meta/decompress: Don't pollute the renderbuffer namespace
[mesa.git] / src / mesa / drivers / common / meta.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * Meta operations. Some GL operations can be expressed in terms of
27 * other GL operations. For example, glBlitFramebuffer() can be done
28 * with texture mapping and glClear() can be done with polygon rendering.
29 *
30 * \author Brian Paul
31 */
32
33
34 #include "main/glheader.h"
35 #include "main/mtypes.h"
36 #include "main/imports.h"
37 #include "main/arbprogram.h"
38 #include "main/arrayobj.h"
39 #include "main/blend.h"
40 #include "main/blit.h"
41 #include "main/bufferobj.h"
42 #include "main/buffers.h"
43 #include "main/clear.h"
44 #include "main/condrender.h"
45 #include "main/depth.h"
46 #include "main/enable.h"
47 #include "main/fbobject.h"
48 #include "main/feedback.h"
49 #include "main/formats.h"
50 #include "main/format_unpack.h"
51 #include "main/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"
60 #include "main/pbo.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"
88
89 /** Return offset in bytes of the field within a vertex struct */
90 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
91
92 static void
93 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl);
94
95 static struct blit_shader *
96 choose_blit_shader(GLenum target, struct blit_shader_table *table);
97
98 static void cleanup_temp_texture(struct temp_texture *tex);
99 static void meta_glsl_clear_cleanup(struct 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);
105
106 void
107 _mesa_meta_bind_fbo_image(GLenum fboTarget, GLenum attachment,
108 struct gl_texture_image *texImage, GLuint layer)
109 {
110 struct gl_texture_object *texObj = texImage->TexObject;
111 int level = texImage->Level;
112 GLenum texTarget = texObj->Target;
113
114 switch (texTarget) {
115 case GL_TEXTURE_1D:
116 _mesa_FramebufferTexture1D(fboTarget,
117 attachment,
118 texTarget,
119 texObj->Name,
120 level);
121 break;
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:
126 case GL_TEXTURE_3D:
127 _mesa_FramebufferTextureLayer(fboTarget,
128 attachment,
129 texObj->Name,
130 level,
131 layer);
132 break;
133 default: /* 2D / cube */
134 if (texTarget == GL_TEXTURE_CUBE_MAP)
135 texTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
136
137 _mesa_FramebufferTexture2D(fboTarget,
138 attachment,
139 texTarget,
140 texObj->Name,
141 level);
142 }
143 }
144
145 GLuint
146 _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
147 const GLcharARB *source)
148 {
149 GLuint shader;
150 GLint ok, size;
151 GLchar *info;
152
153 shader = _mesa_CreateShader(target);
154 _mesa_ShaderSource(shader, 1, &source, NULL);
155 _mesa_CompileShader(shader);
156
157 _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok);
158 if (ok)
159 return shader;
160
161 _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
162 if (size == 0) {
163 _mesa_DeleteShader(shader);
164 return 0;
165 }
166
167 info = malloc(size);
168 if (!info) {
169 _mesa_DeleteShader(shader);
170 return 0;
171 }
172
173 _mesa_GetShaderInfoLog(shader, size, NULL, info);
174 _mesa_problem(ctx,
175 "meta program compile failed:\n%s\n"
176 "source:\n%s\n",
177 info, source);
178
179 free(info);
180 _mesa_DeleteShader(shader);
181
182 return 0;
183 }
184
185 GLuint
186 _mesa_meta_link_program_with_debug(struct gl_context *ctx, GLuint program)
187 {
188 GLint ok, size;
189 GLchar *info;
190
191 _mesa_LinkProgram(program);
192
193 _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok);
194 if (ok)
195 return program;
196
197 _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
198 if (size == 0)
199 return 0;
200
201 info = malloc(size);
202 if (!info)
203 return 0;
204
205 _mesa_GetProgramInfoLog(program, size, NULL, info);
206 _mesa_problem(ctx, "meta program link failed:\n%s", info);
207
208 free(info);
209
210 return 0;
211 }
212
213 void
214 _mesa_meta_compile_and_link_program(struct gl_context *ctx,
215 const char *vs_source,
216 const char *fs_source,
217 const char *name,
218 GLuint *program)
219 {
220 GLuint vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
221 vs_source);
222 GLuint fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
223 fs_source);
224
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);
234
235 _mesa_UseProgram(*program);
236 }
237
238 /**
239 * Generate a generic shader to blit from a texture to a framebuffer
240 *
241 * \param ctx Current GL context
242 * \param texTarget Texture target that will be the source of the blit
243 *
244 * \returns a handle to a shader program on success or zero on failure.
245 */
246 void
247 _mesa_meta_setup_blit_shader(struct gl_context *ctx,
248 GLenum target,
249 bool do_depth,
250 struct blit_shader_table *table)
251 {
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;
255 void *mem_ctx;
256
257 if (ctx->Const.GLSLVersion < 130) {
258 vs_preprocess = "";
259 vs_input = "attribute";
260 vs_output = "varying";
261 fs_preprocess = "#extension GL_EXT_texture_array : enable";
262 fs_input = "varying";
263 } else {
264 vs_preprocess = "#version 130";
265 vs_input = "in";
266 vs_output = "out";
267 fs_preprocess = "#version 130";
268 fs_input = "in";
269 shader->func = "texture";
270 }
271
272 assert(shader != NULL);
273
274 if (shader->shader_prog != 0) {
275 _mesa_UseProgram(shader->shader_prog);
276 return;
277 }
278
279 mem_ctx = ralloc_context(NULL);
280
281 vs_source = ralloc_asprintf(mem_ctx,
282 "%s\n"
283 "%s vec2 position;\n"
284 "%s vec4 textureCoords;\n"
285 "%s vec4 texCoords;\n"
286 "void main()\n"
287 "{\n"
288 " texCoords = textureCoords;\n"
289 " gl_Position = vec4(position, 0.0, 1.0);\n"
290 "}\n",
291 vs_preprocess, vs_input, vs_input, vs_output);
292
293 fs_source = ralloc_asprintf(mem_ctx,
294 "%s\n"
295 "#extension GL_ARB_texture_cube_map_array: enable\n"
296 "uniform %s texSampler;\n"
297 "%s vec4 texCoords;\n"
298 "void main()\n"
299 "{\n"
300 " gl_FragColor = %s(texSampler, %s);\n"
301 "%s"
302 "}\n",
303 fs_preprocess, shader->type, fs_input,
304 shader->func, shader->texcoords,
305 do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
306
307 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
308 ralloc_asprintf(mem_ctx, "%s blit",
309 shader->type),
310 &shader->shader_prog);
311 ralloc_free(mem_ctx);
312 }
313
314 /**
315 * Configure vertex buffer and vertex array objects for tests
316 *
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.
320 *
321 * \param VAO Storage for vertex array object handle. If 0, a new VAO
322 * will be created.
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
332 * enabled.
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.
335 *
336 * \note If \c use_generic_attributes is \c true, \c color_size must be zero.
337 * Use \c texcoord_size instead.
338 */
339 void
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,
344 unsigned color_size)
345 {
346 if (*VAO == 0) {
347 struct gl_vertex_array_object *array_obj;
348 assert(*buf_obj == NULL);
349
350 /* create vertex array object */
351 _mesa_GenVertexArrays(1, VAO);
352 _mesa_BindVertexArray(*VAO);
353
354 array_obj = _mesa_lookup_vao(ctx, *VAO);
355 assert(array_obj != NULL);
356
357 /* create vertex array buffer */
358 *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
359 if (*buf_obj == NULL)
360 return;
361
362 _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
363 GL_DYNAMIC_DRAW, __func__);
364
365 /* setup vertex arrays */
366 if (use_generic_attributes) {
367 assert(color_size == 0);
368
369 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
370 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
371 GL_FALSE, 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));
386 }
387 } else {
388 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
389 vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
390 GL_FALSE, 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);
395
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,
399 GL_FALSE, 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));
404 }
405
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,
409 GL_FALSE, 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);
414 }
415 }
416 } else {
417 _mesa_BindVertexArray(*VAO);
418 }
419 }
420
421 /**
422 * Initialize meta-ops for a context.
423 * To be called once during context creation.
424 */
425 void
426 _mesa_meta_init(struct gl_context *ctx)
427 {
428 assert(!ctx->Meta);
429
430 ctx->Meta = CALLOC_STRUCT(gl_meta_state);
431 }
432
433 /**
434 * Free context meta-op state.
435 * To be called once during context destruction.
436 */
437 void
438 _mesa_meta_free(struct gl_context *ctx)
439 {
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);
448 if (old_context)
449 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
450 else
451 _mesa_make_current(NULL, NULL, NULL);
452 free(ctx->Meta);
453 ctx->Meta = NULL;
454 }
455
456
457 /**
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.
460 *
461 * \param state bitmask of MESA_META_* flags indicating which attribute groups
462 * to save and reset to their defaults
463 */
464 void
465 _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
466 {
467 struct save_state *save;
468
469 /* hope MAX_META_OPS_DEPTH is large enough */
470 assert(ctx->Meta->SaveStackDepth < MAX_META_OPS_DEPTH);
471
472 save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth++];
473 memset(save, 0, sizeof(*save));
474 save->SavedState = state;
475
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.
479 */
480 save->API = ctx->API;
481 ctx->API = API_OPENGL_COMPAT;
482
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.
489 */
490 save->ExtensionsVersion = ctx->Extensions.Version;
491 ctx->Extensions.Version = ~0;
492
493 /* Pausing transform feedback needs to be done early, or else we won't be
494 * able to change other state.
495 */
496 save->TransformFeedbackNeedsResume =
497 _mesa_is_xfb_active_and_unpaused(ctx);
498 if (save->TransformFeedbackNeedsResume)
499 _mesa_PauseTransformFeedback();
500
501 /* After saving the current occlusion object, call EndQuery so that no
502 * occlusion querying will be active during the meta-operation.
