[u]) {
1068 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1069 ctx->Texture.Unit[u].TexGenEnabled = save->TexGenEnabled[u];
1070 }
1071 }
1072
1073 /* restore current unit state */
1074 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1075 _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
1076 }
1077
1078 if (state & MESA_META_TRANSFORM) {
1079 GLuint activeTexture = ctx->Texture.CurrentUnit;
1080 _mesa_ActiveTexture(GL_TEXTURE0);
1081 _mesa_MatrixMode(GL_TEXTURE);
1082 _mesa_LoadMatrixf(save->TextureMatrix);
1083 _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture);
1084
1085 _mesa_MatrixMode(GL_MODELVIEW);
1086 _mesa_LoadMatrixf(save->ModelviewMatrix);
1087
1088 _mesa_MatrixMode(GL_PROJECTION);
1089 _mesa_LoadMatrixf(save->ProjectionMatrix);
1090
1091 _mesa_MatrixMode(save->MatrixMode);
1092
1093 if (ctx->Extensions.ARB_clip_control)
1094 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1095 }
1096
1097 if (state & MESA_META_CLIP) {
1098 if (save->ClipPlanesEnabled) {
1099 GLuint i;
1100 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
1101 if (save->ClipPlanesEnabled & (1 << i)) {
1102 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_TRUE);
1103 }
1104 }
1105 }
1106 }
1107
1108 if (state & MESA_META_VERTEX) {
1109 /* restore vertex buffer object */
1110 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
1111 _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
1112
1113 /* restore vertex array object */
1114 _mesa_BindVertexArray(save->VAO->Name);
1115 _mesa_reference_vao(ctx, &save->VAO, NULL);
1116 }
1117
1118 if (state & MESA_META_VIEWPORT) {
1119 if (save->ViewportX != ctx->ViewportArray[0].X ||
1120 save->ViewportY != ctx->ViewportArray[0].Y ||
1121 save->ViewportW != ctx->ViewportArray[0].Width ||
1122 save->ViewportH != ctx->ViewportArray[0].Height) {
1123 _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
1124 save->ViewportW, save->ViewportH);
1125 }
1126 _mesa_DepthRange(save->DepthNear, save->DepthFar);
1127 }
1128
1129 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1130 ctx->Extensions.ARB_color_buffer_float) {
1131 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1132 }
1133
1134 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1135 ctx->Extensions.ARB_color_buffer_float) {
1136 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1137 }
1138
1139 if (state & MESA_META_CONDITIONAL_RENDER) {
1140 if (save->CondRenderQuery)
1141 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1142 save->CondRenderMode);
1143 }
1144
1145 if (state & MESA_META_SELECT_FEEDBACK) {
1146 if (save->RenderMode == GL_SELECT) {
1147 _mesa_RenderMode(GL_SELECT);
1148 ctx->Select = save->Select;
1149 } else if (save->RenderMode == GL_FEEDBACK) {
1150 _mesa_RenderMode(GL_FEEDBACK);
1151 ctx->Feedback = save->Feedback;
1152 }
1153 }
1154
1155 if (state & MESA_META_MULTISAMPLE) {
1156 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1157 struct gl_multisample_attrib *save_ms = &save->Multisample;
1158
1159 if (ctx_ms->Enabled != save_ms->Enabled)
1160 _mesa_set_multisample(ctx, save_ms->Enabled);
1161 if (ctx_ms->SampleCoverage != save_ms->SampleCoverage)
1162 _mesa_set_enable(ctx, GL_SAMPLE_COVERAGE, save_ms->SampleCoverage);
1163 if (ctx_ms->SampleAlphaToCoverage != save_ms->SampleAlphaToCoverage)
1164 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_COVERAGE, save_ms->SampleAlphaToCoverage);
1165 if (ctx_ms->SampleAlphaToOne != save_ms->SampleAlphaToOne)
1166 _mesa_set_enable(ctx, GL_SAMPLE_ALPHA_TO_ONE, save_ms->SampleAlphaToOne);
1167 if (ctx_ms->SampleCoverageValue != save_ms->SampleCoverageValue ||
1168 ctx_ms->SampleCoverageInvert != save_ms->SampleCoverageInvert) {
1169 _mesa_SampleCoverage(save_ms->SampleCoverageValue,
1170 save_ms->SampleCoverageInvert);
1171 }
1172 if (ctx_ms->SampleShading != save_ms->SampleShading)
1173 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, save_ms->SampleShading);
1174 if (ctx_ms->SampleMask != save_ms->SampleMask)
1175 _mesa_set_enable(ctx, GL_SAMPLE_MASK, save_ms->SampleMask);
1176 if (ctx_ms->SampleMaskValue != save_ms->SampleMaskValue)
1177 _mesa_SampleMaski(0, save_ms->SampleMaskValue);
1178 if (ctx_ms->MinSampleShadingValue != save_ms->MinSampleShadingValue)
1179 _mesa_MinSampleShading(save_ms->MinSampleShadingValue);
1180 }
1181
1182 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1183 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1184 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1185 }
1186
1187 /* misc */
1188 if (save->Lighting) {
1189 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1190 }
1191 if (save->RasterDiscard) {
1192 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1193 }
1194 if (save->TransformFeedbackNeedsResume)
1195 _mesa_ResumeTransformFeedback();
1196
1197 if (ctx->DrawBuffer->Name != save->DrawBufferName)
1198 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
1199
1200 if (ctx->ReadBuffer->Name != save->ReadBufferName)
1201 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
1202
1203 if (!ctx->CurrentRenderbuffer ||
1204 ctx->CurrentRenderbuffer->Name != save->RenderbufferName)
1205 _mesa_BindRenderbuffer(GL_RENDERBUFFER, save->RenderbufferName);
1206
1207 if (state & MESA_META_DRAW_BUFFERS) {
1208 _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers, save->ColorDrawBuffers, NULL);
1209 }
1210
1211 ctx->Meta->SaveStackDepth--;
1212
1213 ctx->API = save->API;
1214 }
1215
1216
1217 /**
1218 * Convert Z from a normalized value in the range [0, 1] to an object-space
1219 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1220 * default/identity ortho projection results in the original Z value.
1221 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1222 * value comes from the clear value or raster position.
1223 */
1224 static inline GLfloat
1225 invert_z(GLfloat normZ)
1226 {
1227 GLfloat objZ = 1.0f - 2.0f * normZ;
1228 return objZ;
1229 }
1230
1231
1232 /**
1233 * One-time init for a temp_texture object.
1234 * Choose tex target, compute max tex size, etc.
1235 */
1236 static void
1237 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1238 {
1239 /* prefer texture rectangle */
1240 if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
1241 tex->Target = GL_TEXTURE_RECTANGLE;
1242 tex->MaxSize = ctx->Const.MaxTextureRectSize;
1243 tex->NPOT = GL_TRUE;
1244 }
1245 else {
1246 /* use 2D texture, NPOT if possible */
1247 tex->Target = GL_TEXTURE_2D;
1248 tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
1249 tex->NPOT = ctx->Extensions.ARB_texture_non_power_of_two;
1250 }
1251 tex->MinSize = 16; /* 16 x 16 at least */
1252 assert(tex->MaxSize > 0);
1253
1254 _mesa_GenTextures(1, &tex->TexObj);
1255 }
1256
1257 static void
1258 cleanup_temp_texture(struct temp_texture *tex)
1259 {
1260 if (!tex->TexObj)
1261 return;
1262 _mesa_DeleteTextures(1, &tex->TexObj);
1263 tex->TexObj = 0;
1264 }
1265
1266
1267 /**
1268 * Return pointer to temp_texture info for non-bitmap ops.
1269 * This does some one-time init if needed.
1270 */
1271 struct temp_texture *
1272 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1273 {
1274 struct temp_texture *tex = &ctx->Meta->TempTex;
1275
1276 if (!tex->TexObj) {
1277 init_temp_texture(ctx, tex);
1278 }
1279
1280 return tex;
1281 }
1282
1283
1284 /**
1285 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1286 * We use a separate texture for bitmaps to reduce texture
1287 * allocation/deallocation.
1288 */
1289 static struct temp_texture *
1290 get_bitmap_temp_texture(struct gl_context *ctx)
1291 {
1292 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1293
1294 if (!tex->TexObj) {
1295 init_temp_texture(ctx, tex);
1296 }
1297
1298 return tex;
1299 }
1300
1301 /**
1302 * Return pointer to depth temp_texture.
1303 * This does some one-time init if needed.
1304 */
1305 struct temp_texture *
1306 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1307 {
1308 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1309
1310 if (!tex->TexObj) {
1311 init_temp_texture(ctx, tex);
1312 }
1313
1314 return tex;
1315 }
1316
1317 /**
1318 * Compute the width/height of texture needed to draw an image of the
1319 * given size. Return a flag indicating whether the current texture
1320 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1321 * allocated (glTexImage2D).
1322 * Also, compute s/t texcoords for drawing.
