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/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/glformats.h"
52 #include "main/image.h"
53 #include "main/macros.h"
54 #include "main/matrix.h"
55 #include "main/mipmap.h"
56 #include "main/multisample.h"
57 #include "main/objectlabel.h"
58 #include "main/pipelineobj.h"
59 #include "main/pixel.h"
61 #include "main/polygon.h"
62 #include "main/queryobj.h"
63 #include "main/readpix.h"
64 #include "main/renderbuffer.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 gl_context
*ctx
,
100 struct clear_state
*clear
);
101 static void meta_decompress_cleanup(struct gl_context
*ctx
,
102 struct decompress_state
*decompress
);
103 static void meta_drawpix_cleanup(struct gl_context
*ctx
,
104 struct drawpix_state
*drawpix
);
107 _mesa_meta_bind_fbo_image(GLenum fboTarget
, GLenum attachment
,
108 struct gl_texture_image
*texImage
, GLuint layer
)
110 struct gl_texture_object
*texObj
= texImage
->TexObject
;
111 int level
= texImage
->Level
;
112 GLenum texTarget
= texObj
->Target
;
116 _mesa_FramebufferTexture1D(fboTarget
,
122 case GL_TEXTURE_1D_ARRAY
:
123 case GL_TEXTURE_2D_ARRAY
:
124 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
125 case GL_TEXTURE_CUBE_MAP_ARRAY
:
127 _mesa_FramebufferTextureLayer(fboTarget
,
133 default: /* 2D / cube */
134 if (texTarget
== GL_TEXTURE_CUBE_MAP
)
135 texTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
137 _mesa_FramebufferTexture2D(fboTarget
,
146 _mesa_meta_compile_shader_with_debug(struct gl_context
*ctx
, GLenum target
,
147 const GLcharARB
*source
)
153 shader
= _mesa_CreateShader(target
);
154 _mesa_ShaderSource(shader
, 1, &source
, NULL
);
155 _mesa_CompileShader(shader
);
157 _mesa_GetShaderiv(shader
, GL_COMPILE_STATUS
, &ok
);
161 _mesa_GetShaderiv(shader
, GL_INFO_LOG_LENGTH
, &size
);
163 _mesa_DeleteShader(shader
);
169 _mesa_DeleteShader(shader
);
173 _mesa_GetShaderInfoLog(shader
, size
, NULL
, info
);
175 "meta program compile failed:\n%s\n"
180 _mesa_DeleteShader(shader
);
186 _mesa_meta_link_program_with_debug(struct gl_context
*ctx
, GLuint program
)
191 _mesa_LinkProgram(program
);
193 _mesa_GetProgramiv(program
, GL_LINK_STATUS
, &ok
);
197 _mesa_GetProgramiv(program
, GL_INFO_LOG_LENGTH
, &size
);
205 _mesa_GetProgramInfoLog(program
, size
, NULL
, info
);
206 _mesa_problem(ctx
, "meta program link failed:\n%s", info
);
214 _mesa_meta_compile_and_link_program(struct gl_context
*ctx
,
215 const char *vs_source
,
216 const char *fs_source
,
220 GLuint vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
222 GLuint fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
225 *program
= _mesa_CreateProgram();
226 _mesa_ObjectLabel(GL_PROGRAM
, *program
, -1, name
);
227 _mesa_AttachShader(*program
, fs
);
228 _mesa_DeleteShader(fs
);
229 _mesa_AttachShader(*program
, vs
);
230 _mesa_DeleteShader(vs
);
231 _mesa_BindAttribLocation(*program
, 0, "position");
232 _mesa_BindAttribLocation(*program
, 1, "texcoords");
233 _mesa_meta_link_program_with_debug(ctx
, *program
);
235 _mesa_UseProgram(*program
);
239 * Generate a generic shader to blit from a texture to a framebuffer
241 * \param ctx Current GL context
242 * \param texTarget Texture target that will be the source of the blit
244 * \returns a handle to a shader program on success or zero on failure.
247 _mesa_meta_setup_blit_shader(struct gl_context
*ctx
,
250 struct blit_shader_table
*table
)
252 char *vs_source
, *fs_source
;
253 struct blit_shader
*shader
= choose_blit_shader(target
, table
);
254 const char *vs_input
, *vs_output
, *fs_input
, *vs_preprocess
, *fs_preprocess
;
257 if (ctx
->Const
.GLSLVersion
< 130) {
259 vs_input
= "attribute";
260 vs_output
= "varying";
261 fs_preprocess
= "#extension GL_EXT_texture_array : enable";
262 fs_input
= "varying";
264 vs_preprocess
= "#version 130";
267 fs_preprocess
= "#version 130";
269 shader
->func
= "texture";
272 assert(shader
!= NULL
);
274 if (shader
->shader_prog
!= 0) {
275 _mesa_UseProgram(shader
->shader_prog
);
279 mem_ctx
= ralloc_context(NULL
);
281 vs_source
= ralloc_asprintf(mem_ctx
,
283 "%s vec2 position;\n"
284 "%s vec4 textureCoords;\n"
285 "%s vec4 texCoords;\n"
288 " texCoords = textureCoords;\n"
289 " gl_Position = vec4(position, 0.0, 1.0);\n"
291 vs_preprocess
, vs_input
, vs_input
, vs_output
);
293 fs_source
= ralloc_asprintf(mem_ctx
,
295 "#extension GL_ARB_texture_cube_map_array: enable\n"
296 "uniform %s texSampler;\n"
297 "%s vec4 texCoords;\n"
300 " gl_FragColor = %s(texSampler, %s);\n"
303 fs_preprocess
, shader
->type
, fs_input
,
304 shader
->func
, shader
->texcoords
,
305 do_depth
? " gl_FragDepth = gl_FragColor.x;\n" : "");
307 _mesa_meta_compile_and_link_program(ctx
, vs_source
, fs_source
,
308 ralloc_asprintf(mem_ctx
, "%s blit",
310 &shader
->shader_prog
);
311 ralloc_free(mem_ctx
);
315 * Configure vertex buffer and vertex array objects for tests
317 * Regardless of whether a new VAO is created, the object referenced by \c VAO
318 * will be bound into the GL state vector when this function terminates. The
319 * object referenced by \c VBO will \b not be bound.
321 * \param VAO Storage for vertex array object handle. If 0, a new VAO
323 * \param buf_obj Storage for vertex buffer object pointer. If \c NULL, a new VBO
324 * will be created. The new VBO will have storage for 4
325 * \c vertex structures.
326 * \param use_generic_attributes Should generic attributes 0 and 1 be used,
327 * or should traditional, fixed-function color and texture
328 * coordinate be used?
329 * \param vertex_size Number of components for attribute 0 / vertex.
330 * \param texcoord_size Number of components for attribute 1 / texture
331 * coordinate. If this is 0, attribute 1 will not be set or
333 * \param color_size Number of components for attribute 1 / primary color.
334 * If this is 0, attribute 1 will not be set or enabled.
336 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
337 * Use \c texcoord_size instead.
340 _mesa_meta_setup_vertex_objects(struct gl_context
*ctx
,
341 GLuint
*VAO
, struct gl_buffer_object
**buf_obj
,
342 bool use_generic_attributes
,
343 unsigned vertex_size
, unsigned texcoord_size
,
347 struct gl_vertex_array_object
*array_obj
;
348 assert(*buf_obj
== NULL
);
350 /* create vertex array object */
351 _mesa_GenVertexArrays(1, VAO
);
352 _mesa_BindVertexArray(*VAO
);
354 array_obj
= _mesa_lookup_vao(ctx
, *VAO
);
355 assert(array_obj
!= NULL
);
357 /* create vertex array buffer */
358 *buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
359 if (*buf_obj
== NULL
)
362 _mesa_buffer_data(ctx
, *buf_obj
, GL_NONE
, 4 * sizeof(struct vertex
), NULL
,
363 GL_DYNAMIC_DRAW
, __func__
);
365 /* setup vertex arrays */
366 if (use_generic_attributes
) {
367 assert(color_size
== 0);
369 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
370 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
372 offsetof(struct vertex
, x
), true);
373 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_GENERIC(0),
374 *buf_obj
, 0, sizeof(struct vertex
));
375 _mesa_enable_vertex_array_attrib(ctx
, array_obj
,
376 VERT_ATTRIB_GENERIC(0));
377 if (texcoord_size
> 0) {
378 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_GENERIC(1),
379 texcoord_size
, GL_FLOAT
, GL_RGBA
,
380 GL_FALSE
, GL_FALSE
, GL_FALSE
,
381 offsetof(struct vertex
, tex
), false);
382 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_GENERIC(1),
383 *buf_obj
, 0, sizeof(struct vertex
));
384 _mesa_enable_vertex_array_attrib(ctx
, array_obj
,
385 VERT_ATTRIB_GENERIC(1));
388 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
389 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
391 offsetof(struct vertex
, x
), true);
392 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_POS
,
393 *buf_obj
, 0, sizeof(struct vertex
));
394 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_POS
);
396 if (texcoord_size
> 0) {
397 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_TEX(0),
398 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
400 offsetof(struct vertex
, tex
), false);
401 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_TEX(0),
402 *buf_obj
, 0, sizeof(struct vertex
));
403 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_TEX(0));
406 if (color_size
> 0) {
407 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_COLOR0
,
408 vertex_size
, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
410 offsetof(struct vertex
, r
), false);
411 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_COLOR0
,
412 *buf_obj
, 0, sizeof(struct vertex
));
413 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_COLOR0
);
417 _mesa_BindVertexArray(*VAO
);
422 * Initialize meta-ops for a context.
423 * To be called once during context creation.
426 _mesa_meta_init(struct gl_context
*ctx
)
430 ctx
->Meta
= CALLOC_STRUCT(gl_meta_state
);
434 * Free context meta-op state.
435 * To be called once during context destruction.
438 _mesa_meta_free(struct gl_context
*ctx
)
440 GET_CURRENT_CONTEXT(old_context
);
441 _mesa_make_current(ctx
, NULL
, NULL
);
442 _mesa_meta_glsl_blit_cleanup(ctx
, &ctx
->Meta
->Blit
);
443 meta_glsl_clear_cleanup(ctx
, &ctx
->Meta
->Clear
);
444 _mesa_meta_glsl_generate_mipmap_cleanup(ctx
, &ctx
->Meta
->Mipmap
);
445 cleanup_temp_texture(&ctx
->Meta
->TempTex
);
446 meta_decompress_cleanup(ctx
, &ctx
->Meta
->Decompress
);
447 meta_drawpix_cleanup(ctx
, &ctx
->Meta
->DrawPix
);
449 _mesa_make_current(old_context
, old_context
->WinSysDrawBuffer
, old_context
->WinSysReadBuffer
);
451 _mesa_make_current(NULL
, NULL
, NULL
);
458 * Enter meta state. This is like a light-weight version of glPushAttrib
459 * but it also resets most GL state back to default values.
461 * \param state bitmask of MESA_META_* flags indicating which attribute groups
462 * to save and reset to their defaults
465 _mesa_meta_begin(struct gl_context
*ctx
, GLbitfield state
)
467 struct save_state
*save
;
469 /* hope MAX_META_OPS_DEPTH is large enough */
470 assert(ctx
->Meta
->SaveStackDepth
< MAX_META_OPS_DEPTH
);
472 save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
++];
473 memset(save
, 0, sizeof(*save
));
474 save
->SavedState
= state
;
476 /* We always push into desktop GL mode and pop out at the end. No sense in
477 * writing our shaders varying based on the user's context choice, when
478 * Mesa can handle either.
480 save
->API
= ctx
->API
;
481 ctx
->API
= API_OPENGL_COMPAT
;
483 /* Mesa's extension helper functions use the current context's API to look up
484 * the version required by an extension as a step in determining whether or
485 * not it has been advertised. Since meta aims to only be restricted by the
486 * driver capability (and not by whether or not an extension has been
487 * advertised), set the helper functions' Version variable to a value that
488 * will make the checks on the context API and version unconditionally pass.
490 save
->ExtensionsVersion
= ctx
->Extensions
.Version
;
491 ctx
->Extensions
.Version
= ~0;
493 /* Pausing transform feedback needs to be done early, or else we won't be
494 * able to change other state.
496 save
->TransformFeedbackNeedsResume
=
497 _mesa_is_xfb_active_and_unpaused(ctx
);
498 if (save
->TransformFeedbackNeedsResume
)
499 _mesa_PauseTransformFeedback();
501 /* After saving the current occlusion object, call EndQuery so that no
502 * occlusion querying will be active during the meta-operation.