503 */
504 if (state & MESA_META_OCCLUSION_QUERY) {
505 save->CurrentOcclusionObject = ctx->Query.CurrentOcclusionObject;
506 if (save->CurrentOcclusionObject)
507 _mesa_EndQuery(save->CurrentOcclusionObject->Target);
508 }
509
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);
516 }
517
518 if (state & MESA_META_BLEND) {
519 save->BlendEnabled = ctx->Color.BlendEnabled;
520 if (ctx->Color.BlendEnabled) {
521 if (ctx->Extensions.EXT_draw_buffers2) {
522 GLuint i;
523 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
524 _mesa_set_enablei(ctx, GL_BLEND, i, GL_FALSE);
525 }
526 }
527 else {
528 _mesa_set_enable(ctx, GL_BLEND, GL_FALSE);
529 }
530 }
531 save->ColorLogicOpEnabled = ctx->Color.ColorLogicOpEnabled;
532 if (ctx->Color.ColorLogicOpEnabled)
533 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, GL_FALSE);
534 }
535
536 if (state & MESA_META_DITHER) {
537 save->DitherFlag = ctx->Color.DitherFlag;
538 _mesa_set_enable(ctx, GL_DITHER, GL_TRUE);
539 }
540
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);
549 }
550
551 if (state & MESA_META_DEPTH_TEST) {
552 save->Depth = ctx->Depth; /* struct copy */
553 if (ctx->Depth.Test)
554 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
555 }
556
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);
561 }
562
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;
568 }
569
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;
589 /* XXX more state */
590 ctx->NewState |=_NEW_PIXEL;
591 }
592
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);
605 }
606
607 if (state & MESA_META_SCISSOR) {
608 save->Scissor = ctx->Scissor; /* struct copy */
609 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_FALSE);
610 }
611
612 if (state & MESA_META_SHADER) {
613 int i;
614
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);
620 }
621
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);
627 }
628
629 if (ctx->Extensions.ATI_fragment_shader) {
630 save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
631 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
632 }
633
634 if (ctx->Pipeline.Current) {
635 _mesa_reference_pipeline_object(ctx, &save->Pipeline,
636 ctx->Pipeline.Current);
637 _mesa_BindProgramPipeline(0);
638 }
639
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.
642 */
643 for (i = 0; i < MESA_SHADER_STAGES; i++) {
644 _mesa_reference_shader_program(ctx, &save->Shader[i],
645 ctx->Shader.CurrentProgram[i]);
646 }
647 _mesa_reference_shader_program(ctx, &save->ActiveShader,
648 ctx->Shader.ActiveProgram);
649
650 _mesa_UseProgram(0);
651 }
652
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 */
658 }
659
660 if (state & MESA_META_TEXTURE) {
661 GLuint u, tgt;
662
663 save->ActiveUnit = ctx->Texture.CurrentUnit;
664 save->EnvMode = ctx->Texture.Unit[0].EnvMode;
665
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);
676
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);
685 }
686 }
687
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]);
692 }
693
694 /* set defaults for unit[0] */
695 _mesa_ActiveTexture(GL_TEXTURE0);
696 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
697 }
698
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();
717
718 /* glOrtho with width = 0 or height = 0 generates GL_INVALID_VALUE.
719 * This can occur when there is no draw buffer.
720 */
721 if (ctx->DrawBuffer->Width != 0 && ctx->DrawBuffer->Height != 0)
722 _mesa_Ortho(0.0, ctx->DrawBuffer->Width,
723 0.0, ctx->DrawBuffer->Height,
724 -1.0, 1.0);
725
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);
730 }
731 }
732
733 if (state & MESA_META_CLIP) {
734 save->ClipPlanesEnabled = ctx->Transform.ClipPlanesEnabled;
735 if (ctx->Transform.ClipPlanesEnabled) {
736 GLuint i;
737 for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
738 _mesa_set_enable(ctx, GL_CLIP_PLANE0 + i, GL_FALSE);
739 }
740 }
741 }
742
743 if (state & MESA_META_VERTEX) {
744 /* save vertex array object state */
745 _mesa_reference_vao(ctx, &save->VAO,
746 ctx->Array.VAO);
747 /* set some default state? */
748 }
749
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);
763 }
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);
769 }
770
771 if (state & MESA_META_CLAMP_FRAGMENT_COLOR) {
772 save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
773
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.
777 */
778 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
779 ctx->Extensions.ARB_color_buffer_float)
780 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
781 }
782
783 if (state & MESA_META_CLAMP_VERTEX_COLOR) {
784 save->ClampVertexColor = ctx->Light.ClampVertexColor;
785
786 /* Generally in here we never want vertex color clamping --
787 * result clamping is only dependent on fragment clamping.
788 */
789 if (ctx->Extensions.ARB_color_buffer_float)
790 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
791 }
792
793 if (state & MESA_META_CONDITIONAL_RENDER) {
794 save->CondRenderQuery = ctx->Query.CondRenderQuery;
795 save->CondRenderMode = ctx->Query.CondRenderMode;
796
797 if (ctx->Query.CondRenderQuery)
798 _mesa_EndConditionalRender();
799 }
800
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);
809 }
810 }
811
812 if (state & MESA_META_MULTISAMPLE) {
813 save->Multisample = ctx->Multisample; /* struct copy */
814
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);
827 }
828
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);
833 }
834
835 if (state & MESA_META_DRAW_BUFFERS) {
836 struct gl_framebuffer *fb = ctx->DrawBuffer;
837 memcpy(save->ColorDrawBuffers, fb->ColorDrawBuffer,
838 sizeof(save->ColorDrawBuffers));
839 }
840
841 /* misc */
842 {
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);
849
850 save->DrawBufferName = ctx->DrawBuffer->Name;
851 save->ReadBufferName = ctx->ReadBuffer->Name;
852 }
853 }
854
855
856 /**
857 * Leave meta state. This is like a light-weight version of glPopAttrib().
858 */
859 void
860 _mesa_meta_end(struct gl_context *ctx)
861 {
862 assert(ctx->Meta->SaveStackDepth > 0);
863
864 struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
865 const GLbitfield state = save->SavedState;
866 int i;
867
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;
874 GLuint64EXT result;
875 if (!q->Ready)
876 ctx->Driver.WaitQuery(ctx, q);
877 result = q->Result;
878 _mesa_BeginQuery(q->Target, q->Id);
879 ctx->Query.CurrentOcclusionObject->Result += result;
880 }
881 }
882
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);
887 }
888
889 if (state & MESA_META_BLEND) {
890 if (ctx->Color.BlendEnabled != save->BlendEnabled) {
891 if (ctx->Extensions.EXT_draw_buffers2) {
892 GLuint i;
893 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
894 _mesa_set_enablei(ctx, GL_BLEND, i, (save->BlendEnabled >> i) & 1);
895 }
896 }
897 else {
898 _mesa_set_enable(ctx, GL_BLEND, (save->BlendEnabled & 1));
899 }
900 }
901 if (ctx->Color.ColorLogicOpEnabled != save->ColorLogicOpEnabled)
902 _mesa_set_enable(ctx, GL_COLOR_LOGIC_OP, save->ColorLogicOpEnabled);
903 }
904
905 if (state & MESA_META_DITHER)
906 _mesa_set_enable(ctx, GL_DITHER, save->DitherFlag);
907
908 if (state & MESA_META_COLOR_MASK) {
909 GLuint i;
910 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
911 if (!TEST_EQ_4V(ctx->Color.ColorMask[i], save->ColorMask[i])) {
912 if (i == 0) {
913 _mesa_ColorMask(save->ColorMask[i][0], save->ColorMask[i][1],
914 save->ColorMask[i][2], save->ColorMask[i][3]);
915 }
916 else {
917 _mesa_ColorMaski(i,
918 save->ColorMask[i][0],
919 save->ColorMask[i][1],
920 save->ColorMask[i][2],
921 save->ColorMask[i][3]);
922 }
923 }
924 }
925 }
926
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);
932 }
933
934 if (state & MESA_META_FOG) {
935 _mesa_set_enable(ctx, GL_FOG, save->Fog);
936 }
937
938 if (state & MESA_META_PIXEL_STORE) {
939 ctx->Pack = save->Pack;
940 ctx->Unpack = save->Unpack;
941 }
942
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;
953 /* XXX more state */
954 ctx->NewState |=_NEW_PIXEL;
955 }
956
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);
964 }
965
966 if (state & MESA_META_SCISSOR) {
967 unsigned i;
968
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);
977 }
978 }
979
980 if (state & MESA_META_SHADER) {
981 static const GLenum targets[] = {
982 GL_VERTEX_SHADER,
983 GL_TESS_CONTROL_SHADER,
984 GL_TESS_EVALUATION_SHADER,
985 GL_GEOMETRY_SHADER,
986 GL_FRAGMENT_SHADER,
987 GL_COMPUTE_SHADER,
988 };
989 STATIC_ASSERT(MESA_SHADER_STAGES == ARRAY_SIZE(targets));
990
991 bool any_shader;
992
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);
999 }
1000
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);
1007 }
1008
1009 if (ctx->Extensions.ATI_fragment_shader) {
1010 _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
1011 save->ATIFragmentShaderEnabled);
1012 }
1013
1014 any_shader = false;
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
1020 * in that case.
1021 */
1022 _mesa_use_shader_program(ctx, targets[i],
1023 save->Shader[i],
1024 &ctx->Shader);
1025
1026 /* Do this *before* killing the reference. :)
1027 */
1028 if (save->Shader[i] != NULL)
1029 any_shader = true;
1030
1031 _mesa_reference_shader_program(ctx, &save->Shader[i], NULL);
1032 }
1033
1034 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
1035 save->ActiveShader);
1036 _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL);
1037
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.
