2 * Mesa 3-D graphics library
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/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"
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"
89 /** Return offset in bytes of the field within a vertex struct */
90 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
93 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
);
95 static struct blit_shader
*
96 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
);
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
);
104 _mesa_meta_bind_fbo_image(GLenum fboTarget
, GLenum attachment
,
105 struct gl_texture_image
*texImage
, GLuint layer
)
107 struct gl_texture_object
*texObj
= texImage
->TexObject
;
108 int level
= texImage
->Level
;
109 GLenum texTarget
= texObj
->Target
;
113 _mesa_FramebufferTexture1D(fboTarget
,
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
:
124 _mesa_FramebufferTextureLayer(fboTarget
,
130 default: /* 2D / cube */
131 if (texTarget
== GL_TEXTURE_CUBE_MAP
)
132 texTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
134 _mesa_FramebufferTexture2D(fboTarget
,
143 _mesa_meta_compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
,
144 const GLcharARB
*source
)
150 shader
= _mesa_CreateShader(target
);
151 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
152 _mesa_CompileShader(shader
);
154 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
158 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
160 _mesa_DeleteShader(shader
);
166 _mesa_DeleteShader(shader
);
170 _mesa_GetShaderInfoLog(shader
, size
, NULL
, info
);
172 "meta program compile failed:\n%s\n"
177 _mesa_DeleteShader(shader
);
183 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
188 _mesa_LinkProgram(program
);
190 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
194 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
202 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
203 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
211 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
212 const char *vs_source
,
213 const char *fs_source
,
217 GLuint vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
219 GLuint fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
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
);
232 _mesa_UseProgram(*program
);
236 * Generate a generic shader to blit from a texture to a framebuffer
238 * \param ctx Current GL context
239 * \param texTarget Texture target that will be the source of the blit
241 * \returns a handle to a shader program on success or zero on failure.
244 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
247 struct blit_shader_table
*table
)
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
;
254 if (ctx
->Const
.GLSLVersion
< 130) {
256 vs_input
= "attribute";
257 vs_output
= "varying";
258 fs_preprocess
= "#extension GL_EXT_texture_array : enable";
259 fs_input
= "varying";
261 vs_preprocess
= "#version 130";
264 fs_preprocess
= "#version 130";
266 shader
->func
= "texture";
269 assert(shader
!= NULL
);
271 if (shader
->shader_prog
!= 0) {
272 _mesa_UseProgram(shader
->shader_prog
);
276 vs_source
= ralloc_asprintf(mem_ctx
,
278 "%s vec2 position;\n"
279 "%s vec4 textureCoords;\n"
280 "%s vec4 texCoords;\n"
283 " texCoords = textureCoords;\n"
284 " gl_Position = vec4(position, 0.0, 1.0);\n"
286 vs_preprocess
, vs_input
, vs_input
, vs_output
);
288 fs_source
= ralloc_asprintf(mem_ctx
,
290 "#extension GL_ARB_texture_cube_map_array: enable\n"
291 "uniform %s texSampler;\n"
292 "%s vec4 texCoords;\n"
295 " gl_FragColor = %s(texSampler, %s);\n"
298 fs_preprocess
, shader
->type
, fs_input
,
299 shader
->func
, shader
->texcoords
,
300 do_depth
? " gl_FragDepth = gl_FragColor.x;\n" : "");
302 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
303 ralloc_asprintf(mem_ctx
, "%s blit",
305 &shader
->shader_prog
);
306 ralloc_free(mem_ctx
);
310 * Configure vertex buffer and vertex array objects for tests
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.
316 * \param VAO Storage for vertex array object handle. If 0, a new VAO
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
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.
331 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
332 * Use \c texcoord_size instead.
335 _mesa_meta_setup_vertex_objects(GLuint
*VAO
, GLuint
*VBO
,
336 bool use_generic_attributes
,
337 unsigned vertex_size
, unsigned texcoord_size
,
343 /* create vertex array object */
344 _mesa_GenVertexArrays(1, VAO
);
345 _mesa_BindVertexArray(*VAO
);
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
,
353 /* setup vertex arrays */
354 if (use_generic_attributes
) {
355 assert(color_size
== 0);
357 _mesa_VertexAttribPointer(0, vertex_size
, GL_FLOAT
, GL_FALSE
,
358 sizeof(struct vertex
), OFFSET(x
));
359 _mesa_EnableVertexAttribArray(0);
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);
367 _mesa_VertexPointer(vertex_size
, GL_FLOAT
, sizeof(struct vertex
),
369 _mesa_EnableClientState(GL_VERTEX_ARRAY
);
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
);
377 if (color_size
> 0) {
378 _mesa_ColorPointer(color_size
, GL_FLOAT
,
379 sizeof(struct vertex
), OFFSET(r
));
380 _mesa_EnableClientState(GL_COLOR_ARRAY
);
384 _mesa_BindVertexArray(*VAO
);
385 _mesa_BindBuffer(GL_ARRAY_BUFFER
, *VBO
);
390 * Initialize meta-ops for a context.
391 * To be called once during context creation.
394 _mesa_meta_init(struct gl_context
*ctx
)
398 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
402 * Free context meta-op state.
403 * To be called once during context destruction.
406 _mesa_meta_free(struct gl_context
*ctx
)
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
);
417 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
419 _mesa_make_current(NULL
, NULL
, NULL
);
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.
429 * \param state bitmask of MESA_META_* flags indicating which attribute groups
430 * to save and reset to their defaults
433 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
435 struct save_state
*save
;
437 /* hope MAX_META_OPS_DEPTH is large enough */
438 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
440 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
441 memset(save
, 0, sizeof(*save
));
442 save
->SavedState
= state
;
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.
448 save
->API
= ctx
->API
;
449 ctx
->API
= API_OPENGL_COMPAT
;
451 /* Pausing transform feedback needs to be done early, or else we won't be
452 * able to change other state.
454 save
->TransformFeedbackNeedsResume
=
455 _mesa_is_xfb_active_and_unpaused(ctx
);
456 if (save
->TransformFeedbackNeedsResume
)
457 _mesa_PauseTransformFeedback();
459 /* After saving the current occlusion object, call EndQuery so that no
460 * occlusion querying will be active during the meta-operation.