504 if (state
& MESA_META_OCCLUSION_QUERY
) {
505 save
->CurrentOcclusionObject
= ctx
->Query
.CurrentOcclusionObject
;
506 if (save
->CurrentOcclusionObject
)
507 _mesa_EndQuery(save
->CurrentOcclusionObject
->Target
);
510 if (state
& MESA_META_ALPHA_TEST
) {
511 save
->AlphaEnabled
= ctx
->Color
.AlphaEnabled
;
512 save
->AlphaFunc
= ctx
->Color
.AlphaFunc
;
513 save
->AlphaRef
= ctx
->Color
.AlphaRef
;
514 if (ctx
->Color
.AlphaEnabled
)
515 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_FALSE
);
518 if (state
& MESA_META_BLEND
) {
519 save
->BlendEnabled
= ctx
->Color
.BlendEnabled
;
520 if (ctx
->Color
.BlendEnabled
) {
521 if (ctx
->Extensions
.EXT_draw_buffers2
) {
523 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
524 _mesa_set_enablei(ctx
, GL_BLEND
, i
, GL_FALSE
);
528 _mesa_set_enable(ctx
, GL_BLEND
, GL_FALSE
);
531 save
->ColorLogicOpEnabled
= ctx
->Color
.ColorLogicOpEnabled
;
532 if (ctx
->Color
.ColorLogicOpEnabled
)
533 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, GL_FALSE
);
536 if (state
& MESA_META_DITHER
) {
537 save
->DitherFlag
= ctx
->Color
.DitherFlag
;
538 _mesa_set_enable(ctx
, GL_DITHER
, GL_TRUE
);
541 if (state
& MESA_META_COLOR_MASK
) {
542 memcpy(save
->ColorMask
, ctx
->Color
.ColorMask
,
543 sizeof(ctx
->Color
.ColorMask
));
544 if (!ctx
->Color
.ColorMask
[0][0] ||
545 !ctx
->Color
.ColorMask
[0][1] ||
546 !ctx
->Color
.ColorMask
[0][2] ||
547 !ctx
->Color
.ColorMask
[0][3])
548 _mesa_ColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
551 if (state
& MESA_META_DEPTH_TEST
) {
552 save
->Depth
= ctx
->Depth
; /* struct copy */
554 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_FALSE
);
557 if (state
& MESA_META_FOG
) {
558 save
->Fog
= ctx
->Fog
.Enabled
;
559 if (ctx
->Fog
.Enabled
)
560 _mesa_set_enable(ctx
, GL_FOG
, GL_FALSE
);
563 if (state
& MESA_META_PIXEL_STORE
) {
564 save
->Pack
= ctx
->Pack
;
565 save
->Unpack
= ctx
->Unpack
;
566 ctx
->Pack
= ctx
->DefaultPacking
;
567 ctx
->Unpack
= ctx
->DefaultPacking
;
570 if (state
& MESA_META_PIXEL_TRANSFER
) {
571 save
->RedScale
= ctx
->Pixel
.RedScale
;
572 save
->RedBias
= ctx
->Pixel
.RedBias
;
573 save
->GreenScale
= ctx
->Pixel
.GreenScale
;
574 save
->GreenBias
= ctx
->Pixel
.GreenBias
;
575 save
->BlueScale
= ctx
->Pixel
.BlueScale
;
576 save
->BlueBias
= ctx
->Pixel
.BlueBias
;
577 save
->AlphaScale
= ctx
->Pixel
.AlphaScale
;
578 save
->AlphaBias
= ctx
->Pixel
.AlphaBias
;
579 save
->MapColorFlag
= ctx
->Pixel
.MapColorFlag
;
580 ctx
->Pixel
.RedScale
= 1.0F
;
581 ctx
->Pixel
.RedBias
= 0.0F
;
582 ctx
->Pixel
.GreenScale
= 1.0F
;
583 ctx
->Pixel
.GreenBias
= 0.0F
;
584 ctx
->Pixel
.BlueScale
= 1.0F
;
585 ctx
->Pixel
.BlueBias
= 0.0F
;
586 ctx
->Pixel
.AlphaScale
= 1.0F
;
587 ctx
->Pixel
.AlphaBias
= 0.0F
;
588 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
590 ctx
->NewState
|=_NEW_PIXEL
;
593 if (state
& MESA_META_RASTERIZATION
) {
594 save
->FrontPolygonMode
= ctx
->Polygon
.FrontMode
;
595 save
->BackPolygonMode
= ctx
->Polygon
.BackMode
;
596 save
->PolygonOffset
= ctx
->Polygon
.OffsetFill
;
597 save
->PolygonSmooth
= ctx
->Polygon
.SmoothFlag
;
598 save
->PolygonStipple
= ctx
->Polygon
.StippleFlag
;
599 save
->PolygonCull
= ctx
->Polygon
.CullFlag
;
600 _mesa_PolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
601 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, GL_FALSE
);
602 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, GL_FALSE
);
603 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, GL_FALSE
);
604 _mesa_set_enable(ctx
, GL_CULL_FACE
, GL_FALSE
);
607 if (state
& MESA_META_SCISSOR
) {
608 save
->Scissor
= ctx
->Scissor
; /* struct copy */
609 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_FALSE
);
612 if (state
& MESA_META_SHADER
) {
615 if (ctx
->Extensions
.ARB_vertex_program
) {
616 save
->VertexProgramEnabled
= ctx
->VertexProgram
.Enabled
;
617 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
,
618 ctx
->VertexProgram
.Current
);
619 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
, GL_FALSE
);
622 if (ctx
->Extensions
.ARB_fragment_program
) {
623 save
->FragmentProgramEnabled
= ctx
->FragmentProgram
.Enabled
;
624 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
,
625 ctx
->FragmentProgram
.Current
);
626 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_FALSE
);
629 if (ctx
->Extensions
.ATI_fragment_shader
) {
630 save
->ATIFragmentShaderEnabled
= ctx
->ATIFragmentShader
.Enabled
;
631 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
, GL_FALSE
);
634 if (ctx
->Pipeline
.Current
) {
635 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
,
636 ctx
->Pipeline
.Current
);
637 _mesa_BindProgramPipeline(0);
640 /* Save the shader state from ctx->Shader (instead of ctx->_Shader) so
641 * that we don't have to worry about the current pipeline state.
643 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
644 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
],
645 ctx
->Shader
.CurrentProgram
[i
]);
647 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
,
648 ctx
->Shader
.ActiveProgram
);
653 if (state
& MESA_META_STENCIL_TEST
) {
654 save
->Stencil
= ctx
->Stencil
; /* struct copy */
655 if (ctx
->Stencil
.Enabled
)
656 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_FALSE
);
657 /* NOTE: other stencil state not reset */
660 if (state
& MESA_META_TEXTURE
) {
663 save
->ActiveUnit
= ctx
->Texture
.CurrentUnit
;
664 save
->EnvMode
= ctx
->Texture
.Unit
[0].EnvMode
;
666 /* Disable all texture units */
667 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
668 save
->TexEnabled
[u
] = ctx
->Texture
.Unit
[u
].Enabled
;
669 save
->TexGenEnabled
[u
] = ctx
->Texture
.Unit
[u
].TexGenEnabled
;
670 if (ctx
->Texture
.Unit
[u
].Enabled
||
671 ctx
->Texture
.Unit
[u
].TexGenEnabled
) {
672 _mesa_ActiveTexture(GL_TEXTURE0
+ u
);
673 _mesa_set_enable(ctx
, GL_TEXTURE_2D
, GL_FALSE
);
674 if (ctx
->Extensions
.ARB_texture_cube_map
)
675 _mesa_set_enable(ctx
, GL_TEXTURE_CUBE_MAP
, GL_FALSE
);
677 _mesa_set_enable(ctx
, GL_TEXTURE_1D
, GL_FALSE
);
678 _mesa_set_enable(ctx
, GL_TEXTURE_3D
, GL_FALSE
);
679 if (ctx
->Extensions
.NV_texture_rectangle
)
680 _mesa_set_enable(ctx
, GL_TEXTURE_RECTANGLE
, GL_FALSE
);
681 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_S
, GL_FALSE
);
682 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_T
, GL_FALSE
);
683 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_R
, GL_FALSE
);
684 _mesa_set_enable(ctx
, GL_TEXTURE_GEN_Q
, GL_FALSE
);
688 /* save current texture objects for unit[0] only */
689 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
690 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
],
691 ctx
->Texture
.Unit
[0].CurrentTex
[tgt
]);
694 /* set defaults for unit[0] */
695 _mesa_ActiveTexture(GL_TEXTURE0
);
696 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
699 if (state
& MESA_META_TRANSFORM
) {
700 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
701 memcpy(save
->ModelviewMatrix
, ctx
->ModelviewMatrixStack
.Top
->m
,
702 16 * sizeof(GLfloat
));
703 memcpy(save
->ProjectionMatrix
, ctx
->ProjectionMatrixStack
.Top
->m
,
704 16 * sizeof(GLfloat
));
705 memcpy(save
->TextureMatrix
, ctx
->TextureMatrixStack
[0].Top
->m
,
706 16 * sizeof(GLfloat
));
707 save
->MatrixMode
= ctx
->Transform
.MatrixMode
;
708 /* set 1:1 vertex:pixel coordinate transform */
709 _mesa_ActiveTexture(GL_TEXTURE0
);
710 _mesa_MatrixMode(GL_TEXTURE
);
711 _mesa_LoadIdentity();
712 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
713 _mesa_MatrixMode(GL_MODELVIEW
);
714 _mesa_LoadIdentity();
715 _mesa_MatrixMode(GL_PROJECTION
);
716 _mesa_LoadIdentity();
718 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
719 * This can occur when there is no draw buffer.
721 if (ctx
->DrawBuffer
->Width
!= 0 && ctx
->DrawBuffer
->Height
!= 0)
722 _mesa_Ortho(0.0, ctx
->DrawBuffer
->Width
,
723 0.0, ctx
->DrawBuffer
->Height
,
726 if (ctx
->Extensions
.ARB_clip_control
) {
727 save
->ClipOrigin
= ctx
->Transform
.ClipOrigin
;
728 save
->ClipDepthMode
= ctx
->Transform
.ClipDepthMode
;
729 _mesa_ClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
);
733 if (state
& MESA_META_CLIP
) {
734 save
->ClipPlanesEnabled
= ctx
->Transform
.ClipPlanesEnabled
;
735 if (ctx
->Transform
.ClipPlanesEnabled
) {
737 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
738 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_FALSE
);
743 if (state
& MESA_META_VERTEX
) {
744 /* save vertex array object state */
745 _mesa_reference_vao(ctx
, &save
->VAO
,
747 /* set some default state? */
750 if (state
& MESA_META_VIEWPORT
) {
751 /* save viewport state */
752 save
->ViewportX
= ctx
->ViewportArray
[0].X
;
753 save
->ViewportY
= ctx
->ViewportArray
[0].Y
;
754 save
->ViewportW
= ctx
->ViewportArray
[0].Width
;
755 save
->ViewportH
= ctx
->ViewportArray
[0].Height
;
756 /* set viewport to match window size */
757 if (ctx
->ViewportArray
[0].X
!= 0 ||
758 ctx
->ViewportArray
[0].Y
!= 0 ||
759 ctx
->ViewportArray
[0].Width
!= (float) ctx
->DrawBuffer
->Width
||
760 ctx
->ViewportArray
[0].Height
!= (float) ctx
->DrawBuffer
->Height
) {
761 _mesa_set_viewport(ctx
, 0, 0, 0,
762 ctx
->DrawBuffer
->Width
, ctx
->DrawBuffer
->Height
);
764 /* save depth range state */
765 save
->DepthNear
= ctx
->ViewportArray
[0].Near
;
766 save
->DepthFar
= ctx
->ViewportArray
[0].Far
;
767 /* set depth range to default */
768 _mesa_set_depth_range(ctx
, 0, 0.0, 1.0);
771 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
) {
772 save
->ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
774 /* Generally in here we want to do clamping according to whether
775 * it's for the pixel path (ClampFragmentColor is GL_TRUE),
776 * regardless of the internal implementation of the metaops.
778 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
779 ctx
->Extensions
.ARB_color_buffer_float
)
780 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
783 if (state
& MESA_META_CLAMP_VERTEX_COLOR
) {
784 save
->ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
786 /* Generally in here we never want vertex color clamping --
787 * result clamping is only dependent on fragment clamping.
789 if (ctx
->Extensions
.ARB_color_buffer_float
)
790 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, GL_FALSE
);
793 if (state
& MESA_META_CONDITIONAL_RENDER
) {
794 save
->CondRenderQuery
= ctx
->Query
.CondRenderQuery
;
795 save
->CondRenderMode
= ctx
->Query
.CondRenderMode
;
797 if (ctx
->Query
.CondRenderQuery
)
798 _mesa_EndConditionalRender();
801 if (state
& MESA_META_SELECT_FEEDBACK
) {
802 save
->RenderMode
= ctx
->RenderMode
;
803 if (ctx
->RenderMode
== GL_SELECT
) {
804 save
->Select
= ctx
->Select
; /* struct copy */
805 _mesa_RenderMode(GL_RENDER
);
806 } else if (ctx
->RenderMode
== GL_FEEDBACK
) {
807 save
->Feedback
= ctx
->Feedback
; /* struct copy */
808 _mesa_RenderMode(GL_RENDER
);
812 if (state
& MESA_META_MULTISAMPLE
) {
813 save
->Multisample
= ctx
->Multisample
; /* struct copy */
815 if (ctx
->Multisample
.Enabled
)
816 _mesa_set_multisample(ctx
, GL_FALSE
);
817 if (ctx
->Multisample
.SampleCoverage
)
818 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, GL_FALSE
);
819 if (ctx
->Multisample
.SampleAlphaToCoverage
)
820 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, GL_FALSE
);
821 if (ctx
->Multisample
.SampleAlphaToOne
)
822 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, GL_FALSE
);
823 if (ctx
->Multisample
.SampleShading
)
824 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, GL_FALSE
);
825 if (ctx
->Multisample
.SampleMask
)
826 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, GL_FALSE
);
829 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
830 save
->sRGBEnabled
= ctx
->Color
.sRGBEnabled
;
831 if (ctx
->Color
.sRGBEnabled
)
832 _mesa_set_framebuffer_srgb(ctx
, GL_FALSE
);
835 if (state
& MESA_META_DRAW_BUFFERS
) {
836 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
837 memcpy(save
->ColorDrawBuffers
, fb
->ColorDrawBuffer
,
838 sizeof(save
->ColorDrawBuffers
));
843 save
->Lighting
= ctx
->Light
.Enabled
;
844 if (ctx
->Light
.Enabled
)
845 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_FALSE
);
846 save
->RasterDiscard
= ctx
->RasterDiscard
;
847 if (ctx
->RasterDiscard
)
848 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_FALSE
);
850 save
->DrawBufferName
= ctx
->DrawBuffer
->Name
;
851 save
->ReadBufferName
= ctx
->ReadBuffer
->Name
;
857 * Leave meta state. This is like a light-weight version of glPopAttrib().