1323 *
1324 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1325 */
1326 GLboolean
1327 _mesa_meta_alloc_texture(struct temp_texture *tex,
1328 GLsizei width, GLsizei height, GLenum intFormat)
1329 {
1330 GLboolean newTex = GL_FALSE;
1331
1332 ASSERT(width <= tex->MaxSize);
1333 ASSERT(height <= tex->MaxSize);
1334
1335 if (width > tex->Width ||
1336 height > tex->Height ||
1337 intFormat != tex->IntFormat) {
1338 /* alloc new texture (larger or different format) */
1339
1340 if (tex->NPOT) {
1341 /* use non-power of two size */
1342 tex->Width = MAX2(tex->MinSize, width);
1343 tex->Height = MAX2(tex->MinSize, height);
1344 }
1345 else {
1346 /* find power of two size */
1347 GLsizei w, h;
1348 w = h = tex->MinSize;
1349 while (w < width)
1350 w *= 2;
1351 while (h < height)
1352 h *= 2;
1353 tex->Width = w;
1354 tex->Height = h;
1355 }
1356
1357 tex->IntFormat = intFormat;
1358
1359 newTex = GL_TRUE;
1360 }
1361
1362 /* compute texcoords */
1363 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1364 tex->Sright = (GLfloat) width;
1365 tex->Ttop = (GLfloat) height;
1366 }
1367 else {
1368 tex->Sright = (GLfloat) width / tex->Width;
1369 tex->Ttop = (GLfloat) height / tex->Height;
1370 }
1371
1372 return newTex;
1373 }
1374
1375
1376 /**
1377 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1378 */
1379 void
1380 _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
1381 struct temp_texture *tex,
1382 GLint srcX, GLint srcY,
1383 GLsizei width, GLsizei height,
1384 GLenum intFormat,
1385 GLenum filter)
1386 {
1387 bool newTex;
1388
1389 _mesa_BindTexture(tex->Target, tex->TexObj);
1390 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
1391 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
1392 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1393
1394 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1395
1396 /* copy framebuffer image to texture */
1397 if (newTex) {
1398 /* create new tex image */
1399 if (tex->Width == width && tex->Height == height) {
1400 /* create new tex with framebuffer data */
1401 _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
1402 srcX, srcY, width, height, 0);
1403 }
1404 else {
1405 /* create empty texture */
1406 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1407 tex->Width, tex->Height, 0,
1408 intFormat, GL_UNSIGNED_BYTE, NULL);
1409 /* load image */
1410 _mesa_CopyTexSubImage2D(tex->Target, 0,
1411 0, 0, srcX, srcY, width, height);
1412 }
1413 }
1414 else {
1415 /* replace existing tex image */
1416 _mesa_CopyTexSubImage2D(tex->Target, 0,
1417 0, 0, srcX, srcY, width, height);
1418 }
1419 }
1420
1421
1422 /**
1423 * Setup/load texture for glDrawPixels.
1424 */
1425 void
1426 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1427 struct temp_texture *tex,
1428 GLboolean newTex,
1429 GLsizei width, GLsizei height,
1430 GLenum format, GLenum type,
1431 const GLvoid *pixels)
1432 {
1433 _mesa_BindTexture(tex->Target, tex->TexObj);
1434 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1435 _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1436 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1437
1438 /* copy pixel data to texture */
1439 if (newTex) {
1440 /* create new tex image */
1441 if (tex->Width == width && tex->Height == height) {
1442 /* create new tex and load image data */
1443 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1444 tex->Width, tex->Height, 0, format, type, pixels);
1445 }
1446 else {
1447 struct gl_buffer_object *save_unpack_obj = NULL;
1448
1449 _mesa_reference_buffer_object(ctx, &save_unpack_obj,
1450 ctx->Unpack.BufferObj);
1451 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
1452 /* create empty texture */
1453 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1454 tex->Width, tex->Height, 0, format, type, NULL);
1455 if (save_unpack_obj != NULL)
1456 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
1457 save_unpack_obj->Name);
1458 /* load image */
1459 _mesa_TexSubImage2D(tex->Target, 0,
1460 0, 0, width, height, format, type, pixels);
1461 }
1462 }
1463 else {
1464 /* replace existing tex image */
1465 _mesa_TexSubImage2D(tex->Target, 0,
1466 0, 0, width, height, format, type, pixels);
1467 }
1468 }
1469
1470 void
1471 _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO,
1472 unsigned texcoord_size)
1473 {
1474 _mesa_meta_setup_vertex_objects(VAO, VBO, false, 2, texcoord_size, 0);
1475
1476 /* setup projection matrix */
1477 _mesa_MatrixMode(GL_PROJECTION);
1478 _mesa_LoadIdentity();
1479 }
1480
1481 /**
1482 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1483 */
1484 void
1485 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1486 {
1487 meta_clear(ctx, buffers, false);
1488 }
1489
1490 void
1491 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1492 {
1493 meta_clear(ctx, buffers, true);
1494 }
1495
1496 static void
1497 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1498 {
1499 const char *vs_source =
1500 "#extension GL_AMD_vertex_shader_layer : enable\n"
1501 "#extension GL_ARB_draw_instanced : enable\n"
1502 "attribute vec4 position;\n"
1503 "void main()\n"
1504 "{\n"
1505 "#ifdef GL_AMD_vertex_shader_layer\n"
1506 " gl_Layer = gl_InstanceID;\n"
1507 "#endif\n"
1508 " gl_Position = position;\n"
1509 "}\n";
1510 const char *fs_source =
1511 "uniform vec4 color;\n"
1512 "void main()\n"
1513 "{\n"
1514 " gl_FragColor = color;\n"
1515 "}\n";
1516 GLuint vs, fs;
1517 bool has_integer_textures;
1518
1519 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, true, 3, 0, 0);
1520
1521 if (clear->ShaderProg != 0)
1522 return;
1523
1524 vs = _mesa_CreateShader(GL_VERTEX_SHADER);
1525 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
1526 _mesa_CompileShader(vs);
1527
1528 fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
1529 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
1530 _mesa_CompileShader(fs);
1531
1532 clear->ShaderProg = _mesa_CreateProgram();
1533 _mesa_AttachShader(clear->ShaderProg, fs);
1534 _mesa_DeleteShader(fs);
1535 _mesa_AttachShader(clear->ShaderProg, vs);
1536 _mesa_DeleteShader(vs);
1537 _mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
1538 _mesa_ObjectLabel(GL_PROGRAM, clear->ShaderProg, -1, "meta clear");
1539 _mesa_LinkProgram(clear->ShaderProg);
1540
1541 clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg, "color");
1542
1543 has_integer_textures = _mesa_is_gles3(ctx) ||
1544 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1545
1546 if (has_integer_textures) {
1547 void *shader_source_mem_ctx = ralloc_context(NULL);
1548 const char *vs_int_source =
1549 ralloc_asprintf(shader_source_mem_ctx,
1550 "#version 130\n"
1551 "#extension GL_AMD_vertex_shader_layer : enable\n"
1552 "#extension GL_ARB_draw_instanced : enable\n"
1553 "in vec4 position;\n"
1554 "void main()\n"
1555 "{\n"
1556 "#ifdef GL_AMD_vertex_shader_layer\n"
1557 " gl_Layer = gl_InstanceID;\n"
1558 "#endif\n"
1559 " gl_Position = position;\n"
1560 "}\n");
1561 const char *fs_int_source =
1562 ralloc_asprintf(shader_source_mem_ctx,
1563 "#version 130\n"
1564 "uniform ivec4 color;\n"
1565 "out ivec4 out_color;\n"
1566 "\n"
1567 "void main()\n"
1568 "{\n"
1569 " out_color = color;\n"
1570 "}\n");
1571
1572 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
1573 vs_int_source);
1574 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
1575 fs_int_source);
1576 ralloc_free(shader_source_mem_ctx);
1577
1578 clear->IntegerShaderProg = _mesa_CreateProgram();
1579 _mesa_AttachShader(clear->IntegerShaderProg, fs);
1580 _mesa_DeleteShader(fs);
1581 _mesa_AttachShader(clear->IntegerShaderProg, vs);
1582 _mesa_DeleteShader(vs);
1583 _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
1584
1585 /* Note that user-defined out attributes get automatically assigned
1586 * locations starting from 0, so we don't need to explicitly
1587 * BindFragDataLocation to 0.
1588 */
1589
1590 _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
1591 "integer clear");
1592 _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
1593
1594 clear->IntegerColorLocation =
1595 _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
1596 }
1597 }
1598
1599 static void
1600 meta_glsl_clear_cleanup(struct clear_state *clear)
1601 {
1602 if (clear->VAO == 0)
1603 return;
1604 _mesa_DeleteVertexArrays(1, &clear->VAO);
1605 clear->VAO = 0;
1606 _mesa_DeleteBuffers(1, &clear->VBO);
1607 clear->VBO = 0;
1608 _mesa_DeleteProgram(clear->ShaderProg);
1609 clear->ShaderProg = 0;
1610
1611 if (clear->IntegerShaderProg) {
1612 _mesa_DeleteProgram(clear->IntegerShaderProg);
1613 clear->IntegerShaderProg = 0;
1614 }
1615 }
1616
1617 /**
1618 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1619 * set GL to only draw to those buffers.
1620 *
1621 * Since the bitfield has no associated order, the assignment of draw buffer
1622 * indices to color attachment indices is rather arbitrary.