1041 */
1042 if (any_shader)
1043 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1044 &ctx->Shader);
1045 else
1046 _mesa_reference_pipeline_object(ctx, &ctx->_Shader,
1047 ctx->Pipeline.Default);
1048
1049 if (save->Pipeline) {
1050 _mesa_bind_pipeline(ctx, save->Pipeline);
1051
1052 _mesa_reference_pipeline_object(ctx, &save->Pipeline, NULL);
1053 }
1054 }
1055
1056 if (state & MESA_META_STENCIL_TEST) {
1057 const struct gl_stencil_attrib *stencil = &save->Stencil;
1058
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);
1066 }
1067 /* front state */
1068 _mesa_StencilFuncSeparate(GL_FRONT,
1069 stencil->Function[0],
1070 stencil->Ref[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]);
1076 /* back state */
1077 _mesa_StencilFuncSeparate(GL_BACK,
1078 stencil->Function[1],
1079 stencil->Ref[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]);
1085 }
1086
1087 if (state & MESA_META_TEXTURE) {
1088 GLuint u, tgt;
1089
1090 assert(ctx->Texture.CurrentUnit == 0);
1091
1092 /* restore texenv for unit[0] */
1093 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, save->EnvMode);
1094
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]);
1101 }
1102 _mesa_reference_texobj(&save->CurrentTexture[tgt], NULL);
1103 }
1104
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];
1110 }
1111
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];
1115 }
1116 }
1117
1118 /* restore current unit state */
1119 _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
1120 }
1121
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);
1128
1129 _mesa_MatrixMode(GL_MODELVIEW);
1130 _mesa_LoadMatrixf(save->ModelviewMatrix);
1131
1132 _mesa_MatrixMode(GL_PROJECTION);
1133 _mesa_LoadMatrixf(save->ProjectionMatrix);
1134
1135 _mesa_MatrixMode(save->MatrixMode);
1136
1137 if (ctx->Extensions.ARB_clip_control)
1138 _mesa_ClipControl(save->ClipOrigin, save->ClipDepthMode);
1139 }
1140
1141 if (state & MESA_META_CLIP) {
1142 if (save->ClipPlanesEnabled) {
1143 GLuint i;
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);
1147 }
1148 }
1149 }
1150 }
1151
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);
1156 }
1157
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);
1165 }
1166 _mesa_set_depth_range(ctx, 0, save->DepthNear, save->DepthFar);
1167 }
1168
1169 if (state & MESA_META_CLAMP_FRAGMENT_COLOR &&
1170 ctx->Extensions.ARB_color_buffer_float) {
1171 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
1172 }
1173
1174 if (state & MESA_META_CLAMP_VERTEX_COLOR &&
1175 ctx->Extensions.ARB_color_buffer_float) {
1176 _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
1177 }
1178
1179 if (state & MESA_META_CONDITIONAL_RENDER) {
1180 if (save->CondRenderQuery)
1181 _mesa_BeginConditionalRender(save->CondRenderQuery->Id,
1182 save->CondRenderMode);
1183 }
1184
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;
1192 }
1193 }
1194
1195 if (state & MESA_META_MULTISAMPLE) {
1196 struct gl_multisample_attrib *ctx_ms = &ctx->Multisample;
1197 struct gl_multisample_attrib *save_ms = &save->Multisample;
1198
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);
1211 }
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);
1220 }
1221
1222 if (state & MESA_META_FRAMEBUFFER_SRGB) {
1223 if (ctx->Color.sRGBEnabled != save->sRGBEnabled)
1224 _mesa_set_framebuffer_srgb(ctx, save->sRGBEnabled);
1225 }
1226
1227 /* misc */
1228 if (save->Lighting) {
1229 _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
1230 }
1231 if (save->RasterDiscard) {
1232 _mesa_set_enable(ctx, GL_RASTERIZER_DISCARD, GL_TRUE);
1233 }
1234 if (save->TransformFeedbackNeedsResume)
1235 _mesa_ResumeTransformFeedback();
1236
1237 if (ctx->DrawBuffer->Name != save->DrawBufferName)
1238 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, save->DrawBufferName);
1239
1240 if (ctx->ReadBuffer->Name != save->ReadBufferName)
1241 _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, save->ReadBufferName);
1242
1243 if (state & MESA_META_DRAW_BUFFERS) {
1244 _mesa_drawbuffers(ctx, ctx->DrawBuffer, ctx->Const.MaxDrawBuffers,
1245 save->ColorDrawBuffers, NULL);
1246 }
1247
1248 ctx->Meta->SaveStackDepth--;
1249
1250 ctx->API = save->API;
1251 ctx->Extensions.Version = save->ExtensionsVersion;
1252 }
1253
1254
1255 /**
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.
1261 */
1262 static inline GLfloat
1263 invert_z(GLfloat normZ)
1264 {
1265 GLfloat objZ = 1.0f - 2.0f * normZ;
1266 return objZ;
1267 }
1268
1269
1270 /**
1271 * One-time init for a temp_texture object.
1272 * Choose tex target, compute max tex size, etc.
1273 */
1274 static void
1275 init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
1276 {
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;
1282 }
1283 else {
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;
1288 }
1289 tex->MinSize = 16; /* 16 x 16 at least */
1290 assert(tex->MaxSize > 0);
1291
1292 _mesa_GenTextures(1, &tex->TexObj);
1293 }
1294
1295 static void
1296 cleanup_temp_texture(struct temp_texture *tex)
1297 {
1298 if (!tex->TexObj)
1299 return;
1300 _mesa_DeleteTextures(1, &tex->TexObj);
1301 tex->TexObj = 0;
1302 }
1303
1304
1305 /**
1306 * Return pointer to temp_texture info for non-bitmap ops.
1307 * This does some one-time init if needed.
1308 */
1309 struct temp_texture *
1310 _mesa_meta_get_temp_texture(struct gl_context *ctx)
1311 {
1312 struct temp_texture *tex = &ctx->Meta->TempTex;
1313
1314 if (!tex->TexObj) {
1315 init_temp_texture(ctx, tex);
1316 }
1317
1318 return tex;
1319 }
1320
1321
1322 /**
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.
1326 */
1327 static struct temp_texture *
1328 get_bitmap_temp_texture(struct gl_context *ctx)
1329 {
1330 struct temp_texture *tex = &ctx->Meta->Bitmap.Tex;
1331
1332 if (!tex->TexObj) {
1333 init_temp_texture(ctx, tex);
1334 }
1335
1336 return tex;
1337 }
1338
1339 /**
1340 * Return pointer to depth temp_texture.
1341 * This does some one-time init if needed.
1342 */
1343 struct temp_texture *
1344 _mesa_meta_get_temp_depth_texture(struct gl_context *ctx)
1345 {
1346 struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
1347
1348 if (!tex->TexObj) {
1349 init_temp_texture(ctx, tex);
1350 }
1351
1352 return tex;
1353 }
1354
1355 /**
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.
1361 *
1362 * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
1363 */
1364 GLboolean
1365 _mesa_meta_alloc_texture(struct temp_texture *tex,
1366 GLsizei width, GLsizei height, GLenum intFormat)
1367 {
1368 GLboolean newTex = GL_FALSE;
1369
1370 assert(width <= tex->MaxSize);
1371 assert(height <= tex->MaxSize);
1372
1373 if (width > tex->Width ||
1374 height > tex->Height ||
1375 intFormat != tex->IntFormat) {
1376 /* alloc new texture (larger or different format) */
1377
1378 if (tex->NPOT) {
1379 /* use non-power of two size */
1380 tex->Width = MAX2(tex->MinSize, width);
1381 tex->Height = MAX2(tex->MinSize, height);
1382 }
1383 else {
1384 /* find power of two size */
1385 GLsizei w, h;
1386 w = h = tex->MinSize;
1387 while (w < width)
1388 w *= 2;
1389 while (h < height)
1390 h *= 2;
1391 tex->Width = w;
1392 tex->Height = h;
1393 }
1394
1395 tex->IntFormat = intFormat;
1396
1397 newTex = GL_TRUE;
1398 }
1399
1400 /* compute texcoords */
1401 if (tex->Target == GL_TEXTURE_RECTANGLE) {
1402 tex->Sright = (GLfloat) width;
1403 tex->Ttop = (GLfloat) height;
1404 }
1405 else {
1406 tex->Sright = (GLfloat) width / tex->Width;
1407 tex->Ttop = (GLfloat) height / tex->Height;
1408 }
1409
1410 return newTex;
1411 }
1412
1413
1414 /**
1415 * Setup/load texture for glCopyPixels or glBlitFramebuffer.
1416 */
1417 void
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,
1422 GLenum intFormat,
1423 GLenum filter)
1424 {
1425 bool newTex;
1426
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);
1431
1432 newTex = _mesa_meta_alloc_texture(tex, width, height, intFormat);
1433
1434 /* copy framebuffer image to texture */
1435 if (newTex) {
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);
1441 }
1442 else {
1443 /* create empty texture */
1444 _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
1445 tex->Width, tex->Height, 0,
1446 intFormat, GL_UNSIGNED_BYTE, NULL);
1447 /* load image */
1448 _mesa_CopyTexSubImage2D(tex->Target, 0,
1449 0, 0, srcX, srcY, width, height);
1450 }
1451 }
1452 else {
1453 /* replace existing tex image */
1454 _mesa_CopyTexSubImage2D(tex->Target, 0,
1455 0, 0, srcX, srcY, width, height);
1456 }
1457 }
1458
1459
1460 /**
1461 * Setup/load texture for glDrawPixels.
1462 */
1463 void
1464 _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
1465 struct temp_texture *tex,
1466 GLboolean newTex,
1467 GLsizei width, GLsizei height,
1468 GLenum format, GLenum type,
1469 const GLvoid *pixels)
1470 {
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);
1475
1476 /* copy pixel data to texture */
1477 if (newTex) {
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);
1483 }
1484 else {
1485 struct gl_buffer_object *save_unpack_obj = NULL;
1486
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);
1496 /* load image */
1497 _mesa_TexSubImage2D(tex->Target, 0,
1498 0, 0, width, height, format, type, pixels);
1499 }
1500 }
1501 else {
1502 /* replace existing tex image */
1503 _mesa_TexSubImage2D(tex->Target, 0,
1504 0, 0, width, height, format, type, pixels);
1505 }
1506 }
1507
1508 void
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)
1512 {
1513 _mesa_meta_setup_vertex_objects(ctx, VAO, buf_obj, false, 2, texcoord_size,
1514 0);
1515
1516 /* setup projection matrix */
1517 _mesa_MatrixMode(GL_PROJECTION);
1518 _mesa_LoadIdentity();
1519 }
1520
1521 /**
1522 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1523 */
1524 void
1525 _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
1526 {
1527 meta_clear(ctx, buffers, false);
1528 }
1529
1530 void
1531 _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
1532 {
1533 meta_clear(ctx, buffers, true);
1534 }
1535
1536 static void
1537 meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
1538 {
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"
1544 "void main()\n"
1545 "{\n"
1546 "#ifdef GL_AMD_vertex_shader_layer\n"
1547 " gl_Layer = gl_InstanceID;\n"
1548 "#endif\n"
1549 " gl_Position = position;\n"
1550 "}\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"
1555 "void main()\n"
1556 "{\n"
1557 " gl_FragColor = color;\n"
1558 "}\n";
1559 GLuint vs, fs;
1560 bool has_integer_textures;
1561
1562 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, true,
1563 3, 0, 0);
1564
1565 if (clear->ShaderProg != 0)
1566 return;
1567
1568 vs = _mesa_CreateShader(GL_VERTEX_SHADER);
1569 _mesa_ShaderSource(vs, 1, &vs_source, NULL);
1570 _mesa_CompileShader(vs);
1571
1572 fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
1573 _mesa_ShaderSource(fs, 1, &fs_source, NULL);
1574 _mesa_CompileShader(fs);
1575
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);
1583
1584 has_integer_textures = _mesa_is_gles3(ctx) ||
1585 (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
1586
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,
1591 "#version 130\n"
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"
1596 "void main()\n"
1597 "{\n"
1598 "#ifdef GL_AMD_vertex_shader_layer\n"
1599 " gl_Layer = gl_InstanceID;\n"
1600 "#endif\n"
1601 " gl_Position = position;\n"
1602 "}\n");
1603 const char *fs_int_source =
1604 ralloc_asprintf(shader_source_mem_ctx,
1605 "#version 130\n"
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"
1610 "\n"
1611 "void main()\n"
1612 "{\n"
1613 " out_color = color;\n"
1614 "}\n");
1615
1616 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
1617 vs_int_source);
1618 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
1619 fs_int_source);
1620 ralloc_free(shader_source_mem_ctx);
1621
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);
1627
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.