860 _mesa_meta_end(struct gl_context
*ctx
)
862 assert(ctx
->Meta
->SaveStackDepth
> 0);
864 struct save_state
*save
= &ctx
->Meta
->Save
[ctx
->Meta
->SaveStackDepth
- 1];
865 const GLbitfield state
= save
->SavedState
;
868 /* Grab the result of the old occlusion query before starting it again. The
869 * old result is added to the result of the new query so the driver will
870 * continue adding where it left off. */
871 if (state
& MESA_META_OCCLUSION_QUERY
) {
872 if (save
->CurrentOcclusionObject
) {
873 struct gl_query_object
*q
= save
->CurrentOcclusionObject
;
876 ctx
->Driver
.WaitQuery(ctx
, q
);
878 _mesa_BeginQuery(q
->Target
, q
->Id
);
879 ctx
->Query
.CurrentOcclusionObject
->Result
+= result
;
883 if (state
& MESA_META_ALPHA_TEST
) {
884 if (ctx
->Color
.AlphaEnabled
!= save
->AlphaEnabled
)
885 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, save
->AlphaEnabled
);
886 _mesa_AlphaFunc(save
->AlphaFunc
, save
->AlphaRef
);
889 if (state
& MESA_META_BLEND
) {
890 if (ctx
->Color
.BlendEnabled
!= save
->BlendEnabled
) {
891 if (ctx
->Extensions
.EXT_draw_buffers2
) {
893 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
894 _mesa_set_enablei(ctx
, GL_BLEND
, i
, (save
->BlendEnabled
>> i
) & 1);
898 _mesa_set_enable(ctx
, GL_BLEND
, (save
->BlendEnabled
& 1));
901 if (ctx
->Color
.ColorLogicOpEnabled
!= save
->ColorLogicOpEnabled
)
902 _mesa_set_enable(ctx
, GL_COLOR_LOGIC_OP
, save
->ColorLogicOpEnabled
);
905 if (state
& MESA_META_DITHER
)
906 _mesa_set_enable(ctx
, GL_DITHER
, save
->DitherFlag
);
908 if (state
& MESA_META_COLOR_MASK
) {
910 for (i
= 0; i
< ctx
->Const
.MaxDrawBuffers
; i
++) {
911 if (!TEST_EQ_4V(ctx
->Color
.ColorMask
[i
], save
->ColorMask
[i
])) {
913 _mesa_ColorMask(save
->ColorMask
[i
][0], save
->ColorMask
[i
][1],
914 save
->ColorMask
[i
][2], save
->ColorMask
[i
][3]);
918 save
->ColorMask
[i
][0],
919 save
->ColorMask
[i
][1],
920 save
->ColorMask
[i
][2],
921 save
->ColorMask
[i
][3]);
927 if (state
& MESA_META_DEPTH_TEST
) {
928 if (ctx
->Depth
.Test
!= save
->Depth
.Test
)
929 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, save
->Depth
.Test
);
930 _mesa_DepthFunc(save
->Depth
.Func
);
931 _mesa_DepthMask(save
->Depth
.Mask
);
934 if (state
& MESA_META_FOG
) {
935 _mesa_set_enable(ctx
, GL_FOG
, save
->Fog
);
938 if (state
& MESA_META_PIXEL_STORE
) {
939 ctx
->Pack
= save
->Pack
;
940 ctx
->Unpack
= save
->Unpack
;
943 if (state
& MESA_META_PIXEL_TRANSFER
) {
944 ctx
->Pixel
.RedScale
= save
->RedScale
;
945 ctx
->Pixel
.RedBias
= save
->RedBias
;
946 ctx
->Pixel
.GreenScale
= save
->GreenScale
;
947 ctx
->Pixel
.GreenBias
= save
->GreenBias
;
948 ctx
->Pixel
.BlueScale
= save
->BlueScale
;
949 ctx
->Pixel
.BlueBias
= save
->BlueBias
;
950 ctx
->Pixel
.AlphaScale
= save
->AlphaScale
;
951 ctx
->Pixel
.AlphaBias
= save
->AlphaBias
;
952 ctx
->Pixel
.MapColorFlag
= save
->MapColorFlag
;
954 ctx
->NewState
|=_NEW_PIXEL
;
957 if (state
& MESA_META_RASTERIZATION
) {
958 _mesa_PolygonMode(GL_FRONT
, save
->FrontPolygonMode
);
959 _mesa_PolygonMode(GL_BACK
, save
->BackPolygonMode
);
960 _mesa_set_enable(ctx
, GL_POLYGON_STIPPLE
, save
->PolygonStipple
);
961 _mesa_set_enable(ctx
, GL_POLYGON_SMOOTH
, save
->PolygonSmooth
);
962 _mesa_set_enable(ctx
, GL_POLYGON_OFFSET_FILL
, save
->PolygonOffset
);
963 _mesa_set_enable(ctx
, GL_CULL_FACE
, save
->PolygonCull
);
966 if (state
& MESA_META_SCISSOR
) {
969 for (i
= 0; i
< ctx
->Const
.MaxViewports
; i
++) {
970 _mesa_set_scissor(ctx
, i
,
971 save
->Scissor
.ScissorArray
[i
].X
,
972 save
->Scissor
.ScissorArray
[i
].Y
,
973 save
->Scissor
.ScissorArray
[i
].Width
,
974 save
->Scissor
.ScissorArray
[i
].Height
);
975 _mesa_set_enablei(ctx
, GL_SCISSOR_TEST
, i
,
976 (save
->Scissor
.EnableFlags
>> i
) & 1);
980 if (state
& MESA_META_SHADER
) {
981 static const GLenum targets
[] = {
983 GL_TESS_CONTROL_SHADER
,
984 GL_TESS_EVALUATION_SHADER
,
989 STATIC_ASSERT(MESA_SHADER_STAGES
== ARRAY_SIZE(targets
));
993 if (ctx
->Extensions
.ARB_vertex_program
) {
994 _mesa_set_enable(ctx
, GL_VERTEX_PROGRAM_ARB
,
995 save
->VertexProgramEnabled
);
996 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
,
997 save
->VertexProgram
);
998 _mesa_reference_vertprog(ctx
, &save
->VertexProgram
, NULL
);
1001 if (ctx
->Extensions
.ARB_fragment_program
) {
1002 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
1003 save
->FragmentProgramEnabled
);
1004 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
,
1005 save
->FragmentProgram
);
1006 _mesa_reference_fragprog(ctx
, &save
->FragmentProgram
, NULL
);
1009 if (ctx
->Extensions
.ATI_fragment_shader
) {
1010 _mesa_set_enable(ctx
, GL_FRAGMENT_SHADER_ATI
,
1011 save
->ATIFragmentShaderEnabled
);
1015 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1016 /* It is safe to call _mesa_use_shader_program even if the extension
1017 * necessary for that program state is not supported. In that case,
1018 * the saved program object must be NULL and the currently bound
1019 * program object must be NULL. _mesa_use_shader_program is a no-op
1022 _mesa_use_shader_program(ctx
, targets
[i
],
1026 /* Do this *before* killing the reference. :)
1028 if (save
->Shader
[i
] != NULL
)
1031 _mesa_reference_shader_program(ctx
, &save
->Shader
[i
], NULL
);
1034 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.ActiveProgram
,
1035 save
->ActiveShader
);
1036 _mesa_reference_shader_program(ctx
, &save
->ActiveShader
, NULL
);
1038 /* If there were any stages set with programs, use ctx->Shader as the
1039 * current shader state. Otherwise, use Pipeline.Default. The pipeline
1040 * hasn't been restored yet, and that may modify ctx->_Shader further.
1043 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1046 _mesa_reference_pipeline_object(ctx
, &ctx
->_Shader
,
1047 ctx
->Pipeline
.Default
);
1049 if (save
->Pipeline
) {
1050 _mesa_bind_pipeline(ctx
, save
->Pipeline
);
1052 _mesa_reference_pipeline_object(ctx
, &save
->Pipeline
, NULL
);
1056 if (state
& MESA_META_STENCIL_TEST
) {
1057 const struct gl_stencil_attrib
*stencil
= &save
->Stencil
;
1059 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, stencil
->Enabled
);
1060 _mesa_ClearStencil(stencil
->Clear
);
1061 if (ctx
->Extensions
.EXT_stencil_two_side
) {
1062 _mesa_set_enable(ctx
, GL_STENCIL_TEST_TWO_SIDE_EXT
,
1063 stencil
->TestTwoSide
);
1064 _mesa_ActiveStencilFaceEXT(stencil
->ActiveFace
1065 ? GL_BACK
: GL_FRONT
);
1068 _mesa_StencilFuncSeparate(GL_FRONT
,
1069 stencil
->Function
[0],
1071 stencil
->ValueMask
[0]);
1072 _mesa_StencilMaskSeparate(GL_FRONT
, stencil
->WriteMask
[0]);
1073 _mesa_StencilOpSeparate(GL_FRONT
, stencil
->FailFunc
[0],
1074 stencil
->ZFailFunc
[0],
1075 stencil
->ZPassFunc
[0]);
1077 _mesa_StencilFuncSeparate(GL_BACK
,
1078 stencil
->Function
[1],
1080 stencil
->ValueMask
[1]);
1081 _mesa_StencilMaskSeparate(GL_BACK
, stencil
->WriteMask
[1]);
1082 _mesa_StencilOpSeparate(GL_BACK
, stencil
->FailFunc
[1],
1083 stencil
->ZFailFunc
[1],
1084 stencil
->ZPassFunc
[1]);
1087 if (state
& MESA_META_TEXTURE
) {
1090 assert(ctx
->Texture
.CurrentUnit
== 0);
1092 /* restore texenv for unit[0] */
1093 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, save
->EnvMode
);
1095 /* restore texture objects for unit[0] only */
1096 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
1097 if (ctx
->Texture
.Unit
[0].CurrentTex
[tgt
] != save
->CurrentTexture
[tgt
]) {
1098 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1099 _mesa_reference_texobj(&ctx
->Texture
.Unit
[0].CurrentTex
[tgt
],
1100 save
->CurrentTexture
[tgt
]);
1102 _mesa_reference_texobj(&save
->CurrentTexture
[tgt
], NULL
);
1105 /* Restore fixed function texture enables, texgen */
1106 for (u
= 0; u
< ctx
->Const
.MaxTextureUnits
; u
++) {
1107 if (ctx
->Texture
.Unit
[u
].Enabled
!= save
->TexEnabled
[u
]) {
1108 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1109 ctx
->Texture
.Unit
[u
].Enabled
= save
->TexEnabled
[u
];
1112 if (ctx
->Texture
.Unit
[u
].TexGenEnabled
!= save
->TexGenEnabled
[u
]) {
1113 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1114 ctx
->Texture
.Unit
[u
].TexGenEnabled
= save
->TexGenEnabled
[u
];
1118 /* restore current unit state */
1119 _mesa_ActiveTexture(GL_TEXTURE0
+ save
->ActiveUnit
);
1122 if (state
& MESA_META_TRANSFORM
) {
1123 GLuint activeTexture
= ctx
->Texture
.CurrentUnit
;
1124 _mesa_ActiveTexture(GL_TEXTURE0
);
1125 _mesa_MatrixMode(GL_TEXTURE
);
1126 _mesa_LoadMatrixf(save
->TextureMatrix
);
1127 _mesa_ActiveTexture(GL_TEXTURE0
+ activeTexture
);
1129 _mesa_MatrixMode(GL_MODELVIEW
);
1130 _mesa_LoadMatrixf(save
->ModelviewMatrix
);
1132 _mesa_MatrixMode(GL_PROJECTION
);
1133 _mesa_LoadMatrixf(save
->ProjectionMatrix
);
1135 _mesa_MatrixMode(save
->MatrixMode
);
1137 if (ctx
->Extensions
.ARB_clip_control
)
1138 _mesa_ClipControl(save
->ClipOrigin
, save
->ClipDepthMode
);
1141 if (state
& MESA_META_CLIP
) {
1142 if (save
->ClipPlanesEnabled
) {
1144 for (i
= 0; i
< ctx
->Const
.MaxClipPlanes
; i
++) {
1145 if (save
->ClipPlanesEnabled
& (1 << i
)) {
1146 _mesa_set_enable(ctx
, GL_CLIP_PLANE0
+ i
, GL_TRUE
);
1152 if (state
& MESA_META_VERTEX
) {
1153 /* restore vertex array object */
1154 _mesa_BindVertexArray(save
->VAO
->Name
);
1155 _mesa_reference_vao(ctx
, &save
->VAO
, NULL
);
1158 if (state
& MESA_META_VIEWPORT
) {
1159 if (save
->ViewportX
!= ctx
->ViewportArray
[0].X
||
1160 save
->ViewportY
!= ctx
->ViewportArray
[0].Y
||
1161 save
->ViewportW
!= ctx
->ViewportArray
[0].Width
||
1162 save
->ViewportH
!= ctx
->ViewportArray
[0].Height
) {
1163 _mesa_set_viewport(ctx
, 0, save
->ViewportX
, save
->ViewportY
,
1164 save
->ViewportW
, save
->ViewportH
);
1166 _mesa_set_depth_range(ctx
, 0, save
->DepthNear
, save
->DepthFar
);
1169 if (state
& MESA_META_CLAMP_FRAGMENT_COLOR
&&
1170 ctx
->Extensions
.ARB_color_buffer_float
) {
1171 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, save
->ClampFragmentColor
);
1174 if (state
& MESA_META_CLAMP_VERTEX_COLOR
&&
1175 ctx
->Extensions
.ARB_color_buffer_float
) {
1176 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR
, save
->ClampVertexColor
);
1179 if (state
& MESA_META_CONDITIONAL_RENDER
) {
1180 if (save
->CondRenderQuery
)
1181 _mesa_BeginConditionalRender(save
->CondRenderQuery
->Id
,
1182 save
->CondRenderMode
);
1185 if (state
& MESA_META_SELECT_FEEDBACK
) {
1186 if (save
->RenderMode
== GL_SELECT
) {
1187 _mesa_RenderMode(GL_SELECT
);
1188 ctx
->Select
= save
->Select
;
1189 } else if (save
->RenderMode
== GL_FEEDBACK
) {
1190 _mesa_RenderMode(GL_FEEDBACK
);
1191 ctx
->Feedback
= save
->Feedback
;
1195 if (state
& MESA_META_MULTISAMPLE
) {
1196 struct gl_multisample_attrib
*ctx_ms
= &ctx
->Multisample
;
1197 struct gl_multisample_attrib
*save_ms
= &save
->Multisample
;
1199 if (ctx_ms
->Enabled
!= save_ms
->Enabled
)
1200 _mesa_set_multisample(ctx
, save_ms
->Enabled
);
1201 if (ctx_ms
->SampleCoverage
!= save_ms
->SampleCoverage
)
1202 _mesa_set_enable(ctx
, GL_SAMPLE_COVERAGE
, save_ms
->SampleCoverage
);
1203 if (ctx_ms
->SampleAlphaToCoverage
!= save_ms
->SampleAlphaToCoverage
)
1204 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_COVERAGE
, save_ms
->SampleAlphaToCoverage
);
1205 if (ctx_ms
->SampleAlphaToOne
!= save_ms
->SampleAlphaToOne
)
1206 _mesa_set_enable(ctx
, GL_SAMPLE_ALPHA_TO_ONE
, save_ms
->SampleAlphaToOne
);
1207 if (ctx_ms
->SampleCoverageValue
!= save_ms
->SampleCoverageValue
||
1208 ctx_ms
->SampleCoverageInvert
!= save_ms
->SampleCoverageInvert
) {
1209 _mesa_SampleCoverage(save_ms
->SampleCoverageValue
,
1210 save_ms
->SampleCoverageInvert
);
1212 if (ctx_ms
->SampleShading
!= save_ms
->SampleShading
)
1213 _mesa_set_enable(ctx
, GL_SAMPLE_SHADING
, save_ms
->SampleShading
);
1214 if (ctx_ms
->SampleMask
!= save_ms
->SampleMask
)
1215 _mesa_set_enable(ctx
, GL_SAMPLE_MASK
, save_ms
->SampleMask
);
1216 if (ctx_ms
->SampleMaskValue
!= save_ms
->SampleMaskValue
)
1217 _mesa_SampleMaski(0, save_ms
->SampleMaskValue
);
1218 if (ctx_ms
->MinSampleShadingValue
!= save_ms
->MinSampleShadingValue
)
1219 _mesa_MinSampleShading(save_ms
->MinSampleShadingValue
);
1222 if (state
& MESA_META_FRAMEBUFFER_SRGB
) {
1223 if (ctx
->Color
.sRGBEnabled
!= save
->sRGBEnabled
)
1224 _mesa_set_framebuffer_srgb(ctx
, save
->sRGBEnabled
);
1228 if (save
->Lighting
) {
1229 _mesa_set_enable(ctx
, GL_LIGHTING
, GL_TRUE
);
1231 if (save
->RasterDiscard
) {
1232 _mesa_set_enable(ctx
, GL_RASTERIZER_DISCARD
, GL_TRUE
);
1234 if (save
->TransformFeedbackNeedsResume
)
1235 _mesa_ResumeTransformFeedback();
1237 if (ctx
->DrawBuffer
->Name
!= save
->DrawBufferName
)
1238 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, save
->DrawBufferName
);
1240 if (ctx
->ReadBuffer
->Name
!= save
->ReadBufferName
)
1241 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER
, save
->ReadBufferName
);
1243 if (state
& MESA_META_DRAW_BUFFERS
) {
1244 _mesa_drawbuffers(ctx
, ctx
->DrawBuffer
, ctx
->Const
.MaxDrawBuffers
,
1245 save
->ColorDrawBuffers
, NULL
);
1248 ctx
->Meta
->SaveStackDepth
--;
1250 ctx
->API
= save
->API
;
1251 ctx
->Extensions
.Version
= save
->ExtensionsVersion
;
1256 * Convert Z from a normalized value in the range [0, 1] to an object-space
1257 * Z coordinate in [-1, +1] so that drawing at the new Z position with the
1258 * default/identity ortho projection results in the original Z value.