462 if (state
& MESA_META_OCCLUSION_QUERY
) {
463 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
464 if (save
->CurrentOcclusionObject
)
465 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
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
);
476 if (state
& MESA_META_BLEND
) {
477 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
478 if (ctx
->Color
.BlendEnabled
) {
479 if (ctx
->Extensions
.EXT_draw_buffers2
) {
481 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
482 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
486 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
489 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
490 if (ctx
->Color
.ColorLogicOpEnabled
)
491 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
494 if (state
& MESA_META_DITHER
) {
495 save
->DitherFlag
= ctx
->Color
.DitherFlag
;
496 _mesa_set_enable(ctx
, GL_DITHER
, GL_TRUE
);
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
);
509 if (state
& MESA_META_DEPTH_TEST
) {
510 save
->Depth
= ctx
->Depth
; /* struct copy */
512 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
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
);
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
;
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
;
548 ctx
->NewState
|=_NEW_PIXEL
;
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
);
565 if (state
& MESA_META_SCISSOR
) {
566 save
->Scissor
= ctx
->Scissor
; /* struct copy */
567 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
570 if (state
& MESA_META_SHADER
) {
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
);
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
);
587 if (ctx
->Extensions
.ATI_fragment_shader
) {
588 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
589 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
592 if (ctx
->Pipeline
.Current
) {
593 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
594 ctx
->Pipeline
.Current
);
595 _mesa_BindProgramPipeline(0);
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.
601 for (i
= 0; i
<= MESA_SHADER_FRAGMENT
; i
++) {
602 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
603 ctx
->Shader
.CurrentProgram
[i
]);
605 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
606 ctx
->Shader
.ActiveProgram
);
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 */
618 if (state
& MESA_META_TEXTURE
) {
621 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
622 save
->ClientActiveUnit
= ctx
->Array
.ActiveTexture
;
623 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
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
);
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
);
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
]);
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
);
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();
678 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
679 * This can occur when there is no draw buffer.
681 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
682 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
683 0.0, ctx
->DrawBuffer
->Height
,
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
);
693 if (state
& MESA_META_CLIP
) {
694 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
695 if (ctx
->Transform
.ClipPlanesEnabled
) {
697 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
698 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
703 if (state
& MESA_META_VERTEX
) {
704 /* save vertex array object state */
705 _mesa_reference_vao(ctx
, &save
->VAO
,
707 _mesa_reference_buffer_object(ctx
, &save
->ArrayBufferObj
,
708 ctx
->Array
.ArrayBufferObj
);
709 /* set some default state? */
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
);
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);
733 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
734 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
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.
740 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
741 ctx
->Extensions
.ARB_color_buffer_float
)
742 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
745 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
746 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
748 /* Generally in here we never want vertex color clamping --
749 * result clamping is only dependent on fragment clamping.
751 if (ctx
->Extensions
.ARB_color_buffer_float
)
752 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
755 if (state
& MESA_META_CONDITIONAL_RENDER
) {
756 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
757 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
759 if (ctx
->Query
.CondRenderQuery
)
760 _mesa_EndConditionalRender();
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
);
774 if (state
& MESA_META_MULTISAMPLE
) {
775 save
->Multisample
= ctx
->Multisample
; /* struct copy */
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
);
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
);
797 if (state
& MESA_META_DRAW_BUFFERS
) {
798 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
799 memcpy(save
->ColorDrawBuffers
, fb
->ColorDrawBuffer
,
800 sizeof(save
->ColorDrawBuffers
));
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
);
812 save
->DrawBufferName
= ctx
->DrawBuffer
->Name
;
813 save
->ReadBufferName
= ctx
->ReadBuffer
->Name
;
814 save
->RenderbufferName
= (ctx
->CurrentRenderbuffer
?
815 ctx
->CurrentRenderbuffer
->Name
: 0);
821 * Leave meta state. This is like a light-weight version of glPopAttrib().
824 _mesa_meta_end(struct gl_context
*ctx
)
826 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
827 const GLbitfield state
= save
->SavedState
;
830 /* After starting a new occlusion query, initialize the results to the
831 * values saved previously. The driver will then continue to increment
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
;
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
);
848 if (state
& MESA_META_BLEND
) {
849 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
850 if (ctx
->Extensions
.EXT_draw_buffers2
) {
852 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
853 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
857 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
860 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
861 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
864 if (state
& MESA_META_DITHER
)
865 _mesa_set_enable(ctx
, GL_DITHER
, save
->DitherFlag
);
867 if (state
& MESA_META_COLOR_MASK
) {
869 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
870 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
872 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
873 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
877 save
->ColorMask
[i
][0],
878 save
->ColorMask
[i
][1],
879 save
->ColorMask
[i
][2],
880 save
->ColorMask
[i
][3]);
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
);
893 if (state
& MESA_META_FOG
) {
894 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
897 if (state
& MESA_META_PIXEL_STORE
) {
898 ctx
->Pack
= save
->Pack
;
899 ctx
->Unpack
= save
->Unpack
;
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
;
913 ctx
->NewState
|=_NEW_PIXEL
;
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
);
925 if (state
& MESA_META_SCISSOR
) {
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);
939 if (state
& MESA_META_SHADER
) {
940 static const GLenum targets
[] = {
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
);
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
);
964 if (ctx
->Extensions
.ATI_fragment_shader
) {
965 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
966 save
->ATIFragmentShaderEnabled
);
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
977 _mesa_use_shader_program(ctx
, targets
[i
],
981 /* Do this *before* killing the reference. :)
983 if (save
->Shader
[i
] != NULL
)
986 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
989 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
991 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
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.