1623 */
1624 void
1625 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1626 {
1627 GLenum enums[MAX_DRAW_BUFFERS];
1628 int i = 0;
1629 int n;
1630
1631 /* This function is only legal for color buffer bitfields. */
1632 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1633
1634 /* Make sure we don't overflow any arrays. */
1635 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1636
1637 enums[0] = GL_NONE;
1638
1639 if (bits & BUFFER_BIT_FRONT_LEFT)
1640 enums[i++] = GL_FRONT_LEFT;
1641
1642 if (bits & BUFFER_BIT_FRONT_RIGHT)
1643 enums[i++] = GL_FRONT_RIGHT;
1644
1645 if (bits & BUFFER_BIT_BACK_LEFT)
1646 enums[i++] = GL_BACK_LEFT;
1647
1648 if (bits & BUFFER_BIT_BACK_RIGHT)
1649 enums[i++] = GL_BACK_RIGHT;
1650
1651 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1652 if (bits & (1 << (BUFFER_COLOR0 + n)))
1653 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1654 }
1655
1656 _mesa_DrawBuffers(i, enums);
1657 }
1658
1659 /**
1660 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1661 */
1662 static void
1663 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1664 {
1665 struct clear_state *clear = &ctx->Meta->Clear;
1666 GLbitfield metaSave;
1667 const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
1668 struct gl_framebuffer *fb = ctx->DrawBuffer;
1669 float x0, y0, x1, y1, z;
1670 struct vertex verts[4];
1671 int i;
1672
1673 metaSave = (MESA_META_ALPHA_TEST |
1674 MESA_META_BLEND |
1675 MESA_META_DEPTH_TEST |
1676 MESA_META_RASTERIZATION |
1677 MESA_META_SHADER |
1678 MESA_META_STENCIL_TEST |
1679 MESA_META_VERTEX |
1680 MESA_META_VIEWPORT |
1681 MESA_META_CLIP |
1682 MESA_META_CLAMP_FRAGMENT_COLOR |
1683 MESA_META_MULTISAMPLE |
1684 MESA_META_OCCLUSION_QUERY);
1685
1686 if (!glsl) {
1687 metaSave |= MESA_META_FOG |
1688 MESA_META_PIXEL_TRANSFER |
1689 MESA_META_TRANSFORM |
1690 MESA_META_TEXTURE |
1691 MESA_META_CLAMP_VERTEX_COLOR |
1692 MESA_META_SELECT_FEEDBACK;
1693 }
1694
1695 if (buffers & BUFFER_BITS_COLOR) {
1696 metaSave |= MESA_META_DRAW_BUFFERS;
1697 } else {
1698 /* We'll use colormask to disable color writes. Otherwise,
1699 * respect color mask
1700 */
1701 metaSave |= MESA_META_COLOR_MASK;
1702 }
1703
1704 _mesa_meta_begin(ctx, metaSave);
1705
1706 if (glsl) {
1707 meta_glsl_clear_init(ctx, clear);
1708
1709 x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f;
1710 y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f;
1711 x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f;
1712 y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
1713 z = -invert_z(ctx->Depth.Clear);
1714 } else {
1715 _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4);
1716
1717 x0 = (float) fb->_Xmin;
1718 y0 = (float) fb->_Ymin;
1719 x1 = (float) fb->_Xmax;
1720 y1 = (float) fb->_Ymax;
1721 z = invert_z(ctx->Depth.Clear);
1722 }
1723
1724 if (fb->_IntegerColor) {
1725 assert(glsl);
1726 _mesa_UseProgram(clear->IntegerShaderProg);
1727 _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
1728 ctx->Color.ClearColor.i);
1729 } else if (glsl) {
1730 _mesa_UseProgram(clear->ShaderProg);
1731 _mesa_Uniform4fv(clear->ColorLocation, 1,
1732 ctx->Color.ClearColor.f);
1733 }
1734
1735 /* GL_COLOR_BUFFER_BIT */
1736 if (buffers & BUFFER_BITS_COLOR) {
1737 /* Only draw to the buffers we were asked to clear. */
1738 _mesa_meta_drawbuffers_from_bitfield(buffers & BUFFER_BITS_COLOR);
1739
1740 /* leave colormask state as-is */
1741
1742 /* Clears never have the color clamped. */
1743 if (ctx->Extensions.ARB_color_buffer_float)
1744 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1745 }
1746 else {
1747 ASSERT(metaSave & MESA_META_COLOR_MASK);
1748 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1749 }
1750
1751 /* GL_DEPTH_BUFFER_BIT */
1752 if (buffers & BUFFER_BIT_DEPTH) {
1753 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
1754 _mesa_DepthFunc(GL_ALWAYS);
1755 _mesa_DepthMask(GL_TRUE);
1756 }
1757 else {
1758 assert(!ctx->Depth.Test);
1759 }
1760
1761 /* GL_STENCIL_BUFFER_BIT */
1762 if (buffers & BUFFER_BIT_STENCIL) {
1763 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
1764 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
1765 GL_REPLACE, GL_REPLACE, GL_REPLACE);
1766 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
1767 ctx->Stencil.Clear & stencilMax,
1768 ctx->Stencil.WriteMask[0]);
1769 }
1770 else {
1771 assert(!ctx->Stencil.Enabled);
1772 }
1773
1774 /* vertex positions */
1775 verts[0].x = x0;
1776 verts[0].y = y0;
1777 verts[0].z = z;
1778 verts[1].x = x1;
1779 verts[1].y = y0;
1780 verts[1].z = z;
1781 verts[2].x = x1;
1782 verts[2].y = y1;
1783 verts[2].z = z;
1784 verts[3].x = x0;
1785 verts[3].y = y1;
1786 verts[3].z = z;
1787
1788 if (!glsl) {
1789 for (i = 0; i < 4; i++) {
1790 verts[i].r = ctx->Color.ClearColor.f[0];
1791 verts[i].g = ctx->Color.ClearColor.f[1];
1792 verts[i].b = ctx->Color.ClearColor.f[2];
1793 verts[i].a = ctx->Color.ClearColor.f[3];
1794 }
1795 }
1796
1797 /* upload new vertex data */
1798 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
1799 GL_DYNAMIC_DRAW_ARB);
1800
1801 /* draw quad(s) */
1802 if (fb->MaxNumLayers > 0) {
1803 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1804 } else {
1805 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1806 }
1807
1808 _mesa_meta_end(ctx);
1809 }
1810
1811 /**
1812 * Meta implementation of ctx->Driver.CopyPixels() in terms
1813 * of texture mapping and polygon rendering and GLSL shaders.
1814 */
1815 void
1816 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1817 GLsizei width, GLsizei height,
1818 GLint dstX, GLint dstY, GLenum type)
1819 {
1820 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1821 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1822 struct vertex verts[4];
1823
1824 if (type != GL_COLOR ||
1825 ctx->_ImageTransferState ||
1826 ctx->Fog.Enabled ||
1827 width > tex->MaxSize ||
1828 height > tex->MaxSize) {
1829 /* XXX avoid this fallback */
1830 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1831 return;
1832 }
1833
1834 /* Most GL state applies to glCopyPixels, but a there's a few things
1835 * we need to override:
1836 */
1837 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1838 MESA_META_SHADER |
1839 MESA_META_TEXTURE |
1840 MESA_META_TRANSFORM |
1841 MESA_META_CLIP |
1842 MESA_META_VERTEX |
1843 MESA_META_VIEWPORT));
1844
1845 _mesa_meta_setup_vertex_objects(&copypix->VAO, &copypix->VBO, false,
1846 3, 2, 0);
1847
1848 /* Silence valgrind warnings about reading uninitialized stack. */
1849 memset(verts, 0, sizeof(verts));
1850
1851 /* Alloc/setup texture */
1852 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1853 GL_RGBA, GL_NEAREST);
1854
1855 /* vertex positions, texcoords (after texture allocation!) */
1856 {
1857 const GLfloat dstX0 = (GLfloat) dstX;
1858 const GLfloat dstY0 = (GLfloat) dstY;
1859 const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
1860 const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
1861 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
1862
1863 verts[0].x = dstX0;
1864 verts[0].y = dstY0;
1865 verts[0].z = z;
1866 verts[0].tex[0] = 0.0F;
1867 verts[0].tex[1] = 0.0F;
1868 verts[1].x = dstX1;
1869 verts[1].y = dstY0;
1870 verts[1].z = z;
1871 verts[1].tex[0] = tex->Sright;
1872 verts[1].tex[1] = 0.0F;
1873 verts[2].x = dstX1;
1874 verts[2].y = dstY1;
1875 verts[2].z = z;
1876 verts[2].tex[0] = tex->Sright;
1877 verts[2].tex[1] = tex->Ttop;
1878 verts[3].x = dstX0;
1879 verts[3].y = dstY1;
1880 verts[3].z = z;
1881 verts[3].tex[0] = 0.0F;
1882 verts[3].tex[1] = tex->Ttop;
1883
1884 /* upload new vertex data */
1885 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
1886 }
1887
1888 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1889
1890 /* draw textured quad */
1891 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1892
1893 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1894
1895 _mesa_meta_end(ctx);
1896 }
1897
1898 static void
1899 meta_drawpix_cleanup(struct drawpix_state *drawpix)
1900 {
1901 if (drawpix->VAO != 0) {
1902 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1903 drawpix->VAO = 0;
1904
1905 _mesa_DeleteBuffers(1, &drawpix->VBO);
1906 drawpix->VBO = 0;
1907 }
1908
1909 if (drawpix->StencilFP != 0) {
1910 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1911 drawpix->StencilFP = 0;
1912 }
1913
1914 if (drawpix->DepthFP != 0) {
1915 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1916 drawpix->DepthFP = 0;
1917 }
1918 }
1919
1920 /**
1921 * When the glDrawPixels() image size is greater than the max rectangle
1922 * texture size we use this function to break the glDrawPixels() image
1923 * into tiles which fit into the max texture size.
1924 */
1925 static void
1926 tiled_draw_pixels(struct gl_context *ctx,
1927 GLint tileSize,
1928 GLint x, GLint y, GLsizei width, GLsizei height,
1929 GLenum format, GLenum type,
1930 const struct gl_pixelstore_attrib *unpack,
1931 const GLvoid *pixels)
1932 {
1933 struct gl_pixelstore_attrib tileUnpack = *unpack;
1934 GLint i, j;
1935
1936 if (tileUnpack.RowLength == 0)
1937 tileUnpack.RowLength = width;
1938
1939 for (i = 0; i < width; i += tileSize) {
1940 const GLint tileWidth = MIN2(tileSize, width - i);
1941 const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
1942
1943 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1944
1945 for (j = 0; j < height; j += tileSize) {
1946 const GLint tileHeight = MIN2(tileSize, height - j);
1947 const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
1948
1949 tileUnpack.SkipRows = unpack->SkipRows + j;
1950
1951 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1952 format, type, &tileUnpack, pixels);
1953 }
1954 }
1955 }
1956
1957
1958 /**
1959 * One-time init for drawing stencil pixels.
1960 */
1961 static void
1962 init_draw_stencil_pixels(struct gl_context *ctx)
1963 {
1964 /* This program is run eight times, once for each stencil bit.