1259 * Used by the meta-Clear, Draw/CopyPixels and Bitmap functions where the Z
1260 * value comes from the clear value or raster position.
1262 static inline GLfloat
1263 invert_z(GLfloat normZ
)
1265 GLfloat objZ
= 1.0f
- 2.0f
* normZ
;
1271 * One-time init for a temp_texture object.
1272 * Choose tex target, compute max tex size, etc.
1275 init_temp_texture(struct gl_context
*ctx
, struct temp_texture
*tex
)
1277 /* prefer texture rectangle */
1278 if (_mesa_is_desktop_gl(ctx
) && ctx
->Extensions
.NV_texture_rectangle
) {
1279 tex
->Target
= GL_TEXTURE_RECTANGLE
;
1280 tex
->MaxSize
= ctx
->Const
.MaxTextureRectSize
;
1281 tex
->NPOT
= GL_TRUE
;
1284 /* use 2D texture, NPOT if possible */
1285 tex
->Target
= GL_TEXTURE_2D
;
1286 tex
->MaxSize
= 1 << (ctx
->Const
.MaxTextureLevels
- 1);
1287 tex
->NPOT
= ctx
->Extensions
.ARB_texture_non_power_of_two
;
1289 tex
->MinSize
= 16; /* 16 x 16 at least */
1290 assert(tex
->MaxSize
> 0);
1292 _mesa_GenTextures(1, &tex
->TexObj
);
1296 cleanup_temp_texture(struct temp_texture
*tex
)
1300 _mesa_DeleteTextures(1, &tex
->TexObj
);
1306 * Return pointer to temp_texture info for non-bitmap ops.
1307 * This does some one-time init if needed.
1309 struct temp_texture
*
1310 _mesa_meta_get_temp_texture(struct gl_context
*ctx
)
1312 struct temp_texture
*tex
= &ctx
->Meta
->TempTex
;
1315 init_temp_texture(ctx
, tex
);
1323 * Return pointer to temp_texture info for _mesa_meta_bitmap().
1324 * We use a separate texture for bitmaps to reduce texture
1325 * allocation/deallocation.
1327 static struct temp_texture
*
1328 get_bitmap_temp_texture(struct gl_context
*ctx
)
1330 struct temp_texture
*tex
= &ctx
->Meta
->Bitmap
.Tex
;
1333 init_temp_texture(ctx
, tex
);
1340 * Return pointer to depth temp_texture.
1341 * This does some one-time init if needed.
1343 struct temp_texture
*
1344 _mesa_meta_get_temp_depth_texture(struct gl_context
*ctx
)
1346 struct temp_texture
*tex
= &ctx
->Meta
->Blit
.depthTex
;
1349 init_temp_texture(ctx
, tex
);
1356 * Compute the width/height of texture needed to draw an image of the
1357 * given size. Return a flag indicating whether the current texture
1358 * can be re-used (glTexSubImage2D) or if a new texture needs to be
1359 * allocated (glTexImage2D).
1360 * Also, compute s/t texcoords for drawing.
1362 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1365 _mesa_meta_alloc_texture(struct temp_texture
*tex
,
1366 GLsizei width
, GLsizei height
, GLenum intFormat
)
1368 GLboolean newTex
= GL_FALSE
;
1370 assert(width
<= tex
->MaxSize
);
1371 assert(height
<= tex
->MaxSize
);
1373 if (width
> tex
->Width
||
1374 height
> tex
->Height
||
1375 intFormat
!= tex
->IntFormat
) {
1376 /* alloc new texture (larger or different format) */
1379 /* use non-power of two size */
1380 tex
->Width
= MAX2(tex
->MinSize
, width
);
1381 tex
->Height
= MAX2(tex
->MinSize
, height
);
1384 /* find power of two size */
1386 w
= h
= tex
->MinSize
;
1395 tex
->IntFormat
= intFormat
;
1400 /* compute texcoords */
1401 if (tex
->Target
== GL_TEXTURE_RECTANGLE
) {
1402 tex
->Sright
= (GLfloat
) width
;
1403 tex
->Ttop
= (GLfloat
) height
;
1406 tex
->Sright
= (GLfloat
) width
/ tex
->Width
;
1407 tex
->Ttop
= (GLfloat
) height
/ tex
->Height
;
1415 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1418 _mesa_meta_setup_copypix_texture(struct gl_context
*ctx
,
1419 struct temp_texture
*tex
,
1420 GLint srcX
, GLint srcY
,
1421 GLsizei width
, GLsizei height
,
1427 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1428 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, filter
);
1429 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, filter
);
1430 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1432 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, intFormat
);
1434 /* copy framebuffer image to texture */
1436 /* create new tex image */
1437 if (tex
->Width
== width
&& tex
->Height
== height
) {
1438 /* create new tex with framebuffer data */
1439 _mesa_CopyTexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1440 srcX
, srcY
, width
, height
, 0);
1443 /* create empty texture */
1444 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1445 tex
->Width
, tex
->Height
, 0,
1446 intFormat
, GL_UNSIGNED_BYTE
, NULL
);
1448 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1449 0, 0, srcX
, srcY
, width
, height
);
1453 /* replace existing tex image */
1454 _mesa_CopyTexSubImage2D(tex
->Target
, 0,
1455 0, 0, srcX
, srcY
, width
, height
);
1461 * Setup/load texture for glDrawPixels.
1464 _mesa_meta_setup_drawpix_texture(struct gl_context
*ctx
,
1465 struct temp_texture
*tex
,
1467 GLsizei width
, GLsizei height
,
1468 GLenum format
, GLenum type
,
1469 const GLvoid
*pixels
)
1471 _mesa_BindTexture(tex
->Target
, tex
->TexObj
);
1472 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
1473 _mesa_TexParameteri(tex
->Target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
1474 _mesa_TexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1476 /* copy pixel data to texture */
1478 /* create new tex image */
1479 if (tex
->Width
== width
&& tex
->Height
== height
) {
1480 /* create new tex and load image data */
1481 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1482 tex
->Width
, tex
->Height
, 0, format
, type
, pixels
);
1485 struct gl_buffer_object
*save_unpack_obj
= NULL
;
1487 _mesa_reference_buffer_object(ctx
, &save_unpack_obj
,
1488 ctx
->Unpack
.BufferObj
);
1489 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
, 0);
1490 /* create empty texture */
1491 _mesa_TexImage2D(tex
->Target
, 0, tex
->IntFormat
,
1492 tex
->Width
, tex
->Height
, 0, format
, type
, NULL
);
1493 if (save_unpack_obj
!= NULL
)
1494 _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB
,
1495 save_unpack_obj
->Name
);
1497 _mesa_TexSubImage2D(tex
->Target
, 0,
1498 0, 0, width
, height
, format
, type
, pixels
);
1502 /* replace existing tex image */
1503 _mesa_TexSubImage2D(tex
->Target
, 0,
1504 0, 0, width
, height
, format
, type
, pixels
);
1509 _mesa_meta_setup_ff_tnl_for_blit(struct gl_context
*ctx
,
1510 GLuint
*VAO
, struct gl_buffer_object
**buf_obj
,
1511 unsigned texcoord_size
)
1513 _mesa_meta_setup_vertex_objects(ctx
, VAO
, buf_obj
, false, 2, texcoord_size
,
1516 /* setup projection matrix */
1517 _mesa_MatrixMode(GL_PROJECTION
);
1518 _mesa_LoadIdentity();
1522 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1525 _mesa_meta_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1527 meta_clear(ctx
, buffers
, false);
1531 _mesa_meta_glsl_Clear(struct gl_context
*ctx
, GLbitfield buffers
)
1533 meta_clear(ctx
, buffers
, true);
1537 meta_glsl_clear_init(struct gl_context
*ctx
, struct clear_state
*clear
)
1539 const char *vs_source
=
1540 "#extension GL_AMD_vertex_shader_layer : enable\n"
1541 "#extension GL_ARB_draw_instanced : enable\n"
1542 "#extension GL_ARB_explicit_attrib_location :enable\n"
1543 "layout(location = 0) in vec4 position;\n"
1546 "#ifdef GL_AMD_vertex_shader_layer\n"
1547 " gl_Layer = gl_InstanceID;\n"
1549 " gl_Position = position;\n"
1551 const char *fs_source
=
1552 "#extension GL_ARB_explicit_attrib_location :enable\n"
1553 "#extension GL_ARB_explicit_uniform_location :enable\n"
1554 "layout(location = 0) uniform vec4 color;\n"
1557 " gl_FragColor = color;\n"
1560 bool has_integer_textures
;
1562 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, true,
1565 if (clear
->ShaderProg
!= 0)
1568 vs
= _mesa_CreateShader(GL_VERTEX_SHADER
);
1569 _mesa_ShaderSource(vs
, 1, &vs_source
, NULL
);
1570 _mesa_CompileShader(vs
);
1572 fs
= _mesa_CreateShader(GL_FRAGMENT_SHADER
);
1573 _mesa_ShaderSource(fs
, 1, &fs_source
, NULL
);
1574 _mesa_CompileShader(fs
);
1576 clear
->ShaderProg
= _mesa_CreateProgram();
1577 _mesa_AttachShader(clear
->ShaderProg
, fs
);
1578 _mesa_DeleteShader(fs
);
1579 _mesa_AttachShader(clear
->ShaderProg
, vs
);
1580 _mesa_DeleteShader(vs
);
1581 _mesa_ObjectLabel(GL_PROGRAM
, clear
->ShaderProg
, -1, "meta clear");
1582 _mesa_LinkProgram(clear
->ShaderProg
);
1584 has_integer_textures
= _mesa_is_gles3(ctx
) ||
1585 (_mesa_is_desktop_gl(ctx
) && ctx
->Const
.GLSLVersion
>= 130);
1587 if (has_integer_textures
) {
1588 void *shader_source_mem_ctx
= ralloc_context(NULL
);
1589 const char *vs_int_source
=
1590 ralloc_asprintf(shader_source_mem_ctx
,
1592 "#extension GL_AMD_vertex_shader_layer : enable\n"
1593 "#extension GL_ARB_draw_instanced : enable\n"
1594 "#extension GL_ARB_explicit_attrib_location :enable\n"
1595 "layout(location = 0) in vec4 position;\n"
1598 "#ifdef GL_AMD_vertex_shader_layer\n"
1599 " gl_Layer = gl_InstanceID;\n"
1601 " gl_Position = position;\n"
1603 const char *fs_int_source
=
1604 ralloc_asprintf(shader_source_mem_ctx
,
1606 "#extension GL_ARB_explicit_attrib_location :enable\n"
1607 "#extension GL_ARB_explicit_uniform_location :enable\n"
1608 "layout(location = 0) uniform ivec4 color;\n"
1609 "out ivec4 out_color;\n"
1613 " out_color = color;\n"
1616 vs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_VERTEX_SHADER
,
1618 fs
= _mesa_meta_compile_shader_with_debug(ctx
, GL_FRAGMENT_SHADER
,
1620 ralloc_free(shader_source_mem_ctx
);
1622 clear
->IntegerShaderProg
= _mesa_CreateProgram();
1623 _mesa_AttachShader(clear
->IntegerShaderProg
, fs
);
1624 _mesa_DeleteShader(fs
);
1625 _mesa_AttachShader(clear
->IntegerShaderProg
, vs
);
1626 _mesa_DeleteShader(vs
);
1628 /* Note that user-defined out attributes get automatically assigned
1629 * locations starting from 0, so we don't need to explicitly
1630 * BindFragDataLocation to 0.
1633 _mesa_ObjectLabel(GL_PROGRAM
, clear
->IntegerShaderProg
, -1,
1635 _mesa_meta_link_program_with_debug(ctx
, clear
->IntegerShaderProg
);
1640 meta_glsl_clear_cleanup(struct gl_context
*ctx
, struct clear_state
*clear
)
1642 if (clear
->VAO
== 0)
1644 _mesa_DeleteVertexArrays(1, &clear
->VAO
);
1646 _mesa_reference_buffer_object(ctx
, &clear
->buf_obj
, NULL
);
1647 _mesa_DeleteProgram(clear
->ShaderProg
);
1648 clear
->ShaderProg
= 0;
1650 if (clear
->IntegerShaderProg
) {
1651 _mesa_DeleteProgram(clear
->IntegerShaderProg
);
1652 clear
->IntegerShaderProg
= 0;
1657 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1658 * set GL to only draw to those buffers.
1660 * Since the bitfield has no associated order, the assignment of draw buffer
1661 * indices to color attachment indices is rather arbitrary.