998 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1001 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1002 ctx
->Pipeline
.Default
);
1004 if (save
->Pipeline
) {
1005 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1007 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1011 if (state
& MESA_META_STENCIL_TEST
) {
1012 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
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
);
1023 _mesa_StencilFuncSeparate(GL_FRONT
,
1024 stencil
->Function
[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]);
1032 _mesa_StencilFuncSeparate(GL_BACK
,
1033 stencil
->Function
[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]);
1042 if (state
& MESA_META_TEXTURE
) {
1045 ASSERT(ctx
->Texture
.CurrentUnit
== 0);
1047 /* restore texenv for unit[0] */
1048 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
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
]);
1057 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
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
];
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
];
1073 /* restore current unit state */
1074 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1075 _mesa_ClientActiveTexture(GL_TEXTURE0
+ save
->ClientActiveUnit
);
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
);
1085 _mesa_MatrixMode(GL_MODELVIEW
);
1086 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1088 _mesa_MatrixMode(GL_PROJECTION
);
1089 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1091 _mesa_MatrixMode(save
->MatrixMode
);
1093 if (ctx
->Extensions
.ARB_clip_control
)
1094 _mesa_ClipControl(save
->ClipOrigin
, save
->ClipDepthMode
);
1097 if (state
& MESA_META_CLIP
) {
1098 if (save
->ClipPlanesEnabled
) {
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
);
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
);
1113 /* restore vertex array object */
1114 _mesa_BindVertexArray(save
->VAO
->Name
);
1115 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
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
);
1126 _mesa_DepthRange(save
->DepthNear
, save
->DepthFar
);
1129 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1130 ctx
->Extensions
.ARB_color_buffer_float
) {
1131 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1134 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1135 ctx
->Extensions
.ARB_color_buffer_float
) {
1136 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1139 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1140 if (save
->CondRenderQuery
)
1141 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1142 save
->CondRenderMode
);
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
;
1155 if (state
& MESA_META_MULTISAMPLE
) {
1156 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1157 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
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
);
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
);
1182 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1183 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1184 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1188 if (save
->Lighting
) {
1189 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1191 if (save
->RasterDiscard
) {
1192 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1194 if (save
->TransformFeedbackNeedsResume
)
1195 _mesa_ResumeTransformFeedback();
1197 if (ctx
->DrawBuffer
->Name
!= save
->DrawBufferName
)
1198 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, save
->DrawBufferName
);
1200 if (ctx
->ReadBuffer
->Name
!= save
->ReadBufferName
)
1201 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER
, save
->ReadBufferName
);
1203 if (!ctx
->CurrentRenderbuffer
||
1204 ctx
->CurrentRenderbuffer
->Name
!= save
->RenderbufferName
)
1205 _mesa_BindRenderbuffer(GL_RENDERBUFFER
, save
->RenderbufferName
);
1207 if (state
& MESA_META_DRAW_BUFFERS
) {
1208 _mesa_drawbuffers(ctx
, ctx
->Const
.MaxDrawBuffers
, save
->ColorDrawBuffers
, NULL
);
1211 ctx
->Meta
->SaveStackDepth
--;
1213 ctx
->API
= save
->API
;
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.
1224 static inline GLfloat
1225 invert_z(GLfloat normZ
)
1227 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1233 * One-time init for a temp_texture object.
1234 * Choose tex target, compute max tex size, etc.
1237 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
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
;
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
;
1251 tex
->MinSize
= 16; /* 16 x 16 at least */
1252 assert(tex
->MaxSize
> 0);
1254 _mesa_GenTextures(1, &tex
->TexObj
);
1258 cleanup_temp_texture(struct temp_texture
*tex
)
1262 _mesa_DeleteTextures(1, &tex
->TexObj
);
1268 * Return pointer to temp_texture info for non-bitmap ops.
1269 * This does some one-time init if needed.
1271 struct temp_texture
*
1272 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1274 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1277 init_temp_texture(ctx
, tex
);
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.
1289 static struct temp_texture
*
1290 get_bitmap_temp_texture(struct gl_context
*ctx
)
1292 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1295 init_temp_texture(ctx
, tex
);
1302 * Return pointer to depth temp_texture.
1303 * This does some one-time init if needed.
1305 struct temp_texture
*
1306 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1308 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1311 init_temp_texture(ctx
, tex
);
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.
1324 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1327 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1328 GLsizei width
, GLsizei height
, GLenum intFormat
)
1330 GLboolean newTex
= GL_FALSE
;
1332 ASSERT(width
<= tex
->MaxSize
);
1333 ASSERT(height
<= tex
->MaxSize
);
1335 if (width
> tex
->Width
||
1336 height
> tex
->Height
||
1337 intFormat
!= tex
->IntFormat
) {
1338 /* alloc new texture (larger or different format) */
1341 /* use non-power of two size */
1342 tex
->Width
= MAX2(tex
->MinSize
, width
);
1343 tex
->Height
= MAX2(tex
->MinSize
, height
);
1346 /* find power of two size */
1348 w
= h
= tex
->MinSize
;
1357 tex
->IntFormat
= intFormat
;
1362 /* compute texcoords */
1363 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1364 tex
->Sright
= (GLfloat
) width
;
1365 tex
->Ttop
= (GLfloat
) height
;
1368 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1369 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1377 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
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
,
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
);
1394 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1396 /* copy framebuffer image to texture */
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);
1405 /* create empty texture */
1406 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1407 tex
->Width
, tex
->Height
, 0,
1408 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1410 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1411 0, 0, srcX
, srcY
, width
, height
);
1415 /* replace existing tex image */
1416 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1417 0, 0, srcX
, srcY
, width
, height
);
1423 * Setup/load texture for glDrawPixels.