1631 */
1632
1633 _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
1634 "integer clear");
1635 _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
1636 }
1637 }
1638
1639 static void
1640 meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
1641 {
1642 if (clear->VAO == 0)
1643 return;
1644 _mesa_DeleteVertexArrays(1, &clear->VAO);
1645 clear->VAO = 0;
1646 _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
1647 _mesa_DeleteProgram(clear->ShaderProg);
1648 clear->ShaderProg = 0;
1649
1650 if (clear->IntegerShaderProg) {
1651 _mesa_DeleteProgram(clear->IntegerShaderProg);
1652 clear->IntegerShaderProg = 0;
1653 }
1654 }
1655
1656 /**
1657 * Given a bitfield of BUFFER_BIT_x draw buffers, call glDrawBuffers to
1658 * set GL to only draw to those buffers.
1659 *
1660 * Since the bitfield has no associated order, the assignment of draw buffer
1661 * indices to color attachment indices is rather arbitrary.
1662 */
1663 void
1664 _mesa_meta_drawbuffers_from_bitfield(GLbitfield bits)
1665 {
1666 GLenum enums[MAX_DRAW_BUFFERS];
1667 int i = 0;
1668 int n;
1669
1670 /* This function is only legal for color buffer bitfields. */
1671 assert((bits & ~BUFFER_BITS_COLOR) == 0);
1672
1673 /* Make sure we don't overflow any arrays. */
1674 assert(_mesa_bitcount(bits) <= MAX_DRAW_BUFFERS);
1675
1676 enums[0] = GL_NONE;
1677
1678 if (bits & BUFFER_BIT_FRONT_LEFT)
1679 enums[i++] = GL_FRONT_LEFT;
1680
1681 if (bits & BUFFER_BIT_FRONT_RIGHT)
1682 enums[i++] = GL_FRONT_RIGHT;
1683
1684 if (bits & BUFFER_BIT_BACK_LEFT)
1685 enums[i++] = GL_BACK_LEFT;
1686
1687 if (bits & BUFFER_BIT_BACK_RIGHT)
1688 enums[i++] = GL_BACK_RIGHT;
1689
1690 for (n = 0; n < MAX_COLOR_ATTACHMENTS; n++) {
1691 if (bits & (1 << (BUFFER_COLOR0 + n)))
1692 enums[i++] = GL_COLOR_ATTACHMENT0 + n;
1693 }
1694
1695 _mesa_DrawBuffers(i, enums);
1696 }
1697
1698 /**
1699 * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
1700 */
1701 static void
1702 meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
1703 {
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];
1710 int i;
1711
1712 metaSave = (MESA_META_ALPHA_TEST |
1713 MESA_META_BLEND |
1714 MESA_META_DEPTH_TEST |
1715 MESA_META_RASTERIZATION |
1716 MESA_META_SHADER |
1717 MESA_META_STENCIL_TEST |
1718 MESA_META_VERTEX |
1719 MESA_META_VIEWPORT |
1720 MESA_META_CLIP |
1721 MESA_META_CLAMP_FRAGMENT_COLOR |
1722 MESA_META_MULTISAMPLE |
1723 MESA_META_OCCLUSION_QUERY);
1724
1725 if (!glsl) {
1726 metaSave |= MESA_META_FOG |
1727 MESA_META_PIXEL_TRANSFER |
1728 MESA_META_TRANSFORM |
1729 MESA_META_TEXTURE |
1730 MESA_META_CLAMP_VERTEX_COLOR |
1731 MESA_META_SELECT_FEEDBACK;
1732 }
1733
1734 if (buffers & BUFFER_BITS_COLOR) {
1735 metaSave |= MESA_META_DRAW_BUFFERS;
1736 } else {
1737 /* We'll use colormask to disable color writes. Otherwise,
1738 * respect color mask
1739 */
1740 metaSave |= MESA_META_COLOR_MASK;
1741 }
1742
1743 _mesa_meta_begin(ctx, metaSave);
1744
1745 if (glsl) {
1746 meta_glsl_clear_init(ctx, clear);
1747
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);
1753 } else {
1754 _mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->buf_obj, false,
1755 3, 0, 4);
1756
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);
1762 }
1763
1764 if (fb->_IntegerColor) {
1765 assert(glsl);
1766 _mesa_UseProgram(clear->IntegerShaderProg);
1767 _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i);
1768 } else if (glsl) {
1769 _mesa_UseProgram(clear->ShaderProg);
1770 _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f);
1771 }
1772
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);
1777
1778 /* leave colormask state as-is */
1779
1780 /* Clears never have the color clamped. */
1781 if (ctx->Extensions.ARB_color_buffer_float)
1782 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
1783 }
1784 else {
1785 assert(metaSave & MESA_META_COLOR_MASK);
1786 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1787 }
1788
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);
1794 }
1795 else {
1796 assert(!ctx->Depth.Test);
1797 }
1798
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]);
1807 }
1808 else {
1809 assert(!ctx->Stencil.Enabled);
1810 }
1811
1812 /* vertex positions */
1813 verts[0].x = x0;
1814 verts[0].y = y0;
1815 verts[0].z = z;
1816 verts[1].x = x1;
1817 verts[1].y = y0;
1818 verts[1].z = z;
1819 verts[2].x = x1;
1820 verts[2].y = y1;
1821 verts[2].z = z;
1822 verts[3].x = x0;
1823 verts[3].y = y1;
1824 verts[3].z = z;
1825
1826 if (!glsl) {
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];
1832 }
1833 }
1834
1835 /* upload new vertex data */
1836 _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
1837 GL_DYNAMIC_DRAW, __func__);
1838
1839 /* draw quad(s) */
1840 if (fb->MaxNumLayers > 0) {
1841 _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
1842 } else {
1843 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1844 }
1845
1846 _mesa_meta_end(ctx);
1847 }
1848
1849 /**
1850 * Meta implementation of ctx->Driver.CopyPixels() in terms
1851 * of texture mapping and polygon rendering and GLSL shaders.
1852 */
1853 void
1854 _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
1855 GLsizei width, GLsizei height,
1856 GLint dstX, GLint dstY, GLenum type)
1857 {
1858 struct copypix_state *copypix = &ctx->Meta->CopyPix;
1859 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
1860 struct vertex verts[4];
1861
1862 if (type != GL_COLOR ||
1863 ctx->_ImageTransferState ||
1864 ctx->Fog.Enabled ||
1865 width > tex->MaxSize ||
1866 height > tex->MaxSize) {
1867 /* XXX avoid this fallback */
1868 _swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
1869 return;
1870 }
1871
1872 /* Most GL state applies to glCopyPixels, but a there's a few things
1873 * we need to override:
1874 */
1875 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
1876 MESA_META_SHADER |
1877 MESA_META_TEXTURE |
1878 MESA_META_TRANSFORM |
1879 MESA_META_CLIP |
1880 MESA_META_VERTEX |
1881 MESA_META_VIEWPORT));
1882
1883 _mesa_meta_setup_vertex_objects(ctx, &copypix->VAO, &copypix->buf_obj, false,
1884 3, 2, 0);
1885
1886 /* Silence valgrind warnings about reading uninitialized stack. */
1887 memset(verts, 0, sizeof(verts));
1888
1889 /* Alloc/setup texture */
1890 _mesa_meta_setup_copypix_texture(ctx, tex, srcX, srcY, width, height,
1891 GL_RGBA, GL_NEAREST);
1892
1893 /* vertex positions, texcoords (after texture allocation!) */
1894 {
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]);
1900
1901 verts[0].x = dstX0;
1902 verts[0].y = dstY0;
1903 verts[0].z = z;
1904 verts[0].tex[0] = 0.0F;
1905 verts[0].tex[1] = 0.0F;
1906 verts[1].x = dstX1;
1907 verts[1].y = dstY0;
1908 verts[1].z = z;
1909 verts[1].tex[0] = tex->Sright;
1910 verts[1].tex[1] = 0.0F;
1911 verts[2].x = dstX1;
1912 verts[2].y = dstY1;
1913 verts[2].z = z;
1914 verts[2].tex[0] = tex->Sright;
1915 verts[2].tex[1] = tex->Ttop;
1916 verts[3].x = dstX0;
1917 verts[3].y = dstY1;
1918 verts[3].z = z;
1919 verts[3].tex[0] = 0.0F;
1920 verts[3].tex[1] = tex->Ttop;
1921
1922 /* upload new vertex data */
1923 _mesa_buffer_sub_data(ctx, copypix->buf_obj, 0, sizeof(verts), verts,
1924 __func__);
1925 }
1926
1927 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
1928
1929 /* draw textured quad */
1930 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
1931
1932 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
1933
1934 _mesa_meta_end(ctx);
1935 }
1936
1937 static void
1938 meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
1939 {
1940 if (drawpix->VAO != 0) {
1941 _mesa_DeleteVertexArrays(1, &drawpix->VAO);
1942 drawpix->VAO = 0;
1943
1944 _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
1945 }
1946
1947 if (drawpix->StencilFP != 0) {
1948 _mesa_DeleteProgramsARB(1, &drawpix->StencilFP);
1949 drawpix->StencilFP = 0;
1950 }
1951
1952 if (drawpix->DepthFP != 0) {
1953 _mesa_DeleteProgramsARB(1, &drawpix->DepthFP);
1954 drawpix->DepthFP = 0;
1955 }
1956 }
1957
1958 /**
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.