1664 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits
)
1666 GLenum enums
[MAX_DRAW_BUFFERS
];
1670 /* This function is only legal for color buffer bitfields. */
1671 assert((bits
& ~BUFFER_BITS_COLOR
) == 0);
1673 /* Make sure we don't overflow any arrays. */
1674 assert(_mesa_bitcount(bits
) <= MAX_DRAW_BUFFERS
);
1678 if (bits
& BUFFER_BIT_FRONT_LEFT
)
1679 enums
[i
++] = GL_FRONT_LEFT
;
1681 if (bits
& BUFFER_BIT_FRONT_RIGHT
)
1682 enums
[i
++] = GL_FRONT_RIGHT
;
1684 if (bits
& BUFFER_BIT_BACK_LEFT
)
1685 enums
[i
++] = GL_BACK_LEFT
;
1687 if (bits
& BUFFER_BIT_BACK_RIGHT
)
1688 enums
[i
++] = GL_BACK_RIGHT
;
1690 for (n
= 0; n
< MAX_COLOR_ATTACHMENTS
; n
++) {
1691 if (bits
& (1 << (BUFFER_COLOR0
+ n
)))
1692 enums
[i
++] = GL_COLOR_ATTACHMENT0
+ n
;
1695 _mesa_DrawBuffers(i
, enums
);
1699 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1702 meta_clear(struct gl_context
*ctx
, GLbitfield buffers
, bool glsl
)
1704 struct clear_state
*clear
= &ctx
->Meta
->Clear
;
1705 GLbitfield metaSave
;
1706 const GLuint stencilMax
= (1 << ctx
->DrawBuffer
->Visual
.stencilBits
) - 1;
1707 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
1708 float x0
, y0
, x1
, y1
, z
;
1709 struct vertex verts
[4];
1712 metaSave
= (MESA_META_ALPHA_TEST
|
1714 MESA_META_DEPTH_TEST
|
1715 MESA_META_RASTERIZATION
|
1717 MESA_META_STENCIL_TEST
|
1719 MESA_META_VIEWPORT
|
1721 MESA_META_CLAMP_FRAGMENT_COLOR
|
1722 MESA_META_MULTISAMPLE
|
1723 MESA_META_OCCLUSION_QUERY
);
1726 metaSave
|= MESA_META_FOG
|
1727 MESA_META_PIXEL_TRANSFER
|
1728 MESA_META_TRANSFORM
|
1730 MESA_META_CLAMP_VERTEX_COLOR
|
1731 MESA_META_SELECT_FEEDBACK
;
1734 if (buffers
& BUFFER_BITS_COLOR
) {
1735 metaSave
|= MESA_META_DRAW_BUFFERS
;
1737 /* We'll use colormask to disable color writes. Otherwise,
1738 * respect color mask
1740 metaSave
|= MESA_META_COLOR_MASK
;
1743 _mesa_meta_begin(ctx
, metaSave
);
1746 meta_glsl_clear_init(ctx
, clear
);
1748 x0
= ((float) fb
->_Xmin
/ fb
->Width
) * 2.0f
- 1.0f
;
1749 y0
= ((float) fb
->_Ymin
/ fb
->Height
) * 2.0f
- 1.0f
;
1750 x1
= ((float) fb
->_Xmax
/ fb
->Width
) * 2.0f
- 1.0f
;
1751 y1
= ((float) fb
->_Ymax
/ fb
->Height
) * 2.0f
- 1.0f
;
1752 z
= -invert_z(ctx
->Depth
.Clear
);
1754 _mesa_meta_setup_vertex_objects(ctx
, &clear
->VAO
, &clear
->buf_obj
, false,
1757 x0
= (float) fb
->_Xmin
;
1758 y0
= (float) fb
->_Ymin
;
1759 x1
= (float) fb
->_Xmax
;
1760 y1
= (float) fb
->_Ymax
;
1761 z
= invert_z(ctx
->Depth
.Clear
);
1764 if (fb
->_IntegerColor
) {
1766 _mesa_UseProgram(clear
->IntegerShaderProg
);
1767 _mesa_Uniform4iv(0, 1, ctx
->Color
.ClearColor
.i
);
1769 _mesa_UseProgram(clear
->ShaderProg
);
1770 _mesa_Uniform4fv(0, 1, ctx
->Color
.ClearColor
.f
);
1773 /* GL_COLOR_BUFFER_BIT */
1774 if (buffers
& BUFFER_BITS_COLOR
) {
1775 /* Only draw to the buffers we were asked to clear. */
1776 _mesa_meta_drawbuffers_from_bitfield(buffers
& BUFFER_BITS_COLOR
);
1778 /* leave colormask state as-is */
1780 /* Clears never have the color clamped. */
1781 if (ctx
->Extensions
.ARB_color_buffer_float
)
1782 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR
, GL_FALSE
);
1785 assert(metaSave
& MESA_META_COLOR_MASK
);
1786 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
1789 /* GL_DEPTH_BUFFER_BIT */
1790 if (buffers
& BUFFER_BIT_DEPTH
) {
1791 _mesa_set_enable(ctx
, GL_DEPTH_TEST
, GL_TRUE
);
1792 _mesa_DepthFunc(GL_ALWAYS
);
1793 _mesa_DepthMask(GL_TRUE
);
1796 assert(!ctx
->Depth
.Test
);
1799 /* GL_STENCIL_BUFFER_BIT */
1800 if (buffers
& BUFFER_BIT_STENCIL
) {
1801 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
1802 _mesa_StencilOpSeparate(GL_FRONT_AND_BACK
,
1803 GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
1804 _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK
, GL_ALWAYS
,
1805 ctx
->Stencil
.Clear
& stencilMax
,
1806 ctx
->Stencil
.WriteMask
[0]);
1809 assert(!ctx
->Stencil
.Enabled
);
1812 /* vertex positions */
1827 for (i
= 0; i
< 4; i
++) {
1828 verts
[i
].r
= ctx
->Color
.ClearColor
.f
[0];
1829 verts
[i
].g
= ctx
->Color
.ClearColor
.f
[1];
1830 verts
[i
].b
= ctx
->Color
.ClearColor
.f
[2];
1831 verts
[i
].a
= ctx
->Color
.ClearColor
.f
[3];
1835 /* upload new vertex data */
1836 _mesa_buffer_data(ctx
, clear
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
1837 GL_DYNAMIC_DRAW
, __func__
);
1840 if (fb
->MaxNumLayers
> 0) {
1841 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN
, 0, 4, fb
->MaxNumLayers
);
1843 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1846 _mesa_meta_end(ctx
);
1850 * Meta implementation of ctx->Driver.CopyPixels() in terms
1851 * of texture mapping and polygon rendering and GLSL shaders.
1854 _mesa_meta_CopyPixels(struct gl_context
*ctx
, GLint srcX
, GLint srcY
,
1855 GLsizei width
, GLsizei height
,
1856 GLint dstX
, GLint dstY
, GLenum type
)
1858 struct copypix_state
*copypix
= &ctx
->Meta
->CopyPix
;
1859 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
1860 struct vertex verts
[4];
1862 if (type
!= GL_COLOR
||
1863 ctx
->_ImageTransferState
||
1865 width
> tex
->MaxSize
||
1866 height
> tex
->MaxSize
) {
1867 /* XXX avoid this fallback */
1868 _swrast_CopyPixels(ctx
, srcX
, srcY
, width
, height
, dstX
, dstY
, type
);
1872 /* Most GL state applies to glCopyPixels, but a there's a few things
1873 * we need to override:
1875 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
1878 MESA_META_TRANSFORM
|
1881 MESA_META_VIEWPORT
));
1883 _mesa_meta_setup_vertex_objects(ctx
, ©pix
->VAO
, ©pix
->buf_obj
, false,
1886 /* Silence valgrind warnings about reading uninitialized stack. */
1887 memset(verts
, 0, sizeof(verts
));
1889 /* Alloc/setup texture */
1890 _mesa_meta_setup_copypix_texture(ctx
, tex
, srcX
, srcY
, width
, height
,
1891 GL_RGBA
, GL_NEAREST
);
1893 /* vertex positions, texcoords (after texture allocation!) */
1895 const GLfloat dstX0
= (GLfloat
) dstX
;
1896 const GLfloat dstY0
= (GLfloat
) dstY
;
1897 const GLfloat dstX1
= dstX
+ width
* ctx
->Pixel
.ZoomX
;
1898 const GLfloat dstY1
= dstY
+ height
* ctx
->Pixel
.ZoomY
;
1899 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
1904 verts
[0].tex
[0] = 0.0F
;
1905 verts
[0].tex
[1] = 0.0F
;
1909 verts
[1].tex
[0] = tex
->Sright
;
1910 verts
[1].tex
[1] = 0.0F
;
1914 verts
[2].tex
[0] = tex
->Sright
;
1915 verts
[2].tex
[1] = tex
->Ttop
;
1919 verts
[3].tex
[0] = 0.0F
;
1920 verts
[3].tex
[1] = tex
->Ttop
;
1922 /* upload new vertex data */
1923 _mesa_buffer_sub_data(ctx
, copypix
->buf_obj
, 0, sizeof(verts
), verts
,
1927 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
1929 /* draw textured quad */
1930 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
1932 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
1934 _mesa_meta_end(ctx
);
1938 meta_drawpix_cleanup(struct gl_context
*ctx
, struct drawpix_state
*drawpix
)
1940 if (drawpix
->VAO
!= 0) {
1941 _mesa_DeleteVertexArrays(1, &drawpix
->VAO
);
1944 _mesa_reference_buffer_object(ctx
, &drawpix
->buf_obj
, NULL
);
1947 if (drawpix
->StencilFP
!= 0) {
1948 _mesa_DeleteProgramsARB(1, &drawpix
->StencilFP
);
1949 drawpix
->StencilFP
= 0;
1952 if (drawpix
->DepthFP
!= 0) {
1953 _mesa_DeleteProgramsARB(1, &drawpix
->DepthFP
);
1954 drawpix
->DepthFP
= 0;
1959 * When the glDrawPixels() image size is greater than the max rectangle
1960 * texture size we use this function to break the glDrawPixels() image
1961 * into tiles which fit into the max texture size.
1964 tiled_draw_pixels(struct gl_context
*ctx
,
1966 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
1967 GLenum format
, GLenum type
,
1968 const struct gl_pixelstore_attrib
*unpack
,
1969 const GLvoid
*pixels
)
1971 struct gl_pixelstore_attrib tileUnpack
= *unpack
;
1974 if (tileUnpack
.RowLength
== 0)
1975 tileUnpack
.RowLength
= width
;
1977 for (i
= 0; i
< width
; i
+= tileSize
) {
1978 const GLint tileWidth
= MIN2(tileSize
, width
- i
);
1979 const GLint tileX
= (GLint
) (x
+ i
* ctx
->Pixel
.ZoomX
);
1981 tileUnpack
.SkipPixels
= unpack
->SkipPixels
+ i
;
1983 for (j
= 0; j
< height
; j
+= tileSize
) {
1984 const GLint tileHeight
= MIN2(tileSize
, height
- j
);
1985 const GLint tileY
= (GLint
) (y
+ j
* ctx
->Pixel
.ZoomY
);
1987 tileUnpack
.SkipRows
= unpack
->SkipRows
+ j
;
1989 _mesa_meta_DrawPixels(ctx
, tileX
, tileY
, tileWidth
, tileHeight
,
1990 format
, type
, &tileUnpack
, pixels
);
1997 * One-time init for drawing stencil pixels.
2000 init_draw_stencil_pixels(struct gl_context
*ctx
)
2002 /* This program is run eight times, once for each stencil bit.
2003 * The stencil values to draw are found in an 8-bit alpha texture.
2004 * We read the texture/stencil value and test if bit 'b' is set.
2005 * If the bit is not set, use KIL to kill the fragment.
2006 * Finally, we use the stencil test to update the stencil buffer.
2008 * The basic algorithm for checking if a bit is set is:
2009 * if (is_odd(value / (1 << bit)))
2010 * result is one (or non-zero).
2013 * The program parameter contains three values:
2014 * parm.x = 255 / (1 << bit)
2018 static const char *program
=
2020 "PARAM parm = program.local[0]; \n"
2022 "TEX t, fragment.texcoord[0], texture[0], %s; \n" /* NOTE %s here! */
2023 "# t = t * 255 / bit \n"
2024 "MUL t.x, t.a, parm.x; \n"
2027 "SUB t.x, t.x, t.y; \n"
2029 "MUL t.x, t.x, parm.y; \n"
2030 "# t = fract(t.x) \n"
2031 "FRC t.x, t.x; # if t.x != 0, then the bit is set \n"
2032 "# t.x = (t.x == 0 ? 1 : 0) \n"
2033 "SGE t.x, -t.x, parm.z; \n"
2035 "# for debug only \n"
2036 "#MOV result.color, t.x; \n"
2038 char program2
[1000];
2039 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2040 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2041 const char *texTarget
;
2043 assert(drawpix
->StencilFP
== 0);
2045 /* replace %s with "RECT" or "2D" */
2046 assert(strlen(program
) + 4 < sizeof(program2
));
2047 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2051 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2053 _mesa_GenProgramsARB(1, &drawpix
->StencilFP
);
2054 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2055 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2056 strlen(program2
), (const GLubyte
*) program2
);
2061 * One-time init for drawing depth pixels.
2064 init_draw_depth_pixels(struct gl_context
*ctx
)
2066 static const char *program
=
2068 "PARAM color = program.local[0]; \n"
2069 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2070 "MOV result.color, color; \n"
2073 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2074 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2075 const char *texTarget
;
2077 assert(drawpix
->DepthFP
== 0);
2079 /* replace %s with "RECT" or "2D" */
2080 assert(strlen(program
) + 4 < sizeof(program2
));
2081 if (tex
->Target
== GL_TEXTURE_RECTANGLE
)
2085 _mesa_snprintf(program2
, sizeof(program2
), program
, texTarget
);
2087 _mesa_GenProgramsARB(1, &drawpix
->DepthFP
);
2088 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2089 _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
2090 strlen(program2
), (const GLubyte
*) program2
);
2095 * Meta implementation of ctx->Driver.DrawPixels() in terms
2096 * of texture mapping and polygon rendering.
2099 _mesa_meta_DrawPixels(struct gl_context
*ctx
,
2100 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2101 GLenum format
, GLenum type
,
2102 const struct gl_pixelstore_attrib
*unpack
,
2103 const GLvoid
*pixels
)
2105 struct drawpix_state
*drawpix
= &ctx
->Meta
->DrawPix
;
2106 struct temp_texture
*tex
= _mesa_meta_get_temp_texture(ctx
);
2107 const struct gl_pixelstore_attrib unpackSave
= ctx
->Unpack
;
2108 const GLuint origStencilMask
= ctx
->Stencil
.WriteMask
[0];
2109 struct vertex verts
[4];
2110 GLenum texIntFormat
;
2111 GLboolean fallback
, newTex
;
2112 GLbitfield metaExtraSave
= 0x0;
2115 * Determine if we can do the glDrawPixels with texture mapping.
2117 fallback
= GL_FALSE
;
2118 if (ctx
->Fog
.Enabled
) {
2122 if (_mesa_is_color_format(format
)) {
2123 /* use more compact format when possible */
2124 /* XXX disable special case for GL_LUMINANCE for now to work around
2125 * apparent i965 driver bug (see bug #23670).