1965 * The stencil values to draw are found in an 8-bit alpha texture.
1966 * We read the texture/stencil value and test if bit 'b' is set.
1967 * If the bit is not set, use KIL to kill the fragment.
1968 * Finally, we use the stencil test to update the stencil buffer.
1969 *
1970 * The basic algorithm for checking if a bit is set is:
1971 * if (is_odd(value / (1 << bit)))
1972 * result is one (or non-zero).
1973 * else
1974 * result is zero.
1975 * The program parameter contains three values:
1976 * parm.x = 255 / (1 << bit)
1977 * parm.y = 0.5
1978 * parm.z = 0.0
1979 */
1980 static const char *program =
1981 "!!ARBfp1.0\n"
1982 "PARAM parm = program.local[0]; \n"
1983 "TEMP t; \n"
1984 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
1985 "# t = t * 255 / bit \n"
1986 "MUL t.x, t.a, parm.x; \n"
1987 "# t = (int) t \n"
1988 "FRC t.y, t.x; \n"
1989 "SUB t.x, t.x, t.y; \n"
1990 "# t = t * 0.5 \n"
1991 "MUL t.x, t.x, parm.y; \n"
1992 "# t = fract(t.x) \n"
1993 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
1994 "# t.x = (t.x == 0 ? 1 : 0) \n"
1995 "SGE t.x, -t.x, parm.z; \n"
1996 "KIL -t.x; \n"
1997 "# for debug only \n"
1998 "#MOV result.color, t.x; \n"
1999 "END \n";
2000 char program2[1000];
2001 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2002 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2003 const char *texTarget;
2004
2005 assert(drawpix->StencilFP == 0);
2006
2007 /* replace %s with "RECT" or "2D" */
2008 assert(strlen(program) + 4 < sizeof(program2));
2009 if (tex->Target == GL_TEXTURE_RECTANGLE)
2010 texTarget = "RECT";
2011 else
2012 texTarget = "2D";
2013 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2014
2015 _mesa_GenProgramsARB(1, &drawpix->StencilFP);
2016 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2017 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2018 strlen(program2), (const GLubyte *) program2);
2019 }
2020
2021
2022 /**
2023 * One-time init for drawing depth pixels.
2024 */
2025 static void
2026 init_draw_depth_pixels(struct gl_context *ctx)
2027 {
2028 static const char *program =
2029 "!!ARBfp1.0\n"
2030 "PARAM color = program.local[0]; \n"
2031 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2032 "MOV result.color, color; \n"
2033 "END \n";
2034 char program2[200];
2035 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2036 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2037 const char *texTarget;
2038
2039 assert(drawpix->DepthFP == 0);
2040
2041 /* replace %s with "RECT" or "2D" */
2042 assert(strlen(program) + 4 < sizeof(program2));
2043 if (tex->Target == GL_TEXTURE_RECTANGLE)
2044 texTarget = "RECT";
2045 else
2046 texTarget = "2D";
2047 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2048
2049 _mesa_GenProgramsARB(1, &drawpix->DepthFP);
2050 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2051 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2052 strlen(program2), (const GLubyte *) program2);
2053 }
2054
2055
2056 /**
2057 * Meta implementation of ctx->Driver.DrawPixels() in terms
2058 * of texture mapping and polygon rendering.
2059 */
2060 void
2061 _mesa_meta_DrawPixels(struct gl_context *ctx,
2062 GLint x, GLint y, GLsizei width, GLsizei height,
2063 GLenum format, GLenum type,
2064 const struct gl_pixelstore_attrib *unpack,
2065 const GLvoid *pixels)
2066 {
2067 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2068 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2069 const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
2070 const GLuint origStencilMask = ctx->Stencil.WriteMask[0];
2071 struct vertex verts[4];
2072 GLenum texIntFormat;
2073 GLboolean fallback, newTex;
2074 GLbitfield metaExtraSave = 0x0;
2075
2076 /*
2077 * Determine if we can do the glDrawPixels with texture mapping.
2078 */
2079 fallback = GL_FALSE;
2080 if (ctx->Fog.Enabled) {
2081 fallback = GL_TRUE;
2082 }
2083
2084 if (_mesa_is_color_format(format)) {
2085 /* use more compact format when possible */
2086 /* XXX disable special case for GL_LUMINANCE for now to work around
2087 * apparent i965 driver bug (see bug #23670).
2088 */
2089 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2090 texIntFormat = format;
2091 else
2092 texIntFormat = GL_RGBA;
2093
2094 /* If we're not supposed to clamp the resulting color, then just
2095 * promote our texture to fully float. We could do better by
2096 * just going for the matching set of channels, in floating
2097 * point.
2098 */
2099 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2100 ctx->Extensions.ARB_texture_float)
2101 texIntFormat = GL_RGBA32F;
2102 }
2103 else if (_mesa_is_stencil_format(format)) {
2104 if (ctx->Extensions.ARB_fragment_program &&
2105 ctx->Pixel.IndexShift == 0 &&
2106 ctx->Pixel.IndexOffset == 0 &&
2107 type == GL_UNSIGNED_BYTE) {
2108 /* We'll store stencil as alpha. This only works for GLubyte
2109 * image data because of how incoming values are mapped to alpha
2110 * in [0,1].
2111 */
2112 texIntFormat = GL_ALPHA;
2113 metaExtraSave = (MESA_META_COLOR_MASK |
2114 MESA_META_DEPTH_TEST |
2115 MESA_META_PIXEL_TRANSFER |
2116 MESA_META_SHADER |
2117 MESA_META_STENCIL_TEST);
2118 }
2119 else {
2120 fallback = GL_TRUE;
2121 }
2122 }
2123 else if (_mesa_is_depth_format(format)) {
2124 if (ctx->Extensions.ARB_depth_texture &&
2125 ctx->Extensions.ARB_fragment_program) {
2126 texIntFormat = GL_DEPTH_COMPONENT;
2127 metaExtraSave = (MESA_META_SHADER);
2128 }
2129 else {
2130 fallback = GL_TRUE;
2131 }
2132 }
2133 else {
2134 fallback = GL_TRUE;
2135 }
2136
2137 if (fallback) {
2138 _swrast_DrawPixels(ctx, x, y, width, height,
2139 format, type, unpack, pixels);
2140 return;
2141 }
2142
2143 /*
2144 * Check image size against max texture size, draw as tiles if needed.
2145 */
2146 if (width > tex->MaxSize || height > tex->MaxSize) {
2147 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2148 format, type, unpack, pixels);
2149 return;
2150 }
2151
2152 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2153 * but a there's a few things we need to override:
2154 */
2155 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2156 MESA_META_SHADER |
2157 MESA_META_TEXTURE |
2158 MESA_META_TRANSFORM |
2159 MESA_META_CLIP |
2160 MESA_META_VERTEX |
2161 MESA_META_VIEWPORT |
2162 metaExtraSave));
2163
2164 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2165
2166 _mesa_meta_setup_vertex_objects(&drawpix->VAO, &drawpix->VBO, false,
2167 3, 2, 0);
2168
2169 /* Silence valgrind warnings about reading uninitialized stack. */
2170 memset(verts, 0, sizeof(verts));
2171
2172 /* vertex positions, texcoords (after texture allocation!) */
2173 {
2174 const GLfloat x0 = (GLfloat) x;
2175 const GLfloat y0 = (GLfloat) y;
2176 const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
2177 const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
2178 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2179
2180 verts[0].x = x0;
2181 verts[0].y = y0;
2182 verts[0].z = z;
2183 verts[0].tex[0] = 0.0F;
2184 verts[0].tex[1] = 0.0F;
2185 verts[1].x = x1;
2186 verts[1].y = y0;
2187 verts[1].z = z;
2188 verts[1].tex[0] = tex->Sright;
2189 verts[1].tex[1] = 0.0F;
2190 verts[2].x = x1;
2191 verts[2].y = y1;
2192 verts[2].z = z;
2193 verts[2].tex[0] = tex->Sright;
2194 verts[2].tex[1] = tex->Ttop;
2195 verts[3].x = x0;
2196 verts[3].y = y1;
2197 verts[3].z = z;
2198 verts[3].tex[0] = 0.0F;
2199 verts[3].tex[1] = tex->Ttop;
2200 }
2201
2202 /* upload new vertex data */
2203 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
2204 verts, GL_DYNAMIC_DRAW_ARB);
2205
2206 /* set given unpack params */
2207 ctx->Unpack = *unpack;
2208
2209 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2210
2211 if (_mesa_is_stencil_format(format)) {
2212 /* Drawing stencil */
2213 GLint bit;
2214
2215 if (!drawpix->StencilFP)
2216 init_draw_stencil_pixels(ctx);
2217
2218 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2219 GL_ALPHA, type, pixels);
2220
2221 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2222
2223 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2224
2225 /* set all stencil bits to 0 */
2226 _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
2227 _mesa_StencilFunc(GL_ALWAYS, 0, 255);
2228 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2229
2230 /* set stencil bits to 1 where needed */
2231 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2232
2233 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2234 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2235
2236 for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) {
2237 const GLuint mask = 1 << bit;
2238 if (mask & origStencilMask) {
2239 _mesa_StencilFunc(GL_ALWAYS, mask, mask);
2240 _mesa_StencilMask(mask);
2241
2242 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2243 255.0f / mask, 0.5f, 0.0f, 0.0f);
2244
2245 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2246 }
2247 }
2248 }
2249 else if (_mesa_is_depth_format(format)) {
2250 /* Drawing depth */
2251 if (!drawpix->DepthFP)
2252 init_draw_depth_pixels(ctx);
2253
2254 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2255 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2256
2257 /* polygon color = current raster color */
2258 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2259 ctx->Current.RasterColor);
2260
2261 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2262 format, type, pixels);
2263
2264 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2265 }
2266 else {
2267 /* Drawing RGBA */
2268 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2269 format, type, pixels);
2270 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2271 }
2272
2273 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2274
2275 /* restore unpack params */
2276 ctx->Unpack = unpackSave;
2277
2278 _mesa_meta_end(ctx);
2279 }
2280
2281 static GLboolean
2282 alpha_test_raster_color(struct gl_context *ctx)
2283 {
2284 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2285 GLfloat ref = ctx->Color.AlphaRef;
2286
2287 switch (ctx->Color.AlphaFunc) {
2288 case GL_NEVER:
2289 return GL_FALSE;
2290 case GL_LESS:
2291 return alpha < ref;
2292 case GL_EQUAL:
2293 return alpha == ref;
2294 case GL_LEQUAL:
2295 return alpha <= ref;
2296 case GL_GREATER:
2297 return alpha > ref;
2298 case GL_NOTEQUAL:
2299 return alpha != ref;
2300 case GL_GEQUAL:
2301 return alpha >= ref;
2302 case GL_ALWAYS:
2303 return GL_TRUE;
2304 default:
2305 assert(0);
2306 return GL_FALSE;
2307 }
2308 }
2309
2310 /**
2311 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2312 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2313 * tracker would improve performance a lot.