1426 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1427 struct temp_texture
*tex
,
1429 GLsizei width
, GLsizei height
,
1430 GLenum format
, GLenum type
,
1431 const GLvoid
*pixels
)
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
);
1438 /* copy pixel data to texture */
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
);
1447 struct gl_buffer_object
*save_unpack_obj
= NULL
;
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
);
1459 _mesa_TexSubImage2D(tex
->Target
, 0,
1460 0, 0, width
, height
, format
, type
, pixels
);
1464 /* replace existing tex image */
1465 _mesa_TexSubImage2D(tex
->Target
, 0,
1466 0, 0, width
, height
, format
, type
, pixels
);
1471 _mesa_meta_setup_ff_tnl_for_blit(GLuint
*VAO
, GLuint
*VBO
,
1472 unsigned texcoord_size
)
1474 _mesa_meta_setup_vertex_objects(VAO
, VBO
, false, 2, texcoord_size
, 0);
1476 /* setup projection matrix */
1477 _mesa_MatrixMode(GL_PROJECTION
);
1478 _mesa_LoadIdentity();
1482 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1485 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1487 meta_clear(ctx
, buffers
, false);
1491 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1493 meta_clear(ctx
, buffers
, true);
1497 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
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"
1505 "#ifdef GL_AMD_vertex_shader_layer\n"
1506 " gl_Layer = gl_InstanceID;\n"
1508 " gl_Position = position;\n"
1510 const char *fs_source
=
1511 "uniform vec4 color;\n"
1514 " gl_FragColor = color;\n"
1517 bool has_integer_textures
;
1519 _mesa_meta_setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, true, 3, 0, 0);
1521 if (clear
->ShaderProg
!= 0)
1524 vs
= _mesa_CreateShader(GL_VERTEX_SHADER
);
1525 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
1526 _mesa_CompileShader(vs
);
1528 fs
= _mesa_CreateShader(GL_FRAGMENT_SHADER
);
1529 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
1530 _mesa_CompileShader(fs
);
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
);
1541 clear
->ColorLocation
= _mesa_GetUniformLocation(clear
->ShaderProg
, "color");
1543 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1544 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
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
,
1551 "#extension GL_AMD_vertex_shader_layer : enable\n"
1552 "#extension GL_ARB_draw_instanced : enable\n"
1553 "in vec4 position;\n"
1556 "#ifdef GL_AMD_vertex_shader_layer\n"
1557 " gl_Layer = gl_InstanceID;\n"
1559 " gl_Position = position;\n"
1561 const char *fs_int_source
=
1562 ralloc_asprintf(shader_source_mem_ctx
,
1564 "uniform ivec4 color;\n"
1565 "out ivec4 out_color;\n"
1569 " out_color = color;\n"
1572 vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
1574 fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
1576 ralloc_free(shader_source_mem_ctx
);
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");
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.
1590 _mesa_ObjectLabel(GL_PROGRAM
, clear
->IntegerShaderProg
, -1,
1592 _mesa_meta_link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
1594 clear
->IntegerColorLocation
=
1595 _mesa_GetUniformLocation(clear
->IntegerShaderProg
, "color");
1600 meta_glsl_clear_cleanup(struct clear_state
*clear
)
1602 if (clear
->VAO
== 0)
1604 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1606 _mesa_DeleteBuffers(1, &clear
->VBO
);
1608 _mesa_DeleteProgram(clear
->ShaderProg
);
1609 clear
->ShaderProg
= 0;
1611 if (clear
->IntegerShaderProg
) {
1612 _mesa_DeleteProgram(clear
->IntegerShaderProg
);
1613 clear
->IntegerShaderProg
= 0;
1618 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1619 * set GL to only draw to those buffers.
1621 * Since the bitfield has no associated order, the assignment of draw buffer
1622 * indices to color attachment indices is rather arbitrary.
1625 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits
)
1627 GLenum enums
[MAX_DRAW_BUFFERS
];
1631 /* This function is only legal for color buffer bitfields. */
1632 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1634 /* Make sure we don't overflow any arrays. */
1635 assert(_mesa_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1639 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1640 enums
[i
++] = GL_FRONT_LEFT
;
1642 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1643 enums
[i
++] = GL_FRONT_RIGHT
;
1645 if (bits
& BUFFER_BIT_BACK_LEFT
)
1646 enums
[i
++] = GL_BACK_LEFT
;
1648 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1649 enums
[i
++] = GL_BACK_RIGHT
;
1651 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1652 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1653 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1656 _mesa_DrawBuffers(i
, enums
);
1660 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1663 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
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];
1673 metaSave
= (MESA_META_ALPHA_TEST
|
1675 MESA_META_DEPTH_TEST
|
1676 MESA_META_RASTERIZATION
|
1678 MESA_META_STENCIL_TEST
|
1680 MESA_META_VIEWPORT
|
1682 MESA_META_CLAMP_FRAGMENT_COLOR
|
1683 MESA_META_MULTISAMPLE
|
1684 MESA_META_OCCLUSION_QUERY
);
1687 metaSave
|= MESA_META_FOG
|
1688 MESA_META_PIXEL_TRANSFER
|
1689 MESA_META_TRANSFORM
|
1691 MESA_META_CLAMP_VERTEX_COLOR
|
1692 MESA_META_SELECT_FEEDBACK
;
1695 if (buffers
& BUFFER_BITS_COLOR
) {
1696 metaSave
|= MESA_META_DRAW_BUFFERS
;
1698 /* We'll use colormask to disable color writes. Otherwise,
1699 * respect color mask
1701 metaSave
|= MESA_META_COLOR_MASK
;
1704 _mesa_meta_begin(ctx
, metaSave
);
1707 meta_glsl_clear_init(ctx
, clear
);
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
);
1715 _mesa_meta_setup_vertex_objects(&clear
->VAO
, &clear
->VBO
, false, 3, 0, 4);
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
);
1724 if (fb
->_IntegerColor
) {
1726 _mesa_UseProgram(clear
->IntegerShaderProg
);
1727 _mesa_Uniform4iv(clear
->IntegerColorLocation
, 1,
1728 ctx
->Color
.ClearColor
.i
);
1730 _mesa_UseProgram(clear
->ShaderProg
);
1731 _mesa_Uniform4fv(clear
->ColorLocation
, 1,
1732 ctx
->Color
.ClearColor
.f
);
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
);
1740 /* leave colormask state as-is */
1742 /* Clears never have the color clamped. */
1743 if (ctx
->Extensions
.ARB_color_buffer_float
)
1744 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1747 ASSERT(metaSave
& MESA_META_COLOR_MASK
);
1748 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
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
);
1758 assert(!ctx
->Depth
.Test
);
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]);
1771 assert(!ctx
->Stencil
.Enabled
);
1774 /* vertex positions */
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];
1797 /* upload new vertex data */
1798 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
), verts
,
1799 GL_DYNAMIC_DRAW_ARB
);
1802 if (fb
->MaxNumLayers
> 0) {
1803 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN
, 0, 4, fb
->MaxNumLayers
);
1805 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1808 _mesa_meta_end(ctx
);
1812 * Meta implementation of ctx->Driver.CopyPixels() in terms
1813 * of texture mapping and polygon rendering and GLSL shaders.