2127 if (/*format == GL_LUMINANCE ||*/ format
== GL_LUMINANCE_ALPHA
)
2128 texIntFormat
= format
;
2130 texIntFormat
= GL_RGBA
;
2132 /* If we're not supposed to clamp the resulting color, then just
2133 * promote our texture to fully float. We could do better by
2134 * just going for the matching set of channels, in floating
2137 if (ctx
->Color
.ClampFragmentColor
!= GL_TRUE
&&
2138 ctx
->Extensions
.ARB_texture_float
)
2139 texIntFormat
= GL_RGBA32F
;
2141 else if (_mesa_is_stencil_format(format
)) {
2142 if (ctx
->Extensions
.ARB_fragment_program
&&
2143 ctx
->Pixel
.IndexShift
== 0 &&
2144 ctx
->Pixel
.IndexOffset
== 0 &&
2145 type
== GL_UNSIGNED_BYTE
) {
2146 /* We'll store stencil as alpha. This only works for GLubyte
2147 * image data because of how incoming values are mapped to alpha
2150 texIntFormat
= GL_ALPHA
;
2151 metaExtraSave
= (MESA_META_COLOR_MASK
|
2152 MESA_META_DEPTH_TEST
|
2153 MESA_META_PIXEL_TRANSFER
|
2155 MESA_META_STENCIL_TEST
);
2161 else if (_mesa_is_depth_format(format
)) {
2162 if (ctx
->Extensions
.ARB_depth_texture
&&
2163 ctx
->Extensions
.ARB_fragment_program
) {
2164 texIntFormat
= GL_DEPTH_COMPONENT
;
2165 metaExtraSave
= (MESA_META_SHADER
);
2176 _swrast_DrawPixels(ctx
, x
, y
, width
, height
,
2177 format
, type
, unpack
, pixels
);
2182 * Check image size against max texture size, draw as tiles if needed.
2184 if (width
> tex
->MaxSize
|| height
> tex
->MaxSize
) {
2185 tiled_draw_pixels(ctx
, tex
->MaxSize
, x
, y
, width
, height
,
2186 format
, type
, unpack
, pixels
);
2190 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2191 * but a there's a few things we need to override:
2193 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
2196 MESA_META_TRANSFORM
|
2199 MESA_META_VIEWPORT
|
2202 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2204 _mesa_meta_setup_vertex_objects(ctx
, &drawpix
->VAO
, &drawpix
->buf_obj
, false,
2207 /* Silence valgrind warnings about reading uninitialized stack. */
2208 memset(verts
, 0, sizeof(verts
));
2210 /* vertex positions, texcoords (after texture allocation!) */
2212 const GLfloat x0
= (GLfloat
) x
;
2213 const GLfloat y0
= (GLfloat
) y
;
2214 const GLfloat x1
= x
+ width
* ctx
->Pixel
.ZoomX
;
2215 const GLfloat y1
= y
+ height
* ctx
->Pixel
.ZoomY
;
2216 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2221 verts
[0].tex
[0] = 0.0F
;
2222 verts
[0].tex
[1] = 0.0F
;
2226 verts
[1].tex
[0] = tex
->Sright
;
2227 verts
[1].tex
[1] = 0.0F
;
2231 verts
[2].tex
[0] = tex
->Sright
;
2232 verts
[2].tex
[1] = tex
->Ttop
;
2236 verts
[3].tex
[0] = 0.0F
;
2237 verts
[3].tex
[1] = tex
->Ttop
;
2240 /* upload new vertex data */
2241 _mesa_buffer_data(ctx
, drawpix
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
2242 GL_DYNAMIC_DRAW
, __func__
);
2244 /* set given unpack params */
2245 ctx
->Unpack
= *unpack
;
2247 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2249 if (_mesa_is_stencil_format(format
)) {
2250 /* Drawing stencil */
2253 if (!drawpix
->StencilFP
)
2254 init_draw_stencil_pixels(ctx
);
2256 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2257 GL_ALPHA
, type
, pixels
);
2259 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
2261 _mesa_set_enable(ctx
, GL_STENCIL_TEST
, GL_TRUE
);
2263 /* set all stencil bits to 0 */
2264 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
2265 _mesa_StencilFunc(GL_ALWAYS
, 0, 255);
2266 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2268 /* set stencil bits to 1 where needed */
2269 _mesa_StencilOp(GL_KEEP
, GL_KEEP
, GL_REPLACE
);
2271 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->StencilFP
);
2272 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2274 for (bit
= 0; bit
< ctx
->DrawBuffer
->Visual
.stencilBits
; bit
++) {
2275 const GLuint mask
= 1 << bit
;
2276 if (mask
& origStencilMask
) {
2277 _mesa_StencilFunc(GL_ALWAYS
, mask
, mask
);
2278 _mesa_StencilMask(mask
);
2280 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2281 255.0f
/ mask
, 0.5f
, 0.0f
, 0.0f
);
2283 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2287 else if (_mesa_is_depth_format(format
)) {
2289 if (!drawpix
->DepthFP
)
2290 init_draw_depth_pixels(ctx
);
2292 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, drawpix
->DepthFP
);
2293 _mesa_set_enable(ctx
, GL_FRAGMENT_PROGRAM_ARB
, GL_TRUE
);
2295 /* polygon color = current raster color */
2296 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0,
2297 ctx
->Current
.RasterColor
);
2299 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2300 format
, type
, pixels
);
2302 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2306 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2307 format
, type
, pixels
);
2308 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2311 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2313 /* restore unpack params */
2314 ctx
->Unpack
= unpackSave
;
2316 _mesa_meta_end(ctx
);
2320 alpha_test_raster_color(struct gl_context
*ctx
)
2322 GLfloat alpha
= ctx
->Current
.RasterColor
[ACOMP
];
2323 GLfloat ref
= ctx
->Color
.AlphaRef
;
2325 switch (ctx
->Color
.AlphaFunc
) {
2331 return alpha
== ref
;
2333 return alpha
<= ref
;
2337 return alpha
!= ref
;
2339 return alpha
>= ref
;
2349 * Do glBitmap with a alpha texture quad. Use the alpha test to cull
2350 * the 'off' bits. A bitmap cache as in the gallium/mesa state
2351 * tracker would improve performance a lot.
2354 _mesa_meta_Bitmap(struct gl_context
*ctx
,
2355 GLint x
, GLint y
, GLsizei width
, GLsizei height
,
2356 const struct gl_pixelstore_attrib
*unpack
,
2357 const GLubyte
*bitmap1
)
2359 struct bitmap_state
*bitmap
= &ctx
->Meta
->Bitmap
;
2360 struct temp_texture
*tex
= get_bitmap_temp_texture(ctx
);
2361 const GLenum texIntFormat
= GL_ALPHA
;
2362 const struct gl_pixelstore_attrib unpackSave
= *unpack
;
2364 struct vertex verts
[4];
2369 * Check if swrast fallback is needed.
2371 if (ctx
->_ImageTransferState
||
2372 ctx
->FragmentProgram
._Enabled
||
2374 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1 ||
2375 width
> tex
->MaxSize
||
2376 height
> tex
->MaxSize
) {
2377 _swrast_Bitmap(ctx
, x
, y
, width
, height
, unpack
, bitmap1
);
2381 if (ctx
->Color
.AlphaEnabled
&& !alpha_test_raster_color(ctx
))
2384 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2385 * but a there's a few things we need to override:
2387 _mesa_meta_begin(ctx
, (MESA_META_ALPHA_TEST
|
2388 MESA_META_PIXEL_STORE
|
2389 MESA_META_RASTERIZATION
|
2392 MESA_META_TRANSFORM
|
2395 MESA_META_VIEWPORT
));
2397 _mesa_meta_setup_vertex_objects(ctx
, &bitmap
->VAO
, &bitmap
->buf_obj
, false,
2400 newTex
= _mesa_meta_alloc_texture(tex
, width
, height
, texIntFormat
);
2402 /* Silence valgrind warnings about reading uninitialized stack. */
2403 memset(verts
, 0, sizeof(verts
));
2405 /* vertex positions, texcoords, colors (after texture allocation!) */
2407 const GLfloat x0
= (GLfloat
) x
;
2408 const GLfloat y0
= (GLfloat
) y
;
2409 const GLfloat x1
= (GLfloat
) (x
+ width
);
2410 const GLfloat y1
= (GLfloat
) (y
+ height
);
2411 const GLfloat z
= invert_z(ctx
->Current
.RasterPos
[2]);
2417 verts
[0].tex
[0] = 0.0F
;
2418 verts
[0].tex
[1] = 0.0F
;
2422 verts
[1].tex
[0] = tex
->Sright
;
2423 verts
[1].tex
[1] = 0.0F
;
2427 verts
[2].tex
[0] = tex
->Sright
;
2428 verts
[2].tex
[1] = tex
->Ttop
;
2432 verts
[3].tex
[0] = 0.0F
;
2433 verts
[3].tex
[1] = tex
->Ttop
;
2435 for (i
= 0; i
< 4; i
++) {
2436 verts
[i
].r
= ctx
->Current
.RasterColor
[0];
2437 verts
[i
].g
= ctx
->Current
.RasterColor
[1];
2438 verts
[i
].b
= ctx
->Current
.RasterColor
[2];
2439 verts
[i
].a
= ctx
->Current
.RasterColor
[3];
2442 /* upload new vertex data */
2443 _mesa_buffer_sub_data(ctx
, bitmap
->buf_obj
, 0, sizeof(verts
), verts
,
2447 /* choose different foreground/background alpha values */
2448 CLAMPED_FLOAT_TO_UBYTE(fg
, ctx
->Current
.RasterColor
[ACOMP
]);
2449 bg
= (fg
> 127 ? 0 : 255);
2451 bitmap1
= _mesa_map_pbo_source(ctx
, &unpackSave
, bitmap1
);
2453 _mesa_meta_end(ctx
);
2457 bitmap8
= malloc(width
* height
);
2459 memset(bitmap8
, bg
, width
* height
);
2460 _mesa_expand_bitmap(width
, height
, &unpackSave
, bitmap1
,
2461 bitmap8
, width
, fg
);
2463 _mesa_set_enable(ctx
, tex
->Target
, GL_TRUE
);
2465 _mesa_set_enable(ctx
, GL_ALPHA_TEST
, GL_TRUE
);
2466 _mesa_AlphaFunc(GL_NOTEQUAL
, UBYTE_TO_FLOAT(bg
));
2468 _mesa_meta_setup_drawpix_texture(ctx
, tex
, newTex
, width
, height
,
2469 GL_ALPHA
, GL_UNSIGNED_BYTE
, bitmap8
);
2471 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
2473 _mesa_set_enable(ctx
, tex
->Target
, GL_FALSE
);
2478 _mesa_unmap_pbo_source(ctx
, &unpackSave
);
2480 _mesa_meta_end(ctx
);
2484 * Compute the texture coordinates for the four vertices of a quad for
2485 * drawing a 2D texture image or slice of a cube/3D texture. The offset
2486 * and width, height specify a sub-region of the 2D image.
2488 * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
2489 * \param slice slice of a 1D/2D array texture or 3D texture
2490 * \param xoffset X position of sub texture
2491 * \param yoffset Y position of sub texture
2492 * \param width width of the sub texture image
2493 * \param height height of the sub texture image
2494 * \param total_width total width of the texture image
2495 * \param total_height total height of the texture image
2496 * \param total_depth total depth of the texture image
2497 * \param coords0/1/2/3 returns the computed texcoords
2500 _mesa_meta_setup_texture_coords(GLenum faceTarget
,
2516 const float s0
= (float) xoffset
/ (float) total_width
;
2517 const float s1
= (float) (xoffset
+ width
) / (float) total_width
;
2518 const float t0
= (float) yoffset
/ (float) total_height
;
2519 const float t1
= (float) (yoffset
+ height
) / (float) total_height
;
2522 /* setup the reference texcoords */
2532 if (faceTarget
== GL_TEXTURE_CUBE_MAP_ARRAY
)
2533 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ slice
% 6;
2535 /* Currently all texture targets want the W component to be 1.0.
2542 switch (faceTarget
) {
2546 case GL_TEXTURE_2D_ARRAY
:
2547 if (faceTarget
== GL_TEXTURE_3D
) {
2548 assert(slice
< total_depth
);
2549 assert(total_depth
>= 1);
2550 r
= (slice
+ 0.5f
) / total_depth
;
2552 else if (faceTarget
== GL_TEXTURE_2D_ARRAY
)
2556 coords0
[0] = st
[0][0]; /* s */
2557 coords0
[1] = st
[0][1]; /* t */
2558 coords0
[2] = r
; /* r */
2559 coords1
[0] = st
[1][0];
2560 coords1
[1] = st
[1][1];
2562 coords2
[0] = st
[2][0];
2563 coords2
[1] = st
[2][1];
2565 coords3
[0] = st
[3][0];
2566 coords3
[1] = st
[3][1];
2569 case GL_TEXTURE_RECTANGLE_ARB
:
2570 coords0
[0] = (float) xoffset
; /* s */
2571 coords0
[1] = (float) yoffset
; /* t */
2572 coords0
[2] = 0.0F
; /* r */
2573 coords1
[0] = (float) (xoffset
+ width
);
2574 coords1
[1] = (float) yoffset
;
2576 coords2
[0] = (float) (xoffset
+ width
);
2577 coords2
[1] = (float) (yoffset
+ height
);
2579 coords3
[0] = (float) xoffset
;
2580 coords3
[1] = (float) (yoffset
+ height
);
2583 case GL_TEXTURE_1D_ARRAY
:
2584 coords0
[0] = st
[0][0]; /* s */
2585 coords0
[1] = (float) slice
; /* t */
2586 coords0
[2] = 0.0F
; /* r */
2587 coords1
[0] = st
[1][0];
2588 coords1
[1] = (float) slice
;
2590 coords2
[0] = st
[2][0];
2591 coords2
[1] = (float) slice
;
2593 coords3
[0] = st
[3][0];
2594 coords3
[1] = (float) slice
;
2598 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2599 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2600 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2601 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2602 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2603 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2604 /* loop over quad verts */
2605 for (i
= 0; i
< 4; i
++) {
2606 /* Compute sc = +/-scale and tc = +/-scale.
2607 * Not +/-1 to avoid cube face selection ambiguity near the edges,
2608 * though that can still sometimes happen with this scale factor...
2610 const GLfloat scale
= 0.9999f
;
2611 const GLfloat sc
= (2.0f
* st
[i
][0] - 1.0f
) * scale
;
2612 const GLfloat tc
= (2.0f
* st
[i
][1] - 1.0f
) * scale
;
2629 unreachable("not reached");
2632 coord
[3] = (float) (slice
/ 6);
2634 switch (faceTarget
) {
2635 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
2640 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
2645 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
2650 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
2655 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
2660 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
2671 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2675 static struct blit_shader
*
2676 choose_blit_shader(GLenum target
, struct blit_shader_table
*table
)
2680 table
->sampler_1d
.type
= "sampler1D";
2681 table
->sampler_1d
.func
= "texture1D";
2682 table
->sampler_1d
.texcoords
= "texCoords.x";
2683 return &table
->sampler_1d
;
2685 table
->sampler_2d
.type
= "sampler2D";
2686 table
->sampler_2d
.func
= "texture2D";
2687 table
->sampler_2d
.texcoords
= "texCoords.xy";
2688 return &table
->sampler_2d
;
2689 case GL_TEXTURE_RECTANGLE
:
2690 table
->sampler_rect
.type
= "sampler2DRect";
2691 table
->sampler_rect
.func
= "texture2DRect";
2692 table
->sampler_rect
.texcoords
= "texCoords.xy";
2693 return &table
->sampler_rect
;
2695 /* Code for mipmap generation with 3D textures is not used yet.