2314 */
2315 void
2316 _mesa_meta_Bitmap(struct gl_context *ctx,
2317 GLint x, GLint y, GLsizei width, GLsizei height,
2318 const struct gl_pixelstore_attrib *unpack,
2319 const GLubyte *bitmap1)
2320 {
2321 struct bitmap_state *bitmap = &ctx->Meta->Bitmap;
2322 struct temp_texture *tex = get_bitmap_temp_texture(ctx);
2323 const GLenum texIntFormat = GL_ALPHA;
2324 const struct gl_pixelstore_attrib unpackSave = *unpack;
2325 GLubyte fg, bg;
2326 struct vertex verts[4];
2327 GLboolean newTex;
2328 GLubyte *bitmap8;
2329
2330 /*
2331 * Check if swrast fallback is needed.
2332 */
2333 if (ctx->_ImageTransferState ||
2334 ctx->FragmentProgram._Enabled ||
2335 ctx->Fog.Enabled ||
2336 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2337 width > tex->MaxSize ||
2338 height > tex->MaxSize) {
2339 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2340 return;
2341 }
2342
2343 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2344 return;
2345
2346 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2347 * but a there's a few things we need to override:
2348 */
2349 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2350 MESA_META_PIXEL_STORE |
2351 MESA_META_RASTERIZATION |
2352 MESA_META_SHADER |
2353 MESA_META_TEXTURE |
2354 MESA_META_TRANSFORM |
2355 MESA_META_CLIP |
2356 MESA_META_VERTEX |
2357 MESA_META_VIEWPORT));
2358
2359 _mesa_meta_setup_vertex_objects(&bitmap->VAO, &bitmap->VBO, false, 3, 2, 4);
2360
2361 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2362
2363 /* Silence valgrind warnings about reading uninitialized stack. */
2364 memset(verts, 0, sizeof(verts));
2365
2366 /* vertex positions, texcoords, colors (after texture allocation!) */
2367 {
2368 const GLfloat x0 = (GLfloat) x;
2369 const GLfloat y0 = (GLfloat) y;
2370 const GLfloat x1 = (GLfloat) (x + width);
2371 const GLfloat y1 = (GLfloat) (y + height);
2372 const GLfloat z = invert_z(ctx->Current.RasterPos[2]);
2373 GLuint i;
2374
2375 verts[0].x = x0;
2376 verts[0].y = y0;
2377 verts[0].z = z;
2378 verts[0].tex[0] = 0.0F;
2379 verts[0].tex[1] = 0.0F;
2380 verts[1].x = x1;
2381 verts[1].y = y0;
2382 verts[1].z = z;
2383 verts[1].tex[0] = tex->Sright;
2384 verts[1].tex[1] = 0.0F;
2385 verts[2].x = x1;
2386 verts[2].y = y1;
2387 verts[2].z = z;
2388 verts[2].tex[0] = tex->Sright;
2389 verts[2].tex[1] = tex->Ttop;
2390 verts[3].x = x0;
2391 verts[3].y = y1;
2392 verts[3].z = z;
2393 verts[3].tex[0] = 0.0F;
2394 verts[3].tex[1] = tex->Ttop;
2395
2396 for (i = 0; i < 4; i++) {
2397 verts[i].r = ctx->Current.RasterColor[0];
2398 verts[i].g = ctx->Current.RasterColor[1];
2399 verts[i].b = ctx->Current.RasterColor[2];
2400 verts[i].a = ctx->Current.RasterColor[3];
2401 }
2402
2403 /* upload new vertex data */
2404 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
2405 }
2406
2407 /* choose different foreground/background alpha values */
2408 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2409 bg = (fg > 127 ? 0 : 255);
2410
2411 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2412 if (!bitmap1) {
2413 _mesa_meta_end(ctx);
2414 return;
2415 }
2416
2417 bitmap8 = malloc(width * height);
2418 if (bitmap8) {
2419 memset(bitmap8, bg, width * height);
2420 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2421 bitmap8, width, fg);
2422
2423 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2424
2425 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2426 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2427
2428 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2429 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2430
2431 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2432
2433 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2434
2435 free(bitmap8);
2436 }
2437
2438 _mesa_unmap_pbo_source(ctx, &unpackSave);
2439
2440 _mesa_meta_end(ctx);
2441 }
2442
2443 /**
2444 * Compute the texture coordinates for the four vertices of a quad for
2445 * drawing a 2D texture image or slice of a cube/3D texture.
2446 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2447 * \param slice slice of a 1D/2D array texture or 3D texture
2448 * \param width width of the texture image
2449 * \param height height of the texture image
2450 * \param coords0/1/2/3 returns the computed texcoords
2451 */
2452 void
2453 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2454 GLint slice,
2455 GLint width,
2456 GLint height,
2457 GLint depth,
2458 GLfloat coords0[4],
2459 GLfloat coords1[4],
2460 GLfloat coords2[4],
2461 GLfloat coords3[4])
2462 {
2463 static const GLfloat st[4][2] = {
2464 {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
2465 };
2466 GLuint i;
2467 GLfloat r;
2468
2469 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2470 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2471
2472 /* Currently all texture targets want the W component to be 1.0.
2473 */
2474 coords0[3] = 1.0F;
2475 coords1[3] = 1.0F;
2476 coords2[3] = 1.0F;
2477 coords3[3] = 1.0F;
2478
2479 switch (faceTarget) {
2480 case GL_TEXTURE_1D:
2481 case GL_TEXTURE_2D:
2482 case GL_TEXTURE_3D:
2483 case GL_TEXTURE_2D_ARRAY:
2484 if (faceTarget == GL_TEXTURE_3D) {
2485 assert(slice < depth);
2486 assert(depth >= 1);
2487 r = (slice + 0.5f) / depth;
2488 }
2489 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2490 r = (float) slice;
2491 else
2492 r = 0.0F;
2493 coords0[0] = 0.0F; /* s */
2494 coords0[1] = 0.0F; /* t */
2495 coords0[2] = r; /* r */
2496 coords1[0] = 1.0F;
2497 coords1[1] = 0.0F;
2498 coords1[2] = r;
2499 coords2[0] = 1.0F;
2500 coords2[1] = 1.0F;
2501 coords2[2] = r;
2502 coords3[0] = 0.0F;
2503 coords3[1] = 1.0F;
2504 coords3[2] = r;
2505 break;
2506 case GL_TEXTURE_RECTANGLE_ARB:
2507 coords0[0] = 0.0F; /* s */
2508 coords0[1] = 0.0F; /* t */
2509 coords0[2] = 0.0F; /* r */
2510 coords1[0] = (float) width;
2511 coords1[1] = 0.0F;
2512 coords1[2] = 0.0F;
2513 coords2[0] = (float) width;
2514 coords2[1] = (float) height;
2515 coords2[2] = 0.0F;
2516 coords3[0] = 0.0F;
2517 coords3[1] = (float) height;
2518 coords3[2] = 0.0F;
2519 break;
2520 case GL_TEXTURE_1D_ARRAY:
2521 coords0[0] = 0.0F; /* s */
2522 coords0[1] = (float) slice; /* t */
2523 coords0[2] = 0.0F; /* r */
2524 coords1[0] = 1.0f;
2525 coords1[1] = (float) slice;
2526 coords1[2] = 0.0F;
2527 coords2[0] = 1.0F;
2528 coords2[1] = (float) slice;
2529 coords2[2] = 0.0F;
2530 coords3[0] = 0.0F;
2531 coords3[1] = (float) slice;
2532 coords3[2] = 0.0F;
2533 break;
2534
2535 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2536 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2537 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2538 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2539 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2540 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2541 /* loop over quad verts */
2542 for (i = 0; i < 4; i++) {
2543 /* Compute sc = +/-scale and tc = +/-scale.
2544 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2545 * though that can still sometimes happen with this scale factor...