1816 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1817 GLsizei width
, GLsizei height
,
1818 GLint dstX
, GLint dstY
, GLenum type
)
1820 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1821 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1822 struct vertex verts
[4];
1824 if (type
!= GL_COLOR
||
1825 ctx
->_ImageTransferState
||
1827 width
> tex
->MaxSize
||
1828 height
> tex
->MaxSize
) {
1829 /* XXX avoid this fallback */
1830 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1834 /* Most GL state applies to glCopyPixels, but a there's a few things
1835 * we need to override:
1837 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1840 MESA_META_TRANSFORM
|
1843 MESA_META_VIEWPORT
));
1845 _mesa_meta_setup_vertex_objects(©pix
->VAO
, ©pix
->VBO
, false,
1848 /* Silence valgrind warnings about reading uninitialized stack. */
1849 memset(verts
, 0, sizeof(verts
));
1851 /* Alloc/setup texture */
1852 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1853 GL_RGBA
, GL_NEAREST
);
1855 /* vertex positions, texcoords (after texture allocation!) */
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]);
1866 verts
[0].tex
[0] = 0.0F
;
1867 verts
[0].tex
[1] = 0.0F
;
1871 verts
[1].tex
[0] = tex
->Sright
;
1872 verts
[1].tex
[1] = 0.0F
;
1876 verts
[2].tex
[0] = tex
->Sright
;
1877 verts
[2].tex
[1] = tex
->Ttop
;
1881 verts
[3].tex
[0] = 0.0F
;
1882 verts
[3].tex
[1] = tex
->Ttop
;
1884 /* upload new vertex data */
1885 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
1888 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1890 /* draw textured quad */
1891 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1893 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1895 _mesa_meta_end(ctx
);
1899 meta_drawpix_cleanup(struct drawpix_state
*drawpix
)
1901 if (drawpix
->VAO
!= 0) {
1902 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1905 _mesa_DeleteBuffers(1, &drawpix
->VBO
);
1909 if (drawpix
->StencilFP
!= 0) {
1910 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1911 drawpix
->StencilFP
= 0;
1914 if (drawpix
->DepthFP
!= 0) {
1915 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1916 drawpix
->DepthFP
= 0;
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.
1926 tiled_draw_pixels(struct gl_context
*ctx
,
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
)
1933 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1936 if (tileUnpack
.RowLength
== 0)
1937 tileUnpack
.RowLength
= width
;
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
);
1943 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
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
);
1949 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
1951 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
1952 format
, type
, &tileUnpack
, pixels
);
1959 * One-time init for drawing stencil pixels.
1962 init_draw_stencil_pixels(struct gl_context
*ctx
)
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.
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).
1975 * The program parameter contains three values:
1976 * parm.x = 255 / (1 << bit)
1980 static const char *program
=
1982 "PARAM parm = program.local[0]; \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"
1989 "SUB t.x, t.x, t.y; \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"
1997 "# for debug only \n"
1998 "#MOV result.color, t.x; \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
;
2005 assert(drawpix
->StencilFP
== 0);
2007 /* replace %s with "RECT" or "2D" */
2008 assert(strlen(program
) + 4 < sizeof(program2
));
2009 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2013 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
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
);
2023 * One-time init for drawing depth pixels.
2026 init_draw_depth_pixels(struct gl_context
*ctx
)
2028 static const char *program
=
2030 "PARAM color = program.local[0]; \n"
2031 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2032 "MOV result.color, color; \n"
2035 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2036 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2037 const char *texTarget
;
2039 assert(drawpix
->DepthFP
== 0);
2041 /* replace %s with "RECT" or "2D" */
2042 assert(strlen(program
) + 4 < sizeof(program2
));
2043 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2047 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
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
);
2057 * Meta implementation of ctx->Driver.DrawPixels() in terms
2058 * of texture mapping and polygon rendering.
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
)
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;
2077 * Determine if we can do the glDrawPixels with texture mapping.
2079 fallback
= GL_FALSE
;
2080 if (ctx
->Fog
.Enabled
) {
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).
2089 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2090 texIntFormat
= format
;
2092 texIntFormat
= GL_RGBA
;
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
2099 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2100 ctx
->Extensions
.ARB_texture_float
)
2101 texIntFormat
= GL_RGBA32F
;
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
2112 texIntFormat
= GL_ALPHA
;
2113 metaExtraSave
= (MESA_META_COLOR_MASK
|
2114 MESA_META_DEPTH_TEST
|
2115 MESA_META_PIXEL_TRANSFER
|
2117 MESA_META_STENCIL_TEST
);
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
);
2138 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2139 format
, type
, unpack
, pixels
);
2144 * Check image size against max texture size, draw as tiles if needed.
2146 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2147 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2148 format
, type
, unpack
, pixels
);
2152 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2153 * but a there's a few things we need to override:
2155 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2158 MESA_META_TRANSFORM
|
2161 MESA_META_VIEWPORT
|
2164 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2166 _mesa_meta_setup_vertex_objects(&drawpix
->VAO
, &drawpix
->VBO
, false,
2169 /* Silence valgrind warnings about reading uninitialized stack. */
2170 memset(verts
, 0, sizeof(verts
));
2172 /* vertex positions, texcoords (after texture allocation!) */
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]);
2183 verts
[0].tex
[0] = 0.0F
;
2184 verts
[0].tex
[1] = 0.0F
;
2188 verts
[1].tex
[0] = tex
->Sright
;
2189 verts
[1].tex
[1] = 0.0F
;
2193 verts
[2].tex
[0] = tex
->Sright
;
2194 verts
[2].tex
[1] = tex
->Ttop
;
2198 verts
[3].tex
[0] = 0.0F
;
2199 verts
[3].tex
[1] = tex
->Ttop
;
2202 /* upload new vertex data */
2203 _mesa_BufferData(GL_ARRAY_BUFFER_ARB
, sizeof(verts
),
2204 verts
, GL_DYNAMIC_DRAW_ARB
);
2206 /* set given unpack params */
2207 ctx
->Unpack
= *unpack
;
2209 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2211 if (_mesa_is_stencil_format(format
)) {
2212 /* Drawing stencil */
2215 if (!drawpix
->StencilFP
)
2216 init_draw_stencil_pixels(ctx
);
2218 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2219 GL_ALPHA
, type
, pixels
);
2221 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2223 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
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);
2230 /* set stencil bits to 1 where needed */
2231 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2233 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2234 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
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
);
2242 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2243 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2245 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2249 else if (_mesa_is_depth_format(format
)) {
2251 if (!drawpix
->DepthFP
)
2252 init_draw_depth_pixels(ctx
);
2254 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2255 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2257 /* polygon color = current raster color */
2258 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2259 ctx
->Current
.RasterColor
);
2261 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2262 format
, type
, pixels
);
2264 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2268 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2269 format
, type
, pixels
);
2270 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2273 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2275 /* restore unpack params */
2276 ctx
->Unpack
= unpackSave
;
2278 _mesa_meta_end(ctx
);
2282 alpha_test_raster_color(struct gl_context
*ctx
)
2284 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2285 GLfloat ref
= ctx
->Color
.AlphaRef
;
2287 switch (ctx
->Color
.AlphaFunc
) {
2293 return alpha
== ref
;
2295 return alpha
<= ref
;
2299 return alpha
!= ref
;
2301 return alpha
>= ref
;
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.