2696 * It's a sw fallback.
2698 table
->sampler_3d
.type
= "sampler3D";
2699 table
->sampler_3d
.func
= "texture3D";
2700 table
->sampler_3d
.texcoords
= "texCoords.xyz";
2701 return &table
->sampler_3d
;
2702 case GL_TEXTURE_CUBE_MAP
:
2703 table
->sampler_cubemap
.type
= "samplerCube";
2704 table
->sampler_cubemap
.func
= "textureCube";
2705 table
->sampler_cubemap
.texcoords
= "texCoords.xyz";
2706 return &table
->sampler_cubemap
;
2707 case GL_TEXTURE_1D_ARRAY
:
2708 table
->sampler_1d_array
.type
= "sampler1DArray";
2709 table
->sampler_1d_array
.func
= "texture1DArray";
2710 table
->sampler_1d_array
.texcoords
= "texCoords.xy";
2711 return &table
->sampler_1d_array
;
2712 case GL_TEXTURE_2D_ARRAY
:
2713 table
->sampler_2d_array
.type
= "sampler2DArray";
2714 table
->sampler_2d_array
.func
= "texture2DArray";
2715 table
->sampler_2d_array
.texcoords
= "texCoords.xyz";
2716 return &table
->sampler_2d_array
;
2717 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2718 table
->sampler_cubemap_array
.type
= "samplerCubeArray";
2719 table
->sampler_cubemap_array
.func
= "textureCubeArray";
2720 table
->sampler_cubemap_array
.texcoords
= "texCoords.xyzw";
2721 return &table
->sampler_cubemap_array
;
2723 _mesa_problem(NULL
, "Unexpected texture target 0x%x in"
2724 " setup_texture_sampler()\n", target
);
2730 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table
*table
)
2732 _mesa_DeleteProgram(table
->sampler_1d
.shader_prog
);
2733 _mesa_DeleteProgram(table
->sampler_2d
.shader_prog
);
2734 _mesa_DeleteProgram(table
->sampler_3d
.shader_prog
);
2735 _mesa_DeleteProgram(table
->sampler_rect
.shader_prog
);
2736 _mesa_DeleteProgram(table
->sampler_cubemap
.shader_prog
);
2737 _mesa_DeleteProgram(table
->sampler_1d_array
.shader_prog
);
2738 _mesa_DeleteProgram(table
->sampler_2d_array
.shader_prog
);
2739 _mesa_DeleteProgram(table
->sampler_cubemap_array
.shader_prog
);
2741 table
->sampler_1d
.shader_prog
= 0;
2742 table
->sampler_2d
.shader_prog
= 0;
2743 table
->sampler_3d
.shader_prog
= 0;
2744 table
->sampler_rect
.shader_prog
= 0;
2745 table
->sampler_cubemap
.shader_prog
= 0;
2746 table
->sampler_1d_array
.shader_prog
= 0;
2747 table
->sampler_2d_array
.shader_prog
= 0;
2748 table
->sampler_cubemap_array
.shader_prog
= 0;
2752 * Determine the GL data type to use for the temporary image read with
2753 * ReadPixels() and passed to Tex[Sub]Image().
2756 get_temp_image_type(struct gl_context
*ctx
, mesa_format format
)
2758 const GLenum baseFormat
= _mesa_get_format_base_format(format
);
2759 const GLenum datatype
= _mesa_get_format_datatype(format
);
2760 const GLint format_red_bits
= _mesa_get_format_bits(format
, GL_RED_BITS
);
2762 switch (baseFormat
) {
2769 case GL_LUMINANCE_ALPHA
:
2771 if (datatype
== GL_INT
|| datatype
== GL_UNSIGNED_INT
) {
2773 } else if (format_red_bits
<= 8) {
2774 return GL_UNSIGNED_BYTE
;
2775 } else if (format_red_bits
<= 16) {
2776 return GL_UNSIGNED_SHORT
;
2779 case GL_DEPTH_COMPONENT
:
2780 if (datatype
== GL_FLOAT
)
2783 return GL_UNSIGNED_INT
;
2784 case GL_DEPTH_STENCIL
:
2785 if (datatype
== GL_FLOAT
)
2786 return GL_FLOAT_32_UNSIGNED_INT_24_8_REV
;
2788 return GL_UNSIGNED_INT_24_8
;
2790 _mesa_problem(ctx
, "Unexpected format %d in get_temp_image_type()",
2797 * Attempts to wrap the destination texture in an FBO and use
2798 * glBlitFramebuffer() to implement glCopyTexSubImage().
2801 copytexsubimage_using_blit_framebuffer(struct gl_context
*ctx
, GLuint dims
,
2802 struct gl_texture_image
*texImage
,
2806 struct gl_renderbuffer
*rb
,
2808 GLsizei width
, GLsizei height
)
2811 bool success
= false;
2815 if (!ctx
->Extensions
.ARB_framebuffer_object
)
2818 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~MESA_META_DRAW_BUFFERS
);
2820 _mesa_GenFramebuffers(1, &fbo
);
2821 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
2823 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
||
2824 rb
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
2825 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
,
2827 mask
= GL_DEPTH_BUFFER_BIT
;
2829 if (rb
->_BaseFormat
== GL_DEPTH_STENCIL
&&
2830 texImage
->_BaseFormat
== GL_DEPTH_STENCIL
) {
2831 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
2833 mask
|= GL_STENCIL_BUFFER_BIT
;
2835 _mesa_DrawBuffer(GL_NONE
);
2837 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
2839 mask
= GL_COLOR_BUFFER_BIT
;
2840 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0
);
2843 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
2844 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
2847 ctx
->Meta
->Blit
.no_ctsi_fallback
= true;
2849 /* Since we've bound a new draw framebuffer, we need to update
2850 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2853 _mesa_update_state(ctx
);
2855 /* We skip the core BlitFramebuffer checks for format consistency, which
2856 * are too strict for CopyTexImage. We know meta will be fine with format
2859 mask
= _mesa_meta_BlitFramebuffer(ctx
, ctx
->ReadBuffer
, ctx
->DrawBuffer
,
2861 x
+ width
, y
+ height
,
2863 xoffset
+ width
, yoffset
+ height
,
2865 ctx
->Meta
->Blit
.no_ctsi_fallback
= false;
2866 success
= mask
== 0x0;
2869 _mesa_DeleteFramebuffers(1, &fbo
);
2870 _mesa_meta_end(ctx
);
2875 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2876 * Have to be careful with locking and meta state for pixel transfer.
2879 _mesa_meta_CopyTexSubImage(struct gl_context
*ctx
, GLuint dims
,
2880 struct gl_texture_image
*texImage
,
2881 GLint xoffset
, GLint yoffset
, GLint zoffset
,
2882 struct gl_renderbuffer
*rb
,
2884 GLsizei width
, GLsizei height
)
2886 GLenum format
, type
;
2890 if (copytexsubimage_using_blit_framebuffer(ctx
, dims
,
2892 xoffset
, yoffset
, zoffset
,
2899 /* Choose format/type for temporary image buffer */
2900 format
= _mesa_get_format_base_format(texImage
->TexFormat
);
2901 if (format
== GL_LUMINANCE
||
2902 format
== GL_LUMINANCE_ALPHA
||
2903 format
== GL_INTENSITY
) {
2904 /* We don't want to use GL_LUMINANCE, GL_INTENSITY, etc. for the
2905 * temp image buffer because glReadPixels will do L=R+G+B which is
2906 * not what we want (should be L=R).
2911 type
= get_temp_image_type(ctx
, texImage
->TexFormat
);
2912 if (_mesa_is_format_integer_color(texImage
->TexFormat
)) {
2913 format
= _mesa_base_format_to_integer_format(format
);
2915 bpp
= _mesa_bytes_per_pixel(format
, type
);
2917 _mesa_problem(ctx
, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2922 * Alloc image buffer (XXX could use a PBO)
2924 buf
= malloc(width
* height
* bpp
);
2926 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glCopyTexSubImage%uD", dims
);
2931 * Read image from framebuffer (disable pixel transfer ops)
2933 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
| MESA_META_PIXEL_TRANSFER
);
2934 ctx
->Driver
.ReadPixels(ctx
, x
, y
, width
, height
,
2935 format
, type
, &ctx
->Pack
, buf
);
2936 _mesa_meta_end(ctx
);
2938 _mesa_update_state(ctx
); /* to update pixel transfer state */
2941 * Store texture data (with pixel transfer ops)
2943 _mesa_meta_begin(ctx
, MESA_META_PIXEL_STORE
);
2945 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
2946 assert(yoffset
== 0);
2947 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2948 xoffset
, zoffset
, 0, width
, 1, 1,
2949 format
, type
, buf
, &ctx
->Unpack
);
2951 ctx
->Driver
.TexSubImage(ctx
, dims
, texImage
,
2952 xoffset
, yoffset
, zoffset
, width
, height
, 1,
2953 format
, type
, buf
, &ctx
->Unpack
);
2956 _mesa_meta_end(ctx
);
2962 meta_decompress_fbo_cleanup(struct decompress_fbo_state
*decompress_fbo
)
2964 if (decompress_fbo
->FBO
!= 0) {
2965 _mesa_DeleteFramebuffers(1, &decompress_fbo
->FBO
);
2966 _mesa_reference_renderbuffer(&decompress_fbo
->rb
, NULL
);
2969 memset(decompress_fbo
, 0, sizeof(*decompress_fbo
));
2973 meta_decompress_cleanup(struct gl_context
*ctx
,
2974 struct decompress_state
*decompress
)
2976 meta_decompress_fbo_cleanup(&decompress
->byteFBO
);
2977 meta_decompress_fbo_cleanup(&decompress
->floatFBO
);
2979 if (decompress
->VAO
!= 0) {
2980 _mesa_DeleteVertexArrays(1, &decompress
->VAO
);
2981 _mesa_reference_buffer_object(ctx
, &decompress
->buf_obj
, NULL
);
2984 _mesa_reference_sampler_object(ctx
, &decompress
->samp_obj
, NULL
);
2986 memset(decompress
, 0, sizeof(*decompress
));
2990 * Decompress a texture image by drawing a quad with the compressed
2991 * texture and reading the pixels out of the color buffer.
2992 * \param slice which slice of a 3D texture or layer of a 1D/2D texture
2993 * \param destFormat format, ala glReadPixels
2994 * \param destType type, ala glReadPixels
2995 * \param dest destination buffer
2996 * \param destRowLength dest image rowLength (ala GL_PACK_ROW_LENGTH)
2999 decompress_texture_image(struct gl_context
*ctx
,
3000 struct gl_texture_image
*texImage
,
3002 GLint xoffset
, GLint yoffset
,
3003 GLsizei width
, GLsizei height
,
3004 GLenum destFormat
, GLenum destType
,
3007 struct decompress_state
*decompress
= &ctx
->Meta
->Decompress
;
3008 struct decompress_fbo_state
*decompress_fbo
;
3009 struct gl_texture_object
*texObj
= texImage
->TexObject
;
3010 const GLenum target
= texObj
->Target
;
3013 struct vertex verts
[4];
3014 struct gl_sampler_object
*samp_obj_save
= NULL
;
3016 const bool use_glsl_version
= ctx
->Extensions
.ARB_vertex_shader
&&
3017 ctx
->Extensions
.ARB_fragment_shader
;
3019 switch (_mesa_get_format_datatype(texImage
->TexFormat
)) {
3021 decompress_fbo
= &decompress
->floatFBO
;
3022 rbFormat
= GL_RGBA32F
;
3024 case GL_UNSIGNED_NORMALIZED
:
3025 decompress_fbo
= &decompress
->byteFBO
;
3033 assert(target
== GL_TEXTURE_3D
||
3034 target
== GL_TEXTURE_2D_ARRAY
||
3035 target
== GL_TEXTURE_CUBE_MAP_ARRAY
);
3040 case GL_TEXTURE_1D_ARRAY
:
3041 assert(!"No compressed 1D textures.");
3045 assert(!"No compressed 3D textures.");
3048 case GL_TEXTURE_CUBE_MAP_ARRAY
:
3049 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ (slice
% 6);
3052 case GL_TEXTURE_CUBE_MAP
:
3053 faceTarget
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ texImage
->Face
;
3057 faceTarget
= target
;
3061 _mesa_meta_begin(ctx
, MESA_META_ALL
& ~(MESA_META_PIXEL_STORE
|
3062 MESA_META_DRAW_BUFFERS
));
3064 _mesa_reference_sampler_object(ctx
, &samp_obj_save
,
3065 ctx
->Texture
.Unit
[ctx
->Texture
.CurrentUnit
].Sampler
);
3067 /* Create/bind FBO/renderbuffer */
3068 if (decompress_fbo
->FBO
== 0) {
3069 decompress_fbo
->rb
= ctx
->Driver
.NewRenderbuffer(ctx
, 0xDEADBEEF);
3070 if (decompress_fbo
->rb
== NULL
) {
3071 _mesa_meta_end(ctx
);
3075 decompress_fbo
->rb
->RefCount
= 1;
3077 _mesa_GenFramebuffers(1, &decompress_fbo
->FBO
);
3078 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress_fbo
->FBO
);
3079 _mesa_framebuffer_renderbuffer(ctx
, ctx
->DrawBuffer
, GL_COLOR_ATTACHMENT0
,
3080 decompress_fbo
->rb
);
3083 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT
, decompress_fbo
->FBO
);
3086 /* alloc dest surface */
3087 if (width
> decompress_fbo
->Width
|| height
> decompress_fbo
->Height
) {
3088 _mesa_renderbuffer_storage(ctx
, decompress_fbo
->rb
, rbFormat
,
3090 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3091 if (status
!= GL_FRAMEBUFFER_COMPLETE
) {
3092 /* If the framebuffer isn't complete then we'll leave
3093 * decompress_fbo->Width as zero so that it will fail again next time
3095 _mesa_meta_end(ctx
);
3098 decompress_fbo
->Width
= width
;
3099 decompress_fbo
->Height
= height
;
3102 if (use_glsl_version
) {
3103 _mesa_meta_setup_vertex_objects(ctx
, &decompress
->VAO
,
3104 &decompress
->buf_obj
, true,
3107 _mesa_meta_setup_blit_shader(ctx
, target
, false, &decompress
->shaders
);
3109 _mesa_meta_setup_ff_tnl_for_blit(ctx
, &decompress
->VAO
,
3110 &decompress
->buf_obj
, 3);
3113 if (decompress
->samp_obj
== NULL
) {
3114 decompress
->samp_obj
= ctx
->Driver
.NewSamplerObject(ctx
, 0xDEADBEEF);
3115 if (decompress
->samp_obj
== NULL
) {
3116 _mesa_meta_end(ctx
);
3118 /* This is a bit lazy. Flag out of memory, and then don't bother to
3119 * clean up. Once out of memory is flagged, the only realistic next
3120 * move is to destroy the context. That will trigger all the right
3123 * Returning true prevents other GetTexImage methods from attempting
3124 * anything since they will likely fail too.