1962 */
1963 static void
1964 tiled_draw_pixels(struct gl_context *ctx,
1965 GLint tileSize,
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)
1970 {
1971 struct gl_pixelstore_attrib tileUnpack = *unpack;
1972 GLint i, j;
1973
1974 if (tileUnpack.RowLength == 0)
1975 tileUnpack.RowLength = width;
1976
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);
1980
1981 tileUnpack.SkipPixels = unpack->SkipPixels + i;
1982
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);
1986
1987 tileUnpack.SkipRows = unpack->SkipRows + j;
1988
1989 _mesa_meta_DrawPixels(ctx, tileX, tileY, tileWidth, tileHeight,
1990 format, type, &tileUnpack, pixels);
1991 }
1992 }
1993 }
1994
1995
1996 /**
1997 * One-time init for drawing stencil pixels.
1998 */
1999 static void
2000 init_draw_stencil_pixels(struct gl_context *ctx)
2001 {
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.
2007 *
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).
2011 * else
2012 * result is zero.
2013 * The program parameter contains three values:
2014 * parm.x = 255 / (1 << bit)
2015 * parm.y = 0.5
2016 * parm.z = 0.0
2017 */
2018 static const char *program =
2019 "!!ARBfp1.0\n"
2020 "PARAM parm = program.local[0]; \n"
2021 "TEMP t; \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"
2025 "# t = (int) t \n"
2026 "FRC t.y, t.x; \n"
2027 "SUB t.x, t.x, t.y; \n"
2028 "# t = t * 0.5 \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"
2034 "KIL -t.x; \n"
2035 "# for debug only \n"
2036 "#MOV result.color, t.x; \n"
2037 "END \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;
2042
2043 assert(drawpix->StencilFP == 0);
2044
2045 /* replace %s with "RECT" or "2D" */
2046 assert(strlen(program) + 4 < sizeof(program2));
2047 if (tex->Target == GL_TEXTURE_RECTANGLE)
2048 texTarget = "RECT";
2049 else
2050 texTarget = "2D";
2051 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2052
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);
2057 }
2058
2059
2060 /**
2061 * One-time init for drawing depth pixels.
2062 */
2063 static void
2064 init_draw_depth_pixels(struct gl_context *ctx)
2065 {
2066 static const char *program =
2067 "!!ARBfp1.0\n"
2068 "PARAM color = program.local[0]; \n"
2069 "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
2070 "MOV result.color, color; \n"
2071 "END \n";
2072 char program2[200];
2073 struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
2074 struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
2075 const char *texTarget;
2076
2077 assert(drawpix->DepthFP == 0);
2078
2079 /* replace %s with "RECT" or "2D" */
2080 assert(strlen(program) + 4 < sizeof(program2));
2081 if (tex->Target == GL_TEXTURE_RECTANGLE)
2082 texTarget = "RECT";
2083 else
2084 texTarget = "2D";
2085 _mesa_snprintf(program2, sizeof(program2), program, texTarget);
2086
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);
2091 }
2092
2093
2094 /**
2095 * Meta implementation of ctx->Driver.DrawPixels() in terms
2096 * of texture mapping and polygon rendering.
2097 */
2098 void
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)
2104 {
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;
2113
2114 /*
2115 * Determine if we can do the glDrawPixels with texture mapping.
2116 */
2117 fallback = GL_FALSE;
2118 if (ctx->Fog.Enabled) {
2119 fallback = GL_TRUE;
2120 }
2121
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).
2126 */
2127 if (/*format == GL_LUMINANCE ||*/ format == GL_LUMINANCE_ALPHA)
2128 texIntFormat = format;
2129 else
2130 texIntFormat = GL_RGBA;
2131
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
2135 * point.
2136 */
2137 if (ctx->Color.ClampFragmentColor != GL_TRUE &&
2138 ctx->Extensions.ARB_texture_float)
2139 texIntFormat = GL_RGBA32F;
2140 }
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
2148 * in [0,1].
2149 */
2150 texIntFormat = GL_ALPHA;
2151 metaExtraSave = (MESA_META_COLOR_MASK |
2152 MESA_META_DEPTH_TEST |
2153 MESA_META_PIXEL_TRANSFER |
2154 MESA_META_SHADER |
2155 MESA_META_STENCIL_TEST);
2156 }
2157 else {
2158 fallback = GL_TRUE;
2159 }
2160 }
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);
2166 }
2167 else {
2168 fallback = GL_TRUE;
2169 }
2170 }
2171 else {
2172 fallback = GL_TRUE;
2173 }
2174
2175 if (fallback) {
2176 _swrast_DrawPixels(ctx, x, y, width, height,
2177 format, type, unpack, pixels);
2178 return;
2179 }
2180
2181 /*
2182 * Check image size against max texture size, draw as tiles if needed.
2183 */
2184 if (width > tex->MaxSize || height > tex->MaxSize) {
2185 tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
2186 format, type, unpack, pixels);
2187 return;
2188 }
2189
2190 /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
2191 * but a there's a few things we need to override:
2192 */
2193 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
2194 MESA_META_SHADER |
2195 MESA_META_TEXTURE |
2196 MESA_META_TRANSFORM |
2197 MESA_META_CLIP |
2198 MESA_META_VERTEX |
2199 MESA_META_VIEWPORT |
2200 metaExtraSave));
2201
2202 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2203
2204 _mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->buf_obj, false,
2205 3, 2, 0);
2206
2207 /* Silence valgrind warnings about reading uninitialized stack. */
2208 memset(verts, 0, sizeof(verts));
2209
2210 /* vertex positions, texcoords (after texture allocation!) */
2211 {
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]);
2217
2218 verts[0].x = x0;
2219 verts[0].y = y0;
2220 verts[0].z = z;
2221 verts[0].tex[0] = 0.0F;
2222 verts[0].tex[1] = 0.0F;
2223 verts[1].x = x1;
2224 verts[1].y = y0;
2225 verts[1].z = z;
2226 verts[1].tex[0] = tex->Sright;
2227 verts[1].tex[1] = 0.0F;
2228 verts[2].x = x1;
2229 verts[2].y = y1;
2230 verts[2].z = z;
2231 verts[2].tex[0] = tex->Sright;
2232 verts[2].tex[1] = tex->Ttop;
2233 verts[3].x = x0;
2234 verts[3].y = y1;
2235 verts[3].z = z;
2236 verts[3].tex[0] = 0.0F;
2237 verts[3].tex[1] = tex->Ttop;
2238 }
2239
2240 /* upload new vertex data */
2241 _mesa_buffer_data(ctx, drawpix->buf_obj, GL_NONE, sizeof(verts), verts,
2242 GL_DYNAMIC_DRAW, __func__);
2243
2244 /* set given unpack params */
2245 ctx->Unpack = *unpack;
2246
2247 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2248
2249 if (_mesa_is_stencil_format(format)) {
2250 /* Drawing stencil */
2251 GLint bit;
2252
2253 if (!drawpix->StencilFP)
2254 init_draw_stencil_pixels(ctx);
2255
2256 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2257 GL_ALPHA, type, pixels);
2258
2259 _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
2260
2261 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
2262
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);
2267
2268 /* set stencil bits to 1 where needed */
2269 _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
2270
2271 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
2272 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2273
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);
2279
2280 _mesa_ProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2281 255.0f / mask, 0.5f, 0.0f, 0.0f);
2282
2283 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2284 }
2285 }
2286 }
2287 else if (_mesa_is_depth_format(format)) {
2288 /* Drawing depth */
2289 if (!drawpix->DepthFP)
2290 init_draw_depth_pixels(ctx);
2291
2292 _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP);
2293 _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
2294
2295 /* polygon color = current raster color */
2296 _mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
2297 ctx->Current.RasterColor);
2298
2299 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2300 format, type, pixels);
2301
2302 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2303 }
2304 else {
2305 /* Drawing RGBA */
2306 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2307 format, type, pixels);
2308 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2309 }
2310
2311 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2312
2313 /* restore unpack params */
2314 ctx->Unpack = unpackSave;
2315
2316 _mesa_meta_end(ctx);
2317 }
2318
2319 static GLboolean
2320 alpha_test_raster_color(struct gl_context *ctx)
2321 {
2322 GLfloat alpha = ctx->Current.RasterColor[ACOMP];
2323 GLfloat ref = ctx->Color.AlphaRef;
2324
2325 switch (ctx->Color.AlphaFunc) {
2326 case GL_NEVER:
2327 return GL_FALSE;
2328 case GL_LESS:
2329 return alpha < ref;
2330 case GL_EQUAL:
2331 return alpha == ref;
2332 case GL_LEQUAL:
2333 return alpha <= ref;
2334 case GL_GREATER:
2335 return alpha > ref;
2336 case GL_NOTEQUAL:
2337 return alpha != ref;
2338 case GL_GEQUAL:
2339 return alpha >= ref;
2340 case GL_ALWAYS:
2341 return GL_TRUE;
2342 default:
2343 assert(0);
2344 return GL_FALSE;
2345 }
2346 }
2347
2348 /**
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.
2352 */
2353 void
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)
2358 {
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;
2363 GLubyte fg, bg;
2364 struct vertex verts[4];
2365 GLboolean newTex;
2366 GLubyte *bitmap8;
2367
2368 /*
2369 * Check if swrast fallback is needed.