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
)
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
;
2326 struct vertex verts
[4];
2331 * Check if swrast fallback is needed.
2333 if (ctx
->_ImageTransferState
||
2334 ctx
->FragmentProgram
._Enabled
||
2336 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2337 width
> tex
->MaxSize
||
2338 height
> tex
->MaxSize
) {
2339 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2343 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2346 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2347 * but a there's a few things we need to override:
2349 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2350 MESA_META_PIXEL_STORE
|
2351 MESA_META_RASTERIZATION
|
2354 MESA_META_TRANSFORM
|
2357 MESA_META_VIEWPORT
));
2359 _mesa_meta_setup_vertex_objects(&bitmap
->VAO
, &bitmap
->VBO
, false, 3, 2, 4);
2361 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2363 /* Silence valgrind warnings about reading uninitialized stack. */
2364 memset(verts
, 0, sizeof(verts
));
2366 /* vertex positions, texcoords, colors (after texture allocation!) */
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]);
2378 verts
[0].tex
[0] = 0.0F
;
2379 verts
[0].tex
[1] = 0.0F
;
2383 verts
[1].tex
[0] = tex
->Sright
;
2384 verts
[1].tex
[1] = 0.0F
;
2388 verts
[2].tex
[0] = tex
->Sright
;
2389 verts
[2].tex
[1] = tex
->Ttop
;
2393 verts
[3].tex
[0] = 0.0F
;
2394 verts
[3].tex
[1] = tex
->Ttop
;
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];
2403 /* upload new vertex data */
2404 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
2407 /* choose different foreground/background alpha values */
2408 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2409 bg
= (fg
> 127 ? 0 : 255);
2411 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2413 _mesa_meta_end(ctx
);
2417 bitmap8
= malloc(width
* height
);
2419 memset(bitmap8
, bg
, width
* height
);
2420 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2421 bitmap8
, width
, fg
);
2423 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2425 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2426 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2428 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2429 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2431 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2433 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2438 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2440 _mesa_meta_end(ctx
);
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
2453 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
2463 static const GLfloat st
[4][2] = {
2464 {0.0f
, 0.0f
}, {1.0f
, 0.0f
}, {1.0f
, 1.0f
}, {0.0f
, 1.0f
}
2469 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2470 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2472 /* Currently all texture targets want the W component to be 1.0.
2479 switch (faceTarget
) {
2483 case GL_TEXTURE_2D_ARRAY
:
2484 if (faceTarget
== GL_TEXTURE_3D
) {
2485 assert(slice
< depth
);
2487 r
= (slice
+ 0.5f
) / depth
;
2489 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2493 coords0
[0] = 0.0F
; /* s */
2494 coords0
[1] = 0.0F
; /* t */
2495 coords0
[2] = r
; /* r */
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
;
2513 coords2
[0] = (float) width
;
2514 coords2
[1] = (float) height
;
2517 coords3
[1] = (float) height
;
2520 case GL_TEXTURE_1D_ARRAY
:
2521 coords0
[0] = 0.0F
; /* s */
2522 coords0
[1] = (float) slice
; /* t */
2523 coords0
[2] = 0.0F
; /* r */
2525 coords1
[1] = (float) slice
;
2528 coords2
[1] = (float) slice
;
2531 coords3
[1] = (float) slice
;
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...
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
;
2566 unreachable("not reached");
2569 coord
[3] = (float) (slice
/ 6);
2571 switch (faceTarget
) {
2572 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2577 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2582 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2587 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2592 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2597 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2608 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2612 static struct blit_shader
*
2613 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2617 table
->sampler_1d
.type
= "sampler1D";
2618 table
->sampler_1d
.func
= "texture1D";
2619 table
->sampler_1d
.texcoords
= "texCoords.x";
2620 return &table
->sampler_1d
;
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
;
2632 /* Code for mipmap generation with 3D textures is not used yet.
2633 * It's a sw fallback.
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
;
2660 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2661 " setup_texture_sampler()\n", target
);
2667 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table
*table
)
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
);
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;
2689 * Determine the GL data type to use for the temporary image read with
2690 * ReadPixels() and passed to Tex[Sub]Image().
2693 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
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
);
2699 switch (baseFormat
) {
2706 case GL_LUMINANCE_ALPHA
:
2708 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
) {
2710 } else if (format_red_bits
<= 8) {
2711 return GL_UNSIGNED_BYTE
;
2712 } else if (format_red_bits
<= 16) {
2713 return GL_UNSIGNED_SHORT
;
2716 case GL_DEPTH_COMPONENT
:
2717 if (datatype
== GL_FLOAT
)
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
;
2725 return GL_UNSIGNED_INT_24_8
;
2727 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2734 * Attempts to wrap the destination texture in an FBO and use
2735 * glBlitFramebuffer() to implement glCopyTexSubImage().