3126 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGetTexImage");
3130 /* nearest filtering */
3131 _mesa_set_sampler_filters(ctx
, decompress
->samp_obj
, GL_NEAREST
, GL_NEAREST
);
3133 /* We don't want to encode or decode sRGB values; treat them as linear. */
3134 _mesa_set_sampler_srgb_decode(ctx
, decompress
->samp_obj
, GL_SKIP_DECODE_EXT
);
3137 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, decompress
->samp_obj
);
3139 /* Silence valgrind warnings about reading uninitialized stack. */
3140 memset(verts
, 0, sizeof(verts
));
3142 _mesa_meta_setup_texture_coords(faceTarget
, slice
,
3143 xoffset
, yoffset
, width
, height
,
3144 texImage
->Width
, texImage
->Height
,
3151 /* setup vertex positions */
3161 _mesa_set_viewport(ctx
, 0, 0, 0, width
, height
);
3163 /* upload new vertex data */
3164 _mesa_buffer_sub_data(ctx
, decompress
->buf_obj
, 0, sizeof(verts
), verts
,
3167 /* setup texture state */
3168 _mesa_BindTexture(target
, texObj
->Name
);
3170 if (!use_glsl_version
)
3171 _mesa_set_enable(ctx
, target
, GL_TRUE
);
3174 /* save texture object state */
3175 const GLint baseLevelSave
= texObj
->BaseLevel
;
3176 const GLint maxLevelSave
= texObj
->MaxLevel
;
3178 /* restrict sampling to the texture level of interest */
3179 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3180 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_BASE_LEVEL
,
3181 (GLint
*) &texImage
->Level
, false);
3182 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_MAX_LEVEL
,
3183 (GLint
*) &texImage
->Level
, false);
3186 /* render quad w/ texture into renderbuffer */
3187 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3189 /* Restore texture object state, the texture binding will
3190 * be restored by _mesa_meta_end().
3192 if (target
!= GL_TEXTURE_RECTANGLE_ARB
) {
3193 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_BASE_LEVEL
,
3194 &baseLevelSave
, false);
3195 _mesa_texture_parameteriv(ctx
, texObj
, GL_TEXTURE_MAX_LEVEL
,
3196 &maxLevelSave
, false);
3201 /* read pixels from renderbuffer */
3203 GLenum baseTexFormat
= texImage
->_BaseFormat
;
3204 GLenum destBaseFormat
= _mesa_unpack_format_to_base_format(destFormat
);
3206 /* The pixel transfer state will be set to default values at this point
3207 * (see MESA_META_PIXEL_TRANSFER) so pixel transfer ops are effectively
3208 * turned off (as required by glGetTexImage) but we need to handle some
3209 * special cases. In particular, single-channel texture values are
3210 * returned as red and two-channel texture values are returned as
3213 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat
,
3215 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3216 * luminance then we need to return L=tex(R).
3218 _mesa_need_rgb_to_luminance_conversion(baseTexFormat
,
3220 /* Green and blue must be zero */
3221 _mesa_PixelTransferf(GL_GREEN_SCALE
, 0.0f
);
3222 _mesa_PixelTransferf(GL_BLUE_SCALE
, 0.0f
);
3225 _mesa_ReadPixels(0, 0, width
, height
, destFormat
, destType
, dest
);
3228 /* disable texture unit */
3229 if (!use_glsl_version
)
3230 _mesa_set_enable(ctx
, target
, GL_FALSE
);
3232 _mesa_bind_sampler(ctx
, ctx
->Texture
.CurrentUnit
, samp_obj_save
);
3233 _mesa_reference_sampler_object(ctx
, &samp_obj_save
, NULL
);
3235 _mesa_meta_end(ctx
);
3242 * This is just a wrapper around _mesa_get_tex_image() and
3243 * decompress_texture_image(). Meta functions should not be directly called
3247 _mesa_meta_GetTexSubImage(struct gl_context
*ctx
,
3248 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3249 GLsizei width
, GLsizei height
, GLsizei depth
,
3250 GLenum format
, GLenum type
, GLvoid
*pixels
,
3251 struct gl_texture_image
*texImage
)
3253 if (_mesa_is_format_compressed(texImage
->TexFormat
)) {
3257 for (slice
= 0; slice
< depth
; slice
++) {
3259 if (texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
3260 || texImage
->TexObject
->Target
== GL_TEXTURE_CUBE_MAP_ARRAY
) {
3261 /* Setup pixel packing. SkipPixels and SkipRows will be applied
3262 * in the decompress_texture_image() function's call to
3263 * glReadPixels but we need to compute the dest slice's address
3264 * here (according to SkipImages and ImageHeight).
3266 struct gl_pixelstore_attrib packing
= ctx
->Pack
;
3267 packing
.SkipPixels
= 0;
3268 packing
.SkipRows
= 0;
3269 dst
= _mesa_image_address3d(&packing
, pixels
, width
, height
,
3270 format
, type
, slice
, 0, 0);
3275 result
= decompress_texture_image(ctx
, texImage
, slice
,
3276 xoffset
, yoffset
, width
, height
,
3286 _mesa_GetTexSubImage_sw(ctx
, xoffset
, yoffset
, zoffset
,
3287 width
, height
, depth
, format
, type
, pixels
, texImage
);
3292 * Meta implementation of ctx->Driver.DrawTex() in terms
3293 * of polygon rendering.
3296 _mesa_meta_DrawTex(struct gl_context
*ctx
, GLfloat x
, GLfloat y
, GLfloat z
,
3297 GLfloat width
, GLfloat height
)
3299 struct drawtex_state
*drawtex
= &ctx
->Meta
->DrawTex
;
3301 GLfloat x
, y
, z
, st
[MAX_TEXTURE_UNITS
][2];
3303 struct vertex verts
[4];
3306 _mesa_meta_begin(ctx
, (MESA_META_RASTERIZATION
|
3308 MESA_META_TRANSFORM
|
3310 MESA_META_VIEWPORT
));
3312 if (drawtex
->VAO
== 0) {
3313 /* one-time setup */
3314 struct gl_vertex_array_object
*array_obj
;
3316 /* create vertex array object */
3317 _mesa_GenVertexArrays(1, &drawtex
->VAO
);
3318 _mesa_BindVertexArray(drawtex
->VAO
);
3320 array_obj
= _mesa_lookup_vao(ctx
, drawtex
->VAO
);
3321 assert(array_obj
!= NULL
);
3323 /* create vertex array buffer */
3324 drawtex
->buf_obj
= ctx
->Driver
.NewBufferObject(ctx
, 0xDEADBEEF);
3325 if (drawtex
->buf_obj
== NULL
)
3328 _mesa_buffer_data(ctx
, drawtex
->buf_obj
, GL_NONE
, sizeof(verts
), verts
,
3329 GL_DYNAMIC_DRAW
, __func__
);
3331 /* setup vertex arrays */
3332 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_POS
,
3333 3, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
3335 offsetof(struct vertex
, x
), true);
3336 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_POS
,
3337 drawtex
->buf_obj
, 0, sizeof(struct vertex
));
3338 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_POS
);
3341 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3342 _mesa_update_array_format(ctx
, array_obj
, VERT_ATTRIB_TEX(i
),
3343 2, GL_FLOAT
, GL_RGBA
, GL_FALSE
,
3345 offsetof(struct vertex
, st
[i
]), true);
3346 _mesa_bind_vertex_buffer(ctx
, array_obj
, VERT_ATTRIB_TEX(i
),
3347 drawtex
->buf_obj
, 0, sizeof(struct vertex
));
3348 _mesa_enable_vertex_array_attrib(ctx
, array_obj
, VERT_ATTRIB_TEX(i
));
3352 _mesa_BindVertexArray(drawtex
->VAO
);
3355 /* vertex positions, texcoords */
3357 const GLfloat x1
= x
+ width
;
3358 const GLfloat y1
= y
+ height
;
3360 z
= CLAMP(z
, 0.0f
, 1.0f
);
3379 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
3380 const struct gl_texture_object
*texObj
;
3381 const struct gl_texture_image
*texImage
;
3382 GLfloat s
, t
, s1
, t1
;
3385 if (!ctx
->Texture
.Unit
[i
]._Current
) {
3387 for (j
= 0; j
< 4; j
++) {
3388 verts
[j
].st
[i
][0] = 0.0f
;
3389 verts
[j
].st
[i
][1] = 0.0f
;
3394 texObj
= ctx
->Texture
.Unit
[i
]._Current
;
3395 texImage
= texObj
->Image
[0][texObj
->BaseLevel
];
3396 tw
= texImage
->Width2
;
3397 th
= texImage
->Height2
;
3399 s
= (GLfloat
) texObj
->CropRect
[0] / tw
;
3400 t
= (GLfloat
) texObj
->CropRect
[1] / th
;
3401 s1
= (GLfloat
) (texObj
->CropRect
[0] + texObj
->CropRect
[2]) / tw
;
3402 t1
= (GLfloat
) (texObj
->CropRect
[1] + texObj
->CropRect
[3]) / th
;
3404 verts
[0].st
[i
][0] = s
;
3405 verts
[0].st
[i
][1] = t
;
3407 verts
[1].st
[i
][0] = s1
;
3408 verts
[1].st
[i
][1] = t
;
3410 verts
[2].st
[i
][0] = s1
;
3411 verts
[2].st
[i
][1] = t1
;
3413 verts
[3].st
[i
][0] = s
;
3414 verts
[3].st
[i
][1] = t1
;
3417 _mesa_buffer_sub_data(ctx
, drawtex
->buf_obj
, 0, sizeof(verts
), verts
,
3421 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
3423 _mesa_meta_end(ctx
);
3427 cleartexsubimage_color(struct gl_context
*ctx
,
3428 struct gl_texture_image
*texImage
,
3429 const GLvoid
*clearValue
,
3433 union gl_color_union colorValue
;
3437 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
3440 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3441 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3444 /* We don't want to apply an sRGB conversion so override the format */
3445 format
= _mesa_get_srgb_format_linear(texImage
->TexFormat
);
3446 datatype
= _mesa_get_format_datatype(format
);
3449 case GL_UNSIGNED_INT
:
3452 _mesa_unpack_uint_rgba_row(format
, 1, clearValue
,
3453 (GLuint (*)[4]) colorValue
.ui
);
3455 memset(&colorValue
, 0, sizeof colorValue
);
3456 if (datatype
== GL_INT
)
3457 _mesa_ClearBufferiv(GL_COLOR
, 0, colorValue
.i
);
3459 _mesa_ClearBufferuiv(GL_COLOR
, 0, colorValue
.ui
);
3463 _mesa_unpack_rgba_row(format
, 1, clearValue
,
3464 (GLfloat (*)[4]) colorValue
.f
);
3466 memset(&colorValue
, 0, sizeof colorValue
);
3467 _mesa_ClearBufferfv(GL_COLOR
, 0, colorValue
.f
);
3475 cleartexsubimage_depth_stencil(struct gl_context
*ctx
,
3476 struct gl_texture_image
*texImage
,
3477 const GLvoid
*clearValue
,
3484 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
,
3487 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3488 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
,
3491 status
= _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER
);
3492 if (status
!= GL_FRAMEBUFFER_COMPLETE
)
3496 GLuint depthStencilValue
[2];
3498 /* Convert the clearValue from whatever format it's in to a floating
3499 * point value for the depth and an integer value for the stencil index
3501 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage
->TexFormat
,
3505 /* We need a memcpy here instead of a cast because we need to
3506 * reinterpret the bytes as a float rather than converting it
3508 memcpy(&depthValue
, depthStencilValue
, sizeof depthValue
);
3509 stencilValue
= depthStencilValue
[1] & 0xff;
3515 if (texImage
->_BaseFormat
== GL_DEPTH_STENCIL
)
3516 _mesa_ClearBufferfi(GL_DEPTH_STENCIL
, 0, depthValue
, stencilValue
);
3518 _mesa_ClearBufferfv(GL_DEPTH
, 0, &depthValue
);
3524 cleartexsubimage_for_zoffset(struct gl_context
*ctx
,
3525 struct gl_texture_image
*texImage
,
3527 const GLvoid
*clearValue
)
3532 _mesa_GenFramebuffers(1, &fbo
);
3533 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER
, fbo
);
3535 switch(texImage
->_BaseFormat
) {
3536 case GL_DEPTH_STENCIL
:
3537 case GL_DEPTH_COMPONENT
:
3538 success
= cleartexsubimage_depth_stencil(ctx
, texImage
,
3539 clearValue
, zoffset
);
3542 success
= cleartexsubimage_color(ctx
, texImage
, clearValue
, zoffset
);
3546 _mesa_DeleteFramebuffers(1, &fbo
);
3552 cleartexsubimage_using_fbo(struct gl_context
*ctx
,
3553 struct gl_texture_image
*texImage
,
3554 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3555 GLsizei width
, GLsizei height
, GLsizei depth
,
3556 const GLvoid
*clearValue
)
3558 bool success
= true;
3561 _mesa_meta_begin(ctx
,
3563 MESA_META_COLOR_MASK
|
3565 MESA_META_FRAMEBUFFER_SRGB
);
3567 _mesa_set_enable(ctx
, GL_DITHER
, GL_FALSE
);
3569 _mesa_set_enable(ctx
, GL_SCISSOR_TEST
, GL_TRUE
);
3570 _mesa_Scissor(xoffset
, yoffset
, width
, height
);
3572 for (z
= zoffset
; z
< zoffset
+ depth
; z
++) {
3573 if (!cleartexsubimage_for_zoffset(ctx
, texImage
, z
, clearValue
)) {
3579 _mesa_meta_end(ctx
);
3585 _mesa_meta_ClearTexSubImage(struct gl_context
*ctx
,
3586 struct gl_texture_image
*texImage
,
3587 GLint xoffset
, GLint yoffset
, GLint zoffset
,
3588 GLsizei width
, GLsizei height
, GLsizei depth
,
3589 const GLvoid
*clearValue
)
3593 res
= cleartexsubimage_using_fbo(ctx
, texImage
,
3594 xoffset
, yoffset
, zoffset
,
3595 width
, height
, depth
,
3602 "Falling back to mapping the texture in "
3603 "glClearTexSubImage\n");
3605 _mesa_store_cleartexsubimage(ctx
, texImage
,
3606 xoffset
, yoffset
, zoffset
,
3607 width
, height
, depth
,