2546 */
2547 const GLfloat scale = 0.9999f;
2548 const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
2549 const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
2550 GLfloat *coord;
2551
2552 switch (i) {
2553 case 0:
2554 coord = coords0;
2555 break;
2556 case 1:
2557 coord = coords1;
2558 break;
2559 case 2:
2560 coord = coords2;
2561 break;
2562 case 3:
2563 coord = coords3;
2564 break;
2565 default:
2566 unreachable("not reached");
2567 }
2568
2569 coord[3] = (float) (slice / 6);
2570
2571 switch (faceTarget) {
2572 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2573 coord[0] = 1.0f;
2574 coord[1] = -tc;
2575 coord[2] = -sc;
2576 break;
2577 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2578 coord[0] = -1.0f;
2579 coord[1] = -tc;
2580 coord[2] = sc;
2581 break;
2582 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2583 coord[0] = sc;
2584 coord[1] = 1.0f;
2585 coord[2] = tc;
2586 break;
2587 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2588 coord[0] = sc;
2589 coord[1] = -1.0f;
2590 coord[2] = -tc;
2591 break;
2592 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2593 coord[0] = sc;
2594 coord[1] = -tc;
2595 coord[2] = 1.0f;
2596 break;
2597 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2598 coord[0] = -sc;
2599 coord[1] = -tc;
2600 coord[2] = -1.0f;
2601 break;
2602 default:
2603 assert(0);
2604 }
2605 }
2606 break;
2607 default:
2608 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2609 }
2610 }
2611
2612 static struct blit_shader *
2613 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2614 {
2615 switch(target) {
2616 case GL_TEXTURE_1D:
2617 table->sampler_1d.type = "sampler1D";
2618 table->sampler_1d.func = "texture1D";
2619 table->sampler_1d.texcoords = "texCoords.x";
2620 return &table->sampler_1d;
2621 case GL_TEXTURE_2D:
2622 table->sampler_2d.type = "sampler2D";
2623 table->sampler_2d.func = "texture2D";
2624 table->sampler_2d.texcoords = "texCoords.xy";
2625 return &table->sampler_2d;
2626 case GL_TEXTURE_RECTANGLE:
2627 table->sampler_rect.type = "sampler2DRect";
2628 table->sampler_rect.func = "texture2DRect";
2629 table->sampler_rect.texcoords = "texCoords.xy";
2630 return &table->sampler_rect;
2631 case GL_TEXTURE_3D:
2632 /* Code for mipmap generation with 3D textures is not used yet.
2633 * It's a sw fallback.
2634 */
2635 table->sampler_3d.type = "sampler3D";
2636 table->sampler_3d.func = "texture3D";
2637 table->sampler_3d.texcoords = "texCoords.xyz";
2638 return &table->sampler_3d;
2639 case GL_TEXTURE_CUBE_MAP:
2640 table->sampler_cubemap.type = "samplerCube";
2641 table->sampler_cubemap.func = "textureCube";
2642 table->sampler_cubemap.texcoords = "texCoords.xyz";
2643 return &table->sampler_cubemap;
2644 case GL_TEXTURE_1D_ARRAY:
2645 table->sampler_1d_array.type = "sampler1DArray";
2646 table->sampler_1d_array.func = "texture1DArray";
2647 table->sampler_1d_array.texcoords = "texCoords.xy";
2648 return &table->sampler_1d_array;
2649 case GL_TEXTURE_2D_ARRAY:
2650 table->sampler_2d_array.type = "sampler2DArray";
2651 table->sampler_2d_array.func = "texture2DArray";
2652 table->sampler_2d_array.texcoords = "texCoords.xyz";
2653 return &table->sampler_2d_array;
2654 case GL_TEXTURE_CUBE_MAP_ARRAY:
2655 table->sampler_cubemap_array.type = "samplerCubeArray";
2656 table->sampler_cubemap_array.func = "textureCubeArray";
2657 table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
2658 return &table->sampler_cubemap_array;
2659 default:
2660 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2661 " setup_texture_sampler()\n", target);
2662 return NULL;
2663 }
2664 }
2665
2666 void
2667 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
2668 {
2669 _mesa_DeleteProgram(table->sampler_1d.shader_prog);
2670 _mesa_DeleteProgram(table->sampler_2d.shader_prog);
2671 _mesa_DeleteProgram(table->sampler_3d.shader_prog);
2672 _mesa_DeleteProgram(table->sampler_rect.shader_prog);
2673 _mesa_DeleteProgram(table->sampler_cubemap.shader_prog);
2674 _mesa_DeleteProgram(table->sampler_1d_array.shader_prog);
2675 _mesa_DeleteProgram(table->sampler_2d_array.shader_prog);
2676 _mesa_DeleteProgram(table->sampler_cubemap_array.shader_prog);
2677
2678 table->sampler_1d.shader_prog = 0;
2679 table->sampler_2d.shader_prog = 0;
2680 table->sampler_3d.shader_prog = 0;
2681 table->sampler_rect.shader_prog = 0;
2682 table->sampler_cubemap.shader_prog = 0;
2683 table->sampler_1d_array.shader_prog = 0;
2684 table->sampler_2d_array.shader_prog = 0;
2685 table->sampler_cubemap_array.shader_prog = 0;
2686 }
2687
2688 /**
2689 * Determine the GL data type to use for the temporary image read with
2690 * ReadPixels() and passed to Tex[Sub]Image().
2691 */
2692 static GLenum
2693 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2694 {
2695 const GLenum baseFormat = _mesa_get_format_base_format(format);
2696 const GLenum datatype = _mesa_get_format_datatype(format);
2697 const GLint format_red_bits = _mesa_get_format_bits(format, GL_RED_BITS);
2698
2699 switch (baseFormat) {
2700 case GL_RGBA:
2701 case GL_RGB:
2702 case GL_RG:
2703 case GL_RED:
2704 case GL_ALPHA:
2705 case GL_LUMINANCE:
2706 case GL_LUMINANCE_ALPHA:
2707 case GL_INTENSITY:
2708 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2709 return datatype;
2710 } else if (format_red_bits <= 8) {
2711 return GL_UNSIGNED_BYTE;
2712 } else if (format_red_bits <= 16) {
2713 return GL_UNSIGNED_SHORT;
2714 }
2715 return GL_FLOAT;
2716 case GL_DEPTH_COMPONENT:
2717 if (datatype == GL_FLOAT)
2718 return GL_FLOAT;
2719 else
2720 return GL_UNSIGNED_INT;
2721 case GL_DEPTH_STENCIL:
2722 if (datatype == GL_FLOAT)
2723 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
2724 else
2725 return GL_UNSIGNED_INT_24_8;
2726 default:
2727 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2728 baseFormat);
2729 return 0;
2730 }
2731 }
2732
2733 /**
2734 * Attempts to wrap the destination texture in an FBO and use
2735 * glBlitFramebuffer() to implement glCopyTexSubImage().
2736 */
2737 static bool
2738 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2739 struct gl_texture_image *texImage,
2740 GLint xoffset,
2741 GLint yoffset,
2742 GLint zoffset,
2743 struct gl_renderbuffer *rb,
2744 GLint x, GLint y,
2745 GLsizei width, GLsizei height)
2746 {
2747 GLuint fbo;
2748 bool success = false;
2749 GLbitfield mask;
2750 GLenum status;
2751
2752 if (!ctx->Extensions.ARB_framebuffer_object)
2753 return false;
2754
2755 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2756
2757 _mesa_GenFramebuffers(1, &fbo);
2758 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
2759
2760 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2761 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2762 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
2763 texImage, zoffset);
2764 mask = GL_DEPTH_BUFFER_BIT;
2765
2766 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2767 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2768 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2769 texImage, zoffset);
2770 mask |= GL_STENCIL_BUFFER_BIT;
2771 }
2772 _mesa_DrawBuffer(GL_NONE);
2773 } else {
2774 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
2775 texImage, zoffset);
2776 mask = GL_COLOR_BUFFER_BIT;
2777 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2778 }
2779
2780 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
2781 if (status != GL_FRAMEBUFFER_COMPLETE)
2782 goto out;
2783
2784 ctx->Meta->Blit.no_ctsi_fallback = true;
2785
2786 /* Since we've bound a new draw framebuffer, we need to update
2787 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2788 * be correct.
2789 */
2790 _mesa_update_state(ctx);
2791
2792 /* We skip the core BlitFramebuffer checks for format consistency, which
2793 * are too strict for CopyTexImage. We know meta will be fine with format
2794 * changes.
2795 */
2796 mask = _mesa_meta_BlitFramebuffer(ctx, x, y,
2797 x + width, y + height,
2798 xoffset, yoffset,
2799 xoffset + width, yoffset + height,
2800 mask, GL_NEAREST);
2801 ctx->Meta->Blit.no_ctsi_fallback = false;
2802 success = mask == 0x0;
2803
2804 out:
2805 _mesa_DeleteFramebuffers(1, &fbo);
2806 _mesa_meta_end(ctx);
2807 return success;
2808 }
2809
2810 /**
2811 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2812 * Have to be careful with locking and meta state for pixel transfer.
2813 */
2814 void
2815 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
2816 struct gl_texture_image *texImage,
2817 GLint xoffset, GLint yoffset, GLint zoffset,
2818 struct gl_renderbuffer *rb,
2819 GLint x, GLint y,
2820 GLsizei width, GLsizei height)
2821 {
2822 GLenum format, type;
2823 GLint bpp;
2824 void *buf;
2825
2826 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2827 texImage,
2828 xoffset, yoffset, zoffset,
2829 rb,
2830 x, y,
2831 width, height)) {
2832 return;
2833 }
2834
2835 /* Choose format/type for temporary image buffer */
2836 format = _mesa_get_format_base_format(texImage->TexFormat);
2837 if (format == GL_LUMINANCE ||
2838 format == GL_LUMINANCE_ALPHA ||
2839 format == GL_INTENSITY) {
2840 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2841 * temp image buffer because glReadPixels will do L=R+G+B which is
2842 * not what we want (should be L=R).