2370 */
2371 if (ctx->_ImageTransferState ||
2372 ctx->FragmentProgram._Enabled ||
2373 ctx->Fog.Enabled ||
2374 ctx->Texture._MaxEnabledTexImageUnit != -1 ||
2375 width > tex->MaxSize ||
2376 height > tex->MaxSize) {
2377 _swrast_Bitmap(ctx, x, y, width, height, unpack, bitmap1);
2378 return;
2379 }
2380
2381 if (ctx->Color.AlphaEnabled && !alpha_test_raster_color(ctx))
2382 return;
2383
2384 /* Most GL state applies to glBitmap (like blending, stencil, etc),
2385 * but a there's a few things we need to override:
2386 */
2387 _mesa_meta_begin(ctx, (MESA_META_ALPHA_TEST |
2388 MESA_META_PIXEL_STORE |
2389 MESA_META_RASTERIZATION |
2390 MESA_META_SHADER |
2391 MESA_META_TEXTURE |
2392 MESA_META_TRANSFORM |
2393 MESA_META_CLIP |
2394 MESA_META_VERTEX |
2395 MESA_META_VIEWPORT));
2396
2397 _mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->buf_obj, false,
2398 3, 2, 4);
2399
2400 newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
2401
2402 /* Silence valgrind warnings about reading uninitialized stack. */
2403 memset(verts, 0, sizeof(verts));
2404
2405 /* vertex positions, texcoords, colors (after texture allocation!) */
2406 {
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]);
2412 GLuint i;
2413
2414 verts[0].x = x0;
2415 verts[0].y = y0;
2416 verts[0].z = z;
2417 verts[0].tex[0] = 0.0F;
2418 verts[0].tex[1] = 0.0F;
2419 verts[1].x = x1;
2420 verts[1].y = y0;
2421 verts[1].z = z;
2422 verts[1].tex[0] = tex->Sright;
2423 verts[1].tex[1] = 0.0F;
2424 verts[2].x = x1;
2425 verts[2].y = y1;
2426 verts[2].z = z;
2427 verts[2].tex[0] = tex->Sright;
2428 verts[2].tex[1] = tex->Ttop;
2429 verts[3].x = x0;
2430 verts[3].y = y1;
2431 verts[3].z = z;
2432 verts[3].tex[0] = 0.0F;
2433 verts[3].tex[1] = tex->Ttop;
2434
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];
2440 }
2441
2442 /* upload new vertex data */
2443 _mesa_buffer_sub_data(ctx, bitmap->buf_obj, 0, sizeof(verts), verts,
2444 __func__);
2445 }
2446
2447 /* choose different foreground/background alpha values */
2448 CLAMPED_FLOAT_TO_UBYTE(fg, ctx->Current.RasterColor[ACOMP]);
2449 bg = (fg > 127 ? 0 : 255);
2450
2451 bitmap1 = _mesa_map_pbo_source(ctx, &unpackSave, bitmap1);
2452 if (!bitmap1) {
2453 _mesa_meta_end(ctx);
2454 return;
2455 }
2456
2457 bitmap8 = malloc(width * height);
2458 if (bitmap8) {
2459 memset(bitmap8, bg, width * height);
2460 _mesa_expand_bitmap(width, height, &unpackSave, bitmap1,
2461 bitmap8, width, fg);
2462
2463 _mesa_set_enable(ctx, tex->Target, GL_TRUE);
2464
2465 _mesa_set_enable(ctx, GL_ALPHA_TEST, GL_TRUE);
2466 _mesa_AlphaFunc(GL_NOTEQUAL, UBYTE_TO_FLOAT(bg));
2467
2468 _mesa_meta_setup_drawpix_texture(ctx, tex, newTex, width, height,
2469 GL_ALPHA, GL_UNSIGNED_BYTE, bitmap8);
2470
2471 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
2472
2473 _mesa_set_enable(ctx, tex->Target, GL_FALSE);
2474
2475 free(bitmap8);
2476 }
2477
2478 _mesa_unmap_pbo_source(ctx, &unpackSave);
2479
2480 _mesa_meta_end(ctx);
2481 }
2482
2483 /**
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.
2487 *
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
2498 */
2499 void
2500 _mesa_meta_setup_texture_coords(GLenum faceTarget,
2501 GLint slice,
2502 GLint xoffset,
2503 GLint yoffset,
2504 GLint width,
2505 GLint height,
2506 GLint total_width,
2507 GLint total_height,
2508 GLint total_depth,
2509 GLfloat coords0[4],
2510 GLfloat coords1[4],
2511 GLfloat coords2[4],
2512 GLfloat coords3[4])
2513 {
2514 float st[4][2];
2515 GLuint i;
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;
2520 GLfloat r;
2521
2522 /* setup the reference texcoords */
2523 st[0][0] = s0;
2524 st[0][1] = t0;
2525 st[1][0] = s1;
2526 st[1][1] = t0;
2527 st[2][0] = s1;
2528 st[2][1] = t1;
2529 st[3][0] = s0;
2530 st[3][1] = t1;
2531
2532 if (faceTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
2533 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice % 6;
2534
2535 /* Currently all texture targets want the W component to be 1.0.
2536 */
2537 coords0[3] = 1.0F;
2538 coords1[3] = 1.0F;
2539 coords2[3] = 1.0F;
2540 coords3[3] = 1.0F;
2541
2542 switch (faceTarget) {
2543 case GL_TEXTURE_1D:
2544 case GL_TEXTURE_2D:
2545 case GL_TEXTURE_3D:
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;
2551 }
2552 else if (faceTarget == GL_TEXTURE_2D_ARRAY)
2553 r = (float) slice;
2554 else
2555 r = 0.0F;
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];
2561 coords1[2] = r;
2562 coords2[0] = st[2][0];
2563 coords2[1] = st[2][1];
2564 coords2[2] = r;
2565 coords3[0] = st[3][0];
2566 coords3[1] = st[3][1];
2567 coords3[2] = r;
2568 break;
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;
2575 coords1[2] = 0.0F;
2576 coords2[0] = (float) (xoffset + width);
2577 coords2[1] = (float) (yoffset + height);
2578 coords2[2] = 0.0F;
2579 coords3[0] = (float) xoffset;
2580 coords3[1] = (float) (yoffset + height);
2581 coords3[2] = 0.0F;
2582 break;
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;
2589 coords1[2] = 0.0F;
2590 coords2[0] = st[2][0];
2591 coords2[1] = (float) slice;
2592 coords2[2] = 0.0F;
2593 coords3[0] = st[3][0];
2594 coords3[1] = (float) slice;
2595 coords3[2] = 0.0F;
2596 break;
2597
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...
2609 */
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;
2613 GLfloat *coord;
2614
2615 switch (i) {
2616 case 0:
2617 coord = coords0;
2618 break;
2619 case 1:
2620 coord = coords1;
2621 break;
2622 case 2:
2623 coord = coords2;
2624 break;
2625 case 3:
2626 coord = coords3;
2627 break;
2628 default:
2629 unreachable("not reached");
2630 }
2631
2632 coord[3] = (float) (slice / 6);
2633
2634 switch (faceTarget) {
2635 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2636 coord[0] = 1.0f;
2637 coord[1] = -tc;
2638 coord[2] = -sc;
2639 break;
2640 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2641 coord[0] = -1.0f;
2642 coord[1] = -tc;
2643 coord[2] = sc;
2644 break;
2645 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2646 coord[0] = sc;
2647 coord[1] = 1.0f;
2648 coord[2] = tc;
2649 break;
2650 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2651 coord[0] = sc;
2652 coord[1] = -1.0f;
2653 coord[2] = -tc;
2654 break;
2655 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2656 coord[0] = sc;
2657 coord[1] = -tc;
2658 coord[2] = 1.0f;
2659 break;
2660 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2661 coord[0] = -sc;
2662 coord[1] = -tc;
2663 coord[2] = -1.0f;
2664 break;
2665 default:
2666 assert(0);
2667 }
2668 }
2669 break;
2670 default:
2671 assert(!"unexpected target in _mesa_meta_setup_texture_coords()");
2672 }
2673 }
2674
2675 static struct blit_shader *
2676 choose_blit_shader(GLenum target, struct blit_shader_table *table)
2677 {
2678 switch(target) {
2679 case GL_TEXTURE_1D:
2680 table->sampler_1d.type = "sampler1D";
2681 table->sampler_1d.func = "texture1D";
2682 table->sampler_1d.texcoords = "texCoords.x";
2683 return &table->sampler_1d;
2684 case GL_TEXTURE_2D:
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;
2694 case GL_TEXTURE_3D:
2695 /* Code for mipmap generation with 3D textures is not used yet.
2696 * It's a sw fallback.
2697 */
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;
2722 default:
2723 _mesa_problem(NULL, "Unexpected texture target 0x%x in"
2724 " setup_texture_sampler()\n", target);
2725 return NULL;
2726 }
2727 }
2728
2729 void
2730 _mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
2731 {
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);
2740
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;
2749 }
2750
2751 /**
2752 * Determine the GL data type to use for the temporary image read with
2753 * ReadPixels() and passed to Tex[Sub]Image().
2754 */
2755 static GLenum
2756 get_temp_image_type(struct gl_context *ctx, mesa_format format)
2757 {
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);
2761
2762 switch (baseFormat) {
2763 case GL_RGBA:
2764 case GL_RGB:
2765 case GL_RG:
2766 case GL_RED:
2767 case GL_ALPHA:
2768 case GL_LUMINANCE:
2769 case GL_LUMINANCE_ALPHA:
2770 case GL_INTENSITY:
2771 if (datatype == GL_INT || datatype == GL_UNSIGNED_INT) {
2772 return datatype;
2773 } else if (format_red_bits <= 8) {
2774 return GL_UNSIGNED_BYTE;
2775 } else if (format_red_bits <= 16) {
2776 return GL_UNSIGNED_SHORT;
2777 }
2778 return GL_FLOAT;
2779 case GL_DEPTH_COMPONENT:
2780 if (datatype == GL_FLOAT)
2781 return GL_FLOAT;
2782 else
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;
2787 else
2788 return GL_UNSIGNED_INT_24_8;
2789 default:
2790 _mesa_problem(ctx, "Unexpected format %d in get_temp_image_type()",
2791 baseFormat);
2792 return 0;
2793 }
2794 }
2795
2796 /**
2797 * Attempts to wrap the destination texture in an FBO and use
2798 * glBlitFramebuffer() to implement glCopyTexSubImage().