2738 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
, GLuint dims
,
2739 struct gl_texture_image
*texImage
,
2743 struct gl_renderbuffer
*rb
,
2745 GLsizei width
, GLsizei height
)
2748 bool success
= false;
2752 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2755 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2757 _mesa_GenFramebuffers(1, &fbo
);
2758 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
2760 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
||
2761 rb
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
2762 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
,
2764 mask
= GL_DEPTH_BUFFER_BIT
;
2766 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
&&
2767 texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
2768 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
2770 mask
|= GL_STENCIL_BUFFER_BIT
;
2772 _mesa_DrawBuffer(GL_NONE
);
2774 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
2776 mask
= GL_COLOR_BUFFER_BIT
;
2777 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2780 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
2781 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2784 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2786 /* Since we've bound a new draw framebuffer, we need to update
2787 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2790 _mesa_update_state(ctx
);
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
2796 mask
= _mesa_meta_BlitFramebuffer(ctx
, x
, y
,
2797 x
+ width
, y
+ height
,
2799 xoffset
+ width
, yoffset
+ height
,
2801 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2802 success
= mask
== 0x0;
2805 _mesa_DeleteFramebuffers(1, &fbo
);
2806 _mesa_meta_end(ctx
);
2811 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2812 * Have to be careful with locking and meta state for pixel transfer.
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
,
2820 GLsizei width
, GLsizei height
)
2822 GLenum format
, type
;
2826 if (copytexsubimage_using_blit_framebuffer(ctx
, dims
,
2828 xoffset
, yoffset
, zoffset
,
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).
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
);
2851 bpp
= _mesa_bytes_per_pixel(format
, type
);
2853 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2858 * Alloc image buffer (XXX could use a PBO)
2860 buf
= malloc(width
* height
* bpp
);
2862 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2867 * Read image from framebuffer (disable pixel transfer ops)
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
);
2874 _mesa_update_state(ctx
); /* to update pixel transfer state */
2877 * Store texture data (with pixel transfer ops)
2879 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
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
);
2887 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2888 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2889 format
, type
, buf
, &ctx
->Unpack
);
2892 _mesa_meta_end(ctx
);
2898 meta_decompress_fbo_cleanup(struct decompress_fbo_state
*decompress_fbo
)
2900 if (decompress_fbo
->FBO
!= 0) {
2901 _mesa_DeleteFramebuffers(1, &decompress_fbo
->FBO
);
2902 _mesa_DeleteRenderbuffers(1, &decompress_fbo
->RBO
);
2905 memset(decompress_fbo
, 0, sizeof(*decompress_fbo
));
2909 meta_decompress_cleanup(struct decompress_state
*decompress
)
2911 meta_decompress_fbo_cleanup(&decompress
->byteFBO
);
2912 meta_decompress_fbo_cleanup(&decompress
->floatFBO
);
2914 if (decompress
->VAO
!= 0) {
2915 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2916 _mesa_DeleteBuffers(1, &decompress
->VBO
);
2919 if (decompress
->Sampler
!= 0)
2920 _mesa_DeleteSamplers(1, &decompress
->Sampler
);
2922 memset(decompress
, 0, sizeof(*decompress
));
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)
2935 decompress_texture_image(struct gl_context
*ctx
,
2936 struct gl_texture_image
*texImage
,
2938 GLenum destFormat
, GLenum destType
,
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
;
2950 struct vertex verts
[4];
2953 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
2954 ctx
->Extensions
.ARB_fragment_shader
;
2956 switch (_mesa_get_format_datatype(texImage
->TexFormat
)) {
2958 decompress_fbo
= &decompress
->floatFBO
;
2959 rbFormat
= GL_RGBA32F
;
2961 case GL_UNSIGNED_NORMALIZED
:
2962 decompress_fbo
= &decompress
->byteFBO
;
2970 assert(target
== GL_TEXTURE_3D
||
2971 target
== GL_TEXTURE_2D_ARRAY
||
2972 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
2977 case GL_TEXTURE_1D_ARRAY
:
2978 assert(!"No compressed 1D textures.");
2982 assert(!"No compressed 3D textures.");
2985 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2986 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
2989 case GL_TEXTURE_CUBE_MAP
:
2990 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
2994 faceTarget
= target
;
2998 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~(MESA_META_PIXEL_STORE
|
2999 MESA_META_DRAW_BUFFERS
));
3001 samplerSave
= ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
?
3002 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
->Name
: 0;
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
);
3016 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress_fbo
->FBO
);
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
,
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
3029 _mesa_meta_end(ctx
);
3032 decompress_fbo
->Width
= width
;
3033 decompress_fbo
->Height
= height
;
3036 if (use_glsl_version
) {
3037 _mesa_meta_setup_vertex_objects(&decompress
->VAO
, &decompress
->VBO
, true,
3040 _mesa_meta_setup_blit_shader(ctx
, target
, false, &decompress
->shaders
);
3042 _mesa_meta_setup_ff_tnl_for_blit(&decompress
->VAO
, &decompress
->VBO
, 3);
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
);
3058 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, decompress
->Sampler
);
3061 /* Silence valgrind warnings about reading uninitialized stack. */
3062 memset(verts
, 0, sizeof(verts
));
3064 _mesa_meta_setup_texture_coords(faceTarget
, slice
, width
, height
, depth
,
3070 /* setup vertex positions */
3080 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3082 /* upload new vertex data */
3083 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3085 /* setup texture state */
3086 _mesa_BindTexture(target
, texObj
->Name
);
3088 if (!use_glsl_version
)
3089 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3092 /* save texture object state */
3093 const GLint baseLevelSave
= texObj
->BaseLevel
;
3094 const GLint maxLevelSave
= texObj
->MaxLevel
;
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
);
3102 /* render quad w/ texture into renderbuffer */
3103 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3105 /* Restore texture object state, the texture binding will
3106 * be restored by _mesa_meta_end().
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
);
3115 /* read pixels from renderbuffer */
3117 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3118 GLenum destBaseFormat
= _mesa_base_tex_format(ctx
, destFormat
);
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
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).
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
);
3145 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3148 /* disable texture unit */
3149 if (!use_glsl_version
)
3150 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3152 _mesa_BindSampler(ctx
->Texture
.CurrentUnit
, samplerSave
);
3154 _mesa_meta_end(ctx
);
3161 * This is just a wrapper around _mesa_get_tex_image() and
3162 * decompress_texture_image(). Meta functions should not be directly called
3166 _mesa_meta_GetTexImage(struct gl_context
*ctx
,
3167 GLenum format
, GLenum type
, GLvoid
*pixels
,
3168 struct gl_texture_image
*texImage
)
3170 if (_mesa_is_format_compressed(texImage
->TexFormat
)) {
3174 for (slice
= 0; slice
< texImage
->Depth
; slice
++) {
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).