2843 */
2844 format = GL_RGBA;
2845 }
2846
2847 type = get_temp_image_type(ctx, texImage->TexFormat);
2848 if (_mesa_is_format_integer_color(texImage->TexFormat)) {
2849 format = _mesa_base_format_to_integer_format(format);
2850 }
2851 bpp = _mesa_bytes_per_pixel(format, type);
2852 if (bpp <= 0) {
2853 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2854 return;
2855 }
2856
2857 /*
2858 * Alloc image buffer (XXX could use a PBO)
2859 */
2860 buf = malloc(width * height * bpp);
2861 if (!buf) {
2862 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2863 return;
2864 }
2865
2866 /*
2867 * Read image from framebuffer (disable pixel transfer ops)
2868 */
2869 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE | MESA_META_PIXEL_TRANSFER);
2870 ctx->Driver.ReadPixels(ctx, x, y, width, height,
2871 format, type, &ctx->Pack, buf);
2872 _mesa_meta_end(ctx);
2873
2874 _mesa_update_state(ctx); /* to update pixel transfer state */
2875
2876 /*
2877 * Store texture data (with pixel transfer ops)
2878 */
2879 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2880
2881 if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
2882 assert(yoffset == 0);
2883 ctx->Driver.TexSubImage(ctx, dims, texImage,
2884 xoffset, zoffset, 0, width, 1, 1,
2885 format, type, buf, &ctx->Unpack);
2886 } else {
2887 ctx->Driver.TexSubImage(ctx, dims, texImage,
2888 xoffset, yoffset, zoffset, width, height, 1,
2889 format, type, buf, &ctx->Unpack);
2890 }
2891
2892 _mesa_meta_end(ctx);
2893
2894 free(buf);
2895 }
2896
2897 static void
2898 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2899 {
2900 if (decompress_fbo->FBO != 0) {
2901 _mesa_DeleteFramebuffers(1, &decompress_fbo->FBO);
2902 _mesa_DeleteRenderbuffers(1, &decompress_fbo->RBO);
2903 }
2904
2905 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2906 }
2907
2908 static void
2909 meta_decompress_cleanup(struct decompress_state *decompress)
2910 {
2911 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2912 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2913
2914 if (decompress->VAO != 0) {
2915 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2916 _mesa_DeleteBuffers(1, &decompress->VBO);
2917 }
2918
2919 if (decompress->Sampler != 0)
2920 _mesa_DeleteSamplers(1, &decompress->Sampler);
2921
2922 memset(decompress, 0, sizeof(*decompress));
2923 }
2924
2925 /**
2926 * Decompress a texture image by drawing a quad with the compressed
2927 * texture and reading the pixels out of the color buffer.
2928 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2929 * \param destFormat format, ala glReadPixels
2930 * \param destType type, ala glReadPixels
2931 * \param dest destination buffer
2932 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2933 */
2934 static bool
2935 decompress_texture_image(struct gl_context *ctx,
2936 struct gl_texture_image *texImage,
2937 GLuint slice,
2938 GLenum destFormat, GLenum destType,
2939 GLvoid *dest)
2940 {
2941 struct decompress_state *decompress = &ctx->Meta->Decompress;
2942 struct decompress_fbo_state *decompress_fbo;
2943 struct gl_texture_object *texObj = texImage->TexObject;
2944 const GLint width = texImage->Width;
2945 const GLint height = texImage->Height;
2946 const GLint depth = texImage->Height;
2947 const GLenum target = texObj->Target;
2948 GLenum rbFormat;
2949 GLenum faceTarget;
2950 struct vertex verts[4];
2951 GLuint samplerSave;
2952 GLenum status;
2953 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
2954 ctx->Extensions.ARB_fragment_shader;
2955
2956 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
2957 case GL_FLOAT:
2958 decompress_fbo = &decompress->floatFBO;
2959 rbFormat = GL_RGBA32F;
2960 break;
2961 case GL_UNSIGNED_NORMALIZED:
2962 decompress_fbo = &decompress->byteFBO;
2963 rbFormat = GL_RGBA;
2964 break;
2965 default:
2966 return false;
2967 }
2968
2969 if (slice > 0) {
2970 assert(target == GL_TEXTURE_3D ||
2971 target == GL_TEXTURE_2D_ARRAY ||
2972 target == GL_TEXTURE_CUBE_MAP_ARRAY);
2973 }
2974
2975 switch (target) {
2976 case GL_TEXTURE_1D:
2977 case GL_TEXTURE_1D_ARRAY:
2978 assert(!"No compressed 1D textures.");
2979 return false;
2980
2981 case GL_TEXTURE_3D:
2982 assert(!"No compressed 3D textures.");
2983 return false;
2984
2985 case GL_TEXTURE_CUBE_MAP_ARRAY:
2986 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
2987 break;
2988
2989 case GL_TEXTURE_CUBE_MAP:
2990 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
2991 break;
2992
2993 default:
2994 faceTarget = target;
2995 break;
2996 }
2997
2998 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
2999 MESA_META_DRAW_BUFFERS));
3000
3001 samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
3002 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
3003
3004 /* Create/bind FBO/renderbuffer */
3005 if (decompress_fbo->FBO == 0) {
3006 _mesa_GenFramebuffers(1, &decompress_fbo->FBO);
3007 _mesa_GenRenderbuffers(1, &decompress_fbo->RBO);
3008 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
3009 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
3010 _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
3011 GL_COLOR_ATTACHMENT0_EXT,
3012 GL_RENDERBUFFER_EXT,
3013 decompress_fbo->RBO);
3014 }
3015 else {
3016 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
3017 }
3018
3019 /* alloc dest surface */
3020 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3021 _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress_fbo->RBO);
3022 _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, rbFormat,
3023 width, height);
3024 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3025 if (status != GL_FRAMEBUFFER_COMPLETE) {
3026 /* If the framebuffer isn't complete then we'll leave
3027 * decompress_fbo->Width as zero so that it will fail again next time
3028 * too */
3029 _mesa_meta_end(ctx);
3030 return false;
3031 }
3032 decompress_fbo->Width = width;
3033 decompress_fbo->Height = height;
3034 }
3035
3036 if (use_glsl_version) {
3037 _mesa_meta_setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
3038 2, 4, 0);
3039
3040 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3041 } else {
3042 _mesa_meta_setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
3043 }
3044
3045 if (!decompress->Sampler) {
3046 _mesa_GenSamplers(1, &decompress->Sampler);
3047 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3048 /* nearest filtering */
3049 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3050 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3051 /* No sRGB decode or encode.*/
3052 if (ctx->Extensions.EXT_texture_sRGB_decode) {
3053 _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
3054 GL_SKIP_DECODE_EXT);
3055 }
3056
3057 } else {
3058 _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
3059 }
3060
3061 /* Silence valgrind warnings about reading uninitialized stack. */
3062 memset(verts, 0, sizeof(verts));
3063
3064 _mesa_meta_setup_texture_coords(faceTarget, slice, width, height, depth,
3065 verts[0].tex,
3066 verts[1].tex,
3067 verts[2].tex,
3068 verts[3].tex);
3069
3070 /* setup vertex positions */
3071 verts[0].x = -1.0F;
3072 verts[0].y = -1.0F;
3073 verts[1].x = 1.0F;
3074 verts[1].y = -1.0F;
3075 verts[2].x = 1.0F;
3076 verts[2].y = 1.0F;
3077 verts[3].x = -1.0F;
3078 verts[3].y = 1.0F;
3079
3080 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3081
3082 /* upload new vertex data */
3083 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3084
3085 /* setup texture state */
3086 _mesa_BindTexture(target, texObj->Name);
3087
3088 if (!use_glsl_version)
3089 _mesa_set_enable(ctx, target, GL_TRUE);
3090
3091 {
3092 /* save texture object state */
3093 const GLint baseLevelSave = texObj->BaseLevel;
3094 const GLint maxLevelSave = texObj->MaxLevel;
3095
3096 /* restrict sampling to the texture level of interest */
3097 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3098 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
3099 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
3100 }
3101
3102 /* render quad w/ texture into renderbuffer */
3103 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3104
3105 /* Restore texture object state, the texture binding will
3106 * be restored by _mesa_meta_end().
3107 */
3108 if (target != GL_TEXTURE_RECTANGLE_ARB) {
3109 _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
3110 _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
3111 }
3112
3113 }
3114
3115 /* read pixels from renderbuffer */
3116 {
3117 GLenum baseTexFormat = texImage->_BaseFormat;
3118 GLenum destBaseFormat = _mesa_base_tex_format(ctx, destFormat);
3119
3120 /* The pixel transfer state will be set to default values at this point
3121 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3122 * turned off (as required by glGetTexImage) but we need to handle some
3123 * special cases. In particular, single-channel texture values are
3124 * returned as red and two-channel texture values are returned as
3125 * red/alpha.
3126 */
3127 if ((baseTexFormat == GL_LUMINANCE ||
3128 baseTexFormat == GL_LUMINANCE_ALPHA ||
3129 baseTexFormat == GL_INTENSITY) ||
3130 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3131 * luminance then we need to return L=tex(R).
3132 */
3133 ((baseTexFormat == GL_RGBA ||
3134 baseTexFormat == GL_RGB ||
3135 baseTexFormat == GL_RG) &&
3136 (destBaseFormat == GL_LUMINANCE ||
3137 destBaseFormat == GL_LUMINANCE_ALPHA ||
3138 destBaseFormat == GL_LUMINANCE_INTEGER_EXT ||
3139 destBaseFormat == GL_LUMINANCE_ALPHA_INTEGER_EXT))) {
3140 /* Green and blue must be zero */
3141 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3142 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3143 }
3144
3145 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3146 }
3147
3148 /* disable texture unit */
3149 if (!use_glsl_version)
3150 _mesa_set_enable(ctx, target, GL_FALSE);
3151
3152 _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
3153
3154 _mesa_meta_end(ctx);
3155
3156 return true;
3157 }
3158
3159
3160 /**
3161 * This is just a wrapper around _mesa_get_tex_image() and
3162 * decompress_texture_image(). Meta functions should not be directly called
3163 * from core Mesa.
3164 */
3165 void
3166 _mesa_meta_GetTexImage(struct gl_context *ctx,
3167 GLenum format, GLenum type, GLvoid *pixels,
3168 struct gl_texture_image *texImage)
3169 {
3170 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3171 GLuint slice;
3172 bool result = true;
3173
3174 for (slice = 0; slice < texImage->Depth; slice++) {
3175 void *dst;
3176 if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY
3177 || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
3178 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3179 * in the decompress_texture_image() function's call to
3180 * glReadPixels but we need to compute the dest slice's address
3181 * here (according to SkipImages and ImageHeight).