2799 */
2800 static bool
2801 copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
2802 struct gl_texture_image *texImage,
2803 GLint xoffset,
2804 GLint yoffset,
2805 GLint zoffset,
2806 struct gl_renderbuffer *rb,
2807 GLint x, GLint y,
2808 GLsizei width, GLsizei height)
2809 {
2810 GLuint fbo;
2811 bool success = false;
2812 GLbitfield mask;
2813 GLenum status;
2814
2815 if (!ctx->Extensions.ARB_framebuffer_object)
2816 return false;
2817
2818 _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
2819
2820 _mesa_GenFramebuffers(1, &fbo);
2821 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
2822
2823 if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
2824 rb->_BaseFormat == GL_DEPTH_COMPONENT) {
2825 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
2826 texImage, zoffset);
2827 mask = GL_DEPTH_BUFFER_BIT;
2828
2829 if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
2830 texImage->_BaseFormat == GL_DEPTH_STENCIL) {
2831 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
2832 texImage, zoffset);
2833 mask |= GL_STENCIL_BUFFER_BIT;
2834 }
2835 _mesa_DrawBuffer(GL_NONE);
2836 } else {
2837 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
2838 texImage, zoffset);
2839 mask = GL_COLOR_BUFFER_BIT;
2840 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
2841 }
2842
2843 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
2844 if (status != GL_FRAMEBUFFER_COMPLETE)
2845 goto out;
2846
2847 ctx->Meta->Blit.no_ctsi_fallback = true;
2848
2849 /* Since we've bound a new draw framebuffer, we need to update
2850 * its derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
2851 * be correct.
2852 */
2853 _mesa_update_state(ctx);
2854
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
2857 * changes.
2858 */
2859 mask = _mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
2860 x, y,
2861 x + width, y + height,
2862 xoffset, yoffset,
2863 xoffset + width, yoffset + height,
2864 mask, GL_NEAREST);
2865 ctx->Meta->Blit.no_ctsi_fallback = false;
2866 success = mask == 0x0;
2867
2868 out:
2869 _mesa_DeleteFramebuffers(1, &fbo);
2870 _mesa_meta_end(ctx);
2871 return success;
2872 }
2873
2874 /**
2875 * Helper for _mesa_meta_CopyTexSubImage1/2/3D() functions.
2876 * Have to be careful with locking and meta state for pixel transfer.
2877 */
2878 void
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,
2883 GLint x, GLint y,
2884 GLsizei width, GLsizei height)
2885 {
2886 GLenum format, type;
2887 GLint bpp;
2888 void *buf;
2889
2890 if (copytexsubimage_using_blit_framebuffer(ctx, dims,
2891 texImage,
2892 xoffset, yoffset, zoffset,
2893 rb,
2894 x, y,
2895 width, height)) {
2896 return;
2897 }
2898
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).
2907 */
2908 format = GL_RGBA;
2909 }
2910
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);
2914 }
2915 bpp = _mesa_bytes_per_pixel(format, type);
2916 if (bpp <= 0) {
2917 _mesa_problem(ctx, "Bad bpp in _mesa_meta_CopyTexSubImage()");
2918 return;
2919 }
2920
2921 /*
2922 * Alloc image buffer (XXX could use a PBO)
2923 */
2924 buf = malloc(width * height * bpp);
2925 if (!buf) {
2926 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage%uD", dims);
2927 return;
2928 }
2929
2930 /*
2931 * Read image from framebuffer (disable pixel transfer ops)
2932 */
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);
2937
2938 _mesa_update_state(ctx); /* to update pixel transfer state */
2939
2940 /*
2941 * Store texture data (with pixel transfer ops)
2942 */
2943 _mesa_meta_begin(ctx, MESA_META_PIXEL_STORE);
2944
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);
2950 } else {
2951 ctx->Driver.TexSubImage(ctx, dims, texImage,
2952 xoffset, yoffset, zoffset, width, height, 1,
2953 format, type, buf, &ctx->Unpack);
2954 }
2955
2956 _mesa_meta_end(ctx);
2957
2958 free(buf);
2959 }
2960
2961 static void
2962 meta_decompress_fbo_cleanup(struct decompress_fbo_state *decompress_fbo)
2963 {
2964 if (decompress_fbo->FBO != 0) {
2965 _mesa_DeleteFramebuffers(1, &decompress_fbo->FBO);
2966 _mesa_reference_renderbuffer(&decompress_fbo->rb, NULL);
2967 }
2968
2969 memset(decompress_fbo, 0, sizeof(*decompress_fbo));
2970 }
2971
2972 static void
2973 meta_decompress_cleanup(struct gl_context *ctx,
2974 struct decompress_state *decompress)
2975 {
2976 meta_decompress_fbo_cleanup(&decompress->byteFBO);
2977 meta_decompress_fbo_cleanup(&decompress->floatFBO);
2978
2979 if (decompress->VAO != 0) {
2980 _mesa_DeleteVertexArrays(1, &decompress->VAO);
2981 _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
2982 }
2983
2984 _mesa_reference_sampler_object(ctx, &decompress->samp_obj, NULL);
2985
2986 memset(decompress, 0, sizeof(*decompress));
2987 }
2988
2989 /**
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)
2997 */
2998 static bool
2999 decompress_texture_image(struct gl_context *ctx,
3000 struct gl_texture_image *texImage,
3001 GLuint slice,
3002 GLint xoffset, GLint yoffset,
3003 GLsizei width, GLsizei height,
3004 GLenum destFormat, GLenum destType,
3005 GLvoid *dest)
3006 {
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;
3011 GLenum rbFormat;
3012 GLenum faceTarget;
3013 struct vertex verts[4];
3014 struct gl_sampler_object *samp_obj_save = NULL;
3015 GLenum status;
3016 const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
3017 ctx->Extensions.ARB_fragment_shader;
3018
3019 switch (_mesa_get_format_datatype(texImage->TexFormat)) {
3020 case GL_FLOAT:
3021 decompress_fbo = &decompress->floatFBO;
3022 rbFormat = GL_RGBA32F;
3023 break;
3024 case GL_UNSIGNED_NORMALIZED:
3025 decompress_fbo = &decompress->byteFBO;
3026 rbFormat = GL_RGBA;
3027 break;
3028 default:
3029 return false;
3030 }
3031
3032 if (slice > 0) {
3033 assert(target == GL_TEXTURE_3D ||
3034 target == GL_TEXTURE_2D_ARRAY ||
3035 target == GL_TEXTURE_CUBE_MAP_ARRAY);
3036 }
3037
3038 switch (target) {
3039 case GL_TEXTURE_1D:
3040 case GL_TEXTURE_1D_ARRAY:
3041 assert(!"No compressed 1D textures.");
3042 return false;
3043
3044 case GL_TEXTURE_3D:
3045 assert(!"No compressed 3D textures.");
3046 return false;
3047
3048 case GL_TEXTURE_CUBE_MAP_ARRAY:
3049 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
3050 break;
3051
3052 case GL_TEXTURE_CUBE_MAP:
3053 faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
3054 break;
3055
3056 default:
3057 faceTarget = target;
3058 break;
3059 }
3060
3061 _mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
3062 MESA_META_DRAW_BUFFERS));
3063
3064 _mesa_reference_sampler_object(ctx, &samp_obj_save,
3065 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
3066
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);
3072 return false;
3073 }
3074
3075 decompress_fbo->rb->RefCount = 1;
3076
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);
3081 }
3082 else {
3083 _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress_fbo->FBO);
3084 }
3085
3086 /* alloc dest surface */
3087 if (width > decompress_fbo->Width || height > decompress_fbo->Height) {
3088 _mesa_renderbuffer_storage(ctx, decompress_fbo->rb, rbFormat,
3089 width, height, 0);
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
3094 * too */
3095 _mesa_meta_end(ctx);
3096 return false;
3097 }
3098 decompress_fbo->Width = width;
3099 decompress_fbo->Height = height;
3100 }
3101
3102 if (use_glsl_version) {
3103 _mesa_meta_setup_vertex_objects(ctx, &decompress->VAO,
3104 &decompress->buf_obj, true,
3105 2, 4, 0);
3106
3107 _mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
3108 } else {
3109 _mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO,
3110 &decompress->buf_obj, 3);
3111 }
3112
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);
3117
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
3121 * clean up.
3122 *
3123 * Returning true prevents other GetTexImage methods from attempting
3124 * anything since they will likely fail too.
3125 */
3126 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage");
3127 return true;
3128 }
3129
3130 /* nearest filtering */
3131 _mesa_set_sampler_filters(ctx, decompress->samp_obj, GL_NEAREST, GL_NEAREST);
3132
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);
3135 }
3136
3137 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, decompress->samp_obj);
3138
3139 /* Silence valgrind warnings about reading uninitialized stack. */
3140 memset(verts, 0, sizeof(verts));
3141
3142 _mesa_meta_setup_texture_coords(faceTarget, slice,
3143 xoffset, yoffset, width, height,
3144 texImage->Width, texImage->Height,
3145 texImage->Depth,
3146 verts[0].tex,
3147 verts[1].tex,
3148 verts[2].tex,
3149 verts[3].tex);
3150
3151 /* setup vertex positions */
3152 verts[0].x = -1.0F;
3153 verts[0].y = -1.0F;
3154 verts[1].x = 1.0F;
3155 verts[1].y = -1.0F;
3156 verts[2].x = 1.0F;
3157 verts[2].y = 1.0F;
3158 verts[3].x = -1.0F;
3159 verts[3].y = 1.0F;
3160
3161 _mesa_set_viewport(ctx, 0, 0, 0, width, height);
3162
3163 /* upload new vertex data */
3164 _mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts,
3165 __func__);
3166
3167 /* setup texture state */
3168 _mesa_BindTexture(target, texObj->Name);
3169
3170 if (!use_glsl_version)
3171 _mesa_set_enable(ctx, target, GL_TRUE);
3172
3173 {
3174 /* save texture object state */
3175 const GLint baseLevelSave = texObj->BaseLevel;
3176 const GLint maxLevelSave = texObj->MaxLevel;
3177
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);
3184 }
3185
3186 /* render quad w/ texture into renderbuffer */
3187 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3188
3189 /* Restore texture object state, the texture binding will
3190 * be restored by _mesa_meta_end().
3191 */
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);
3197 }
3198
3199 }
3200
3201 /* read pixels from renderbuffer */
3202 {
3203 GLenum baseTexFormat = texImage->_BaseFormat;
3204 GLenum destBaseFormat = _mesa_unpack_format_to_base_format(destFormat);
3205
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
3211 * red/alpha.
3212 */
3213 if (_mesa_need_luminance_to_rgb_conversion(baseTexFormat,
3214 destBaseFormat) ||
3215 /* If we're reading back an RGB(A) texture (using glGetTexImage) as
3216 * luminance then we need to return L=tex(R).