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
,
3193 result
= decompress_texture_image(ctx
, texImage
, slice
,
3203 _mesa_GetTexImage_sw(ctx
, format
, type
, pixels
, texImage
);
3208 * Meta implementation of ctx->Driver.DrawTex() in terms
3209 * of polygon rendering.
3212 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3213 GLfloat width
, GLfloat height
)
3215 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3217 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3219 struct vertex verts
[4];
3222 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3224 MESA_META_TRANSFORM
|
3226 MESA_META_VIEWPORT
));
3228 if (drawtex
->VAO
== 0) {
3229 /* one-time setup */
3230 GLint active_texture
;
3232 /* create vertex array object */
3233 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3234 _mesa_BindVertexArray(drawtex
->VAO
);
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
);
3242 /* client active texture is not part of the array object */
3243 active_texture
= ctx
->Array
.ActiveTexture
;
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
);
3254 /* restore client active texture */
3255 _mesa_ClientActiveTexture(GL_TEXTURE0
+ active_texture
);
3258 _mesa_BindVertexArray(drawtex
->VAO
);
3259 _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB
, drawtex
->VBO
);
3262 /* vertex positions, texcoords */
3264 const GLfloat x1
= x
+ width
;
3265 const GLfloat y1
= y
+ height
;
3267 z
= CLAMP(z
, 0.0f
, 1.0f
);
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
;
3292 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3294 for (j
= 0; j
< 4; j
++) {
3295 verts
[j
].st
[i
][0] = 0.0f
;
3296 verts
[j
].st
[i
][1] = 0.0f
;
3301 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3302 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3303 tw
= texImage
->Width2
;
3304 th
= texImage
->Height2
;
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
;
3311 verts
[0].st
[i
][0] = s
;
3312 verts
[0].st
[i
][1] = t
;
3314 verts
[1].st
[i
][0] = s1
;
3315 verts
[1].st
[i
][1] = t
;
3317 verts
[2].st
[i
][0] = s1
;
3318 verts
[2].st
[i
][1] = t1
;
3320 verts
[3].st
[i
][0] = s
;
3321 verts
[3].st
[i
][1] = t1
;
3324 _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB
, 0, sizeof(verts
), verts
);
3327 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3329 _mesa_meta_end(ctx
);
3333 cleartexsubimage_color(struct gl_context
*ctx
,
3334 struct gl_texture_image
*texImage
,
3335 const GLvoid
*clearValue
,
3339 union gl_color_union colorValue
;
3343 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
3346 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3347 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
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
);
3355 case GL_UNSIGNED_INT
:
3358 _mesa_unpack_uint_rgba_row(format
, 1, clearValue
,
3359 (GLuint (*)[4]) colorValue
.ui
);
3361 memset(&colorValue
, 0, sizeof colorValue
);
3362 if (datatype
== GL_INT
)
3363 _mesa_ClearBufferiv(GL_COLOR
, 0, colorValue
.i
);
3365 _mesa_ClearBufferuiv(GL_COLOR
, 0, colorValue
.ui
);
3369 _mesa_unpack_rgba_row(format
, 1, clearValue
,
3370 (GLfloat (*)[4]) colorValue
.f
);
3372 memset(&colorValue
, 0, sizeof colorValue
);
3373 _mesa_ClearBufferfv(GL_COLOR
, 0, colorValue
.f
);
3381 cleartexsubimage_depth_stencil(struct gl_context
*ctx
,
3382 struct gl_texture_image
*texImage
,
3383 const GLvoid
*clearValue
,
3390 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
,
3393 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3394 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
3397 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3398 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3402 GLuint depthStencilValue
[2];
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
3407 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage
->TexFormat
,
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
3414 memcpy(&depthValue
, depthStencilValue
, sizeof depthValue
);
3415 stencilValue
= depthStencilValue
[1] & 0xff;
3421 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3422 _mesa_ClearBufferfi(GL_DEPTH_STENCIL
, 0, depthValue
, stencilValue
);
3424 _mesa_ClearBufferfv(GL_DEPTH
, 0, &depthValue
);
3430 cleartexsubimage_for_zoffset(struct gl_context
*ctx
,
3431 struct gl_texture_image
*texImage
,
3433 const GLvoid
*clearValue
)
3438 _mesa_GenFramebuffers(1, &fbo
);
3439 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
3441 switch(texImage
->_BaseFormat
) {
3442 case GL_DEPTH_STENCIL
:
3443 case GL_DEPTH_COMPONENT
:
3444 success
= cleartexsubimage_depth_stencil(ctx
, texImage
,
3445 clearValue
, zoffset
);
3448 success
= cleartexsubimage_color(ctx
, texImage
, clearValue
, zoffset
);
3452 _mesa_DeleteFramebuffers(1, &fbo
);
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
)
3464 bool success
= true;
3467 _mesa_meta_begin(ctx
,
3469 MESA_META_COLOR_MASK
|
3471 MESA_META_FRAMEBUFFER_SRGB
);
3473 _mesa_set_enable(ctx
, GL_DITHER
, GL_FALSE
);
3475 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_TRUE
);
3476 _mesa_Scissor(xoffset
, yoffset
, width
, height
);
3478 for (z
= zoffset
; z
< zoffset
+ depth
; z
++) {
3479 if (!cleartexsubimage_for_zoffset(ctx
, texImage
, z
, clearValue
)) {
3485 _mesa_meta_end(ctx
);
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
)
3499 res
= cleartexsubimage_using_fbo(ctx
, texImage
,
3500 xoffset
, yoffset
, zoffset
,
3501 width
, height
, depth
,
3508 "Falling back to mapping the texture in "
3509 "glClearTexSubImage\n");
3511 _mesa_store_cleartexsubimage(ctx
, texImage
,
3512 xoffset
, yoffset
, zoffset
,
3513 width
, height
, depth
,