3182 */
3183 struct gl_pixelstore_attrib packing = ctx->Pack;
3184 packing.SkipPixels = 0;
3185 packing.SkipRows = 0;
3186 dst = _mesa_image_address3d(&packing, pixels, texImage->Width,
3187 texImage->Height, format, type,
3188 slice, 0, 0);
3189 }
3190 else {
3191 dst = pixels;
3192 }
3193 result = decompress_texture_image(ctx, texImage, slice,
3194 format, type, dst);
3195 if (!result)
3196 break;
3197 }
3198
3199 if (result)
3200 return;
3201 }
3202
3203 _mesa_GetTexImage_sw(ctx, format, type, pixels, texImage);
3204 }
3205
3206
3207 /**
3208 * Meta implementation of ctx->Driver.DrawTex() in terms
3209 * of polygon rendering.
3210 */
3211 void
3212 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3213 GLfloat width, GLfloat height)
3214 {
3215 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3216 struct vertex {
3217 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3218 };
3219 struct vertex verts[4];
3220 GLuint i;
3221
3222 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3223 MESA_META_SHADER |
3224 MESA_META_TRANSFORM |
3225 MESA_META_VERTEX |
3226 MESA_META_VIEWPORT));
3227
3228 if (drawtex->VAO == 0) {
3229 /* one-time setup */
3230 GLint active_texture;
3231
3232 /* create vertex array object */
3233 _mesa_GenVertexArrays(1, &drawtex->VAO);
3234 _mesa_BindVertexArray(drawtex->VAO);
3235
3236 /* create vertex array buffer */
3237 _mesa_GenBuffers(1, &drawtex->VBO);
3238 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3239 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
3240 NULL, GL_DYNAMIC_DRAW_ARB);
3241
3242 /* client active texture is not part of the array object */
3243 active_texture = ctx->Array.ActiveTexture;
3244
3245 /* setup vertex arrays */
3246 _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
3247 _mesa_EnableClientState(GL_VERTEX_ARRAY);
3248 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3249 _mesa_ClientActiveTexture(GL_TEXTURE0 + i);
3250 _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
3251 _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
3252 }
3253
3254 /* restore client active texture */
3255 _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture);
3256 }
3257 else {
3258 _mesa_BindVertexArray(drawtex->VAO);
3259 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
3260 }
3261
3262 /* vertex positions, texcoords */
3263 {
3264 const GLfloat x1 = x + width;
3265 const GLfloat y1 = y + height;
3266
3267 z = CLAMP(z, 0.0f, 1.0f);
3268 z = invert_z(z);
3269
3270 verts[0].x = x;
3271 verts[0].y = y;
3272 verts[0].z = z;
3273
3274 verts[1].x = x1;
3275 verts[1].y = y;
3276 verts[1].z = z;
3277
3278 verts[2].x = x1;
3279 verts[2].y = y1;
3280 verts[2].z = z;
3281
3282 verts[3].x = x;
3283 verts[3].y = y1;
3284 verts[3].z = z;
3285
3286 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
3287 const struct gl_texture_object *texObj;
3288 const struct gl_texture_image *texImage;
3289 GLfloat s, t, s1, t1;
3290 GLuint tw, th;
3291
3292 if (!ctx->Texture.Unit[i]._Current) {
3293 GLuint j;
3294 for (j = 0; j < 4; j++) {
3295 verts[j].st[i][0] = 0.0f;
3296 verts[j].st[i][1] = 0.0f;
3297 }
3298 continue;
3299 }
3300
3301 texObj = ctx->Texture.Unit[i]._Current;
3302 texImage = texObj->Image[0][texObj->BaseLevel];
3303 tw = texImage->Width2;
3304 th = texImage->Height2;
3305
3306 s = (GLfloat) texObj->CropRect[0] / tw;
3307 t = (GLfloat) texObj->CropRect[1] / th;
3308 s1 = (GLfloat) (texObj->CropRect[0] + texObj->CropRect[2]) / tw;
3309 t1 = (GLfloat) (texObj->CropRect[1] + texObj->CropRect[3]) / th;
3310
3311 verts[0].st[i][0] = s;
3312 verts[0].st[i][1] = t;
3313
3314 verts[1].st[i][0] = s1;
3315 verts[1].st[i][1] = t;
3316
3317 verts[2].st[i][0] = s1;
3318 verts[2].st[i][1] = t1;
3319
3320 verts[3].st[i][0] = s;
3321 verts[3].st[i][1] = t1;
3322 }
3323
3324 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
3325 }
3326
3327 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3328
3329 _mesa_meta_end(ctx);
3330 }
3331
3332 static bool
3333 cleartexsubimage_color(struct gl_context *ctx,
3334 struct gl_texture_image *texImage,
3335 const GLvoid *clearValue,
3336 GLint zoffset)
3337 {
3338 mesa_format format;
3339 union gl_color_union colorValue;
3340 GLenum datatype;
3341 GLenum status;
3342
3343 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3344 texImage, zoffset);
3345
3346 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3347 if (status != GL_FRAMEBUFFER_COMPLETE)
3348 return false;
3349
3350 /* We don't want to apply an sRGB conversion so override the format */
3351 format = _mesa_get_srgb_format_linear(texImage->TexFormat);
3352 datatype = _mesa_get_format_datatype(format);
3353
3354 switch (datatype) {
3355 case GL_UNSIGNED_INT:
3356 case GL_INT:
3357 if (clearValue)
3358 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3359 (GLuint (*)[4]) colorValue.ui);
3360 else
3361 memset(&colorValue, 0, sizeof colorValue);
3362 if (datatype == GL_INT)
3363 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3364 else
3365 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3366 break;
3367 default:
3368 if (clearValue)
3369 _mesa_unpack_rgba_row(format, 1, clearValue,
3370 (GLfloat (*)[4]) colorValue.f);
3371 else
3372 memset(&colorValue, 0, sizeof colorValue);
3373 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3374 break;
3375 }
3376
3377 return true;
3378 }
3379
3380 static bool
3381 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3382 struct gl_texture_image *texImage,
3383 const GLvoid *clearValue,
3384 GLint zoffset)
3385 {
3386 GLint stencilValue;
3387 GLfloat depthValue;
3388 GLenum status;
3389
3390 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
3391 texImage, zoffset);
3392
3393 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3394 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
3395 texImage, zoffset);
3396
3397 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3398 if (status != GL_FRAMEBUFFER_COMPLETE)
3399 return false;
3400
3401 if (clearValue) {
3402 GLuint depthStencilValue[2];
3403
3404 /* Convert the clearValue from whatever format it's in to a floating
3405 * point value for the depth and an integer value for the stencil index
3406 */
3407 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3408 1, /* n */
3409 clearValue,
3410 depthStencilValue);
3411 /* We need a memcpy here instead of a cast because we need to
3412 * reinterpret the bytes as a float rather than converting it
3413 */
3414 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3415 stencilValue = depthStencilValue[1] & 0xff;
3416 } else {
3417 depthValue = 0.0f;
3418 stencilValue = 0;
3419 }
3420
3421 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3422 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3423 else
3424 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3425
3426 return true;
3427 }
3428
3429 static bool
3430 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3431 struct gl_texture_image *texImage,
3432 GLint zoffset,
3433 const GLvoid *clearValue)
3434 {
3435 GLuint fbo;
3436 bool success;
3437
3438 _mesa_GenFramebuffers(1, &fbo);
3439 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
3440
3441 switch(texImage->_BaseFormat) {
3442 case GL_DEPTH_STENCIL:
3443 case GL_DEPTH_COMPONENT:
3444 success = cleartexsubimage_depth_stencil(ctx, texImage,
3445 clearValue, zoffset);
3446 break;
3447 default:
3448 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3449 break;
3450 }
3451
3452 _mesa_DeleteFramebuffers(1, &fbo);
3453
3454 return success;
3455 }
3456
3457 static bool
3458 cleartexsubimage_using_fbo(struct gl_context *ctx,
3459 struct gl_texture_image *texImage,
3460 GLint xoffset, GLint yoffset, GLint zoffset,
3461 GLsizei width, GLsizei height, GLsizei depth,
3462 const GLvoid *clearValue)
3463 {
3464 bool success = true;
3465 GLint z;
3466
3467 _mesa_meta_begin(ctx,
3468 MESA_META_SCISSOR |
3469 MESA_META_COLOR_MASK |
3470 MESA_META_DITHER |
3471 MESA_META_FRAMEBUFFER_SRGB);
3472
3473 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3474
3475 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3476 _mesa_Scissor(xoffset, yoffset, width, height);
3477
3478 for (z = zoffset; z < zoffset + depth; z++) {
3479 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3480 success = false;
3481 break;
3482 }
3483 }
3484
3485 _mesa_meta_end(ctx);
3486
3487 return success;
3488 }
3489
3490 extern void
3491 _mesa_meta_ClearTexSubImage(struct gl_context *ctx,
3492 struct gl_texture_image *texImage,
3493 GLint xoffset, GLint yoffset, GLint zoffset,
3494 GLsizei width, GLsizei height, GLsizei depth,
3495 const GLvoid *clearValue)
3496 {
3497 bool res;
3498
3499 res = cleartexsubimage_using_fbo(ctx, texImage,
3500 xoffset, yoffset, zoffset,
3501 width, height, depth,
3502 clearValue);
3503
3504 if (res)
3505 return;
3506
3507 _mesa_warning(ctx,
3508 "Falling back to mapping the texture in "
3509 "glClearTexSubImage\n");
3510
3511 _mesa_store_cleartexsubimage(ctx, texImage,
3512 xoffset, yoffset, zoffset,
3513 width, height, depth,
3514 clearValue);
3515 }