3217 */
3218 _mesa_need_rgb_to_luminance_conversion(baseTexFormat,
3219 destBaseFormat)) {
3220 /* Green and blue must be zero */
3221 _mesa_PixelTransferf(GL_GREEN_SCALE, 0.0f);
3222 _mesa_PixelTransferf(GL_BLUE_SCALE, 0.0f);
3223 }
3224
3225 _mesa_ReadPixels(0, 0, width, height, destFormat, destType, dest);
3226 }
3227
3228 /* disable texture unit */
3229 if (!use_glsl_version)
3230 _mesa_set_enable(ctx, target, GL_FALSE);
3231
3232 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
3233 _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
3234
3235 _mesa_meta_end(ctx);
3236
3237 return true;
3238 }
3239
3240
3241 /**
3242 * This is just a wrapper around _mesa_get_tex_image() and
3243 * decompress_texture_image(). Meta functions should not be directly called
3244 * from core Mesa.
3245 */
3246 void
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)
3252 {
3253 if (_mesa_is_format_compressed(texImage->TexFormat)) {
3254 GLuint slice;
3255 bool result = true;
3256
3257 for (slice = 0; slice < depth; slice++) {
3258 void *dst;
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).
3265 */
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);
3271 }
3272 else {
3273 dst = pixels;
3274 }
3275 result = decompress_texture_image(ctx, texImage, slice,
3276 xoffset, yoffset, width, height,
3277 format, type, dst);
3278 if (!result)
3279 break;
3280 }
3281
3282 if (result)
3283 return;
3284 }
3285
3286 _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset,
3287 width, height, depth, format, type, pixels, texImage);
3288 }
3289
3290
3291 /**
3292 * Meta implementation of ctx->Driver.DrawTex() in terms
3293 * of polygon rendering.
3294 */
3295 void
3296 _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
3297 GLfloat width, GLfloat height)
3298 {
3299 struct drawtex_state *drawtex = &ctx->Meta->DrawTex;
3300 struct vertex {
3301 GLfloat x, y, z, st[MAX_TEXTURE_UNITS][2];
3302 };
3303 struct vertex verts[4];
3304 GLuint i;
3305
3306 _mesa_meta_begin(ctx, (MESA_META_RASTERIZATION |
3307 MESA_META_SHADER |
3308 MESA_META_TRANSFORM |
3309 MESA_META_VERTEX |
3310 MESA_META_VIEWPORT));
3311
3312 if (drawtex->VAO == 0) {
3313 /* one-time setup */
3314 struct gl_vertex_array_object *array_obj;
3315
3316 /* create vertex array object */
3317 _mesa_GenVertexArrays(1, &drawtex->VAO);
3318 _mesa_BindVertexArray(drawtex->VAO);
3319
3320 array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
3321 assert(array_obj != NULL);
3322
3323 /* create vertex array buffer */
3324 drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
3325 if (drawtex->buf_obj == NULL)
3326 return;
3327
3328 _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
3329 GL_DYNAMIC_DRAW, __func__);
3330
3331 /* setup vertex arrays */
3332 _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
3333 3, GL_FLOAT, GL_RGBA, GL_FALSE,
3334 GL_FALSE, 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);
3339
3340
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,
3344 GL_FALSE, 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));
3349 }
3350 }
3351 else {
3352 _mesa_BindVertexArray(drawtex->VAO);
3353 }
3354
3355 /* vertex positions, texcoords */
3356 {
3357 const GLfloat x1 = x + width;
3358 const GLfloat y1 = y + height;
3359
3360 z = CLAMP(z, 0.0f, 1.0f);
3361 z = invert_z(z);
3362
3363 verts[0].x = x;
3364 verts[0].y = y;
3365 verts[0].z = z;
3366
3367 verts[1].x = x1;
3368 verts[1].y = y;
3369 verts[1].z = z;
3370
3371 verts[2].x = x1;
3372 verts[2].y = y1;
3373 verts[2].z = z;
3374
3375 verts[3].x = x;
3376 verts[3].y = y1;
3377 verts[3].z = z;
3378
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;
3383 GLuint tw, th;
3384
3385 if (!ctx->Texture.Unit[i]._Current) {
3386 GLuint j;
3387 for (j = 0; j < 4; j++) {
3388 verts[j].st[i][0] = 0.0f;
3389 verts[j].st[i][1] = 0.0f;
3390 }
3391 continue;
3392 }
3393
3394 texObj = ctx->Texture.Unit[i]._Current;
3395 texImage = texObj->Image[0][texObj->BaseLevel];
3396 tw = texImage->Width2;
3397 th = texImage->Height2;
3398
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;
3403
3404 verts[0].st[i][0] = s;
3405 verts[0].st[i][1] = t;
3406
3407 verts[1].st[i][0] = s1;
3408 verts[1].st[i][1] = t;
3409
3410 verts[2].st[i][0] = s1;
3411 verts[2].st[i][1] = t1;
3412
3413 verts[3].st[i][0] = s;
3414 verts[3].st[i][1] = t1;
3415 }
3416
3417 _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts,
3418 __func__);
3419 }
3420
3421 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
3422
3423 _mesa_meta_end(ctx);
3424 }
3425
3426 static bool
3427 cleartexsubimage_color(struct gl_context *ctx,
3428 struct gl_texture_image *texImage,
3429 const GLvoid *clearValue,
3430 GLint zoffset)
3431 {
3432 mesa_format format;
3433 union gl_color_union colorValue;
3434 GLenum datatype;
3435 GLenum status;
3436
3437 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3438 texImage, zoffset);
3439
3440 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3441 if (status != GL_FRAMEBUFFER_COMPLETE)
3442 return false;
3443
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);
3447
3448 switch (datatype) {
3449 case GL_UNSIGNED_INT:
3450 case GL_INT:
3451 if (clearValue)
3452 _mesa_unpack_uint_rgba_row(format, 1, clearValue,
3453 (GLuint (*)[4]) colorValue.ui);
3454 else
3455 memset(&colorValue, 0, sizeof colorValue);
3456 if (datatype == GL_INT)
3457 _mesa_ClearBufferiv(GL_COLOR, 0, colorValue.i);
3458 else
3459 _mesa_ClearBufferuiv(GL_COLOR, 0, colorValue.ui);
3460 break;
3461 default:
3462 if (clearValue)
3463 _mesa_unpack_rgba_row(format, 1, clearValue,
3464 (GLfloat (*)[4]) colorValue.f);
3465 else
3466 memset(&colorValue, 0, sizeof colorValue);
3467 _mesa_ClearBufferfv(GL_COLOR, 0, colorValue.f);
3468 break;
3469 }
3470
3471 return true;
3472 }
3473
3474 static bool
3475 cleartexsubimage_depth_stencil(struct gl_context *ctx,
3476 struct gl_texture_image *texImage,
3477 const GLvoid *clearValue,
3478 GLint zoffset)
3479 {
3480 GLint stencilValue;
3481 GLfloat depthValue;
3482 GLenum status;
3483
3484 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
3485 texImage, zoffset);
3486
3487 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3488 _mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
3489 texImage, zoffset);
3490
3491 status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
3492 if (status != GL_FRAMEBUFFER_COMPLETE)
3493 return false;
3494
3495 if (clearValue) {
3496 GLuint depthStencilValue[2];
3497
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
3500 */
3501 _mesa_unpack_float_32_uint_24_8_depth_stencil_row(texImage->TexFormat,
3502 1, /* n */
3503 clearValue,
3504 depthStencilValue);
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
3507 */
3508 memcpy(&depthValue, depthStencilValue, sizeof depthValue);
3509 stencilValue = depthStencilValue[1] & 0xff;
3510 } else {
3511 depthValue = 0.0f;
3512 stencilValue = 0;
3513 }
3514
3515 if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
3516 _mesa_ClearBufferfi(GL_DEPTH_STENCIL, 0, depthValue, stencilValue);
3517 else
3518 _mesa_ClearBufferfv(GL_DEPTH, 0, &depthValue);
3519
3520 return true;
3521 }
3522
3523 static bool
3524 cleartexsubimage_for_zoffset(struct gl_context *ctx,
3525 struct gl_texture_image *texImage,
3526 GLint zoffset,
3527 const GLvoid *clearValue)
3528 {
3529 GLuint fbo;
3530 bool success;
3531
3532 _mesa_GenFramebuffers(1, &fbo);
3533 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
3534
3535 switch(texImage->_BaseFormat) {
3536 case GL_DEPTH_STENCIL:
3537 case GL_DEPTH_COMPONENT:
3538 success = cleartexsubimage_depth_stencil(ctx, texImage,
3539 clearValue, zoffset);
3540 break;
3541 default:
3542 success = cleartexsubimage_color(ctx, texImage, clearValue, zoffset);
3543 break;
3544 }
3545
3546 _mesa_DeleteFramebuffers(1, &fbo);
3547
3548 return success;
3549 }
3550
3551 static bool
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)
3557 {
3558 bool success = true;
3559 GLint z;
3560
3561 _mesa_meta_begin(ctx,
3562 MESA_META_SCISSOR |
3563 MESA_META_COLOR_MASK |
3564 MESA_META_DITHER |
3565 MESA_META_FRAMEBUFFER_SRGB);
3566
3567 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
3568
3569 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
3570 _mesa_Scissor(xoffset, yoffset, width, height);
3571
3572 for (z = zoffset; z < zoffset + depth; z++) {
3573 if (!cleartexsubimage_for_zoffset(ctx, texImage, z, clearValue)) {
3574 success = false;
3575 break;
3576 }
3577 }
3578
3579 _mesa_meta_end(ctx);
3580
3581 return success;
3582 }
3583
3584 extern void
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)
3590 {
3591 bool res;
3592
3593 res = cleartexsubimage_using_fbo(ctx, texImage,
3594 xoffset, yoffset, zoffset,
3595 width, height, depth,
3596 clearValue);
3597
3598 if (res)
3599 return;
3600
3601 _mesa_warning(ctx,
3602 "Falling back to mapping the texture in "
3603 "glClearTexSubImage\n");
3604
3605 _mesa_store_cleartexsubimage(ctx, texImage,
3606 xoffset, yoffset, zoffset,
3607 width, height, depth,
3608 clearValue);
3609 }